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Posted

I only have a few sections left to install. Unfortunately, I'm working for several days straight so I won't have it finished for a bit couple more days as my time is limited.

 

@michaelrw,

Good luck is all I can say. I've only ever used nifskope once and didn't even know you could load textures into it. Haha!

Posted

yeah thanks. you dont load the textures yourself, but if you load a mesh it will look in ...\data\textures\ for the assigned texture and, if found, apply it to the mesh. If you open a mesh and it doesnt have a texture on it, that means the texture thats assigned to it either doesnt exist or is packaged in a BSA

Posted
  'michaelrw said:
yeah thanks. you dont load the textures yourself' date=' but if you load a mesh it will look in ...\data\textures\ for the assigned texture and, if found, apply it to the mesh. If you open a mesh and it doesnt have a texture on it, that means the texture thats assigned to it either doesnt exist or is packaged in a BSA[/quote']

NifSkope is a bit of a PITA this way, but you should be able to point to a different asset location for textures ...

Posted

Ok so anyone able to shed light on this issue? I know it's because of the new version but anyone have any ideas why?

Setting the FOMOD installer flag Prefer or both the Prefer and Enabled flags to false causes this.

Posted Image

Just for clarity these are the settings I'm talking about.

Posted Image

Although for whatever reason it may not be just in those cases since when I tried re-installing A Quality World Map it gave the SNAFU as well.

I tried using the separate NCC plugin from the optionals section like you would for previous client versions but no luck.

Posted
  'z929669 said:
  'michaelrw said:
yeah thanks. you dont load the textures yourself' date=' but if you load a mesh it will look in ...\data\textures\ for the assigned texture and' date=' if found, apply it to the mesh. If you open a mesh and it doesnt have a texture on it, that means the texture thats assigned to it either doesnt exist or is packaged in a BSA[/quote'']

NifSkope is a bit of a PITA this way, but you should be able to point to a different asset location for textures ...

 

I mean, if there was some path i could use to point it to the "virtual" ..data\textures\ directory then that would be great and would probably work. however i dont think there is an actual path for this. I could point it to \ModOrganizer\InstalledMods but that wouldnt do any good because all the mods there are installed individually and are separate from each other. I guess when i need to use nifskope i can just copy and paste the assets into the real skyrim data directory, then do my work, then move the stuff out.

 

  Quote
Ok so anyone able to shed light on this issue? I know it's because of the new version but anyone have any ideas why?

Setting the FOMOD installer flag Prefer or both the Prefer and Enabled flags to false causes this.

Posted Image

Just for clarity these are the settings I'm talking about.

Posted Image

Although for whatever reason it may not be just in those cases since when I tried re-installing A Quality World Map it gave the SNAFU as well.

I tried using the separate NCC plugin from the optionals section like you would for previous client versions but no luck.

 

Ive never seen anything like this before, sorry

Posted

I haven't either I'd hoped Will or Neo might post since they seem to be using the new one as well. Until I get this fixed I can't finish my STEP install.

Posted
  'michaelrw said:
  Quote
  'michaelrw said:
yeah thanks. you dont load the textures yourself' date=' but if you load a mesh it will look in ...\data\textures\ for the assigned texture and' date=' if found, apply it to the mesh. If you open a mesh and it doesnt have a texture on it, that means the texture thats assigned to it either doesnt exist or is packaged in a BSA[/quote'']

NifSkope is a bit of a PITA this way, but you should be able to point to a different asset location for textures ...

 

I mean, if there was some path i could use to point it to the "virtual" ..data\textures\ directory then that would be great and would probably work. however i dont think there is an actual path for this. I could point it to \ModOrganizer\InstalledMods but that wouldnt do any good because all the mods there are installed individually and are separate from each other. I guess when i need to use nifskope i can just copy and paste the assets into the real skyrim data directory, then do my work, then move the stuff out.

There must be a way to use the MO symbolic link. S4n has a lot of knowledge about this stuff. Look at his posts in this thread to see about how you might create a symbolic pointer to the MO virtual data directory.

Posted
  Quote

There must be a way to use the MO symbolic link. S4n has a lot of knowledge about this stuff. Look at his posts in this thread to see about how you might create a symbolic pointer to the MO virtual data directory.

thanks ill take a look at that.

 

Man the majority of that stuff is way over my head. I dont know very much about computer science etc. Is he still active? Maybe i can PM him and explain what im trying to do and see if it is even feasible..

Posted

Does anyone know a way of removing all of the endorsement flags, aside from manually going through each one?? Any clever ideas?

 

Ive tried highlighting them all and endorsing but it only endorses the one you click on. Ive gone through them all in the past, one by one, but I just updated to the new 0.99 beta and now i have endorsement flags for every single 'mod' in my list, which is about 450 packages.. so it will take a long time to manually endorse/not endorse that many. Maybe theres some application that can open the meta file for each mod and add true or false for endorsed status?? that kind of thing is too advanced for me, if such a thing even exists.

Posted

For the new version I haven't found a way (I tried several) but I wound up just manually doing it as it was getting quite bothersome after staring at MO working on my Tester installs for an hour or so.

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