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Posted

When MO v1.2.4 beta turns into a release version, this type of stuff will not be as big an issue unless you are installing PN - Extra Options again.

 

Basically the external installer will work with everything accept PN - EO and uHUD. What that means is using MO's installer will prevent the overwrites that occur using FOMM and so you keep the mod isolation going correctly. A mod can just be installed and then moved into place, rerun uHUD and boom you're done. No reinstall of the UI section.

Posted (edited)

Damn - I'm having trouble getting into the archive.  When I load Flashlight NVSE in MO it doesn't let me manually install at all - I was trying to install it under a different name so I could then grab the battery file through windows explorer.  It just starts up the installer and won't even allow me to click "install", only "cancel".  I can't figure out how to just look into the .fomod file just to grab that one battery file.  I was trying to do that over messing with FOMM.  I guess I have to use FOMM then.. *grumble*

Edited by oqhansoloqo
Posted (edited)

No sh*t.  Nice!  Didn't realize 7zip could get into .fomods.  OK, good.  Got it.  Thanks.  :)

 

EDIT:  OK, I ran the game with just the UI mods enabled and the Flashlight mod MCM works perfectly now and I have access to the battery feature of it now.

 

Now I have to figure out this other issue that is potentially a BSA extraction issue.  I'll get back on that now.

 

EDIT2:  Apparently, an easy way to extract BSAs in an already installed mod is to place a randomly named text file into an otherwise empty .7z archive and then install that manually and name the mod the same as a mod already installed with BSAs I want to extract.  Then merge it and select "yes" to extract BSAs question.  Then just delete the text file I merged into that mod.

Edited by oqhansoloqo
Posted

OK, problem solved.  I enabled everything again and got the game running.  It was the BSA limit issue.  And thanks to Kelmych for his input, for I finally fixed my Flashlight NVSE issues also.  :D

 

Now for some more dirty edit removals.

Posted (edited)

Yeah, but I didn't really understand what you meant.  I did the cleaning according to STEP TES5Edit instructions on all the mods marked by BOSS, which I think all said they were "ITMs" (whatever that means - lol).  One of the newest mods marked by BOSS said there was an error doing something with a navmesh or something, but I followed the directions, so I don't know why it said that.  Maybe the error for that mod was normal?  Hope so, since I didn't deviate from instructions...  Then the mod I didn't touch at all that BOSS said had dirty edits was Vault 22 Floral Overhaul.  It basically said that cleaning would cause the game to not load.  I'm guessing this is the other type of dirty edit you were trying to explain to me.  I just left it alone whatever the case.

 

EDIT: the one with the navmesh message was the Tales from the Burning Sands.esm, btw.

Edited by oqhansoloqo
Posted

There are ITMs which are Intentional to Masters and UDRs which are Undeleted and Disabled References. In xEdit you apply the filter for cleaning and when it's done you right click the mod you want to clean. Then you hit Undelete and Disable References first then Remove Intentional to Masters the second time.

 

If you see a BOSS log it lists how many records should be cleaned. So, Tales of the Burning Sands.esm will say: 

  • Contains dirty edits: 17 ITM, 0 UDR records. Needs FNVEdit cleaning. A cleaning guide is available here.

This means that you do not need to select Undelete and Disable References on that mod, only Remove Intentional to Masters. This is something important to pay attention to because some mods the ITMs can be cleaned, but cleaning the UDRs will mean that it will crash on start.

Posted

No mods in STEP or really any that I know of are like that. Fallout New Vegas, the authors were a little less worried about the standards that have been established by the TES crowd.

Posted (edited)

Oops, then I don't know which mods I messed up if I messed up any because I deleted all my backups after running the game and seeing that it started OK.  I guess I can redo Tales of the Burning Sands.esm, because I know that one.  But I don't remember which other mods had been marked by BOSS previously that I did a full clean on.  Hopefully TBS was the only one that could have been damaged from a full clean.  I don't remember seeing any error messages from cleaning like I saw when I did that one.  Still, it could have happened and I just didn't notice it before.  What do you think I should do?

Edited by oqhansoloqo
Posted

You don't have worry about it. It's just good practice to pay attention going forward. Plus, you don't use Vurts ESP and you didn't clean Vault 22 so it should be fine.

Posted (edited)

Good.  OK, just reinstalled TBS and only cleaned the ITMs.  No errors this time.  I guess everything is all good now (hopefully).. lol  Now I have to install the mods you put up today in your guide.  Once again, thank you.

Edited by oqhansoloqo
  • +1 1
Posted

Mod Organizer v1.2.5 have been put on the nexus, so I'm going to do some revisions of stuff in the guide. If you aren't on the up and up about how the new system with work then I suggest you wait to update until I have time to mess with it.

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