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speckledsnake

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Everything posted by speckledsnake

  1. Not a huge fan of the new design. Font choice seems odd, given the square/rectangular theme. More work to navigate and find information. More clicks to get to anything. A nice design for an online magazine. Not as functional or logical, I think, as the previous iteration.
  2. I just made my TES5Merged patch, and am not clear- should I activate it before making the Bashed Patch? After, once I've made my Bashed Patch, should I keep it (or both it, and the Merged Patch) active for the rest of my patching (Pre PaMa -> Patchus Maximus -> SUM -> FNIS -> DSR)? Should I be activating each Patch that's generated along the way, as it's generated? Or should I do all of them and then activate all patches? (For reference, patches will be Pre PaMa, Patchus Maximus, Automatic Variants, ASIS, FNIS, and DSR, in that order, as I understand it.) Thanks for help.
  3. I posted this in the wrong place...moving it here... I have all my environmental mods/texture mods/body+skeleton/armor mods/etc. I'm now on to the tricky stuff. I have installed (but not yet patched): Perkus Maximus ASIS Automatic Variants FNIS and have not yet installed: PCaPP DSR (waiting to do this the very last) I'm following GamerPoets videos, which indicate to create my Merged (TES5Merged) Patch, followed by my Bashed Patch, and then all other patchers. (As his video has one unchecking all the patches other mods create, and then remaking them, I assume this is the same process for the first time through.) Questions: 1. Where in this process should I install PCaPP? 2. Am I really understanding it correctly that before I make my TES5Merged patch, I should deactivate (at left) "...any mods that have their own patchers..." (per GamerPoets video), and by that, their corresponding ESPs/ESMs in the plugins window? As in, I should have ASIS, Perkus Maximus, Automatic Variants, and FNIS deactivated completely, before I run TES5 Edit to make my patch? Or does it only mean the PATCHES for those mods should be disabled? 3. After I make my Merged Patch, I'm going to make my Bashed Patch. I have a lot going on, and I can't find tutorials that gives direction for (all of these together), so I'm trying to find the right order in which to create these subsequent patches: PCaPP Patcher FNIS Patcher ASIS Patcher Automatic Variants Patcher PerMa Patcher DSR Patcher (the above is my current best guess). Does that look right? Thanks for any help.
  4. Thanks very much. That part I actually do know how to do. I'm just unsure about what should be active for which other patches, and in what order I should be generating all of them. Confusing stuff.
  5. Thanks for any help.I'm running MO, and I have just realized Campfire, Wearable Lanterns, Papyrus Util, and Sexlab (was installing, but stopped, in case it's going to make issues for aforementioned mods) have their own versions of several .psc, .dll, and .pex files. Which should overwrite which? Any suggestions? Can these mods be used together?
  6. I have all my environmental mods/texture mods/body+skeleton/armor mods/etc. I'm now on to the tricky stuff. I have installed (but not yet patched): Perkus Maximus ASIS Automatic Variants FNIS and have not yet installed: PCaPP DSR (waiting to do this the very last) I'm following GamerPoets videos, which indicate to create my Merged (TES5Merged) Patch, followed by my Bashed Patch, and then all other patchers. (As his video has one unchecking all the patches other mods create, and then remaking them, I assume this is the same process for the first time through.) Questions: 1. Where in this process should I install PCaPP? 2. Am I really understanding it correctly that before I make my TES5Merged patch, I should deactivate (at left) any mods that "have their own patchers", and by that, their corresponding ESPs/ESMs in the plugins window? As in, I should have ASIS, Perkus Maximus, Automatic Variants, and FNIS deactivated completely, before I run TES5 Edit to make my patch? 3. After I make my Merged Patch, I'm going to make my Bashed Patch. I have a lot going on, and I can't find tutorials that gives direction for (all of these together), so I'm trying to find the right order in which to create these subsequent patches: FNIS Patcher ASIS Patcher Automatic Variants Patcher PerMa Patcher PCaPP Patcher DSR Patcher (the above is my current best guess). Does that look right? Thanks for any help.
  7. Oooooohhh. Good idear there. Thanks very much!
  8. That's how I got stuck with "1" assigned to my helm. I just want to deselect it, period - not re-assign it to a different key, or assign something else to the key in question. Is there a way to just remove any key assignment from the spell? I tried removing and re-adding Magelight from/to my Favorites menu, but when I do, it comes back with the key still assigned.
  9. I searched and couldn't find anyone asking this question (lots of SkyUI stuff, but not this). I have SkyUI set up with (e.g.) my bow and choice of arrows as number pad 1. I have all my armor as number pad 8 (because I have my whorish around-the-house outfit as number pad 7, for quick changing). I have a few other spell sets equipped to other keys. However, I accidentally hit a number pad key while I was in the favorites menu with Magelight selected, and it assigned it to that key (as you can see here). I cannot for the life of me figure out how to un-assign a key for the spell (and I also accidentally assigned my helm to another key during the debacle of trying to fix this). I don't want my spells assigned to hotkeys directly. Can anyone tell me how to get rid of the 7 assignment for Magelight (and the 1 assignment for my helm)? Please and thank you.
  10. Not that it would necessarily fix everything/anything, but, any reason you're not using the unofficial patches for all the DLC? Also, did you clean all your DLC, and/or any other mods that might have (unintentional) dirty edits? Neither of those are likely to be the key, but, certainly can't hurt, and might add some degree of stability as a starting point.
  11. That won't overwrite everything else (all my downloaded/installed mods, scripts, etc)?
  12. I have 110 esm/esps and I don't have any merged patches. I think you'll be ok.
  13. I don't know why anyone told you to "stay away"- was that with regards specifically to your laptop? I am surprised it can't run on normal or low settings, even on a low-end laptop.
  14. Lolwat. What are your system specs?
  15. Now that the second update to MO in as many days has fixed the resorting problem but broken the java patchers, can someone tell me a way to revert back to a previous version (as people have mentioned having done in the mod thread but no one will explain how they did it)? Screw this early-adapter crap. I never update my stuff, ever. When do I decide to? Day two of quitting smoking. Cold turkey. Skyrim has been my nicotine patch and now I can't run my DSR patch to check out my fancy new bow animation. HELP. Anybody know how to roll back MO?
  16. Nope - it seems to be triggering by the End key (which is, as a lefty, what I use as my activation key). I can't find anywhere to change this setting, short of disabling screenshots outright. I'd rather not do this, as I do occasionally think "oh that looks neat lemme take a screen shot". Hrm. I have no idea how I fixed this last time but I know I did.
  17. I used to know how to fix this, but I can't remember. Skyrim keeps taking screenshots on its own. I use realvision ENB, and made the change (KeyScreenshot=0) in my enblocal.ini. That stopped the screenshots labeled "enb", but I'm still getting other screenshots. Help please!?
  18. I've been doing some over-my-own-head experimenting with MO. I know it keeps everything virtually and doesn't touch main files, but, my scripts folder is empty (besides the source folder inside it - which is full of a half billion files, plus a couple folders). I swear there used to be files directly in my scripts folder. Also, this is a new playthrough so I haven't been very far, but the horses at Whiterun stables (the one hitched to the cart of the guy who will take you where ever, and, the one in the stable itself) are frozen in place, tail straight out, like they're being electrocuted. Not moving at all. (I changed the game speed/time setting when I made my bashed patch to 10, but I don't think that would cause the horse problem). Anyway, it seems I must have screwed up actual game files, somehow. 1. If I run the "verify integrity of game cache", to restore scripts that seem to be missing and/or maybe fix the bugged-out horses, will it overwrite anything that isn't part of the original skyrim folders/data directory? Or will it simply look for the files that it is supposed to put there, and verify/replace them, leaving the MO directory/files in place? 2. I know MO keeps individual versions of skyrim.ini and skyrimprefs.ini at the profile level, so I don't think the original versions of them being replaced is an issue (or is it?), but are there any .ini's that would be "reset" by doing the verify of game cache? I can just copy these and paste/replace them back in after running the verify, but I'm not sure exactly which ones I'd need to copy beforehand. 3. (Bonus question) If I had a mod that even after (through MO) I deactivated it, and then uninstalled it from the left pane, but it still showed in the downloads tab as "installed - double-click to reinstall", is there any way to go about figuring out (where its left behind a file or modified a file) that MO's download tab still thinks its installed? EDIT: 4. (Bonus question 2) This is what it used to look like when I clicked an NPC with the console open (minus the awful typeface). Now, when I open console and click an NPC, I get a quotation mark and their ID number, at top-center of the console area, and nothing else. I didn't have any sort of "console" mod installed at any point - I'm assuming I have messed up by hitting a wrong key while in the console or something, or, maybe this is to do with the questions above? Thanks for any and all help.
  19. There are probably a half-dozen different save cleaners available for DL. Just download one and follow the instructions. Someone else can give you a suggestion of which one is best, maybe.
  20. This is probably far too broad a question for people to feel compelled to answer. What kind of weapon mods? Do you mean retextures of weapons? Mods that actually add weapons to the game? Mods that overhaul/optimize weapon damage? And what kind of graphics mods? Are you looking for an ENB, or environmental retextures, city overhauls, NPC overhauls, etc, etc? There are lots of posts about which custom followers or which follower management mods, etc. You can also go through the categories on nexus and sort by most downloaded, most endorsed, etc, and get an idea for what others are using most consistently. Most installs take a minute or less. I'm not sure what you mean by installs that wouldn't take too long.
  21. I spent days trying to get a follower management mod (Follower Live Package) to work, without success (had it partially functional, but it was conflicting with something that was preventing certain parts of the dialog to appear). Finally, I decided I'd start from scratch (I'm using MO) with a new profile, and install incrementally, to see where the conflict was coming from. I'm now to the stage where I have everything I want installed, except for custom followers, and the aforementioned mod. I'm just wondering, is there any reason that it may be better to install the followers first, or FLP first? I believe that load order is more important than anything in this regard (as I mentioned, I'm on MO so I know I can move things around), but, I also am on the newer side of modding in general, and curious to know whether mod management tools want to be installed once custom followers are in place, or if it might have an easier time if its in place already and then the followers are installed.
  22. Have you tried cleaning your saves? Especially if you're haphazardly enabling and disabling mods as you mentioned?
  23. EDIT: FNIS works. Going FNIS, Patchus Maximus, Bashed Patch. If that sounds wrong, let me know. Thanks again for your help. Have a happy new year!
  24. AH HA HA. Oh my God. I didn't realize renaming the file in the left pane would rename the folder in the Mod Organizer folder directory. (As I was going through on the newest profile, I was sticking tags at the front of the mod names so I could keep track, instead of logically using and/or applying tags via the check box feature.) Wow. Welp, gonna go try these now, and hopefully they work, and hopefully you're still around and feeling helpful if (and likely "when") another issue stemming from my incompetence arises. Thank you so much for your response!
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