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StaticJ

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  1. Well on a whim and stroke of luck, I got it working. I'm not quite sure WHAT exactly I did that got it working, but I'll detail what I did below: I noticed that the partition of my EHD I had MEA installed on didn't have the ability to alter security settings. As a result, I moved it to a different partition that had the ability to alter security options/. I turned the read-only setting off for the MEA folder. Note, even though I did this, the setting kept re-enabling itself, or at least it was doing so visually (I don't know if this was the case functionally as well)I deleted the ModData folder in the MEA root.I think it was a combination of all three that got the manager working, since I've done #3 before and #2 seems to have questionable results. #1 didn't do much when I tried to launch after I did it initially. EDIT: Forgot to say this was all in addition to the above I did previously.
  2. Another update- I've gone back and tried some older versions of the FMM. So far I'm on 1.0.5, and still no dice. It's the exact same error. I'm wondering if it would be possible to take another person's FMM folder and ModData folder, and put it into my installations. The fact that each version fails at setting up the Mod folder or the dlls is very odd. I even verified the game in Origin just in case. No dice. ------------------- UPDATE - Some progress. I went back and downloaded FrostyModManager_v1.0.3alpha4. This version is able to install and setup properly. When I run it, it brings up Origin, but doesn't launch MEA. I copy the bcrypt dll to the most recent version and it too is now able to launch Origin, but not the game. However, if I attempt to delete the ModData folder, everything comes crashing down, and even using a fresh version of 1.0.3 doesn't work, leading me to have to verify the integrity of MEA over again and start all over with 1.0.3. UPDATE 2 - Well I've hit a dead end. I can't seem to do anything but get Origin to launch through FMM. This is kind of concerning since I was thinking of playing Inquisition, but if FMM seems to be out of reliable commission, I might just have to pass on both of them until someone else is able to provide of bit of push to keep this ball going.
  3. Well, unless I missed something, it doesn't look like the issue has been addressed for the Origin version, so I guess I'll try and give my details to get this ball rolling. I'm on Win 10, don't recall the version but at least 1709Fresh install of ME:A not on C-driveNew installation of FMM, latest versionNone of the mod folders or dll that guides say to delete or w.e exist for meFMM is running in admin mode. I've tried running it in Win 7 compatibility mode as well to no avail.Game goes through the new setup process for installing the mod folder, tells me to give permission to FMM. I hit Ok, then it crashes a few seconds later.Game runs just fine through Origin.One ore more symbolic links could not be created, please restart tool as Administrator. at Frosty.ModSupport.FrostyModExecutor.<>c__DisplayClass28_0.<Run>b__0() at System.Threading.Tasks.Task.Execute()--- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at Frosty.ModSupport.FrostyModExecutor.<Run>d__28.MoveNext()--- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at FrostyModManager.MainWindow.<launchButton_Click>d__13.MoveNext()--- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler) ---------------------- UPDATE - It really does seem like the issue is stemming from the fresh install of the new version of FMM. Once it tries to setup the new directory or w.e when I go to launch MEA without any mods. Is there a way to trick the program into thinking it's not a fresh install?
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