ntblood Posted September 18, 2014 Author Share Posted September 18, 2014 (edited) I was trying to build a bashed patch again and wrye bash ghosted all of my esp's. Next time I will disable all plugins that I'm not bashing in MO before opening Wrye Bash as someone suggested. Actually, I think instead of that, just turning off the auto-ghosting feature for all plugins in Wrye Bash except for those plugins that I'm putting in the bashed patch. Edited September 18, 2014 by ntblood Link to comment Share on other sites More sharing options...
ntblood Posted September 18, 2014 Author Share Posted September 18, 2014 (edited) I was able to put each of the 250 esp's (that wrye bash ghosted and put in overwrite folder when creating a bash of 6 esps), back in place one by one. Had to look up a few. Hope I did it right.I actually have SUM and ReProccer installed like mods into MO. I heard that wasn't necessary but is it alright to have it that way, can be checked in MO? I don't have reproccer enabled in the LO currently. Oh, happy day. On my previous LO backup in MO the game started up well, the first time since Wrye Bashed wreaked havok on my 230 esp's, moving them to overwrite. So I can say my game is somewhat working although I still have 30 esp's to add which even a few more will break the game for some reason. I have yet to introduce my reproccer & sum (also bashed patch) working in game. Should I run FNIS before and after LOOT? I have no idea how to sync my new fnis mod made from the overwrite folder so I always just delete the previous one. I'd rather sync them but when I choose that option I have no idea what to do with the menu that comes up.I really think I might have found my problem. I just swapped out 5-6 esp's that wouldn't add earlier for other esp's and the game works. So I'm finding I have to keep at or below 232 active plugins with MO. I was able to get to 255 with NMM but MO other features probably justifies my trimming a few of the mods I can do without. I don't know why I hit that wall of 232 with MO but other people don't seem to. Edited September 19, 2014 by ntblood Link to comment Share on other sites More sharing options...
ntblood Posted September 20, 2014 Author Share Posted September 20, 2014 (edited) Everything started working a lot better. I see I actually still have iHud installed which I thought removing had helped my game stability, so I don't know why the game started to cooperate so much better. I hope it continues to when I add the Patches for RePorccer but I'll hold off for a bit. I may take iHud out incase it does cause issues and I've just moved my compass out of view with the Less Intrusive Hud mod. It depends how much room MO will give me to have esp's I suppose. Maybe I'll leave it in and have it on a short list to pull out if I have issues.Thanks for the encouragement with MO. When I was using NMM I used this optimizer texture tool http://www.nexusmods.com/skyrim/mods/12801 and it was able to get through all my textures. This time, now that I've switched to MO, I was running it through my textures and had an error about 3/4 of the way through giving me the option to try and proceed which I did, but the optimizer seemed stuck for good after several minutes so I stopped it. It had been going through bellyache's dragons when it had the error and became stuck. I wonder if the optimizer tool rolls back the changes it was in the process of doing? Also is there any problem running this through the way that MO structures mod's textures keeping each mod in separate folders from each other? Edited September 20, 2014 by ntblood Link to comment Share on other sites More sharing options...
camaro_69_327 Posted September 20, 2014 Share Posted September 20, 2014 i did a little check ...when "auto ghost" is ON in Wrye....all the mods that would be merged into the bashed patch (and that get the (+) ) end up in the overwrite folder. they are not needed in MO since they are already IN the Bashed patch. Turn OFF auto Ghost. When i run SUM..(and overwrite folder was empty before) ALL files that end up in overwrite belong to SUM, So ..Right click Overwrite "create MOD" call the mod "SUM overwrite" enable this mod. YEs i have alot of files and folders in "SUM overwrite. http://i232.photobucket.com/albums/ee72/camaro_69_327/Skyrim%202014/SUMoverwrite.png Link to comment Share on other sites More sharing options...
ntblood Posted September 21, 2014 Author Share Posted September 21, 2014 Thanks, the only way I saw to turn off ghosting which I did after my last experience was to ctrl-A, selects all plugins, and then right-click to turn off ghosting. I did this for all put the 6 plugins I plan on bashing once my load order settles down which should be soon. I didn't mind it ghosting those 6, it was the other 240 plugins that it mistakenly ghosted and moved when it tried to bash only 6 esp's. I think it was a glitch as I've had it happen one other time. But I should be safe now with it turned off. Thank you Link to comment Share on other sites More sharing options...
ntblood Posted September 25, 2014 Author Share Posted September 25, 2014 (edited) I was getting an error,"missing or corrupted Papyrus Utility..." It took me awhile but I found that the issue was having SOS below SL-Framework causes this. I had re-installed PapUtil, skse, sl-framework trying to fix it but the LO was the issue. Seeing if I can get my game working again. I've trimmed back to 230 active plugins. I added the Better follower faction esp's that I had disabled. Originally, I had unchecked them in the LO because Wrye bash kept saying the faction pack was "corrupted or unknow". And even though my game was working for a bit it still seems like I can't load the new saved games I make from a fresh game.I've had to go back to no plugins enabled to see the game work reliably. I guess I should build up slower next time. I seemed to get more reliable performance from NMM though I like MO's features. My issue is that I can only start new games. I can virtually never load a saved game.So I've built up from bare bones to over 123 active plugins and it seems to load my saved games. I'll just add my mods back in slowly while making backups of my LO in MO and see what happens. Edited October 1, 2014 by ntblood Link to comment Share on other sites More sharing options...
kasrab3 Posted October 8, 2017 Share Posted October 8, 2017 I did this I first opened nmm and I install fnis with it. Then I put GenerateFNIS_for_Users.exe on desktop refresh mo and run fnis and work ok I did it I first opened nmm and I got the fins with it. Then I left the icons and I was on and off, and then it was full, and then I got it. Link to comment Share on other sites More sharing options...
ntblood Posted October 10, 2017 Author Share Posted October 10, 2017 The key for me at least going forward now has been to not delete the old FNIS created "mod" I generated through MO until after I generate new FNIS files. Then delete the old FNIS folder/created mod within MO and right-click the Overwrite folder and create new "mod".I'm not sure if you necroed this thread for help? -------------------If you do, here's what I have from my notes:"No matter what I did trying to install "FNIS Behavior Always Necessary" mod through Mod Organizer would not work because FNIS will always generate missing creature files (only if you use creature pack). - So I manually installed it.FNIS Note: When you uninstall a mod that uses FNIS Creatures, you first have press the "De-Install Creatures" button, before you run the "Update FNIS Behaviors"// "dogbehaviour.hkx (or draugrbehavior.hkx) error when running FNIS?If you get this error with Mod Organizer, chances are pretty high that you have your FNIS 3 mods set at a higher priority than a unmanaged addons (such as dragonborn or dawnguard) in your left pannel. To fix this issue into the MO VM, you just need to move your FNIS mods priority under these unmanaged addons. (It also works when you install FNIS outside of MO because in this case, the mod priority doesnt exist anymore for FNIS. However, its not a very clean way to fix this issue.)" Link to comment Share on other sites More sharing options...
TheHyperTogruta Posted January 4, 2018 Share Posted January 4, 2018 Sorry to necro this, but this thread popped up when I was searching for a solution. What fixed it for me was my load order. I put the animations/poses after FNIS and it's updates. That worked for me, maybe it will fix many other's issues. Link to comment Share on other sites More sharing options...
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