Jump to content

Mass Freezes And Crashes


ArchAngelAlien

Recommended Posts

I got BOSS and SKSE all installed properly within MO. I notice that BOSS says:

 

Update.esm Active

Contains dirty edits: 73 ITM, 1 UDR records with 3.0.28. Needs TES5Edit cleaning. (http://www.creationkit.com/TES5Edit_Cleaning_Guide_-_TES5Edit)

Dawnguard.esm Active

Contains dirty edits: 607 ITM, 82 UDR records with 3.0.28. Needs TES5Edit cleaning. (http://www.creationkit.com/TES5Edit_Cleaning_Guide_-_TES5Edit)

Bash Tag suggestion(s): {{BASH: Delev, Relev}}

HearthFires.esm Active

Contains dirty edits: 171 ITM, 11 UDR records with 3.0.28. Needs TES5Edit cleaning. (http://www.creationkit.com/TES5Edit_Cleaning_Guide_-_TES5Edit)

 

I have used TES5Edit a few times, and I know how to Apply filters for cleaning, and remove identical to master files. But I did that to all my old mods, and I don't want to cause problems. What do I do in this case?

 

-------

Edit-

 

Got this message for a mod I tried to install.

 

http://i.imgur.com/6Xf7mfg.png

 

Not sure what the best option is.

Edited by ArchAngelAlien
Link to comment
Share on other sites

  • Replies 176
  • Created
  • Last Reply

Top Posters In This Topic

1) You might have missed one step (and it's actually the most important one). After you remove identical to master entries, you'll need to undelete/disable deleted references. This is more important CTD prevention-wise.

 

2) Unpacking BSA's: it actually doesn't matter. There use to be good reason to choose BSA's over loose files when using a traditional mod managers, because BSA's are easier to manager and less likely to leave behind orphan files when the mod is uninstalled. Since MO doesn't install anything into the game data folder and keep mods separated in their own folders, that's become moot. I would recommend you just leave BSA's alone, but keep in mind loose files will always 'override' BSAs, even when using MO's to alter 'installation order.'

Edited by ripple
Link to comment
Share on other sites

Identical to master entries are generally harmless, except they are completely unnecessary (except in cases where the modder explicitly explains why they need to be retained) and overwrite changes made by other mods earlier in the load order (leading to cases where the user would ask 'why isn't the mod working?'). Deleted references, on the other hand, can cause CTDs if a plugin loaded later in the load order reference the objects deleted. It's not a common issue with Skyrim, but a more widespread problem with Fallout 3/NV because there were a number of 'clean clutter' mods where the modder just went into the GECK/CK and deleted stuff. Undeleting them and setting them to disabled remedies the issue.
Link to comment
Share on other sites

Alright. I am still not exactly sure what a BSA even is, but I am sure google and some research will go a long way in that education. I am more than likely going to install SkyRE and build my complete mod list to a final state, and then post my BOSS results here, along with my load orders and BSAs if you don't mind, I appreciate the help.

 

I have a lot of reading to do, about conflicting mods, and which files I need, ect.

Link to comment
Share on other sites

What would you recommend doing when the mod requires you to manually install to your data folder?

 

Just repackage the mod. Create a temp folder and treat it like the data folder: extract the options you want into that folder, make sure the directory paths are correct, then compress the folder into an archive using winrar or 7zip. Then you can install the archive via MO like a mod.

Link to comment
Share on other sites

Okay! I have repackaged a few mods, and built them all successfully.

 

However, I have two questions if I may. I am confused about the load order, because you can simply organize it by catagory, or even name. Which doesn't make sense for a load order. How do I reorganize the files so I can overwrite certain types I want?

 

Example 1: Load order?

 

http://i.imgur.com/wPdYnRy.png

 

 

I am having some issues installing SkyUI and am not sure how to repackage it to make it work. Perhaps moving the files to the desktop, and putting them in a folder named data? Then zipping it and replacing it?

 

 

http://i.imgur.com/oTxFRjx.png

 

 

I do have SKSE (Up to date) installed correctly.

Edited by ArchAngelAlien
Link to comment
Share on other sites

Well I figured out the install order. (duh) But having a hard time figuring out what needs priority over what. Seems a lot of people are having problems installing things that require SKSE to be detected, and I cannot figure out how to install SkyUI, or any of my favorite SKSE mods. Do you know the work around?
Link to comment
Share on other sites

Sometimes MO has issues with mods packaged for FOMOD installers. You can try to toggle the MO integrated FOMOD installer to the external FOMOD installer to see which one works best for you. The installer is where the script for detecting whether you have the latest version of SKSE is embedded. I install all utilities externally, not through MO, so I didn't have issues (so if you installed SKSE through MO that might be what is giving you the error). If you do experience issues, just repackage the archive in a way that would be easily recognized by MO. For SkyUI, only 2 files are needed: 'SkyUI.esp' and 'SkyUI.BSA.' Normally they go into the game's '.../data/' folder, so you can just package them into an archive without any directories, and they should install normally.

 

Now, there was a problem with SkyUI 3.1 not working properly with a previous version of MO. From what I can tell, the issue is supposed to have been fixed. But if for some reason when you go into the game and find SkyUI 3.1 is not working properly, make sure the SkyUI BSA is unchecked in MO. Alternatively, you can unpack the SkyUI BSA into loose files when you install it, which worked for me (apparently, this was one of those times when unpacking BSA into loose files was preferred).

Edited by ripple
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...