Bluegunk Posted November 27, 2021 Posted November 27, 2021 5 minutes ago, BDNelson said: Did MO2 finally manage to get the BAE button to appear in the right-side panel, I think I remember an instruction to activate the archive extractor  No, it didn't. But it's built in there somewhere as it turns up as a check box. I unpack BSAs manually if I need to. Safer that way.
BDNelson Posted November 27, 2021 Author Posted November 27, 2021 (edited) That MUST have been it, A CHECK BOX! Damn, I don't think I EVER looked for that, shit. I have 3 different version's in my Win 7 mach. archives. No, still not changing, just lamenting. I probably could have made it work for me if I had just PAID ATTENTION, my visual ignorance amazes me sometimes. Know what I mean? Edited November 27, 2021 by BDNelson added content
BDNelson Posted November 27, 2021 Author Posted November 27, 2021 (edited) Just finished jewelry and clothes. Now comes the start of the surgical strike uninstalls, follow me. I gotta start being real careful here. Getting close to failure point, I think. I'm going to peel back the sexlab stuff 1st, get it down to the framework mod. That was when I installed SexlabUtil last time, never should have removed it. Then a game test before I install anything else. Â Damn, Poppy is looking particularly hot today to me for some reason. Edited November 27, 2021 by BDNelson added content
BDNelson Posted November 27, 2021 Author Posted November 27, 2021 Here's why. This is FYI. When I uninstall a mod and it's a master of some kind, Vortex flashes a warning that mods needing that master file are now "missing a master file" inside an orange pop up. Danger!, Danger!, said Robby the robot! (LOL). I'm trying to avoid any messages like that, hence the "surgical" application.
Bluegunk Posted November 27, 2021 Posted November 27, 2021 (edited) Oops, we cross-posted. Yes, I see why now!  I'm not 100% sure I understand why you need to peel stuff back. You know most of the mods are OK. Yes, SexlabUtil should be pulled and its files deleted, but cannot everything else remain in place? Sorry if I am sounding dumb!  In my case I had nothing left but a load order and no saves. I could have started again with that same load order all ticked and ready to roll. But the problem was I had two duff mods and I didn't know which ones they were. With no saves, I could not go through the list to trace them. So a rebuild was necessary. I've now discovered and removed the two duff mods. Actually, one turned out to be duff because I had ESPFe'd it's master. D'Oh. But the mod author made a new version that could handle what I'd done and that mod's back in my load order. Really kind of him to help! Edited November 27, 2021 by Bluegunk
BDNelson Posted November 27, 2021 Author Posted November 27, 2021 Well, remember, at least one of these mods, have yet to figure out which one, requires SexlabUtil and I don't think the triggers mod supplies the "need" for SexlabUtil for that mod. Now I don't know any of this is fact or not as I have to find the mod that "needs" it. No matter what I have to peel back to reinstall "wda" and a lot of mods use that as a master. Don't want that "missing master" shit to happen. I think that breaks the install of those mods affected, again shot in the dark.
BDNelson Posted November 27, 2021 Author Posted November 27, 2021 Your game: So, you ready to GO GO GO. I wanna see some pics!
Bluegunk Posted November 27, 2021 Posted November 27, 2021 (edited) If you remove SexlabUtil, doesn't Vortex indicate which mods in the list are missing it? If I remove a master in MO2, the dependent mods show up with a little warning triangle. If I hover the mouse over the mod with the triangle, I will see it lacks the master I removed. Â Surely Vortex can do the same? Â I've still got to polish off my game install. Piccies maybe tomorrow or day after! Edited November 27, 2021 by Bluegunk
BDNelson Posted November 27, 2021 Author Posted November 27, 2021 (edited) Yes, it does. In the case of "wda" that list will be HUGE! 20 or 30 mods at least. The pop up has a list. I do not want to do THAT! That's too much. There is something else. Devious Devices has embedded within it a patch for SexLabFramework AND Flower Girls. It is on a auto-detect so the mods "need" to be installed 1st. What a pain! Edited November 27, 2021 by BDNelson added content
BDNelson Posted November 27, 2021 Author Posted November 27, 2021 (edited) Pics ASAP, please. Looking forward to it. Especially in the prison cell. Bikini prison garb, YES? Edited November 27, 2021 by BDNelson added content
BDNelson Posted November 27, 2021 Author Posted November 27, 2021 Does any of what I'm thinking make ANY sense at all, I'm trying to use reason and logic to guide me to a certain extent. I just don't know if I'm succeeding or not.
BDNelson Posted November 27, 2021 Author Posted November 27, 2021 And what is DD a patch to... you guessed it, FNIS, shit!
Bluegunk Posted November 27, 2021 Posted November 27, 2021 (edited) I'm trying to get the picture here.  You have a mod list load out. You want to remove SexlabUtil. So...remove it. If another mod depends on it, then it will have to be removed too.  The Master mods required by SexlabUtil (like SexlabFramework) won't notice SexlabUtil is gone. The Master - Dependent thing only works one way.  The only critical thing is you do not try to run the game with a save that had the removed files in it.  Hope that makes sense... Edited November 27, 2021 by Bluegunk
BDNelson Posted November 27, 2021 Author Posted November 27, 2021 SexlabUtil has been removed for a couple of days now and removing it started this whole mess in the first place. I've been talking about SexLabFramework aka "wda". That is the one I have to reinstall.
BDNelson Posted November 27, 2021 Author Posted November 27, 2021 (edited) Ok, let's start at the failure. I finished the install, started a new game, made Blaze (pic). Went thru the intro, 5X5, everything is perfect. Get out of the game, deleted save. We talk about SexlabUtil. I read the stuff and did the download. I remove SexlabUtil and install Triggers. Go back into the game, new start and BAM! There is the 1st messege. SexlabUtil is missing! And the rest is history. Now I have to reinstall SexLabFramework because it is the mod that detected the problem. I tried uninstalling Triggers and reinstalling SexlabUtil but the damage was already done. That's when the oporoso HDT msg came up as well. Edited November 27, 2021 by BDNelson added content
BDNelson Posted November 27, 2021 Author Posted November 27, 2021 That tells me 2 things. 1: the game was working with SexlabUtil in it. 2: Removing SexlabUtil caused this failure. Am I wrong?
Bluegunk Posted November 28, 2021 Posted November 28, 2021 (edited) I am surprised you got any distance with SexlabUtil. The DLL should not work. BUT, we don't know if that was because the DLL was not called upon in the time the game was working.  I can only offer evidence that SexlabUtil will not work in SE:  https://www.loverslab.com/topic/150705-sexlabutil-not-showing-the-effects-list/  42 minutes ago, BDNelson said: There is the 1st messege. SexlabUtil is missing This should only happen if you are loading a save that expected SexlabUtil to be present. If it is happening on a brand new game, then some gregs of the mod are still hanging about in Vortex.  I've put a question up on Skyrim SE Technical Help to get to the bottom of this.  Edited November 28, 2021 by Bluegunk
BDNelson Posted November 28, 2021 Author Posted November 28, 2021 Wow, really? Cool. I'll stop. "gregs"=left over files, yes?
Bluegunk Posted November 28, 2021 Posted November 28, 2021 (edited) 21 minutes ago, BDNelson said: "gregs"=left over files, yes?  Yes. Well caught. It's a typo, I meant "dregs"! Damned keyboard. Someone has been shuffling the letters around on it while my back was turned... Poppy - that's the Actress in your avatar photo?   In the picture, that's your actual game folder. Not the Vortex 'virtual' deploying folder. Surely Vortex should put all the SKSE stuff into its Vortex Virtual Folders? This looks like your SKSE plugins are installed into the actual Bethesda game folders. Maybe that's why Vortex is flagging up all the error messages.  Ideally, Vortex should put everything into a virtual folder that it deploys when you play the game. Including SKSE plugins.  This is how it works for me.  Here's my MO2 'virtual' SKSE Plugins:    You'll see this points to the MO2 virtual folder, not the actual game folder.  I guess the fact you have stuff in the actual game folders is why Vortex is still picking them up despite you clearing the mods from the Vortex system?   Edited November 28, 2021 by Bluegunk
BDNelson Posted November 28, 2021 Author Posted November 28, 2021 (edited) I've uninstalled it, remember? Yes, that beautiful creature. Edited November 28, 2021 by BDNelson added content
BDNelson Posted November 28, 2021 Author Posted November 28, 2021 (edited) See the pic? 6 files. TV show is over. Edited November 28, 2021 by BDNelson added content
BDNelson Posted November 28, 2021 Author Posted November 28, 2021 That's where they are. I didn't do it, Vortex did.
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