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Stuck in T-Pose even after Generating FNIS and FM+ errors


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Posted
45 minutes ago, PippinTom said:

My understanding of your understanding leads me to believe that they do not conflict.

 

I assume you're talking about this quote from Grey Cloud:

 

17 hours ago, Grey Cloud said:

Files from two different archives (in two mods) can conflict.

 

In which case they do conflict, but the plugin load order is what defines which file gets used. It doesn't make sense for the game to have multiple files of the same name in use, there will only ever be one file with a specific path that's used - like how there can't be 2 files with the same name in the same directory in Windows.

 

To put the load order another way:

  1. Lose files in the Data directory.
  2. Lose files in the USVFS virtual Data directory.
  3. Files in BSA archives, sorted by the plugin (ESP, ESL, ESM) load order.
  4. File does not exist.

I'm personally not 100% on the BSA archive load order as I do not recall ever testing it. Since I want to poke around in everything I can, I'm more likely to extract a BSA archive than to actually create one. I do however remember reading about the plugins determining the load order for BSA archives. Also this order is probably what I'd do as a programmer; it makes sense.

 

Another note that is perhaps less important these days with mod managers abstracting it is that by default the game doesn't load any lose files at all. Getting the game to load lose files is an ini setting you have to change. As far as I'm aware, this hasn't been changed in Skyrim SE/AE. In a default install with no convenient mod manager, steps 1 and 2 in the list above do not exist at all.

Posted
1 hour ago, traison said:

I assume you're talking about this quote from Grey Cloud:

 

Not entirely - probably thats why I didn't quote anything. What I did I was trying to say in funny way that from my point of view you understanding of "what is loaded when and where from" does not collide with mine.

Posted (edited)
2 hours ago, PippinTom said:

I guess the whole confusion comes from calling "zips" with loose files "mods", especially if one considers that quite often their contents are completely or partially useless to the Skyrim - they are just input/resources for utilities like FNIS or Calientes pack which for some reason has been planted inside Data directory and stayed that way ever since.

But most people call those zipped files mods. There are lots of mods that are "simply" loose files without plugins, texture or mesh replacers for example. Your distinction of what constitutes a mod and when it's accurate to talk about file conflicts is very into technicalities territory and not in actual practice. Most people will call a texture replacer a mod and most people will look at their mod manager's conflict features when checking for conflicts. That's what I'd do if a program such as FNIS mentions some potential overwrite of patching files.

 

1 hour ago, traison said:

I'm personally not 100% on the BSA archive load order as I do not recall ever testing it. Since I want to poke around in everything I can, I'm more likely to extract a BSA archive than to actually create one. I do however remember reading about the plugins determining the load order for BSA archives. Also this order is probably what I'd do as a programmer; it makes sense.

In MO2 settings go to Workarounds and check the second setting (archive parsing). This allows MO2 to inspect BSA's content on top of loose files for file conflict checks. You can test BSA/loose file loading rules with a few example mods and moving them up or down. There's some documentation about BSA files from old GECK/Construction Set wiki/forum posts too. And I'd expect to see it mentioned in Wrye Bash documentation too.

Edited by Just Don't
Posted
15 minutes ago, Just Don't said:

But most people call those zipped files mods. There are lots of mods that are "simply" loose files without plugins, texture or mesh replacers for example. Your distinction of what constitutes a mod and when it's accurate to talk about file conflicts is very into technicalities territory and not in actual practice. Most people will call a texture replacer a mod and most people will look at their mod manager's conflict features when checking for conflicts. That's what I'd do if a program such as FNIS mentions some potential overwrite of patching files.

 

I didn't start talking about "what is loaded when", You and @Grey Clouddid - when instead of thinking about meaning of my initial post and giving straight answer to single question, started to lecture me about how to use MO2 and "what loads when" - while checking what I've said would took minutes. I agree that people (including me) - outside of this thread - call zips with loose files "mods" - I made  that distinction just for the sake of the conversation to reduce confusion and avoid misunderstanding on level of term used as it never helps in working out mutual understanding. Just to refresh it - my point is that left panel "shifts" matters on conflict winner just in one out of three possible cases - when both competing file instances are "loose".

 

PS: I did test everything I said before writing it down - so I did my due diligence entering conversation, (...).

Posted
2 hours ago, PippinTom said:

my point is that left panel "shifts" matters on conflict winner just in one out of three possible cases - when both competing file instances are "loose".

That's the point, we're talking about file conflicts so of course the focus is in conflicts and how they're communicated to the user by the mod manager of choice. Defining other instances where left pane sorting isn't relevant or what makes the cut to be named a mod or not isn't what I'd call relevant here.

  • 4 months later...
Posted

I had the same error and found a solution,

 

Fertitlity mode should not be in it's loose configuration otherwise "Fertility Mode Fixes and updates" will fail.

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