wr1 Posted March 3, 2015 Posted March 3, 2015 OK, great, that sounds simple enough. I'm out of time for today, but I will try running that game soon and let you know how it goes. Thanks!
RitualClarity Posted March 3, 2015 Posted March 3, 2015 Unless I am mistaken the worst that can happen with missing any animation file is the creature(s) or NPC will just stand there in their "neutral position". The game won't break or be harmed in the process. If that happens then you will have to find or figure out what you are missing. That is if I understand FINIS correctly.
selcukdemir Posted March 3, 2015 Posted March 3, 2015 There are many ways to set FNIS up. That is likely the reasons for the differences in videos. If you have it on the left side with creature pack and such you have it installed in MO. FNIS.JPG The top will show FNIS like this capture shows when it is properly added. I believe it takes the icon of the program which is a good trick to see if it works. If it don't like that that your FNIS setup is wrong in the launcher. FNIS one.JPG The above shows a basic start. On the bottom is where you have to select various options like for me I needed Gender Specific Animations and the Skeleton Arm Fix as I am using a special skeleton which the author told me I needed this. Don't worry FNIS is smart enough go provide errors when you click one that isn't needed or don't click one that is. FNIS two.JPG The above shows my setup. The Steam is on another drive but the path is correct for FNIS. This sometimes get messed up and FNIS freaks out because it is coded to not work with non Steam installs or hacks. Below that is the two selections that I made and below that is some info on the various checks and mods I have installed that it auto recognizes such as the base, Creatures and spells, along with other animation related mods like Sexlab, Defeat Zaz and so on until it finishes reading the mods. FNIS three.JPG This shows the scan results and that is is now Generating Behavior files and results. Toward the bottom it will give errors that it sees that you can then post to help with the tech support and solve your issue. If you have FNIS installed through MO with all the other files correctly then set up the FNIS to run the only real problem might be some references that are messing up FNIS where it tells you your game isn't a valid game. I have see this before and so long as the above is correct the animations will run. You can play the game. I wouldn't recommend it for long times but with MO you can always come back to fix any errors like that later. Nothing is permanent. Nothing on your original game was changed. (Actual Skyrim Data folder) For those that don't speak English natively I tried to keep the wording so that translators can translate as accurately as possible. I always "take it to PM" when people feel they need a more specific and longer explanation. No one on this thread has a problem answering questions about MO, and I'm used the thorough explanations anyway. If this is getting to long winded let me know. I will take it to another thread if needed. Maybe name it "Stupid questions about MO" PMs generally do a disservice in my mind as it locks help to a specific person and if that person isn't available the individual can continue to be frustrated when there are so many brilliant minds available on the main thread. I normally won't delve into this as deep as I have now, I am doing so because a member has shown that he is reading and watching all the possible info that is available and much of that can be contradictory and many times assumes that a certain base understanding is available. I have and am in his place many times in the past and now (with relationship to scripts and GECK and moding) so I can feel his pain. The resulting work posted here will help others as they can be forwarded to this post if useful. no mater i do, i can't get to this damn 5.2 behavior from the plugins
RitualClarity Posted March 4, 2015 Posted March 4, 2015 There is such a thing as spoilers.. Use them. If you don't know how .. ask. This is a MO thread.. Otherwise known as Mod Organizer, not NMM or Nexus Mod Organizer... People that frequent this thread will attack on sight anything related to NMM.. Many that frequent this thread follow the "MO Way" religiously and have little to do with the ... antiquated, weak and primitive Nexus Mod Manager ... .. The screen captures tell you everything you need to know that is wrong with the install. No questions there. Fix those Last but not final... we aren't clairvoyant.. Can't tell what you want if you don't tell us anything . When people have to guess .. they get annoyed and move on.. You end up not getting the support you need and deserve. So.. Read the warnings and fix them and if you still have problems. Post this issue in a general Tech support thread as this thread is about Mod Organizer and I doubt many will discuss your NMM issues here and if they do.. they will be derailing the thread
Arethiel Posted March 4, 2015 Posted March 4, 2015 There is such a thing as spoilers.. Use them. If you don't know how .. ask. This is a MO thread.. Otherwise known as Mod Organizer, not NMM or Nexus Mod Organizer... People that frequent this thread will attack on sight anything related to NMM.. Many that frequent this thread follow the "MO Way" religiously and have little to do with the ... antiquated, weak and primitive Nexus Mod Manager ... .. The screen captures tell you everything you need to know that is wrong with the install. No questions there. Fix those Last but not final... we aren't clairvoyant.. Can't tell what you want if you don't tell us anything . When people have to guess .. they get annoyed and move on.. You end up not getting the support you need and deserve. So.. Read the warnings and fix them and if you still have problems. Post this issue in a general Tech support thread as this thread is about Mod Organizer and I doubt many will discuss your NMM issues here and if they do.. they will be derailing the thread The only thing MO does that's new is the virtual file system. Just saying. Besides, I've found MO (After attempting to use it after questioning if I can not use the virtual file system on LL) for me personally to actually be worse since I have 415 Mods merged into 253 ESPs. I also had issues getting Dual Sheath Redux to actually work right, though I did manage it after fiddling around. Aside from that, I like to use specific pieces from some mods, which is an annoyance to do with MO as I was not able to find a way to only use some pieces of mods. That being said, MO is a nice fancy tool that for most people will probably be fine. That does not mean however that every other Mod Manager is suddenly terrible.
RitualClarity Posted March 4, 2015 Posted March 4, 2015 The only thing MO does that's new is the virtual file system. Just saying. Don't forget the Profiling, (NMM is now copying it in the Beta version ) Also the virtual file system.. That is the main thing that makes MO so good. With NMM you can't move mods up and down click and unclick them for activation. You have to install and uninstall each one.. That takes time. Speaking on time.. I can install a new version of TTW into MO in less than 3 minutes. Can't do that with any other mod manager. Nobody states that other mod managers are terrible. Cant you see that comment was made in jest? It even has a big smiley at the end..? If anyone cares to read my post they will soon realize that I even state use NMM for some users because it fits their needs properly and they are used to it and it is too stressful for them to convert over to MO. Or they just don't need MO to do what they do. Use MO, Wyrebash, FOMM, or Hell even manually install the mods.. It really don't matter to anyone here on this site, however this is a MO thread for MO use and MO answers and not a place for NMM questions and problems. If the individual I responded to still needs help.. He/she can post a nice tech support question in a more appropriate location.. Hell It might even be me that helps him or her on that thread considering I help a lot of individuals here and have for a number of years.
AwfulArchdemon Posted March 4, 2015 Author Posted March 4, 2015 selcukdemir looks new, with 5 posts. It's quite possible my tag saying "Mod Manager" brought him here. Honest mistake, no big deal. That said, support for NMM is practically nonexistent on this thread. Interestingly enough, as far as I know, there is no NMM support thread here. @Arethiel: Everything you mentioned can easily be done on MO. MO has had versions with bugs in the past, but so has NMM. We don't think of NMM as "terrible" here. More than one of us here on the MO thread have actually recommended NMM for those who are experiencing difficulty with MO. It's not "wrong" to use NMM, but for me, only MO can handle my mod conflicts. I love it, but I don't automatically expect everyone else to love it like me. For those who do, well...welcome to MO tech support! How can we help you?
wr1 Posted March 4, 2015 Posted March 4, 2015 I tried to run the game just now, and it didn't go exactly as it should, starting a new game. The game loaded, the voice playback of the opening dialogue played, the scenery and the horses were there, but there were no human figures. Also, my mouselook seemed to be totally locked and the camera angle was in the cart. When I started the game, I got a pop up error message in game that FNIS didn't complete installing. Also, I'm kind of confused by this, but when I started MO up again, I saw there was an error saying that there are files in my Overwite, and when I check the Overwrite, it contains a file called SKSE Any suggestions or tips as to what I might try next? Since a picture is worth a thousand words, here is a picture of my MO window. And, here are some cropped pictures of my mod list so it's possible to see which mods I was attempting to use.
AwfulArchdemon Posted March 4, 2015 Author Posted March 4, 2015 Aw not that again! Next you'll be telling me the horses ran into the gates that were supposed to open, and the cart flipped, and your camera's looking at the wrong cart, and........ This has happened plenty of times, but it's not a MO issue. I think it's either a FNIS or SKSE thing, but I can't remember wtf it took to fix this crap. Someone help me out here...reinstall SKSE? FNIS? Been too long.
eifrag Posted March 4, 2015 Posted March 4, 2015 intro sequence is very buggy, this whole chaos event is scripted.. pls. skip it if you want to mod your game. use Alternate start - LAL
RitualClarity Posted March 4, 2015 Posted March 4, 2015 selcukdemir looks new, with 5 posts. It's quite possible my tag saying "Mod Manager" brought him here. Honest mistake, no big deal. I agree and hope my post didn't come off the wrong way.. especially to selcuddemir... I was trying to post to give some help from a vague tech support issue while letting him know that support for NMM issues isn't for this thread and he/she would be better off with a fresh thread for this if needed as you said..There isn't a NMM support thread. Couldn't really get into a question / answer situation because it could take better part of a page to fix. Also some guidance that spoilers really are useful tools for quoting large post which I do for almost any low post count member that quotes large post. So selcuddemir if you were offended in any way.. I apologize. It was late and now that I read it.. might have been .. abrupt or rough. If you still have problems post it in the tech support thread and feel free to send me a PM where it is at and I will look at it and see if there is anything I can do to help.
RitualClarity Posted March 4, 2015 Posted March 4, 2015 wr1.. If you open your MO folder and look into profiles you will find both a "loadorder" and a "modlist" that you can then post in a spoiler edit and generally have a easier time giving us info. The loadorder is .. in order from top to bottom however the modlist is backwards with the last mod on the top.. Just an FYI. As for issue with the opening sequence. I cannot be sure. Custom camera mods mess with the cart and cause some sort of strangeness with things flipping and turning. SKSE can cause problems if it is the older version I suppose if something is trying to run at the start.. (bad idea for modders to do that in my opinion) and generally FNIS just causes the netural positions to occur if something wasn't activated correctly. Like the tail being straight as a board. If you have a problem with one of the FNIS files not being proper this happens. Can't remember what was the files name though. Solution.. Provided you haven't merged or overwritten any of you mods.. Unclick everything and delete the files in the Overwrite folder. Check all the files installed and make sure they are in proper order (unchecked) to be ready for later. Then start the game. Basically you have a vanilla game and no problems should occur. Then click down the list a few mods at a time and try again.. You will be able to figure out what is causing the problem with your start. AS for eifrag stated about Alternate Starts.. It works well and you still have the option of starting out like you did in the beginning of the game as well. I use AL (Alternate Starts ) when I have a very heavy mod list to help smooth out the starting process. Remember my comment about having mods start right at the beginning of the game? Well when necessary .. fine but too many can cause issues. At least that is my opinion.
wr1 Posted March 4, 2015 Posted March 4, 2015 Thanks for the tips Ritual. What I'll try doing, then, is starting the game with no mods other than the unofficial patches, and after getting past the heavily scripted parts, I'll gradually add the mods in. I take it that each time I add a mod, I will have to recompile the FNIS patch and use it to replace the previous FNIS patch? Thanks for your help and also for showing me where the mod list is stored. Here is my loadorder.txt: Skyrim.esmUpdate.esmUnofficial Skyrim Patch.espDawnguard.esmUnofficial Dawnguard Patch.espCreatureFramework.esmSchlongs of Skyrim - Core.esmSexLab.esmDevious Devices - Assets.esmSexLabAroused.esmZaZAnimationPack.esmDevious Devices - Integration.esmDevious Devices - Expansion.esmdaymoyl.esmRaceMenu.espApropos.espMoreNastyCritters.espSD Cages.espSexLab Submit.espMighty Beasts - Werewolf.espDeviouslyHelpless.espDevious Devices - For the Masses II.espRaceMenuPluginXPMSE.espSOS - VectorPlexus Muscular Addon.espSOS - VectorPlexus Regular Addon.espSOS - Smurf Average Addon.espRaceMenuPlugin.espSOSRaceMenu.espSchlongs of Skyrim.espSexLabNudeCreatures.espSexLabNudeCreaturesDG.espSexLabMatchMaker.espSexLabNudeCreaturesDB.espdD - Realistic Ragdoll Force - Realistic.espSexLabWorkingGirl.espSlaveTats.espSkyUI.espTradeBarter.espRealisticNeedsandDiseases.espRND_Dawnguard-Patch.espRND_USKP-Patch.espRND_AnimalLoot.espdD-No Spinning Death Animation.esphydra_slavegirls.espCaptured Dreams.espHentaiCreatures.espCloaks.espDevious Deviants.espDD FtM - Cloaks patch.espseeing-yellow.espsr_FillHerUp.espxazPrisonOverhaul.espSexLabSkoomaWhore.espSexLab_Dialogues.espSOS - Shop.espdaymoyl_DawnguardAddon.espMilkModNEW.espSexLabDefeat.espmslDeviousCaptures.esp
RitualClarity Posted March 4, 2015 Posted March 4, 2015 I take it that each time I add a mod, I will have to recompile the FNIS patch and use it to replace the previous FNIS patch? Anything that adds anination needs to have FNIS reran. Non animation mods don't need to have it run again. Also some MO users just create a simple Mod out of the Overwrite folder for each profile and then dump everything that pops up in that folder for that profile into it. Simple. When done with a profile.. just delete the profile and the profile's mod. There are many ways to handle profiles and the overwrite. The beauty of MO is it is both powerful and flexible.. Now if it had Profile specific Overwrite folders as a "feature" then most of what is going on and problems new users run into.. would be gone... .
Arethiel Posted March 5, 2015 Posted March 5, 2015 Time for me to eat my words I guess because after accidentally updating to the newest NMM today, it literally just dies (Read: Fantastic Programming™) so now I want to migrate to MO, because, you know, it works and I'm a bit tired of these persistent coding issues resulting in crashes for me personally with NMM.That being said, is it possible to migrate my existing mod installation into MO without reinstalling everything (Which is what I did with my first MO stint) and if so, how would I go about doing that?If not, is there something you can recommend to someone who uses a lot of merged mods/esps and specific pieces of mods? Would for instance backing up my current Animation Folder (Not all of it, just Character Assets Female and Character Assets), compressing it and then installing it as a mod in MO work?
AwfulArchdemon Posted March 5, 2015 Author Posted March 5, 2015 There are 6 icons at the top of the menu. The fifth one is called Tools, and it has an option called NMM Import. You can import mods from NMM to MO like that, though I've seen it not work for people before. I haven't used it, since I haven't used NMM in a very long time, but give it a try. What you should not do is move the mods folder from NMM to MO. It ain't gonna work like that. Originally, I just reinstalled them all, which was a good idea because I found out many mmods had new versions, so I got caught up. Doing it like this is tedious if you had a ton of mods in NMM, but it only needs to done once. After you make your full switch, I also, recommend reinstalling Skyrim. Never know what sort of damages were done to your vanilla game during NMM use (not hatin', just sayin'). Again, that only needs to be once. Doing things the long way will result in much time saved later, I promise. Reinstalling Skyrim makes your game vanilla, with no chance of a problem that can't be found, and either fixed, worked around, or reported to the author. Without reinstalling Skyrim, the possibility that something from it's game files could cause an issue will exist, and it could cause confusion when troubleshooting. About piecing together mod 'parts', as long as the mod folder you make has the required sub-folders (right file path), anything in it will work, even if a mod has a bsa. For example, my Private Needs BM uses a regular folder full of folders leading to the sound files, while Private Needs itself uses a bsa to copress all it's files. You can mix n' match all you want. Conflicts are easy to keep track of in the Conflicts tab.
RitualClarity Posted March 5, 2015 Posted March 5, 2015 Time for me to eat my words I guess because after accidentally updating to the newest NMM today, it literally just dies (Read: Fantastic Programming™) so now I want to migrate to MO, because, you know, it works and I'm a bit tired of these persistent coding issues resulting in crashes for me personally with NMM. That being said, is it possible to migrate my existing mod installation into MO without reinstalling everything (Which is what I did with my first MO stint) and if so, how would I go about doing that? If not, is there something you can recommend to someone who uses a lot of merged mods/esps and specific pieces of mods? Would for instance backing up my current Animation Folder (Not all of it, just Character Assets Female and Character Assets), compressing it and then installing it as a mod in MO work? Inside of NMM is there a folder that holds all the mods you installed in raw form. .That is like what was imported not actually processed ..Raw Fmods etc. ? If so just copy that folder out.. it will have the collection of your mods. Then go through one at a time and install them into mo and name them etc. Before doing this most MO users prefer to have a very clean Skyrim install. So after pulling all your .bat files and such you need out of the game folder NUKE it and reinstall and verify cache.(to make sure it was good downloads..) then start the MO process. Afterwards your Skyrim folder will only have SKSE, some bat files and .ini that the game creates nothing else. Nice and clean at all times. If you give it time and allow yourself to get use to it and work at overcomming the problems. You might find it matches your style. You are an advanced user and MO is about as advanced a manager as you can get. I even directly edit the files right in the MO "mods" folder. Add files as well. When I get a few optional files like with the TTW folder I talked about earlier. I just pop them into an "optional" folder and check inside of MO. There is a panel where you can add and subtract ESP/ESMs .. No longer reinstalling the mods.. Now I "rework" them.. . My next "rework" of skyrim will likely consolidate the mods into type folders,Weather, Texture replacement, Quest, Companions, Weapons and Armors, etc. .. YOu see where I am coming from there .. don't you . Makes it easier to work and consolidate the esps etc. New files I will drop right in below the master or consolidated one and see what conflicts and gives problems.. Move it around and once I see what I want, and don't want.. pop the things I want right into the folder. .. Now all I need to do is to learn CK.. Then just copy paste the items from mods right into the main mod.. lol.
AwfulArchdemon Posted March 5, 2015 Author Posted March 5, 2015 Message of the Day Starting with a recent steam update many users have been having trouble starting the game from MO. The game would simply hang without ever opening the game window.If you are affected by this problem, please download the process_blacklist.txt file from the file section and unpack it directly into your Mod Organizer directory. This should immediately fix the problem.This workaround will only work with MO 1.2.18 and it won't be necessary in future versions.
wr1 Posted March 5, 2015 Posted March 5, 2015 I played through the intro with minimal mods, and gradually added mods in and my game is working now, almost. The first problem that seems strange is that I have some missing textures that seem to be from multiple mods. I seem to be missing textures for milking equipment from the milk maid mod, and some but not all of the bondage gear seems to be missing textures. Second, was that for now the creatures were problematic and I took them out, meaning that I decided not to install More Nasty Critters or anything that has custom critters. Before I did that, the game CTDed when I started it. I don't know if this has to do with FNIS not completing the animal behavior patches or what. So, it's almost working. But I'm just not sure what if anything is causing the above problems. EDIT: Boy howdy, never mind. I seem to have bigger problems than I thought. My character just got killed in the first dungeon (looking for the golden claw). In the first place, the Sexlab Defeat sex animations worked OK for my character, but the zombie enemies didn't move. Second, when my character got killed, rather than going to Defeat Alternatives or anything else, the game CTDed. Anything I can do to troubleshoot rather than try a new game with less mods? Can someone recommend if certain mods from my list are more stable than others, that I could try starting with? This must be pretty newbie questions so I appreciate your patience.
AwfulArchdemon Posted March 5, 2015 Author Posted March 5, 2015 You should probably check your Conlicts tab to see if things aren't working nicely together. This, however, does not sound like a MO issue, and should be directed to it's own thread, as any thread here is now basically undersstood to be MO frindly. When adding your mods, you should have paid attention to when this problem started, but if it's a "zombie" problem, you are having script issues; conflicts or missing anim files. Be sure FNIS gives no errors. Check Conflicts. Verify you have a vanilla Skyrim aside from MO. (that should be a requirement for this thread) And most importantly, make sure ypur mods are up-to-date.
RebelInfernal Posted March 5, 2015 Posted March 5, 2015 wr1, you could try another new game inside the dungeon, and as you load up new mods a few at a time check major game stuff like combat and textures each time, I know it will likely take a long time but unless AwfulArchdemon's advice doesn't pay off that might be the best way. On the plus side you are not alone in this, I have had to start 7 new games in 4 months since beginning modding due to CTD, bad stability, bad mods... You name it, I have come across it. Edit: one thing I actually didn't think of is: when I first started modding with MO, some mods such as Captured Dreams, DD Assets and a few others could not be selected for manual install, so I started extracting and archiving files as the archive could be selected. However, i often put all of a mods files into a custom folder I called 'all files' and archived that, and I don't think MO can read that, as mod assets were loaded but never worked properly in that save, and I eventually corrupted the save by uninstalling and reinstalling in an attempt to fix it. The only way I fixed it was to restructure the file tree correctly and then start a new game. You could check that you haven't accidentally done something similar with your mods when you said that textures were missing as that is part of the problem I had.
wr1 Posted March 5, 2015 Posted March 5, 2015 You should probably check your Conlicts tab to see if things aren't working nicely together. This, however, does not sound like a MO issue, and should be directed to it's own thread, as any thread here is now basically undersstood to be MO frindly. When adding your mods, you should have paid attention to when this problem started, but if it's a "zombie" problem, you are having script issues; conflicts or missing anim files. Be sure FNIS gives no errors. Check Conflicts. Verify you have a vanilla Skyrim aside from MO. (that should be a requirement for this thread) And most importantly, make sure ypur mods are up-to-date. The intitial reason I started posting on this thread was because I was getting a consistient FNIS error about being unable to find the creature animations. Someone told me to ignore it so that's what I did, but the stuff about the nonmoving zombies could be explained by the creature animations not being written properly. (The stuff like the missing textures, I don't know what that might be.) So, to keep it Mod Organizer related, is there anything I can try or do when FNIS gives the error that it can't find the creature files? Fores claims that this is a Mod Organizer related bug. In my previous game, FNIS worked perfectly being run in mod organizer and I have the creature animations and everything. But for some reason when I have started a new profile for a new game, it consistently gives me an error that it can't locate the creature files. (I posted the error earlier, let me know if it would be helpful to repost.) Thanks very much for any thoughts you may have! wr1, you could try another new game inside the dungeon, and as you load up new mods a few at a time check major game stuff like combat and textures each time, I know it will likely take a long time but unless AwfulArchdemon's advice doesn't pay off that might be the best way. On the plus side you are not alone in this, I have had to start 7 new games in 4 months since beginning modding due to CTD, bad stability, bad mods... You name it, I have come across it. Edit: one thing I actually didn't think of is: when I first started modding with MO, some mods such as Captured Dreams, DD Assets and a few others could not be selected for manual install, so I started extracting and archiving files as the archive could be selected. However, i often put all of a mods files into a custom folder I called 'all files' and archived that, and I don't think MO can read that, as mod assets were loaded but never worked properly in that save, and I eventually corrupted the save by uninstalling and reinstalling in an attempt to fix it. The only way I fixed it was to restructure the file tree correctly and then start a new game. You could check that you haven't accidentally done something similar with your mods when you said that textures were missing as that is part of the problem I had. Thanks for the input. I'm glad that my experience is not unique. I thought everyone else's mods were going like figure skating and I was somehow missing some basic step that was causing all the problems. I'm hearing you about doing less mods. Maybe I'll just start with Defeat, Submit, and Defeat Alternative. Do you think that combo might be relatively straightforward. The freaking BDSM menagerie can wait. Actually I only added creatures because I thought it would solve the problem of FNIS not finding the creature files to patch...
wr1 Posted March 5, 2015 Posted March 5, 2015 Oh! Two more things, guys. First, after I run Mod Organizer with this game I am talking about that has missing textures and anims, is unstable, etc, it leaves files in my Overwrite file. It looks like something from Fuz R Doh. Should I delete these files? I am not sure what to do with them. Second, I am running MO version 1.2.17. I avoided updating because of that error message that was coming up about the latest version and I figured I'd just wait for the next version before updating. But, could my using 1.2.17 have anything to do with these problems, or at least the FNIS problem? Thanks for your thoughts!
RebelInfernal Posted March 5, 2015 Posted March 5, 2015 Oh! Two more things, guys. First, after I run Mod Organizer with this game I am talking about that has missing textures and anims, is unstable, etc, it leaves files in my Overwrite file. It looks like something from Fuz R Doh. Should I delete these files? I am not sure what to do with them. Second, I am running MO version 1.2.17. I avoided updating because of that error message that was coming up about the latest version and I figured I'd just wait for the next version before updating. But, could my using 1.2.17 have anything to do with these problems, or at least the FNIS problem? Thanks for your thoughts! It shouldn't, 1.2.17 works fine. The error message is about a problem launching the game through Steam with MO, there is a fix on the MO page, it's the blacklist.txt file. However I actually don't have the issue so I don't need it so I guess it's random? You can update safely I think, just check if out can launch the game and if not extract the blacklist file into the game directory as per the error message. With regards to the overwrite logs you get, I don't think you should get one for Fuz Ro Doh. I get three, one for Memory Blocks Log, HDT Highheels and one more I can't remember right now, but they are debug logs so they are to be expected as far as I know. I just read your previous post, and I would suggest you use only one of Submit or Defeat, I prefer Defeat, which adds player victim and aggressor rape, as well as NPC on NPC rape, and the latest beta has Death Alternative functionality. Submit does not but it does have a progressive bondage punishment sister mod, although I replaced that with DD Captures. Submit also adds dialogue, I can't remember exactly what it does though, it's been a while since I looked at it. The reason I would say only use one is because they both add quite a few scripts which will slow down the game. It's making small sacrifices like that which can really help. For example I removed DD Helpless, Submit, More Devious Quest, Devious Traps, and a whole bunch more and it is noticeably faster to load and quick save now.
RitualClarity Posted March 5, 2015 Posted March 5, 2015 Alien reply in Green Anything I can do to troubleshoot rather than try a new game with less mods? Can someone recommend if certain mods from my list are more stable than others, that I could try starting with? Gopher's tutorial of Skyrim Mods. He goes through most of the basic water, lighting etc and shows how they get installed and the options and conflicts.. Takes a bit of time but helped me get a nice base install. If you have problems translating the instructions he gives ( NMM instructions) into MO post back here with specific mods and issue for that mod. You should probably check your Conflicts tab to see if things aren't working nicely together. This, however, does not sound like a MO issue, and should be directed to it's own thread, as any thread here is now basically understood to be MO friendly. Yo.. Word.. .. Check conflicts. It is the main reason most use MO. You can see at a glance if there is a conflict. I don't let any just sit there. I check each and every conflict each and every time I add some new mods. Be sure FNIS gives no errors. Check Conflicts. Verify you have a vanilla Skyrim aside from MO. (that should be a requirement for this thread) And most importantly, make sure ypur mods are up-to-date. AwfulArchDemon speaks the truth here. FNIS errors are rarely ignorable. There is a reason for the error and at your level.. you don't understand what is going on so that needs to be fixed. I don't let any FNIS errors sit for any lengh of time. I fix each one and rarely have a problem. If FNIS isn't working properly you need to seek out why. The intitial reason I started posting on this thread was because I was getting a consistient FNIS error about being unable to find the creature animations. Someone told me to ignore it so that's what I did, but the stuff about the nonmoving zombies could be explained by the creature animations not being written properly. No warnings should be ignored with FNIS.. Some can be put on the side as you are working on your load order and mods list but all should be fixed. You shouldn't ever ignore those warnings unless you know exactly what you are doing and in this case .. you don't. That needs to be Fixed. So, to keep it Mod Organizer related, is there anything I can try or do when FNIS gives the error that it can't find the creature files? Fores claims that this is a Mod Organizer related bug. I have no such bug. I have had MO since way back I believe 1.2.08 or something like that. The only "Bugs" I have gotten was because of something I did wrong. I have many FNIS related mods and they all work up to and including the current version. # This file was automatically generated by Mod Organizer.+Altmer Male - Sorcal Overwrite-Nord Male - Sven Long Arm - Overwrite-Custom Patches 2+Custom Patches 1+Racial Compatibility - compatibility with other mods improved+Sexlab Patch Scripts+papyrusutilv28+SexlabUtil1 0.16+FNIS Spells V5 0 1 -- ADD-ON for the spells+FNIS Creature Pack 5_1+FNIS Behavior V5 2 -- ALWAYS necessary+Alternate Start - Live Another Life+SexLab [creature] Werewolves 2.1+Sexlab [Creature] MoreNastyCritters7 10+SexLab [Creature ] Werewolves 2.1+SexLab Stats Manipulator 1.02a+SexLab [creature] NudeCreatures v2.2.0+Sexlab [creature] BestialityAnimationPack+Sexlab [creature] HornyDogsOfSkyrim optional+SexLabMatchMaker.Rev6+Sexlab DangerousNights+Sexlab ZazAnimationPack V0562+SexLab Approach 28-4-2014 v3+Sexlab SexWithThieves1.2+SexLab Romance V1-0-6+SexLab Trainers Dragonborn edition+SharedSeranaDialogue version1dot1+SexLab Attraction+SexLab Submit Serana 11FEB14 2301+SexLab Submit 28JUN14 0825+SexLab Stop Combat 1.02+SexLab LoversComfort v20131230+Sexlab puppetmasterv17+SexLab Cumshot 1.5.2+SexLab Aroused v20140124+Sexlab SC07SexLabRandomAttack 20140629+Sexlab Defeat V5b3.3fixed+SOS - Schlongs of Skyrim - FULL 2.05.034+SexLabFramework.v159c+Race Menu - Mimic Plugin v2-0+Race Menu - Overlays Plugin v2-5-0+RaceMenu v2-9-6+UNPB Body NMM BAIN Installer v2-5-2 FIX+【Skeleton】XP32 Maximum Skeleton Extended+ApachiiSkyHair - Male+ApachiiSkyHair - Female+ApachiiSkyHair - Full+ApachiiSkyHair - HelmetWigs+YYAnimReplacerMysticKnight_v1_1_0+K2SexySummons_Vanilla V 0.9+K2ElfEyes Experimental+Weapons and Armor Fixes Remade 5-0+Vampire Lord drain with Serana fixed+Unknown Enchants+Unread Books Glow v2_2_0+Swift Potion Reborn+When Vampires Attack+Stealth Skills Rebalanced - Sneak - Lockpicking - Pickpocket+Splash of Rain v1_051+Sneak Tools+Shout-Tastic - NO COOLDOWNS Edition+Shortcuts - Secret Entrances For All Cities Plus Thieves Guild+Shooting Stars+Realistic Smoke and Embers 2x+Rainbows+Predator Vision - Vampire Werewolf and Khajiit+Perks Unbound - Helmless Warrior w DLC Support+No heavy muscular walk and idle+Nightingale Hall Restored - Karliah as a Follower+Killable Children - BOSS Compatible+KenMOD - Lockpick Pro - Cheat+Kace Auto Loot - MCM Configurable Autoloot+Run Sprint and Jump - Jog and Jump+Invisibility Eyes Fix v2+Immersive HUD - iHUD+Immersive Weapons+Immersive Armors+Hearthfire Display Case Fix+Equip more Rings - 8 Rings+Footprints v0_99 - Ash Supplemental+Footprints v0_99+Flora Respawn Fix+The Skyrim Distance Overhaul Beta (S.D.O.)+SkyFalls + SkyMills+Skyrim Floral Overhall 2dot0 Alpha 2+Cinematic Fire Effects 2 HD+Realistic Water Two+Skyrim HD v1 5 LITE - Dungeons+Skyrim HD v1 5 LITE - Landscape+Skyrim HD v1 5 LITE - Misc+Skyrim HD v1 6 LITE - Riften+Skyrim HD v1 5 LITE - Towns+Better Dynamic Snow+[sMIM] Enhanced Lights and FX+[sMIM] Static Mesh Improvement Mod+Ruins Clutter Improved Subliminal Traps+Ruins Clutter Improved+Enhanced Lights and FX - Dawnguard+Enhanced Lights and FX - Dragonborn+Enhanced Lights and FX - Main+Enchantment Reload Fix+Death Alternative - Your Money or Your Life+Ultimate NPC Face Unlocker+Convenient Horses+Winter Is Coming - Cloaks+Cloaks of Skyrim 1-2 Dawnguard+Cloaks of Skyrim 1-2+[COT] Supreme and Volumetric Fog+[COT] Supreme Storms+[COC] Climates of Tamriel - Weather Patch+[COT] Climates Of Tamriel-V3 - Sounds+[COT] Climates Of Tamriel-V3 - Sound Dawnguard Patch+[COT] Climates Of Tamriel-V3 - Dawnguard Patch+[COT] Climates Of Tamriel-V3 - Dragonborn Patch+[COT] Climates Of Tamriel-V3 - Main+amidianborn steelplate 2.0+aMidianBorn skyforge and wolf armour - grey+aMidianBorn Book of Silence - Weapons+aMidianBorn Book of Silence - Unique Items+aMidianBorn Book of Silence - Dragonborn DLC+aMidianBorn Book of Silence - Creatures+aMidianBorn Book of Silence - Armors+Cinematic Fire Effects 2 HD - Cinematic Embers+Enhanced Blood Textures+Bring Out Your Dead+Beautiful Whiterun+Wet and Cold+Vals Crafting Meltdown+Septim HD+Beards - Normal Resolution+Armor Disguises 1-6+Brawl Bugs Patch - Plugins - Modder Resource+Run For Your Lives+Auto Unequip Ammo+Auto Unequip Helmet+Auto Unequip Shield+Fuz Ro Doh+Better Dialogue Controls+Better MessageBox Controls+A Quality World Map+[sKSE] Stable uGridsToLoad+SKSE+SkyUI+Falskaar+Unofficial High Resolution Patch*Unmanaged: HighResTexturePack03*Unmanaged: HighResTexturePack02*Unmanaged: HighResTexturePack01+Unofficial Dragonborn Patch*Unmanaged: Dragonborn+Unofficial Hearthfire Patch*Unmanaged: HearthFires+Unofficial Dawnguard Patch*Unmanaged: Dawnguard+Unofficial Skyrim Patch I am not even interested or really using the creature mods but have them installed just so that I can understand or test some problems if they arise for tech support. I can attest that all of them so far work. . Edit: one thing I actually didn't think of is: when I first started modding with MO, some mods such as Captured Dreams, DD Assets and a few others could not be selected for manual install, so I started extracting and archiving files as the archive could be selected. However, i often put all of a mods files into a custom folder I called 'all files' and archived that, and I don't think MO can read that, as mod assets were loaded but never worked properly in that save, and I eventually corrupted the save by uninstalling and reinstalling in an attempt to fix it. The only way I fixed it was to restructure the file tree correctly and then start a new game. You could check that you haven't accidentally done something similar with your mods when you said that textures were missing as that is part of the problem I had. Infernas is correct and learned that you can't just put abunch of files into a folder. They have to follow the proper structure for MO to see them. If you do that it will work. I have several gigs of files in my FNV MO install (TTW) doing that and so far it works well. I need some more testing to be sure. It is entirely possible that you installed the mods wrong and there are some files in MO that isn't' in proper structure. I'm hearing you about doing less mods. You should always have less mods when playing a game. With MO now it is possible to use many different mods and different ways. I'd just focus on Gophers basic setup and FNIS working first. Then play a bit.. Add a mod or two..create a profile and play with those new mods. repeat again and again. Soon you will have as many mods as AwfulArchdemon has.. . For most of my game play in FNV world I have less than 60 mods active at any time. With added esps sometimes It might get as high as 90 esp/esms (if I run TTW and patches etc..
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