AwfulArchdemon Posted October 5, 2014 Author Posted October 5, 2014 Anyone else getting a maleware popup with the latest v1.2.13? I just downloaded it and it's telling me installerFomod.dll is a Trojan.Generic. It's not coming from my upload... I forgot to mention I use the installer and when I went to install it's when it warned me. I've sent tannin a pm about it to double check. Never had a problem with previous version. v1.2.9 is the current latest. I will try and see about the manual version. Report that to Tannin! (for real...) ...and thank you.
AwfulArchdemon Posted October 5, 2014 Author Posted October 5, 2014 Overwrite should be paid attention. That folder does not need to have anything in it. Using 'Create Mod...' utilizes that info, and combines it all into a mod, but you should be familiar with what's going in your Overwrite folder, and why it's going there. If SKSE is the only type of folder in your Overwrite, 'Create Mod...', or perhaps just put that info into it's appropriate folder (where it would go if manually installed, but into the mod instead, in MO's case). Don't use Overwrite as a mod folder, meaning don't start putting ini files and such in it's contents. You need to keep track of that folder, and if at all possible, keep it empty. The Overwrite folder is guaranteed to have info if you always run FNIS. That's fine, and expected, but that might as well be the only thing in your Overwrite folder, unless you use Racemenu, and are fond of saving/exporting using it's features, in which case you are likely to see some .tri files. Different story, not getting into it. Ok, I will try to keep that in mind. But the more I read, the more I feel like a cave man trying to understand an airplane..... So, let us say, I empty the overwrite now. I don't run FNIS to keep it clean for the time being. Then I start SKSE through MO to create the SKSE folder and files. I exit the game and look into Overwrite. There is only one folder SKSE with the subfolder plugins. I create an skse.ini in the SKSE folder and add the data provided by bjornk. Afterwards I create a mod out of this (does the name matter? I wouldn't think so, but would like to make sure ^^) Then I run FNIS (and can keep that data in Overwrite?) Reading http://wiki.step-project.com/Skyrim_Memory_Patch_3.0 confuses me, though. It states "Rename <skyrim>/skse_steam_loader.dll and place this version into that directory." I tried to find "this version" but I am too stupid to actually find it anywhere. It looks like I am weak with Google Fu, I can't seem to find an actual download for the Skyrim Memory Patch anywhere? All I found is some discussions about "NotPlacebo" and discussions if it still is needed or not. Then it says: Add the following to <skyrim>/Data/SKSE/skse.ini So, should I put the ini-file into my Skyrim directory in my Steam folder, or do I create it as a mod with MO? I am sorry that I am so dense, maybe someone can explain it with cave paintings? I might understand them Is the whole Sheson thing still needed? Where do I download what and place it where? I am too confused now...... Run FNIS all you want, just keep track of those files. Those are precisely the type of files that are fine to keep there (because they're always considered temporary). Just remember that if you switch to a different profile, and that profile uses different animation mods, you'll have to run FNIS again, to 'Replace' those files, and the same happens when you switch back. Minor, and fine with me, unless you use a lot of profiles at once (would drive me crazy). I'm sure bjornk will chime in about your Memory Patch. It sounds like it's telling you to "rename your dll, so that you can add their's (with the same name) to your folder, without it overwriting your own files, which seems unnecessary, in MO's case, yet you found it on STEP... Hmmmmm................odd. Well, instead of renaming it, just tuck it into another folder for a moment while you place there's in that folder, IF you see it is indeed a .dll file of the same name. Try that one in-place of yours, and see if it works as intended. I'll investigate more tomorrow. Sorry, but I'm burned out on LL support today (I've been all over the place, in and out of many PMs, so on, yadayada), so I'll let the Team take it from here. Been dealing with GameVixenZone, and Nexus, and ModTheSims....just too much today.
bjornk Posted October 5, 2014 Posted October 5, 2014 Reading http://wiki.step-project.com/Skyrim_Memory_Patch_3.0 confuses me, though. It states "Rename <skyrim>/skse_steam_loader.dll and place this version into that directory." I tried to find "this version" but I am too stupid to actually find it anywhere. It looks like I am weak with Google Fu, I can't seem to find an actual download for the Skyrim Memory Patch anywhere? All I found is some discussions about "NotPlacebo" and discussions if it still is needed or not. "Skyrim Memory Patch" is no longer needed, the same functionality is already included in SKSE 1.7.x. Just use SKSE 1.7.1 and forget about the other one. You still need to create a skse.ini file though, with the content I wrote above. Then it says: Add the following to <skyrim>/Data/SKSE/skse.ini So, should I put the ini-file into my Skyrim directory in my Steam folder, or do I create it as a mod with MO? It doesn't matter. You may place it either into your Skyrim\Data\SKSE\ folder, or MO\mods\SKSE1.7.1\SKSE\, or MO\overwrite\SKSE\. Most people install SKSE directly into the actual Data folder, where the actual game files are. So you may as well do the same. In that case, you'll need to create the SKSE folder and the skse.ini file like below. <Steam>\SteamApps\common\skyrim\Data\SKSE\skse.ini FYI. The red Data below is your actual Data folder, the orange ones are both "virtual" Data folders used by MO. "SKSE1.7.1" is a fictional name I chose for the mod that contains SKSE scripts and the INI file. <Steam>\SteamApps\common\Skyrim\Data\SKSE\ MO\mods\SKSE1.7.1\SKSE\ MO\overwrite\SKSE\
AwfulArchdemon Posted October 5, 2014 Author Posted October 5, 2014 I'm sure bjornk will chime in about your Memory Patch. Right on queue buddy.
Buddy Christ Posted October 5, 2014 Posted October 5, 2014 "Skyrim Memory Patch" is no longer needed, the same functionality is already included in SKSE 1.7.x. Just use SKSE 1.7.1 and forget about the other one. You still need to create a skse.ini file though, with the content I wrote above. It doesn't matter. You may place it either into your Skyrim\Data\SKSE\ folder, or MO\mods\SKSE1.7.1\SKSE\, or MO\overwrite\SKSE\. Most people install SKSE directly into the actual Data folder, where the actual game files are. So you may as well do the same. In that case, you'll need to create the SKSE folder and the skse.ini file like below. <Steam>\SteamApps\common\skyrim\Data\SKSE\skse.ini FYI. The red Data below is your actual Data folder, the orange ones are both "virtual" Data folders used by MO. "SKSE1.7.1" is a fictional name I chose for the mod that contains SKSE scripts and the INI file. <Steam>\SteamApps\common\Skyrim\Data\SKSE\ MO\mods\SKSE1.7.1\SKSE\ MO\overwrite\SKSE\ Thank you again. I created the file in the SteamApps folder (this way it should be active for every profile, right?) And I do not need a different skse_steam_loader.dll, I can keep the one I have already? I started my Skyrim, still have to go through loading one of my "Prison Cell"-saves first, then I can load the most recent game. Otherwise I still get stuck in ILS more than 50%. Now I have to figure out, if it actually is working ^^ And if I change the 512 to 768, then I should change the second value to 512, right? Thank you so much for your patience, bjornk and AwfulArchdemon!
bob11 Posted October 5, 2014 Posted October 5, 2014 Well, MO keeps getting updates, I'll wait on 1.2.11 till I'm sure it's stable. The last time I updated a Skyrim utility without first checking, I ended up in all sorts of trouble before finally realizing that the update was busted instead of my installation.
AwfulArchdemon Posted October 5, 2014 Author Posted October 5, 2014 Well, MO keeps getting updates, I'll wait on 1.2.11 till I'm sure it's stable. The last time I updated a Skyrim utility without first checking, I ended up in all sorts of trouble before finally realizing that the update was busted instead of my installation. Notice I haven't given the okay yet... Tannin's great, but every once in a while, an update could be iffy. Always good to wait a sec.
Buddy Christ Posted October 5, 2014 Posted October 5, 2014 There was only one real way to find out, if the skse.ini worked.... After setting up the file I decided to go for a full test and installed all of CoT, ELFX and Realvision. (Pats self on back for getting Realvision installed only with the install guide on the web page ) I am sure, I installed it correctly, since now the trees are swaying around, which I am sure they didn't before Then I started Skyrim with the SKSE through MO and played for over 2 1/2 hours (until I had to prepare something to eat, stupid body wanted fuel....) without any CTDs, ILSs or freezes. In that time I ran through the lands of Skyrim, had Meridia take me up to the skies and cleared out her temple. Came back out, went for Jurgen Windcaller'S horn, slept outside and then Lydia, Jenassa and my character were surprised by three wolves simultaneously. The game still was stable, I saved and quit. Ate something, now I will fire it up again and try a bit more. But I guess I can say, that it works with 512/256 right? (Just realized, that I have 179 Mods active, according to the right window in MO ) ETA: Just loaded the last save game right from the beginning, a sure way for me to return to the desktop before. It loaded without a problem
RitualClarity Posted October 5, 2014 Posted October 5, 2014 Good to hear you got it runnng great. But I guess I can say, that it works with 512/256 right? (Just realized, that I have 179 Mods active, according to the right window in MO ) The number of mods and content that you can run is independent based on your computer and optimization. Different people get different results. I would continue with your current setup until you run again into problems and then check to see if you can further optimize it. Of course unless some expert here states otherwise. I have yet to have to use any .ini configurations yet to play stable game.
ButchDiavolo Posted October 5, 2014 Posted October 5, 2014 Sorry, I completely misread what it was saying... I deleted my previous post, cos it made no sense... I should not speak without sufficient coffee in my system.
RitualClarity Posted October 5, 2014 Posted October 5, 2014 @ Corespore.. What settings do you think a mid to upper range computer should have here.? Curious aliens want to know.. . yes you did and I was responding and you ninj'ad my post... so I instead made it a post to Corespore..
Buddy Christ Posted October 5, 2014 Posted October 5, 2014 The reason memory allocation is so important is to prevent Skyrim from accessing the second memory block during game-play. When that happens it causes CTD's because the game engine trying to transfer data to a second memory block while it's running is a bit beyond it's function. Here, this video will be able to explain it much better then i can. It's a bit long but by the end you will be an expert on memory allocation. Thank you very much Now I understand a lot more about all the memory stuff! *flexes* Off to find more info on Ugrids ^^ Edit: Nah, as an afterthought, I decided to not push my luck
Mord Sif Posted October 6, 2014 Posted October 6, 2014 Just an update on the tri files that have been appearing in overwrite. I updated to the latest RaceMenu last night and started a new game this morning, and the meshes/cache folder that sometimes does, sometimes doesn't contain those files is no longer appearing So I'm currently using: - MO 1.2.11 - RaceMenu 2-9-3 and, in case it's relevant, I have the RaceMenuPluginXPMSE.esp from XPMSE 2.06 activated and the RaceMenuPlugin.esp from RaceMenu itself deactivated, as per the skeleton installation instructions. So far I'm not getting those files, so I assume the RaceMenu update has sorted the issue.
D_ManXX2 Posted October 6, 2014 Posted October 6, 2014 install the latest RaceMenu 2-9-4. RaceMenu 2-9-3 has some bugs that has fixed with RaceMenu 2-9-4. Does anyone know how to fix ?? Right now i am using a mod with mo but the original mod also needs to be activated, but somehow MO is still making original mod active even though it make use of the newer esp from the other mod that also has the same esp name in it ?? i hope i explained well. Anyway it is submit + DD: http://www.loverslab.com/topic/28940-submit-devious-devices-progression-mod/ What i need to do is first activate Sexlab submit the original and then activate the one from DD but only original submit seem to work.
Mord Sif Posted October 6, 2014 Posted October 6, 2014 install the latest RaceMenu 2-9-4. RaceMenu 2-9-3 has some bugs that has fixed with RaceMenu 2-9-4. Ha! I was about to say, "What? There's a 2-9-4 already!?" but I've just gone to nexus to find it's now actually 2-9-5 Thanks for the heads up.
entro Posted October 7, 2014 Posted October 7, 2014 install the latest RaceMenu 2-9-4. RaceMenu 2-9-3 has some bugs that has fixed with RaceMenu 2-9-4. Ha! I was about to say, "What? There's a 2-9-4 already!?" but I've just gone to nexus to find it's now actually 2-9-5 Thanks for the heads up. i wouldn't use 2-9-5 just yet, my presets aren't there with it edit: nevermind lol, I did not realise the presets have their own tab at the top which has some nice features....and I forgot too move my presets too the 2-9-5 folder
ButchDiavolo Posted October 7, 2014 Posted October 7, 2014 I just updated to the Racemenu 2.9.5 and I can comfirm: no more stray tri-files in the overwrite folder
RitualClarity Posted October 9, 2014 Posted October 9, 2014 Interesting question. I am full of those.. I'm no expert but i would suggest sticking at 512 for any single GPU card, if your running a dual GPU or SLI set-up 768 or 896 might be the best option. Don't need to be an expert just familiar with the setup, tech and reasons. I haven't searched this out. I am using default and so far even with aMedian born textures and all the high texture packs SIMM and such no problems. I will however start to add more script based mods and such as time goes on. Currently reorganizing the mods I downloaded, getting new Updated mods and copies, documents etc preparing myself for moving forward. Make it easy to add and remove.. you know the drill. None of those .. "what the hell is this" or "how the hell did I install this" or my favorite "where the hell did I get this before".. Then you have the magically disappearing mods from Nexus and such.. Using MO I should be able to add these to the Profiles .ini files and experiment as needed. See what is best for me. If you are curious .. 8 core AMD with a GTX670 2g vram and 16 gigs of ram.. So I don't have too much trouble running most things well. Still need a few tweaks.. The above is experimental texture and DOF fixes. You can now see BleakFalls Barrow from Whiterun.. lol.
Franzeek Posted October 9, 2014 Posted October 9, 2014 The 'sort' command doesn't work for some reason and my master list doesn't update. What might be the problem?
Guest Posted October 9, 2014 Posted October 9, 2014 The 'sort' command doesn't work for some reason and my master list doesn't update. What might be the problem? I've had that happen when the text files MO uses are locked out and it can't write to them. It should complain about that in the bottom debug window if that's the problem though.
Arthenon Posted October 9, 2014 Posted October 9, 2014 I'm having a hell of a time trying to get Dual Sheath Redux working correctly using Mod Organizer. The DSR patch doesn't show up either. I've done a search and found some videos/forums where others have had the same problems. I've tried the solutions that were provided and still no luck for me. I used the DATA tab and was able to find the .jar file and run it. Still no Dual Sheath Redux patch.esp. Has anybody else run into this problem and found a solution?
Neogeo Posted October 9, 2014 Posted October 9, 2014 Well, I got myself Mod Organizer yesterday and managed to move over all my mods I have installed so far. But now I'd like to get the XPMS skeleton from this forum, which requires Realistic Ragdolls and forces. Thing is, I have UNPB installed with it's own skeleton files 'cause I selected the option when I installed the mod. Can I just strap on the ragdolls and XPMS extended skeleton in the correct order or do I have to manually change something?
fizzybutt Posted October 9, 2014 Posted October 9, 2014 Well, I got myself Mod Organizer yesterday and managed to move over all my mods I have installed so far. But now I'd like to get the XPMS skeleton from this forum, which requires Realistic Ragdolls and forces. Thing is, I have UNPB installed with it's own skeleton files 'cause I selected the option when I installed the mod. Can I just strap on the ragdolls and XPMS extended skeleton in the correct order or do I have to manually change something? When you've got mods activated in MO, in the left window you'll see sometimes the little flags pop up (looks like a lightning symbol with a +/- sign over it, or completely grayed out) You can right click that mod and navigate to information and see what's overwriting what. Then, you can reorder the mods by click dragging (or changing the priority number) so the correct thing overwrites when you need it to, such as the XPMSE skeleton overriding the one in the UNPB files. The beauty of MO is that it doesn't permanently override anything so your original files are completely intact, as are your mod files.
Neogeo Posted October 9, 2014 Posted October 9, 2014 Well, I got myself Mod Organizer yesterday and managed to move over all my mods I have installed so far. But now I'd like to get the XPMS skeleton from this forum, which requires Realistic Ragdolls and forces. Thing is, I have UNPB installed with it's own skeleton files 'cause I selected the option when I installed the mod. Can I just strap on the ragdolls and XPMS extended skeleton in the correct order or do I have to manually change something? When you've got mods activated in MO, in the left window you'll see sometimes the little flags pop up (looks like a lightning symbol with a +/- sign over it, or completely grayed out) You can right click that mod and navigate to information and see what's overwriting what. Then, you can reorder the mods by click dragging (or changing the priority number) so the correct thing overwrites when you need it to, such as the XPMSE skeleton overriding the one in the UNPB files. The beauty of MO is that it doesn't permanently override anything so your original files are completely intact, as are your mod files. So even if I screw up, I can just remove XPME and it's fixed? Oo
fizzybutt Posted October 9, 2014 Posted October 9, 2014 Well, yeah lol. Can't say the same for mods that have scripts in it, That's a whole 'nother animal because scripts get baked into saves; but essentially yes. You won't damage data files or lose relevant files due to adding in/removing mods
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