Vuulgar Posted August 24, 2015 Posted August 24, 2015 does any of the mods matter on my mod list if I dont have them checked for that game? I seem to have some mods showing up on my papyrus log when they are not actually checked and it makes me wonder how this happens. Also if installing a Bodyslide armor I have been copying the Bodyslide folder into my Bodyslide directory in my data folder but also leaving it in the mod I install into my load order, does this cause a conflict? Thanks for your time and knowledge
Guest Posted August 24, 2015 Posted August 24, 2015 If you use MO, then the files of a un-checked mod are not put in the virtual directory Skyrim will use. Now, if you had a game with a mod, and the mod added a script to an object that was not directly defined in the mod itself (like adding a script to a standard NPC or Quest or Weapon, or Armor) Then also if you uncheck the mod, the script will still be running in your save game. Probably giving you a bunch of errors for missing items.
gvman3670 Posted August 24, 2015 Posted August 24, 2015 Unchecked mods (in the left pane) act as uninstalled mods, the equivalent of never adding them to your data folder in a manual installation. Don't know how they could be mentioned in your papyrus logs unless they were once used then later disabled. Stop putting things in your data folder. Simple. Just don't do it. Let MO handle that stuff. You can move those files into the mods inside of MO.
Arhon Posted August 24, 2015 Posted August 24, 2015 If you use MO, then the files of a un-checked mod are not put in the virtual directory Skyrim will use. Now, if you had a game with a mod, and the mod added a script to an object that was not directly defined in the mod itself (like adding a script to a standard NPC or Quest or Weapon, or Armor) Then also if you uncheck the mod, the script will still be running in your save game. Probably giving you a bunch of errors for missing items. What he said also, use this program [http://www.nexusmods.com/skyrim/mods/52363/?] to remove the missing items if you did what CPU said. Instructions on how to use it its in the mod description page so be sure to read it all.
Guest Posted August 24, 2015 Posted August 24, 2015 What he said also, use this program [http://www.nexusmods.com/skyrim/mods/52363/?] to remove the missing items if you did what CPU said. Instructions on how to use it its in the mod description page so be sure to read it all. If a script was attached to a vanilla object, then the save cleaner cannot do anything, because the container is still here.
Guest endgameaddiction Posted August 24, 2015 Posted August 24, 2015 Unchecked mods (in the left pane) act as uninstalled mods, the equivalent of never adding them to your data folder in a manual installation. Don't know how they could be mentioned in your papyrus logs unless they were once used then later disabled. Stop putting things in your data folder. Simple. Just don't do it. Let MO handle that stuff. You can move those files into the mods inside of MO. You know, most of the times I despise change. But Mod Organizer is truly an exception and deserves even more credibility than it has. It's the only true way to modding your game now. There's no turning back and no excuse not to give it a try and like it. There is no mod manager that can compete and compare to Mod Organizer. Hands down it's the only real mod manager.
Arhon Posted August 24, 2015 Posted August 24, 2015 What he said also, use this program [http://www.nexusmods.com/skyrim/mods/52363/?] to remove the missing items if you did what CPU said. Instructions on how to use it its in the mod description page so be sure to read it all. If a script was attached to a vanilla object, then the save cleaner cannot do anything, because the container is still here. Save Game Script Cleaner removes Orphan scripts that remain after said mod that added them is in.(I dont have much experience on this topic but that's what it says in the description) And by attached to a vanilla object you mean that, if a mod made a modification to said vanilla object but later was removed the script will remain in no matter what you do ?
Guest Posted August 24, 2015 Posted August 24, 2015 ... Save Game Script Cleaner removes Orphan scripts that remain after said mod that added them is in.(I dont have much experience on this topic but that's what it says in the description) And by attached to a vanilla object you mean that, if a mod made a modification to said vanilla object but later was removed the script will remain in no matter what you do ? Yep! If a mod adds an item (let's say a custom NPC or a custom magic Effect), then when you will remove the mod, if the script is still running it will be "orphan". Because the object where it was supposed to run it is no more here. But by attaching scripts to vanilla objects (or other mods objects), make the bad trick of keeping a script that has no more a PEX but it is not orphan. Because the object is still here.
Arhon Posted August 24, 2015 Posted August 24, 2015 ... Save Game Script Cleaner removes Orphan scripts that remain after said mod that added them is in.(I dont have much experience on this topic but that's what it says in the description) And by attached to a vanilla object you mean that, if a mod made a modification to said vanilla object but later was removed the script will remain in no matter what you do ? Yep! If a mod adds an item (let's say a custom NPC or a custom magic Effect), then when you will remove the mod, if the script is still running it will be "orphan". Because the object where it was supposed to run it is no more here. But by attaching scripts to vanilla objects (or other mods objects), make the bad trick of keeping a script that has no more a PEX but it is not orphan. Because the object is still here. I see, I get it now. So the only way to fix such script is to make a new save game(new character) huh.
Guest Posted August 24, 2015 Posted August 24, 2015 You can try to remove the scripts for the instance. In many cases they will restart. in some cases they will not.
Vuulgar Posted August 27, 2015 Author Posted August 27, 2015 Nah I am talking starting new games, which I do frequently. I dont see how some entries show up in my papyrus log. Vampiric Thirst for one, great Vamp mod but its listed when I do not understand how it can be....I have only put Bodyslide in the data folder, all otehr mods go through MOs mods folder. Just one example, there are other similar items: [08/25/2015 - 09:24:57PM] ERROR: File "mslVampiricThirst.esp" does not exist or is not currently loaded.stack: I am also getting: (0B002859)].YARC_InitQuestScript.onBeginState() - "YARC_InitQuestScript.psc" Line ? I have this YARC show up consistently in every save. I have searched but only found others asking what it is, regardless by the time I am 30 or 40 level my papyrus is huge. I am using MO, LOOT, FNIS, Wrye Bash (for bashed patch) and Save Cleaner. Thanks for the input, knowledge is power even if its slowly gained.
Dillpickle Posted August 27, 2015 Posted August 27, 2015 [08/25/2015 - 09:24:57PM] ERROR: File "mslVampiricThirst.esp" does not exist or is not currently loaded. stack: These aren't always bad, Live Another Life always throws out - "ERROR: File "Chesko_Frostfall.esp" does not exist or is not currently loaded" - presumably so if it detects it, it doesn't drop you in the middle of an ice field three days from shelter etc...
WraithSlayer Posted August 27, 2015 Posted August 27, 2015 [08/25/2015 - 09:24:57PM] ERROR: File "mslVampiricThirst.esp" does not exist or is not currently loaded. stack: These aren't always bad, Live Another Life always throws out - "ERROR: File "Chesko_Frostfall.esp" does not exist or is not currently loaded" - presumably so if it detects it, it doesn't drop you in the middle of an ice field three days from shelter etc... Indeed, this is due to the use of the GetFormFromFile function, which generates a Papyrus error and returns None to the calling function if it fails to find the specified mod. Mods with a SKSE dependency can use GetModByName instead, as that doesn't produce errors, even if the specified mod isn't found. However, many popular mods (Frostfall, LAL, etc) don't have SKSE as a requirement, so they're stuck with having to use GetFormFromFile.
Guest Posted August 27, 2015 Posted August 27, 2015 ... However, many popular mods (Frostfall, LAL, etc) don't have SKSE as a requirement, so they're stuck with having to use GetFormFromFile. Nowadays not using SKSE is pretty much senseless. One may stuck to an old version (like 1.6) but ignoring SKSE? Come on...
Akzyra Posted August 27, 2015 Posted August 27, 2015 If I remember right I was one of the users that just wouldn't use SKSE. But SkyUI changed my mind. And that both glorified and ruined my Skyrim. I started modding with heavier mods. Too much mods, lel Bodyslide: You can install it and any armor normally (You should be able to). When generating you may not find all files. If they already exist in one of the loaded mods, chances are the new file overwrote it (in the mod with highest priority)
WraithSlayer Posted August 27, 2015 Posted August 27, 2015 Nowadays not using SKSE is pretty much senseless. One may stuck to an old version (like 1.6) but ignoring SKSE? Come on... I agree, and I'm pretty sure the vast majority of people here on LL feel the same way about SKSE, but that's not the same everywhere. I've met people on Steam that just do NOT want to use SKSE at all, and it's usually for incredibly silly reasons. (for example, they they don't want to run the game through skse_loader.exe because then Steam won't count their game hours...)
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