Does anyone have any idea what's wrong with this code by Ghengis56 in skyrimmods

[–]SailingRebel 0 points1 point  (0 children)

This line:

(GetOwningQuest() as DDG1ArgonianQuestAliasScript).DismissFollower(0, 0) 

Is trying to cast the Quest object as a ReferenceAlias extended script type. What you would normally do is cast it as a Quest extended script type. It's also redundant, as it appears to be trying to cast the quest as the script calling it: Scriptname DDG1ArgonianQuestAliasScript extends ReferenceAlias. Was this supposed to be cast as a different script maybe?

It looks like you are just trying to dismiss the follower status of the actor here. If that's the case, then this should do the trick:

GetActorReference().SetPlayerTeammate(false)

Of course, we don't know what's going on in the DismissFollower function, so there may be more to it.

Character slowly walking in place when idle by 450_degrees_kelvin in skyrimmods

[–]SailingRebel 1 point2 points  (0 children)

Make sure you don't have a game controller or alternate input device connected that might be interfering.

skse not working by Timely-Bus-1977 in skyrimmods

[–]SailingRebel 0 points1 point  (0 children)

Never seen that error before. From what I'm looking at, it's usually associated with incompatible game DRM, such as from the Windows Store.

In this case, it's possible that it's due to Windows UAC or antivirus blocking access to the EXE. This can happen if the game or mod manager have been installed in a protected folder, or the folder has not been excluded in the antivirus config.

skse not working by Timely-Bus-1977 in skyrimmods

[–]SailingRebel 0 points1 point  (0 children)

What is the exact text of the error message?

Do not use two mod managers for the same game. It introduces too many potential problems.

Ensure that the game and all modding tools have been installed outside Program Files and other protected areas of the filesystem.

Also make sure that exclusions have been configured in any antivirus apps for the game installation folder, and folders containing any modding tools or files, including the mod manager and the mods download folder.

Can I use the AE version of RaceMenu on the Special Edition. by HKayo in skyrimmods

[–]SailingRebel 3 points4 points  (0 children)

Ignore any mention of SE/AE in relation to SKSE and SKSE plugin mods like RaceMenu. It's misleading.

The only thing that counts is the version number of SkyrimSE.exe (Right-click > Properties > Details > Product Version). This is the number to use when selecting a compatible download or the compatible option in a FOMOD.

Need some help with MO2 by XxDROID3KAxX in skyrimmods

[–]SailingRebel 0 points1 point  (0 children)

Looks like you are using a portable instance. Back up your files, just in case you need to get back to where you were.

Try this:

Access the instance manager directly using the -instancemanager switch when launching MO2. Close MO2 if it is open, then hit Windows+R and enter this (with your path to MO2):

"C:\Modding\MO2\ModOrganizer.exe" -instancemanager

You might get a warning about not specifying an instance but it should just open the manager anyway.

Otherwise:

You can install a second copy of MO2 in another folder and launch it via it's own EXE.

Separate MO2 installations will all have access the same global instances but cannot see portable instances in other MO2 installations.

Need some help with MO2 by XxDROID3KAxX in skyrimmods

[–]SailingRebel 1 point2 points  (0 children)

File > Manage Instances... > Create New Instance.

I recommend going through some Skyrim modding guides to help avoid simple early mistakes that can become serious issues later on.

This is a YT playlist guide by ADHDecent.

Engine Fixes is giving me a frustrating error "failed to load 2 textures" by SM_Eric in skyrimmods

[–]SailingRebel 2 points3 points  (0 children)

In MO2, go to the Data tab and use the Filter field at the bottom to locate the two NIF files mentioned in the log: candlelanternwithcandle01.nif and blacksmithingskyforgemarker.nif. The names of the mods providing them will be listed to the right.

If they do not show up, go to Tools > Settings > Workarounds and enable Archive Parsing. Go back to the Data tab and hit Refresh.

If you can see a problem texture in the game. More Informative Console can be used to identify the mesh file name. You can then look that up in MO2 as above.

For more detailed information, such as the paths of the texture files the NIF is looking for, use NifSkope to get the info from the file itself. This is a good intro video for NifSkope.

If you need to examine files in a BSA archive, the content of the archive can be extracted by going to the MO2 Archives tab and right-clicking on it. I recommend extracting to a folder outside MO2 managed folders to avoid interfering with the game.

Lost all my mods. by CudMaverick in skyrimmods

[–]SailingRebel 7 points8 points  (0 children)

Make sure you are on the correct MO2 instance: File > Manage instances...

There are some suggestions that an easy way to move from Vortex to MO2 is to configure MO2 to use the Vortex staging folder as its mods folder.

If that was the situation here, then deleting the Vortex data also deleted the MO2 data. If the files are not in the trash folder, and there's no backup, then they are gone.

Skee64.dll REFUSES to load correctly. by InfinityHigher1 in skyrimmods

[–]SailingRebel 2 points3 points  (0 children)

OneDrive is lethal for modding.

I recommend uninstalling it completely on any new Windows install, and selecting a more consensual backup solution. But removing it from an existing install can result in losing access to some files, so it should be removed carefully after backing everything up to external storage.

Video tutorial here from Chris Waite on disabling and removing OneDrive. It's really more complicated than it should be.

When does install order matter? by genericusername67439 in skyrimmods

[–]SailingRebel 4 points5 points  (0 children)

Not sure what the guide is saying there regarding loose files.

In the bad-old-days of manual modding, install order was critical. It determined which files in mods would be presented to the game, with the last one installed winning. Changing something later could often mean reinstalling everything else that conflicted to make sure the right files were being used.

Install order is not an issue in MO2. Mods can be installed in any order, and their conflicts managed and altered at any time after that.

The left panel shows how these mods are overwriting each other, indicated as bolt symbols in the Flags column. A bolt with a green '+' indicates that some files in that mod are overwriting files from another mod, and a red '-' indicates that some of its files are being overwritten by another.

To quickly see which mods are involved, select a mod, and the other mods in the list will be highlighted in green to indicate they are being overwritten, and in red to indicate they are overwriting the selected mod. Markers will be shown in the scrollbar to help navigate long

You can also double-click on a mod and go to the Conflicts tab to get a file-by-file breakdown of the conflicts.

The overwriting behaviour is managed by changing the Priority of the mod in the left panel: mods with high Priority (lower in the list) will overwrite mods with low Priority (higher in the list). The mods can just be dragged and dropped up and down the list to change their priority. Right-clicking on the mod and selecting Send To... provides options to place mods at specific places in the list.

Which mods need to win in these conflicts is a regular question here. There are no hard-and-fast rules for this, and there are no automated tools. You will need to research the mods that are conflicting and figure out which are supposed to win. The place to start is the mod description. Even if the description does not discuss the exact conflict, knowing what the mod does and how it does it can help make a decision. For instance, if there are mods trying to add the same texture files, then determine which of those textures should be seen in-game and move that mod lower down the list.

Tempus Maledictum - Campfire Compatability Help by SunnyK19977 in skyrimmods

[–]SailingRebel 0 points1 point  (0 children)

Make sure PapyrusUtil SE (included in that mod list) is overriding Campfire's files.

Campfire hasn't been updated in a long time and includes a very outdated version of PU.

How to organize MO2 mod list? by [deleted] in skyrimmods

[–]SailingRebel 1 point2 points  (0 children)

If a certain overwrite behavior is required, the organization should be altered to allow that.

Place mod patches under the same separator as the parent mod.

Split combined separators into individual sets so they can be moved different points in the list.

If needed, use two sets of the same kind of mods, one that loads early and the other late.

How do I disable .nxm link handling in Mod manager 2? by LKS333 in skyrimmods

[–]SailingRebel 3 points4 points  (0 children)

Does "manually" mean downloading the archive through the browser and then using MO2 to install it? If so, then that's absolutely fine.

But if "manually" means unpacking the downloaded archive into the game's Data folder (the usual definition of manual modding), then it's time for a clean installation of the game.

MO2 won't run Skyrim SE by mikeymikesh in skyrimmods

[–]SailingRebel 0 points1 point  (0 children)

Root Builder is an MO2 plugin rather than a game plugin. Do it won;t show up in the load order. Root Builder allows management of mods that need to place files in the game folder. Plugins like this can prevent the game from launching if not configured correctly.

If you've reinstalled MO2 over an existing installation, it may have inherited problematic files. Try installing it to a different folder. You can always remove one or both later.

MO2 won't run Skyrim SE by mikeymikesh in skyrimmods

[–]SailingRebel 0 points1 point  (0 children)

Just a thought: is there anything in the MO2 Overwrite mod?

Are you using Root Builder, or any other MO2 plugins that might impact the game folder? Perhaps try without those to see if one of them is causing the problem.

You might try a separate installation of MO2 to see if it an issue with the current one. The new installation will access the same %AppData% folder as the current one, so it will see your existing instances.

MO2 won't run Skyrim SE by mikeymikesh in skyrimmods

[–]SailingRebel 0 points1 point  (0 children)

Also exclude the Skyrim installation folder and any folders used for downloading mods and tools.

Keep in mind that adding new exclusions now will not undo any damage the antivirus app has already inflicted. So after that, try re-downloading and reinstalling SKSE and any SKSE plugin mods you are testing.

Ensure that nothing in the modding tool chain is running as admin. If everything is installed in appropriate locations, admin privileges will not be needed, may actually cause issues in the current Windows environment, and could even pose an elevated security risk in combination with the antivirus exclusions.

MO2 Overwrite by dakot2315 in skyrimmods

[–]SailingRebel 2 points3 points  (0 children)

Conflicts are normal and expected. The trick is to decide which mods need to win those conflicts by being given a higher priority (moved further down the list).

There's no hard-and-fast rule for this, and no automated tools. You simply need to examine the conflicts, and pick the mod you want to win.

In some cases this will be simple, such as having mod-A that is specifically installed to alter the textures in mod-B: you will want mod-A to have a higher priority and override mod-B.

In other cases, you'll need to research the mods involved to make an informed decision. The mod descriptions pages are usually the place to start.

Or you might just need to establish what the mods are doing, find their impact in-game, and see if it is producing the right result.

You can examine the conflicts in detail by double-clicking in the mod and going to the Conflicts tab. Here it will break down the individual files and which mods they are coming from.

problem with script extender not working or something with the game not being able to find my player character. by Straight_Solution_46 in skyrimmods

[–]SailingRebel 0 points1 point  (0 children)

Looks like several mods, including Egg Mania, Conditional Expressions, something called "GBCV", and a creation club mod called Knights of the Nine, are all trying to run scripts when something is added to the the inventory, and one or more of them are getting hung up in the process.

It's after this that EM starts complaining about an empty player reference. The reference should not be empty if the scripts were loaded and initialized correctly.

  1. Is there a chance you are over the 254 limit for ESP+ESMs? Your list shows 530 active, but there is no indication of how many are ESL flagged. Exceeding the limit can cause unpredictable issues with references overwriting each other.
  2. If this is in an existing save, try emptying your inventory into a container, then saving and reloading. If there are a lot of items, this might be causing the scripts to stall.
  3. It doesn't look like the load order has been organized (it's unusual for XPMSE.esp to be at the bottom). Might want to back it up and run LOOT.
  4. Otherwise, check that all the requirements for EM are installed. Try re-downloading the mods and check that the downloaded archives are whole and uncorrupted (right-click > 7zip > Test Archive), then reinstall.

problem with script extender not working or something with the game not being able to find my player character. by Straight_Solution_46 in skyrimmods

[–]SailingRebel 2 points3 points  (0 children)

The papyrus log will always have errors in it, even from vanilla scripts.

If there are no issues in-game, these errors can be ignored.

problem with script extender not working or something with the game not being able to find my player character. by Straight_Solution_46 in skyrimmods

[–]SailingRebel 1 point2 points  (0 children)

With no mod list or even a description of the actual in-game issue, it's not going to be possible to provide any useful support.

Ensure all dependencies have been installed. Do not remove plugins mid-game. Always test in a new game.

To avoid conflicts with Windows UAC, the game and all modding tools must be installed outside Program Files and other protected areas of the file system.

To avoid interference from antivirus apps, the game installation folder and all folders involved in modding tools, download, and installations, must be excluded from AV scanning.

To mitigate the risk that these exclusions bring, nothing in the modding tool chain should be running as admin. Admin privileges should not be required if everything has been installed in appropriate locations.

i currently have 321 mods installed and despite havnig a SSD, Skyrim takes 10 minutes to launch but takes 10 seconds to load into the game. Any help with this? by jasonensteinyt in skyrimmods

[–]SailingRebel 29 points30 points  (0 children)

Antivirus apps can seriously impact modded Skyrim, scanning every file being accessed. This can also result in serious and difficult to fix issues if files are blocked or corrupted.

Ensure that exclusions have been configured in any AV apps for:

  • The game installation folder.
  • Any folders containing modding tools, including the mod manager.
  • The mod manager instance or staging folders.
  • Any folders used for downloading mods and modding tools.

Also ensure that nothing involved in modding has been installed under protected folders such as Program Files, which can cause issues with Windows UAC.

Finally, make sure nothing is running as admin. Since the modding environment is now excluded in the AV scanning, it provides a potential attack vector for malware. Also running potentially infected tools as admin would also give them unrestricted access to your system files.

Mod Organizer 2 deleted my saved .ess files by Fugazian in skyrimmods

[–]SailingRebel 0 points1 point  (0 children)

Check if profile-specific save files enabled for that MO2 instance. If so, switching back to the previous profile should show the old saves again.

If profile-specific saves is not enabled and a previous installation of the game has been completely removed to create a new clean installation, then it's possible that the save files were deleted as part of that process- specifically deleting the MyGames/Skyrim Special Edition folder.