I'm having some problem with another mod (Menu Maid 2) which require, sometime, to be dismissed using a MCM option > doing this create an entry in the ini file (bHired = false)
That, sometime (if not most of the time) create one problem: after closing MCM menu, when you come back you can't "hire" it back, as my MCM is empty and every mods is "hidden" (like what happen during the "dismiss" process: MaidMenu "create" an alternative MCM mod list, which, when dismissed disappear and roll back to the normal one) > But here, even with "bHired = true" manually edited in ini file it doesn't resolve the issue, it feel like the process is stuck in-between the two states (hired / dismissed), with the MCM menu being in half of both (Only solution found for now is disable + save clean)
I'm (a bit randomly, sorry) looking for a way to confirm if it could be an inconsistencies between the "true" MaidMenu ini and PrivateProfileDirector "copy", and just check if this bug could come from here, or not at all and I need to keep looking for something else.
I'm still doing tries swapping which one I unable / disable for now, with few load orders (a bit randomly at this point, again ...), not even sure if it's really coming from here, but I've got no solution coming from MaidMenu for now, and it's a really useful mod (when it does work fine :p) so I'm looking around for ideas ^^' (Even if they could be stupid ...)
Or, am I just totally wrong from the start and PrivateProfileEditor doesn't do anything to any mod ini files ? And only the "base game" ones ?
I'm still not sure what your issue is. PrivateProfileRedirector doesn't keep its own copy of the files between game sessions. That is, if you close the game and restart it, it's going to fetch data from all ini files on disk. It does keep a copy while the game is running and, in this case, any changes made directly to INIs on disk won't be reflected in game until you either restart the game or use "RefreshINI" console command (but the command only works if PrivateProfileRedirector is used with matching SKSE and game version, which is likely not the case at the moment).
So, the ongoing copy kept when the game is running, including, let's say, the "bHired = false" entry, even if I use the ingame MaidMenu function to activate the mod (so ini should became "bHired = true"), how is it going to be taken into account ? PPrD (your mod, sry, name a bit long) is still going to say "bHired = false" from his copy until I reload game ? Or the fact that the mod itself (MaidMenu) made the change to "true" will be taken into account for this session ?
(I apologize if my questions are strange, I'm not a modder, and I'm just stuck with a problem that I ... Well, don't understand much myself, and I'm dreaming about another solution than "removing one mod" ^^' Crash report are easier in a way, but they don't spawn that much in the end xD)
If something updates the ini file from inside the game PPR should update its copy with the new value. So a change from the mod should be reflected correctly (change your "bHired = false" to "bHired = true"). If it doesn't, it's either a bug on my end (a bug in PrivateProfileRedirector) or MaidMenu inconsistency/bug or both. Hard to say for sure, I've never used that mod myself (and I haven't played the game for years already).
And even a bit harder to trace as it was not a 100% proba event (around 70 maybe)
At least that tiny random idea in a corner of my head could be partially true, and not just craziness ^^ Thanks a lot for your answers =) (Quicker than most, even more for someone who doesn't play the game anymore xD) I've send a message on Maid Menu mod side too, but ... Well, I'm not sure if something will happen on this side ^^'
Currently I've tried to find a turn-around to "dodge" the problem, which seemed to work on my last tries this evening Start already off, which slow down game start, need to wait for every mod to wake up (when unabled, MaidMenu make it be 1-2 min long max, while it's 5-10 without :s), but at least no dismiss gimmick for now At worst I can still do a full clear when the bug spawn (disable + ReSaver cleaning), but it should be the "final solution" not the first option coz nothing else work ...
Tested with a moded Skyrim (500+ mods) on latest GOG version (1179) installed on a M2 SSD with linux distro. 6-7 min to start before to few seconds after installing this mod. Very good job.
It takes ages to boot up GOG 1179 Version in comparison with the 659 Version. It's probably a User fault, maybe it's the ENB but I can't really tell what's causing it. I'm using the latest Engine fixes Version with this mod. /e I removed the ENB dlls/files from the skyrim directory but the boot time is still very long. @_@
Scratch all that. It boots a lot faster, but I can't put my finger on what caused this to work again. I recently moved some files by mistake. The MO overwrite folder?
Hello, i dont fully understand the technicality of the mod, but does it have like a profile file or something? Like some other SKSE mods ive been using they all generate their own file after game launch, is what i mean. I ask because im still not sure whether this mod needs a fresh file/fresh install when something change? Ini file change, game setting change, add/remove mods,.. etc perhaps?
What im asking about is something like MCM Helper. Say you run the game and it will generate a file that contains settings that this mod use, so basically if we delete the mod, we have to delete that file too, else if we reinstall it will still have the same settings. With that logic. say since this mod save the ini settings into the memory, or so i understand it, if it generates a setting file, then perhapf is we change one of the ini files, we have to let this mod generate the file or save settings into memory again, or else the changes wont be kept. Sorry if im being confusing, im really not good with technical terms.
I still don't fully understand it, but from what I could gather, no, there's no need for any kind of clean profile. You can install and uninstall it at any moment. It should just work.
Long is how much time exactly? If you have like 100+ files waiting to be saved, it maybe could, but I feel that's still unlikely. You can disable the option and check if the game close time is the same.
I would exit the game, But it would take Mod Organizer about 1-2 minutes, to unlock. I'll have to do more testing. I idiotically restarted my Mod list from scratch last night.
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That, sometime (if not most of the time) create one problem: after closing MCM menu, when you come back you can't "hire" it back, as my MCM is empty and every mods is "hidden" (like what happen during the "dismiss" process: MaidMenu "create" an alternative MCM mod list, which, when dismissed disappear and roll back to the normal one)
> But here, even with "bHired = true" manually edited in ini file it doesn't resolve the issue, it feel like the process is stuck in-between the two states (hired / dismissed), with the MCM menu being in half of both (Only solution found for now is disable + save clean)
I'm (a bit randomly, sorry) looking for a way to confirm if it could be an inconsistencies between the "true" MaidMenu ini and PrivateProfileDirector "copy", and just check if this bug could come from here, or not at all and I need to keep looking for something else.
I'm still doing tries swapping which one I unable / disable for now, with few load orders (a bit randomly at this point, again ...), not even sure if it's really coming from here, but I've got no solution coming from MaidMenu for now, and it's a really useful mod (when it does work fine :p) so I'm looking around for ideas ^^' (Even if they could be stupid ...)
Or, am I just totally wrong from the start and PrivateProfileEditor doesn't do anything to any mod ini files ? And only the "base game" ones ?
So, the ongoing copy kept when the game is running, including, let's say, the "bHired = false" entry, even if I use the ingame MaidMenu function to activate the mod (so ini should became "bHired = true"), how is it going to be taken into account ? PPrD (your mod, sry, name a bit long) is still going to say "bHired = false" from his copy until I reload game ? Or the fact that the mod itself (MaidMenu) made the change to "true" will be taken into account for this session ?
(I apologize if my questions are strange, I'm not a modder, and I'm just stuck with a problem that I ... Well, don't understand much myself, and I'm dreaming about another solution than "removing one mod" ^^' Crash report are easier in a way, but they don't spawn that much in the end xD)
At least that tiny random idea in a corner of my head could be partially true, and not just craziness ^^ Thanks a lot for your answers =) (Quicker than most, even more for someone who doesn't play the game anymore xD)
I've send a message on Maid Menu mod side too, but ... Well, I'm not sure if something will happen on this side ^^'
Currently I've tried to find a turn-around to "dodge" the problem, which seemed to work on my last tries this evening Start already off, which slow down game start, need to wait for every mod to wake up (when unabled, MaidMenu make it be 1-2 min long max, while it's 5-10 without :s), but at least no dismiss gimmick for now
At worst I can still do a full clear when the bug spawn (disable + ReSaver cleaning), but it should be the "final solution" not the first option coz nothing else work ...
Very good job.
thanks...
It takes ages to boot up GOG 1179 Version in comparison with the 659 Version. It's probably a User fault, maybe it's the ENB but I can't really tell what's causing it. I'm using the latest Engine fixes Version with this mod. /e I removed the ENB dlls/files from the skyrim directory but the boot time is still very long. @_@