Skyrim Special Edition

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monpetitbeurre

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115 comments

  1. monpetitbeurre
    monpetitbeurre
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    Locked
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    If you need quick support, please PM me.
  2. RestitutorOrbix
    RestitutorOrbix
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    I just tried to install a mod that had about 6GB of loose textures (and nothing else). It returned an error message, so I broke it up into two separate files of 3GB each (since they were just textures and could be split up) and tried again. In both cases, I compressed the folders using 7z. In both cases, I got the following error message from TMM:

    An error occurred while creating the omod file.
    Specified argument was out of the range of valid values.
    Parameter name: size.

    I thought the problem was the size of the file, but this happened even after I split it into two roughly equal halves. Is there some other meaning to this error message? If it is the file size that's the problem, exactly what is the maximum size that TMM will take? If not, what else might be the problem?
  3. monpetitbeurre
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    Version 1.6.55
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    * Fixed a case where an omod could not be activated

    Version 1.6.54
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    * fixed a case where esp would be randomly deactivated
  4. RavenMind
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    Is there any support for the Fallout games (FOMOD support) or are there any plans to implement? Thanks!!
    1. monpetitbeurre
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      I do not have any fallout game to test with so not at this point. Sorry.
    2. Nexak
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      Don't know if it helps, but at least since F3 (FNV too obviously) it's been the same general set up for data structure, plugin activation and what not. It should work with just path changes. (Reg entries pointing to install dir like with skyrim, doc folder save loc and plugins txt loc.)
  5. Nexak
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    Works well under Wine 4.2 with .Net (4.7.2) installed.
    1. monpetitbeurre
      monpetitbeurre
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      Good to know. How is the game performance in Wine 4.2?
    2. Nexak
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      Pretty much perfect with latest DXVK.
  6. monpetitbeurre
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    Version 1.6.53
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    * nexus password is now encrypted

    Version 1.6.52
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    * Resized settings dialog

    Version 1.6.51
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    * Fixed a case where mods could be ghosted when not expected

    Version 1.6.50
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    * Added a protection against crash

    Version 1.6.49
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    * Added a protection against crash
  7. monpetitbeurre
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    Version 1.6.48
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    * Added a fix for mods where the Data folder is deep inside the input file

    Version 1.6.47
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    * Added protection for odd path in BSA entries decoding
  8. monpetitbeurre
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    Version 1.6.46
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    * Fixed a case where a BAIN mod would not install

    Version 1.6.45
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    * Fixed case where oddly formed FOMOD script would prevent install (Immersive World Encounters for Skyrim)

    Version 1.6.44
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    * Added a workaround for malformed FOMOD Xml where target path for ESP/BSA is empty
  9. spblackford
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    There seems to be a bug in the latest versions preventing any FOMODs from being installed. In version 1.6.41 I receive the error "Folder '0 Interiors' cannot be be installed: Illegal folder name ''". In version 1.6.43 I receive the error "Error: Could not find a part of the path.". Using Process Monitor I can see that the mod manager attempts to install the ESPs into subdirectories like ''C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\0 Interiors\RLO - Interiors.esp" instead of ''C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\RLO - Interiors.esp". It may have something to do with the handling of the following XML element found in ModuleConfig.xml: <folder priority="0" destination="" source="0 Interiors"/>
    1. monpetitbeurre
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      You are correct that the ambiguous XML is the issue. The problem is that some fomod script leave the destination empty to signify "same as source", while others do not. I am not sure which one is right.
    2. spblackford
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      The schema has the following description of the 'destination' attribute:
      "The path to which the file or folder should be installed. If omitted, the destination is the same as the source."
      https://github.com/GandaG/fomod-schema/blob/master/ModuleConfig.xsd
      It would be logical to interpret the description as meaning that the folder itself, as opposed to its contents, should be nested inside Data.
      Perhaps it would be worth asking the user what they want do, while they are installing the mod?
      Though that would kind of detract from the easy installation experience.
    3. monpetitbeurre
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      Added a work-around in 1.6.44
  10. tosiek22
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    In some mods that require of configuration in addition to activation, I get "can't find path" error (something like that) and says it cannot activate completely and remains green. What am I doing wrong? I set the game's path correctly. What am I doing wrong?
    1. monpetitbeurre
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      Some mods have config files that point to nonexistent path. Make sure that you are using the latest TMM.
      If the latest fails, please state which mod is showing the issue.
  11. SNOWMANCER
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    Would anything happen to my oblivion data if i install this apart form oblivion? I mean I already have tesmm for oblivion install. What would happen if i would install tesmm for sse?
    1. monpetitbeurre
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      There is no overlap as data files are stored with each game. You need to make sure it detects your game properly