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Langmans

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  1. Aaaannnddd... Ignore that, I used tanninone's repo....
  2. I had an issue where the build process stopped because networkx 2.0 was installed (error about digraph node_iter or whatever it was called). Managed to fix it for myself even tho I don't usually code in python :D https://github.com/TanninOne/modorganizer-umbrella/issues/42
  3. Well, how about just an option to always write to the overwrite mod instead then?
  4. This has happened for me in the past as well. The reason was me having legendary mods loaded with old BSA format. You need to run bsa extractor: https://www.nexusmods.com/skyrimspecialedition/mods/974/? I'm not saying this is what OP was having problems with, but that could be related.
  5. I enforced bodyslide to write files to a blank mod instead of overwrite, but that also doesn't work somehow. Where it says "If an application creates a new file", does that mean when the path in vfs doesn't exist? Where it says " If there was a file by the same name deleted recently, the new file goes to that mod", does that also mean files that have been overwritten by a program sandboxed in vfs?I think that ideally, the user should be able to individually select where new files and/or replaced files will go when ucvfs closes, instead of merging them to the overwrite folder. Write actions should happen in a temporary "reconcilation" folder so they can be compared when ucvfs closes using md5/crc32 and/or file timestamps. Something like: "Mod organizer has detected that Bodyslide has replaced or created (or deleted, is that a thing?) the following files:" And then a table with (toggleable?) columns: path relative to data,old timestamp / new timestamp,old size / new size,old hash / new hash,select list for existing modsrollback checkbox (to delete created files or rollback replaced files)Under that table you could add a row like: textfield: foldername of a new modbutton: changed files (create new mod for all files changed)button: created files (create new mod of new files created)button: merge files (write replaced files back to their original mod)The buttons would then change the select box on clicking them, and the user would enter a name for the new mod. The user is then forced to click OK (closing the dialog or clicking cancel meaning all rollback checkboxes will be checked)
  6. So I ran into an issue where I tried generating a body with SSE BodySlide using Oldrim UUNP, where BS 4.2.2 is ran through Mod Organizer 2.0.8.2b. So I loaded BS, selected the body and the preset, hit build, exited BS, then MO didnt find new files in overwrite folder. I am sure I installed BS 4.2.2 correctly as the oldrim UUNP sildersets show up normally and when I CTRL-click batch build I see Calientetools under data/tools. Also, when I try a different folder (desktop for example), BS tells me that the folder is incorrect and doesn't exist (???) I tried the 32 and 64 version of BS and also tried running MO as administrator. I'm assuming this has something to do with MO 2.0.8.2b usvsf at the moment? It seems it's overwriting the virtual file if it was found: (files marked with yellow are files I dulicated prior to bodysliding). I have my paths set up like this: USVFS log: usvfs-2017-02-01_22-14-46.zip Here's the relevant logs: C:\Users\ruben\AppData\Local\ModOrganizer\SkyrimSE\mods\UNP Female Body Renewal\meshes\actors\character\character assets\femalebody_0.nif SHOULD BE: C:\Users\ruben\AppData\Local\ModOrganizer\SkyrimSE\overwrite\meshes\actors\character\character assets\femalebody_0.nif reroute.fileName is acting funky?
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