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GSDFan

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Everything posted by GSDFan

  1. The folder structure can be empty base structure. I did a quick tip on this a short while ago, here, look at the bottom to see the folder structure. [spoiler=Folder structure]For the MCM and MCM mods you need to have the empty data structure in the vanilla “Data†folder. They are MCM\Config and MCM\Settings. With this folder structure present in the Data folder MCM mods will now show up in game. I also had some problems with Transfer Settlements mod not saving Blueprints. To correct this, I had to create the following folder structures, “F4SE\plugins\TransferSettlements\Backup†and “F4SE\plugins\TransferSettlements\blueprintsâ€. When present in the vanilla game settlement blueprints will now save in game. When testing this without the folder structure present the Transfer Settlements would complete without any mod added ESPs being listed. With it there I got the list of ESPs I was expecting to see.
  2. MO will parse the archive name until it encounters the first space. So, if you have an archive called “New improved mod.rar†you will only get “newâ€. You must click the down arrow to get the full name. Alternatively, if the mod is name is “New_improved_mod.rar†and it is installed, the name will come up as “New improved mod†and you will not have to click the down arrow. If you click the down arrow the name will be “New_improved_modâ€. Either way you must do the work yourself. If you are downloading manually you can put in the under-score character in at that time.
  3. The following pertains to the developer builds of MO2. This has been tested with the latest build 2017-11-24 with the Update A2. The A3 update will cause the Creation Kit (CK) to report that it is not working and close and the latest version of Fallout 4. This may well work for SkyrimSE and other programs run from MO2. As always this worked for me and your mileage may vary. As MO2 is still in Beta and there are numerous problems still being worked on. The two problems I have encountered, one is that the CK will not load at all, this is not a MO2 problem at all, and once it is run, saving will result in a hung not responding CK and the user must terminate the CK manually and lose all work done. I would highly suggest that if you are doing a complex mod to do it in the vanilla environment. Problem one, as I stated earlier is not a MO2 problem and is included here to help others, as it can manifest in the vanilla environment also under certain conditions. Especially if the user has installed optional DLLs in the games root folder. In my case I found out that I had a DLL called dxgi.dll. If this DLL is present, the CK will not load when it is launched even from outside of MO. Renaming this DLL will allow the CK to launch. So, for every session you want to run the CK you just must rename dxgi.dll to something else and you are good to go. Problem two, not saving from the CK. This will be for the CK run from MO2, but may work for other programs run from MO2. As I understand it, MO2 has a problem when writing files that aren’t already in the VFS system, often resulting in odd behaviors, i.e. not saving newly created files, and hung programs. With that in mind I do the following: For editing an ESP: Open the mod to be worked on in a Windows Explorer window. Open the MO2 Overwrite folder in a Windows Explorer window. Copy, not move, MOD-Name.esp from the mods window to the MO2 Overwrite window. Start the CK and make changes until you are ready to save. When you are finished save your modified mod. It will now be saved to the Overwrite folder. If you are not going to modify anymore, right click the Overwrite folder and select “Sync to Mods…†option. Your mod will be copied to the back to the original mod. The Overwrite folder should now be empty.For converting “MOD-Name.esp†to an esl: Copy, not move, MOD-Name.esp from the mods window to the MO2 Overwrite window. Make a copy of “MOD-Name.esp†to “MOD-Name copy.esp†and rename it to “MOD-Name.eslâ€. You can also use a blank ESP to do this. I use a saved blank Bashed Patch, “Bashed Patch, 0.esp†from Wrye Bash, to do this renaming as needed. You should now have “MOD-Name.esp†and “MOD-Name.esl†in the overwrite folder. Copy, not move, the newly created “MOD-Name.esl’ into the mod being worked on folder window. This will make the actions in the last step work for us. Start MO2 and the CK and open the mod to converted, as described above, making it the active mod. From the file menu select the “Compact Active File Form IDs†click through the dialogs until no more show up. From the file menu, select “Convert Active File to Light Masterâ€. Click the dialogs until no more show up. The new ESL will be written to the “MOD-Name.esl†in the Overwrite folder at this time. No need to do anything else in the CK so close it now. Back in MO right click the Overwrite folder and select “Sync to Mods…†option. Your mod will be copied back to the original mod leaving the Overwrite folder empty. For the MCM and MCM mods you need to have the empty data structure in the vanilla “Data†folder. They are MCM\Config and MCM\Settings. With this folder structure present in the Data folder MCM mods will now show up in game. I also had some problems with Transfer Settlements mod not saving Blueprints. To correct this, I had to create the following folder structures, “F4SE\plugins\TransferSettlements\Backup†and “F4SE\plugins\TransferSettlements\blueprintsâ€. When present in the vanilla game settlement blueprints will now save in game. When testing this without the folder structure present the Transfer Settlements would complete without any mod added ESPs being listed. With it there I got the list of ESPs I was expecting to see. I hope this helps users of the Developer builds have a better experience.
  4. Wow, not a lot of mods to have this happen. My guess would be concealed armors or the DLC concealed armors. I don’t use these myself. An alternative is to use UCO Unified Clothing Overhaul includes Costume Party and Immersive Crafting series. It has an invisible armor option and plays nice with AWKCR. I use this with Armorsmith all DLCs and load armorsmith after UCO. Also use xEDIT when the load order is near complete to identify mods with little to no conflicts or if they have mods that overwrite them and that is OK. You and use the CK to convert them to the new ESL format and reduce plugin count. The Easier Hacking is a good example.
  5. I have been slowly rolling my own SE, I will have to give that guide a look see.
  6. I found that the latest builds, yesterday or the day before, had a new problem when xEdit was run. It could not find the scripts folder. You also have to have the MCM file structure, albeit empty, in the vanilla data folder. Otherwise it has been solid for me.
  7. I can't say for sure why this happens, but I have noticed that when my ESPs should be moving after a few mods being installed and they don't, I have to shut down MO, go into the active profile and rename loadorder.txt to something else and restart MO. When MO comes up it will rebuild the load order and write a new loadorder.txt. It will of course be out of order and you will need to run LOOT. It should work for a while. I have attached a pdf showing my current my current load order, renamed lloadorder.txt, and the new loadorder.txt after MO starts and LOOT was run. You will see a big difference in the ESPs. I usually do this when I run and utility on my load order, like Mators Smash, to get an acurate Smashed patch. I am glad that I was not the only one seeing this. Edit: I forgot to mention I am testing MO2 and loot with ESL support. Example of renaming load order dot twxt.pdf
  8. What is the version number you are using? The version from Tannin, 2.0.7, will show the Unmanaged:DLC_Name in the left pane. Version 2.0.8.1b1 they do not appear. Version MO2 2-1 branch (2017-11-04)they do not appear. In fact all of the latest test builds I have checked do the same, so I assume you are using one of the forked versions of MO2.
  9. Sorry to see you go and I understand your pain. There is a small dedicated group of people trying to make MO2 workable. Things are looking better every day.
  10. At one point GOG offered free versions of some games if you had them in Steam through GOG connect. I grabbed what I had, just never played any of them.
  11. Has anyone played the GOG version of FO3? Just wondering if it is more stable without the Windows live and DRM components.
  12. The latest test build, built today, still has this as a problem. I am not sure if they are working on this or not.
  13. Changing MO to offline stopped that error for me, although I now have SKSE component has stopped working.
  14. Yes this is great news, but do you want a way to get ESL to load in the game while running MO right now? Try this hack. OK, laugh at me if you want, shun me if you need to, my only purpose in life is to find workarounds for MO2 problems. If I knew how to program I would take a shot at MO2, but I can hardly do equations in an Excel spread sheet. So, I look for hacks to existing problems. Warning not fully tested and will only work from MO 2.0.7 B3, built by Tannin before his departure, and only tested in portable mode with Fallout 4. Requires MO 2.0.7 beta 3, portable install. Get it here Nexus Mod Manager 0.63.17. Get it here. Now supports the ESL file format. If you have a version of MO2 already installed, you can install 2-0-7 in another location. For testing you can load mods from the Nexus or creation club.If you want to test with your current load order, go into your original MO install and copy your profiles folder to the MO 2.0.7 install. You also must copy ModOrganizer.ini from the original install to the 2.0.7 install. You will not have to start from scratch when you do this.If you want to go back to your original MO install do not remove mods from the 2.0.7 test.Install NMM. Install NMM to a location on your system. Avoid any UAC controlled locations.Open MO2 and create an executable to NMM 0.63.17.Mod the game in MO2. Install Mods with ESL files from Nexus. If you disabled the creation club menu, enable it and download mods from there if you want.Run NMM from MO2 and select fallout 4 as the game. Optionally tick the “Don’t ask me the next time.†Box if you do not want to select it every time.NMM will open and the ESL files will appear directly under the ESM files. Enable them. In my load order I have a mod from the Creation Club and two mods from the Nexus. All three ESL files are recognized by NMM launched from MO.Press the “Launch F4SE†and play. You will have to do this from now on when you play.Now the downside, after exiting the game and NMM the games DLC become unchecked in the right pane. The other mods ESPs will show a red triangle for the missing masters, but this can be ignored if all you do is play the game with this configuration. NMM will read the DLC from the vanilla game directory, but tools run from MO will complian. If you cleaned the DLC and have them installed as a mod, then enable them before launching NMM. The saves in the MO saves tab will not show the ESL files as missing, but if you load a save that had ESLs enabled the game will warn you about missing plugins. You may be wondering can I create a NMM shortcut to the desktop to launch the game this way? No, the shortcut will not work due to the feature being broken. I just had an infinite loading NMM logo. I had to terminate with Windows Task Manager after about twenty minutes. Do not install mods from NMM while being run from MO. I have not tested this, and can’t say what will happen. Most likely they will go into the overwrite folder. My ENB, Load Accelerator and xwize's Dymamic Performance Tuner all run as intended. At the beginning of this I said this will only work from MO 2.0.7. I could not get NMM to run from any of the other versions of MO2.
  15. Please note that this is just a preliminary look at this new file in Fallout 4. I have found one mod on the Nexus that has been converted and have not gotten to the point in the game to really test this. As it stands now the new .ESl file format is not recognized by MO2 and without any active development on MO2 the new file format will most likely never be implemented in the program. That is not to say that these mods will not work. The mods can be installed and loaded in MO2 like any other mod and if the mod has any BA2 files the mod will be seen being good upon install. The new plugin will not show up in the right-hand pane though. You can however get the game to load the plugin with a caveat, which I will mention later. To enable the mods plugin do the following: Download the mod with a ESL plugin.Install said mod and enable it in the left pane.Start the game from MO2.Wait for the game to load. When you get to the “press any key to continue†do so.At the menu look for the option for Mods and select that feature.At the bottom you will see a list of options. Select the option for “Load Order†or press the “T†button on PC.Scroll through the list and you will see the mod_Name.ESL file, which will be unchecked.Click on it to enable it and any other ones you may have.Press ESC twice and the game will give a popup that the load order has changed. Press OK.The game will restart and bring you back to the main menu. Now the game will write a new plugins.txt file to C:\Users\USER_Name\AppData\Local\Fallout4 folder. This is not the same as the MO2 plugins.txt file. Playing the game from this session the plugin should be loaded. Now the caveat. Quitting the game and returning to MO2 and relaunching the game will render the ESL file unchecked upon relaunching the game even though the plugins.txt in C:\Users\USER_Name\AppData\Local\Fallout4 folder has not changed. The plugins.txt from the active MO2 profile was given to the game and it now thinks the ESL file was not loaded. Tested in MO 2.0.7
  16. Just so you know, MO should never be run with Admin privledges. You most likely end up with problems down the line. MO should also be installed in a folder away from the systen UAC protected files. It can go into its own folder on the your main drive or another drive. You do not have to install it in the game folder to work. You will have to had run the game at least once from the launcher to set up registry values before running from MO.
  17. That is hard to believe as MO writes a "usvfs-year-month-day_time of creation.log" and "mo_interface.log" to the log folder as soon as it starts and "mo_interface.log" when it closes. Go into MO2 settings, paths tab and take note of the "Base Directory" value at the top. That is where the logs folder will reside. Take a screenshot and post it here. I am going to assume you did a standard install so it will be in your AppData\local folder.
  18. Which version of MO? I have no problem opening it with MO 2.0.8.3. My MO2 is installed as a portable application. Find your MO2 logs folder and delete any logs there. Run and close FNIS and post the resulting logs.
  19. Shamelessly copied from the MCM forum, original author is Neanka:
  20. Please discuss any issues and solutions with MO2 at MCM Mod Configuration Menu and MO2.
  21. The MCM has been released for Fallout 4 and has a few issues with MO2. Mainly mods not showing up in the menu. This can be overcome by creating an MCM menu in the vanilla games data folder and copying each mods MCM there. After any hotkeys are set the resulting output will be written to the overwrite folder and a mod can be created from this and enabled. Any subsequent changes to the hotkeys will be written here. You may see another empty folder in the overwrite foldet the first time this is done. Tested with MO 2.0.7.
  22. Pardon the intrusion, but I haven't seen this mentioned or posted. What version of MO is in use? Version 1.3.1.1 should be used for the classic Beth games, Skyrim, FNV and so on. MO 2.0.7 and greater for Fallout 4 and skyrim special Edition.
  23. I believe that this is all in preparation for the next big release from Beth, which will have all this from the get go. If this is so, I will not be giving them any more of my money.
  24. MO 2.0.8.3 should be used with Fallout 4 or Skyrim special edition. MO 1.3.1.1 should be used with Fallout New vegas, Skyrim, Fallout 3. The game data directory needs to be clean of all mods to benefit from the features of MO. If there is anything left over from NMM then you may very well have problems running the game from MO. All mods should be installed seperatly in MO to be able to take care of conflicting files.
  25. You can try Fallout 4 Mod List and Load Order Guide (BiRaitBec Modlist) or if you are more advanced modder you can try wip-fallout-4-using-modorganizer-2.
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