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Everything posted by GSDFan
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Unable to run SkyProc Patchers through MO
GSDFan replied to IrishBandit's question in Mod Organizer Support
Are you trying to run the Reproccer stand alone? By that I mean not through SUM. -
Sticky for Creating Mods out of the MO Overwrite folder!
GSDFan replied to SkinGradian's question in Mod Organizer Support
I am just curious, when you say you can't activate it does that mean that you can't put a check in the box or that it is still grayed out when you do put a check in the box? If it is the latter then right click on it and select "Ignore missing data" that will make it not grayed out. -
Cleaned Vanilla ESMs (using Skyrim Revisited)
GSDFan replied to Brujah's question in Mod Organizer Support
This needs to be checked to use the cleaned files in game. Restoring the originals to the Vanilla lets Steam just be happy and will be overwritten by the cleaned ones. Files in the game directory get overwritten by activated mods in the left pane and any files in the overwrite folder always win. -
Sticky for Creating Mods out of the MO Overwrite folder!
GSDFan replied to SkinGradian's question in Mod Organizer Support
While in theory it would be easy to write up something, the interaction of MO and other tools do not follow mod creation and moving of files. MO needs to see that operation to track the files. That is why I sent you there to read up on that while I put together an overview of how I use the overwrite folder. Remember I am just a volunteer here and I have a full time job that requires eleven hours of my day, sometimes more. Please use the contents of the spoiler as a base to develop your own strategy. It is a rough outline of how I use the overwrite in Skyrim. In Fallout New Vegas I use it a little differently as some mods that need to see the XXXmenuhud.xml need to be installed with FOMM. By using FOMM and the overwrite folder those mods will see that file and will overwrite when necessary. I wait to install these last and keep them there to facilitate easy upgrading until I am satisfied with my load order and will not be adding any more mods. I that create a mod out of the overwrite folder. When I get more time I will put together a more well formed post. Thank you for your understating. [spoiler=My take on using the overwrite folder. Not complete or all inclusive.] I should note that if you constantly mod the game and run skyproc patchers and some other third party tools, keeping a clean overwrite folder is a challenge as they tend to write to the overwrite folder each time they are run. If starting with a clean folder, a newly modded game, I would do the following: Clean the game master files as identified by BOSS. In TesEdit or FNVEdit when cleaning the masters you have an option to backup the original file or not. If you choose to not backup the original file the modified file will written back to the vanilla data folder. If for any reason you verify the game cache, the modified files will be overwritten by the ones downloaded by Steam. Manual back up of the modded files will therefore be necessary. It is easiest to just copy those files to a new mod that can be enabled. Do this by going to the mods directory and create a new folder called Cleaned Masters and copy the cleaned master files there. In MO enable the new mod. If you now verify the game cache Steam will see that the files are missing and download new ones, but now that they are a mod they will not get overwritten. If you elect to backup the files then you will have a new folder in the overwrite folde called "TES5Edit Backups". In this case just do all the masters and when finished right click on the overwrite folder and create a mod from the filed. This will move all the files to a new mod where you can copy your cleaned masters for the same reason above. Bashed and merged patches Both Wrye bash and TesEdit will write these to the overwrite folder. In the case of Wrye Bash in my experience if you move the bashed patch to a mod and rebuild the patch again, a new patch will be written to the overwrite folder. Skyproc Patchers. If you use SUM then it is simple, just let it run and do its thing. When it is finished right click and crate a mod. If running them individually you can create a mod after each one is run, giving it an appropriate name, or doing it after the last one is run. FNIS. FNIS files are written to the overwrite folder. The above strategy, run one tool and backup, is complex and time consuming if you mod or change profiles a lot. I keep the cleaned masters as a mod and let everything accumulate in the overwrite folder. I do not change profiles, but I do run a few Skyproc patchers on a regular basis. I also run multiple instances of MO to test different mods and use one main as my main game, adding mods I test from the others. There is one other feature of the overwrite folder, the "sync to mod". It only works for mods that had data that MO can track. -
Sticky for Creating Mods out of the MO Overwrite folder!
GSDFan replied to SkinGradian's question in Mod Organizer Support
Sorry pressed the wrong button -
This is a collection of links related to Mod Organizer for quick referance. Mod Organizer can be downloaded at the Skyrim Nexus home page. An alternative download can be found at sourceforge. Bugs and feature requests can be researched and submitted at the Mod Organizer issue tracker. Registration is required to view posts and submit requests. The Official support guide to Mod Organizer can be found on the WIKI graciously‎ provided by the S.T.E.P wiki project. Topics covered on the Official Support Wiki: About Mod Organizer. An introduction to MO.Installation. This covers whats required and ht install and update MO.Toolbar. An introduction to the MO tool bar.Right Pane. This covers the use of the right pane and the various tabs there.Left Pane. This tab covers the use of the left pane and explains the options there.Settings. Accessed by the wrench icon, this tab covers the options available in the settings dialog.MO Plugin Extensibility. This topic covers the options related to plugins for MO.Third Party Programs. This covers how to use third party programs like BOSS, Wrye Bash, Tes5edit and others from MO.Profiles. This subject covers the use of profiles in MO.Downloading Mods. this subject covers downloading mods in MO and the interaction of MO with the Nexus site.Installing, Updating, & Uninstalling Mods. Installing Mods covers the various ways to install and update mods in MO.Enabling Mods. This covers enabling mods in the left pane and activating mods in the right pane's plugins tab.Priorities. Covers the interaction of mods in the left pane and conflict resolution between them.Overwrite. Files in the overwrite folder in MO have the highest priority over all other files. This subject covers strategies on how to on how to use the Overwrite folder effectively.Advanced. Covers advanced topics related to MO.FAQ. Covers common questions.Resources. This is a collection of important links and tutorial videos.
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Sticky for Creating Mods out of the MO Overwrite folder!
GSDFan replied to SkinGradian's question in Mod Organizer Support
The only "dev" is Tannin. The rest of us are just "Subject Matter Experts". There is a link to this topic on the WIKI. Check out the overwrite tab. -
It is my understanding that scripts are contained somehow in the save game. Therefore removing a mod that has scripts is not a good thing. If you are testing mods the only sure way to prevent problems is to go back to a save prior to installing the mod. If you have a fully modded game at the start then you should not remove a mod. you can try How to REMOVE ALL embedded scripts from your savegame - Tutorial to try to fix problems. I have never used this so I can't if this works or not.
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The Nexus site appears to be in a state of flux. I am getting the we will be back soon down for maintenance screen, skyrim mod pages not fully loading with an "E" under the button bar and so on in my browser. MO is dependent on the Nexus and until it settles down there is going to issues.
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FNIS Still Detects Animation Mods After Profile Swap
GSDFan replied to UlithiumDragon's question in Mod Organizer Support
When FNIS runs the output goes to the overwrite folder. I would suspect that is where it is reading from. -
SteffanDagbjorn, thanks for the info. When I made the count I wasn’t sure where you pulled that list, so I tried to just state the facts and not go off accusingly about it. In MO the plugins.txt only contains the active ESPs. That does raise a red flag for me. Of the fifty nine or so ESPs that are deactivated in the right pane, how many of those are lone mods with scripts in the left pane? If you just deactivate an ESP in the right pane and there are no more dependencies, other ESPs, for the mod the scripts will still get loaded and can be firing off randomly.
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By my count you have 305 ESP and ESMs. The limit for the game is 255.
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In the past I have copied my games to another drive and uninstalled them from the original location. I then reinstalled them to where I had the copy. Steam evaluated the new location and did an install, which was short as the files were there. It only updated what it needed. I think the DX stuff will run again, I can't remember. Make sure you back up any save game information.
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Strange indeed, were there any red triangles in the ESP tab before you launched the game? Are you still getting the errors if you try a save before that one? One thing to check is on the settings/ workaround tab, make sure there is a check in the box for "Force-enable game files". This prevents the disabling of the skyrim.esp after you run some tools.
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User a_rod wanted a way to have the Steam overlay in fallout 3
GSDFan posted a question in Mod Organizer Support
User a_rod on the Nexus forums posted the following asking about Fallout 3 and the Steam overlay. The following is my attempt to tackle and solve this problem. Please be aware this is a hack, and as such it is prone to failure from unseen events not encountered in my testing. First off testing was done to provide a baseline of the interaction of MO and Steam. Vanilla (Steam) testing. The game was launched from the play button, which brings up the launcher window. Play was clicked to start the game. The result was I had the Steam overlay and the Windows live overlay. Of course no mods were available as MO is not running. Next the game was launched from FalloutLauncher.exe in the game directory. The result was I got the launcher window. Play was clicked to start the game. I got both the Steam and Windows live overlay. Note: If the Steam Client Service, here after referred to as SCS, which is the Steam Windows tray icon is stopped, it will start back up if it has been closed. Next Fallout 3 Executable, Fallout3.exe, was launched with SCS running. The result was I got only the Windows live overlay to run. This was repeated with SCS closed and the result was the same as should be expected. Next the game was launched from fose_loader.exe while SCS running. The result was that I did not get any of the overlays to work. Mod Organizer testing. Fallout launcher from MO. The SCS was running. The result was only the Windows live overlay would work. My initial testing with MO was a dismal failure until I realized that my method was flawed. I neglected the fact in order to work, Steam needed to be hooked by MO. All of my testing was with SCS running. I exited the SCS and ran the launcher again. This time I had some success. I now had the Windows live and Steam overlay, but no mods. Next I tried to launch FOSE with SCS turned off. The result was I had mods, but the windows and Steam overlay were not working. The SCS was not launching. I tried a FOSE command line option, -altexe , the path pointing to Steam.exe, but got an error from FOSE that I had an unknown version of Fallout. I needed a way to launch FOSE and steam at the same time. I turned to the internet for some inspiration and found that others were having the same problem with the vanilla game. The common consensus was to rename some files in the games directory. So this is what I did. It is kuldgy but it works. Preparation: Navigate to the Fallout 3 directory. Once there make copies of FalloutLauncher.exe and fose_loader.exe. Rename FalloutLauncher.exe to FalloutLauncher-Orig.exe. Rename fose_loader.exe to FalloutLauncher.exe. In MO create an executable to Steam.exe. Nothing else is needed. Give it a name, click modify and that OK. This next part is critical. Go to the Windows task bar and look for the Steam icon, right click on it and exit steam. Steam needs to closed in order for MO to hook it. When you want to run the game click on the Steam executable in MO. MO will launch a new instance of Steam to hook. Once Steam is running you can either run FO3 from the Steam interface or from shortcut on the desktop. You now have Fallout 3 running with FOSE and Steam overlay from MO. Now for the downside. With this configuration you cannot create a new game from the menu system. It just won’t work. When new is selected nothing happens. To get around this you have to make an executable to the copy of the launcher and do it from there. You will not have any mods available at this time. MO will stay locked if you have the close MO when started disabled. Steam client service will stay hooked until exited. There may be other unforeseen problems. I did not fully test under a heavily modded game and I only tested one FOSE  -
More info is needed, which window is never ending, the Mod organizer "Running installer" window or the actual Install cbbe window. If it is the first one then I have to ask which version of MO are you running? In versions prior to 1.0.12 the install window would not raise above any full screen window and the icon would not appear in the task bar. This appears to be fixed in v1.0.12. Try to minimize any full screen windows or alt tab to see if you can switch to it. I hope I interpreted your question correctly. Report back if I missed the mark.
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By sonicp. How can I find out what the modid for a mod is?
GSDFan replied to wolverine2710's question in Mod Organizer Support
sonicp wrote Out of the Box, no there isn't a way to do that, but thinking out of the box you can enter all of the needed Nexus id numbers in the new mod category and clear out all the id numbers from the other categories. This will allow new mods to go to that category. You can then do the right click set category and set primary category to assign them later on. Sort of a six of one, half a dozen of another fix. This is a hack and worked in my test. No telling if it will break anything. [spoiler=List of Nexus Id Numbers to start with] 67,83,51,54,61,95,68,40,53,60,92,77,65,66,88,91,74,96,24,25,78,27,85,58,89,90,84,93,75,69,28,82,29,30,22,33,79,84,35,34,70,43,73,76,42,39,45,62,36,55 -
OBSE will not load when launching with MO
GSDFan replied to DiscipleDarkfriend's question in Mod Organizer Support
Hi, I did a little searching around and found by running obse_loader.exe in a command prompt with -h brings up help with some command line options. I posted them in the spoiler. Maybe these will be of some use to creating a shortcut in MO or outside of MO with the non Steam version. I got this from this post. [spoiler=obse loader command line options] usage: obse_loader [options] options:  -h, -help - print this options list  -editor - launch the construction set  -old - load oldblivion  -priority - set the launched program's priority    above_normal    below_normal    high    idle    normal    realtime  -altexe - set alternate exe path  -altdll - set alternate dll path  -notimeout - wait forever for oblivion to launch               this overrides the default five second timeout  -crconly - just print the crc of the EXE, don't launch anything  -nosync - WARNING: USING THIS OPTION MAY CAUSE BUGS AND OTHER RANDOM BEHAVIOR            disable synchronization when injecting the dll            this is only intended as a compatibility hack for WINE  -waitforclose - wait for the launched program to close                  designed for use with AlacrityPC and similar  -oldinject - use the original injection method for the editor I hope this helps. -
OBSE will not load when launching with MO
GSDFan replied to DiscipleDarkfriend's question in Mod Organizer Support
Thanks for the feedback. I did a quick check on the issue tracker and frond issue 303 Oblivion Script Extender Plugins not recognized, which is still open. Issue description Comment posted by Tannin Aug 08, 20:50 There are other comments in that issue thread and it doesn't look like the non steam version will function. -
OBSE will not load when launching with MO
GSDFan replied to DiscipleDarkfriend's question in Mod Organizer Support
Hi, maybe you missed post 8 in this thread where I presented a workaround for the Steam version of Oblivion / OBSE issue. It provides a way to launch the game through MO without installing anything to the vanilla directory. If you did use that information, then can you share your experience with us so that we can troubleshoot more. To my understanding, the following has to be done for the non Steam version of Oblivion . I do not have a non Steam version to test. In MO go to settings, workarounds and set the load mechanism to Script Extender. Click OK to exit and exit MO. OBSE mods must be installed in the vanilla game directory. Other mods can be installed via MO. The game must be launched external to MO. MO will then run as an OBSE plugin and provide the VFS. This is my assumption and may be wrong, if so please tell me. -
As long as the BSA are checked on the Archives tab, they will be loaded. That is a feature of MO.
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@Ubeogesh, I have had this disabled for a few days and did not run into any issues. I don't have tes4edit yet and the Nexus is not available ATM. You should be able to remove the check to the left of the broom.
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If memory serves me right, the MO mods directory closely mimics the WRYE “Unpack to Projects†folder where tools like BAIN Archive Tools (BAT) can be used to manipulate the contents, external to MO of course.
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Yes, SKSE has to be run for SKSE mods to function properly. Each profile uses its own skyrim.ini and skyrimprefs.ini. These are copied from the my games folder when a new profile is created. The proper way to do this is Skyrim Performance Monitor launches MO and you run the game from there via the SKSE loader. I can't say if this is a good indicator for performance later on in the game, buy if you mess something up it will show up as a bugged cart ride. I prefer to use one of the alternate start mods that are available on the Nexus or Steam. Right now I use Skyrim Unbound in my play through. These will allow you to mod the game a little and choose different starting points to test. I usually try at least three locations after I add mod and play for a short while to see if I have any problems. It takes longer to mod the game doing it this way, but I feel I get better results and less crashes.
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Tannin has stated in the past that what Nitpick has to offer is included in MO and if you use Nitpick comparability issues will be likely. Reference post.

