
Tannin
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Everything posted by Tannin
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MO changes file ownership/permissions in Profiles
Tannin replied to Mengmoshu's question in Mod Organizer Support
On the contrary, creating the files clean is a a good way to keep your profile healthy. The thing is: On a code level you can't insert into a file, you can only overwrite bytes already in the file so unless you're only appending to a file (i.e. you add to a log file) you have to truncate the file and write all the content fresh anyway. Now if you truncate the existing file and write it and then something goes wrong you're screwed. If however you create a new file with a different name, write to that and if successful you delete the old file and reename the new file to the right name then you can't have data loss. Renaming a file practically never fails. So with this scheme you always have either the working old file or the working new file but never a broken in-between. And the concerns of SSD owners are misguided, MO could write its ini files in a constant loop and you could still run it for 10 years straight without seeing lost blocks on your ssd. The worry of SSD owners is pure hysteria of people incapable of math. Now regarding file permissions: MO does NOT set the file permissions of files, it simply creates the files and has windows give the file default file permissions. The new file will then simply inherit its permissions from the parent folder. Your actual problem is, and really this is the number 1 reason for MO problems: You're using an administrator account to run MO sometimes and regular account other times. The fix: Don't use an administrator account to run MO. Actually: Never use an administrator account to run software period. The administrator account is there to install software and configure the machine and that's it. Use a regular user account like your brother, give ownership of the MO folder to the users group and you shouldn't have permissions problems ever again. -
executable file association proposed simple solution
Tannin replied to g96968's question in Mod Organizer Support
I'm confused. MO does forward all arguments after the executablename to the exe. If you run "ModOrganizer.exe C:\windows\system32\notepad.exe test.txt" it will start notepad with the vfs enabled and test.txt opened. How doesn't this fulfil your requirement? -
Unable to add argument to executable "SKSE"
Tannin replied to dx1's question in Mod Organizer Support
Could someone else confirm this is NOT in 1.3.8 (its currently 1:1)? There has been some work on this dialog in 1.3.9 so it's plausible this was introduced there. This bug in 1.3.8? Less plausible -
You wont find the symbols on the internet. Send the dmp my way (sherb at gmx.net) and i'll take a look. Its more likely mo using qt incorrectly than the bug actually being in qt
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I just uploaded MO 1.3.9 to sourceforge (https://sourceforge.net/projects/modorganizer/files/?source=navbar) Since this release contains a few far-reaching changes I'd prefer if some of you tested it before I release it officially. None of the changes should break an existing installation but I'd still suggest making a new installation for the test. Many of these changes were made by thosrtanner so in some cases my details on what the change does are a bit fuzzy. Fomod Installer: - bugfix: disabled state and icon became stuck for an option/plugin - bugfix: Fix up selection with exactly/at least/at most one - bugfix: Cleanup for dealing with some oddness with single selection plugins - bugfix: Also fixes issue with 'type=SelectAll' when flicking forward and backwards - Try to make sure where we need to auto-select a button that it's a valid sort of button. - Adds lots of warning messages for odd situations. archive handling: - Can now extract multiple copies of file from archive - support for more archive formats (?) - Can now handle archives with wrong file extension BSA invalidation: - bugfix: invalidation bsa wasn't created when switching to a profile that needed it - invalidation bsa is now always placed as the first bsa Integrated LOOT: - bugfix: wrong parameter passed to integrated loot kept masterlist from being updated - bugfix: integrated loot didn't create the directory to store the masterlist if it didn't exist yet Executables: - Allow user to select app icon or mo icon for generated shortcuts - bugfix: 'x' for toolbar not disappearing when it should - various fixes to how the configured executables are stored Nexus integration: - MO now validates session cookie on startup - It also retrieves account status - rewrote how MO decides when to log-in/when to give up on logging in - displays currently logged in account in title bar - more verbosity about login/logout to/from nexus Other: - (maybe) runs on Vista again - ini editor will now refuse to open files too large to be handled by the Qt control - the warning about overwrite not being empty can now be made to ignore empty directories and log files - filter names in the filter pane now also show up as tooltips - bugfix: warnings about "aboutToChangeData"- and "postDataChanged"-signals when mod grouping was enabled - bugfix: dropping files from overwrite on mod failed whien mod grouping was active - bugfix: archive list wasn't saved after enabling/disabling a mod. - small patch to show which obsolete files are being removed - bugfix: manual installer now cancels drag&drop when dropping an item on a subitem of itself - bugfix: drag&drop on the modlist caused error messages when what was being dropped wasn't a mod or a url - bugfix: categories that reference each other in a cycle could send MO into an endless loop
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You run loot as an external application (not the "Sort" button in MO), right? a) Does the report in loot show all the plugins? b) Does loot report any errors? c) Please go to settings (in MO) and check the paths under advanced, do they point to the right paths? d) Inside MO, do you get error messages about write failures? I can think of two things that may go wrong: a) moving MO broke some of its configuration and now its not presenting the virtual file system correctly. In this case loot should show it's having trouble in its UI. b) The new MO folder isn't correctly writeable and hence your sorted load order doesn't get saved. With no defined load order it will always default to alphabetical.
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Who do i believe S.T.E.P, Loot or MO?
Tannin replied to kingkonglouie20's question in Mod Organizer with STEP
Not to my knowledge. 1.3.8 doesn't work on Windows XP and Vista and there are one or two oddities in the UI, probably caused by the upgrade of the UI framework but apart from I'm not aware of any drawbacks of using 1.3.8. -
Thank you for writing this down, I'm sure this will be helpful to users. One correction though: This isn't entirely true. At least when the assets are stored in BSAs, the engine automatically loads the assets in the same order as the plugins. This means that with other mod managers, as long as the assets are in BSAs you automatically get the asset load order that MO suggests for all esp/bsa bundles (including those without scripts) without doing extra work. MO gives users more flexibility here, allowing assets (including those in bsas) to be rearranged freely and warns when you may be shooting yourself in the foot with this freedom.
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Who do i believe S.T.E.P, Loot or MO?
Tannin replied to kingkonglouie20's question in Mod Organizer with STEP
STEP, Loot and the MO warning you get don't actually disagree. LooT orders plugins (right pane) MO wants you to order mods (left pane) in the same order as plugins. It clearly states that those changes may not be necessary but should be safer. The step order is different from what MO considers "safe" but it has been manually tested so it should be ok. However, any mod not included in STEP may actually cause a problem if you don't follow MOs suggestion. Therefore everyone who suggests you disable the warning or even the plugin is not your friend. Some people claim there is a bug in MOs warning preventing step from adhering to the "safe" order but no one has bothered to create a formal report on that issue. My suggestion: If you intend to install any mods beyond step then use step only as a starting point, use MOs suggested ordering and disregard STEP instructions on the matter. Everything you find in the STEP guide should only be considered safe if you install only STEP. -
Please explain how "Group Leader" is assigned (IMAGE INCLUDED)
Tannin replied to Wesaraw's question in Mod Organizer Support
I'm not 100% sure because I can't check right now but I believe the name is probably the first alphabetically. -
Yeah, and remember to change your password after posting it on the internets...
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No need to delete everything, all you need to delete is the "installerBCF.py" file under "plugins". Don't worry, you don't lose any functionality.
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This shouldn't keep TES5Edit from running, right? Processes started by MO are assigned to a job object which allows MO to remain locked until the process and all its child processes have finished. Something with TES5Edit seems to prevent that in your case but it should still run and work just fine.
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MO's Archive invalidation not working
Tannin replied to Mestrrekkr's question in Mod Organizer Support
The Invalidation bsa isn't being loaded in your log so most probably you don't have it enabled. It should work. Please go to the archive tab and see if the "Oblivion - Invalidation.bsa" (or something like that) is listed and enabled. If it's there but not enabled, enable it. If it's not listed at all, please make sure you have invalidation active for the current profile. -
mo does not read internal ini files anymore
Tannin replied to soulstealer's question in Mod Organizer Support
Do you remember that CSI episode where the first thing the investigators did was set fire to the crime scene? Too bad they never found the killer, bit obvious though.... And for a moment there I thought you might be serious. So, apart from reinstalling your OS AND deleting all your ini files you didn't touch anything. Yeah, can't be too hard to find out what went wrong... -
SKSE is not working with MO (game freeze in menu)
Tannin replied to Khadi's question in Mod Organizer Support
That. And if the problem is actually in MO and downgrading helped, don't you think its quite silly of you to not post the relevant version numbers? -
The behaviour you described in the issue report isn't intentional. The mod in your case does indeed overwrite others, gets overwritten AND is redundant all at once, so technically it should have another icon (gray with +/-) but I think that would be confusing as well. I'll rewrite the code to give the "redundant" icon priority over "mixed".
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SKSE is not working with MO (game freeze in menu)
Tannin replied to Khadi's question in Mod Organizer Support
This is almost certainly not a problem with MO but with incorrect settings, likely a core BSA not being loaded or BSAs loaded in the wrong order or mods loaded in an invalid order. -
Ramifications of BSA Extraction in Mod Organizer
Tannin replied to z929669's question in Mod Organizer Support
It should work on all games though it's hard to say if it will work on every possible variant (different languages, steam versions vs. standalone,...) -
Ramifications of BSA Extraction in Mod Organizer
Tannin replied to z929669's question in Mod Organizer Support
MO applies two tricks to increase the bsa limit. One is the name-shortening: Every bsa only takes 4 letters (including the comma) The other is a hack very similar to what nitpick does: The first time the game tries to read the archive list MO searches the call stack for the buffer being read to and replaces it with a far larger buffer. If this is successful the limit is increased to 65536 characters allowing MO to store thousands of bsas in the list. Although this is quite hacky it appears to work fairly reliable unless nitpick is active as well or on cracked executables. -
Huh? Why would you work from the right? and how is MOs behaviour different from other windows applications? When you move the handle between column n and m then all columns left of n remain unchanged. you resize column n and thereby move column m and all those right of it. So far this is exactly the same behaviour as you find in, say, windows explorer. The only difference to explorer is that the tables in MO are configured to never have a horizontal scrollbar and not leave unused space empty, so as long as this is possible the right-most column (priority by default) will resize to fill all remaining space. The same is true when you resize the window or the whole table: It's always the right-most column that grows/shrinks to account for the changed size. That means when moving the handle between n and m, n resizes and the right-most column resizes whereas the columns between are only moved and columns left of n remain the same. Therefore: why would you go from the right? you go from the left because you know that once you've properly sized a column and continue to the next, the one you have sized manually will keep its size. And when you have reached the right-most column you resize the window or the table as a whole to size the right-most column.
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Anyway to automatically update the mods?
Tannin replied to Dovah's question in Mod Organizer Support
On top of that, Nexus won't allow it. They require the advertisement money of people visiting their site.