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Everything posted by wolverine2710
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How to completely remove a file?
wolverine2710 replied to TheGreyChangeling's question in Mod Organizer Support
Would it be possible for you to share what you have found with the rest of us. As in what what your problem (your removed the original problem) and how did you solve it. This would enable others to learn from this. -
By baal1980. How does 'ignore update' work?
wolverine2710 posted a question in Mod Organizer Support
Originally Nexus user baal1980 posted this in the Nexus MO forum. So that this discussion will not get buried on the nexus forums I created the question here and will respond to it here. It has been discussed in Enhancement request 356. If you are not logged in you can only see the initial question, NOT the responses. To quote Tannin. I hope this answers your question.- 1 reply
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MO not launching skyrim/skse
wolverine2710 replied to sil3ntTrill's question in Mod Organizer Support
Creating a new thread is best I think. In the advanced tab of MO wiki there is a section "migrating from WB to MO" which has some basic information. New knowledge in the newly created thread will be transferred to this section as well. I know WB-users (who don't use it for a bashed patch.esp only) are pretty computer savy (it seems) but still I think this could be useful. -
MO not launching skyrim/skse
wolverine2710 replied to sil3ntTrill's question in Mod Organizer Support
A mod in MO is nothing more then a directory in the /mods directory. See the 'virtual filing system' (VFS) in the advanced tab of the MO wiki. Therefore an alternative to using the 'archive' icon in the toolbar to install an edited archive is to unzip an archive and put it in a directory inside /mods. An alternative to delete a file is to hide the file. It will be excluded from the VFS but not from the filing system. A hidden file has as extension 'mohidden'. -
This thread.
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MO downloads handling and the new Nexus subdomain system.
wolverine2710 replied to Dynalisia's question in Mod Organizer Support
In the last five the Nexus had disabled NMM as stated in the Nexus news by DarkOne. As in the services which handle the update/download request are disabled. They have found the cause and have released a new NMM 0.46.0 which uses a different url. It looks as if the old url is still de-activated. For more info see the spoiler beneath. It indeed seems as if Tannin has to change MO for this. [spoiler=Nexus news 7th of december 2013]One of the main reasons we've had to disable NMM over the past 5 days is because it directly calls our web services from the sites themselves. When too many requests occur, or those requests are bad for whatever reason, it directly affects the performance of the sites and that's obviously not good. One of the beauties of our new cloud setup is that we can setup new "servers" instantly (technically they're now "nodes"). We decided it made practical sense to set up a new server that's sole purpose is to handle the requests that NMM makes. The reasoning should be quite obvious: if this happens again, if NMM brings down a server, it won't be a server that handles the sites and the sites will still work fine. We don't want a repeat of the recent situation and I don't think the popularity of NMM should negatively affect the people who don't use NMM. We've released an update today, 0.46.0 that changes the connection settings in NMM so it no longer calls our web servers but instead calls the dedicated NMM node. To put it simply, the more people who update to 0.46.0, the less load there'll be on the web servers and the faster the sites will load. On top of that we've launched NMM support for X Rebirth in this latest version. We recruited the help of Azhwkd on the Egosoft forums, who has worked on his own Mod Manager for X Rebirth, to help us get support for X Rebirth in to NMM. I'm very happy about this as it's allowed the two dedicated programmers we have for NMM to get on with their work while Azhwkd worked, with some pointers from us, largely on his own to get this code into NMM. It not only means we can keep our focus on current project but it also means that someone who knows the games well is working directly on that game's support. It makes sense. We're very thankful to him and he's been compensated accordingly. This is something I'd love to see more of in the community: we've released NMM as open source not just so we're totally transparent about what's being installed on your PC, but also so that developers are able to help us out in a wide range of ways if they so wish. This includes the potential to get more games supported in NMM and I'm happy to compensate those developers for their time. Anyone can download the source code for NMM from our Sourceforge page. At the moment the X Rebirth support is simple enough, it'll download the files from X Rebirth Nexus and place the files in the correct folder. In the future, if necessary, we'll be happy to work with Azhwkd again to get some more complicated functions into NMM for X Rebirth. We continue to work on the sites and NMM over the weekend. Downloads might work sporadically or just not at all and service might be intermittent but it'll be fixed eventually. But in the meantime your best bet is to download this latest version of NMM as soon as possible, if you use it. -
Originally Nexus user manmanchan posted this in the Nexus MO forum. So that this discussion will not get buried on the nexus forums I created the question here and will respond to it here. The ´check all updates´ function in the left pane accessed by right click checks if there are new versionsof all installed mods AND it sets the endorsement status to the status as set in the Nexus. If you have 200 mods and you have not endorsed them on the Nexus then yes you have to diasble the ´not endorsed yet´ flag for every mod. This is by design. Some users wanted a global disable ´not endorse yet´ flag but out of respect for the mod authors Tannin has decided against it. As a comprise there now is a disable flag but you have to set it by hand.
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When looking at the responses very few have tested the beta 1.0,.8. As Tannin stated he would like to have some feedback on the new functionalities before it will be released on the Nexus. There is quite a bit of new functionality to test. I encourage everyone to download and install, test it and give feedback. Put it on the rack guys/galls.
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Originally Nexus user vizzurith posted this in the Nexus MO forum. So that this discussion will not get buried on the nexus forums I created the question here and will respond to it here. Can you provide us with a list of nexusid of the mods for which queryinfo does not work for you. You seem the have missed the information about query info (QI) in the tab ´downloading mods´in the MO wiki. it does not discuss why there is a 30 files limit but that is explained in bug report #413 in the issue tracker. It contains more tickets about your issue. Bottom line: if the mod author has filled in everything correctly (like version number for a file) and there are no more then 30 mods it should work. In my case I have 640 downloaded files, 8% can´t succesfully perform a QI because things aren´t filled in correctly by the mod author. If you have mods which have everything set correctly, no more then 30 files then please create a bur report ticket for it in the issue tracker, so Tannin can have look at it.
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No problem. Glad that it works. You know what they say: "to err is human". That said I often feel like a superhuman :(
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A MO workaround did I do this correctly
wolverine2710 replied to Quahogs's question in Mod Organizer Support
@Quahogs. Glad to see everything is working now. Like rootsrat said: ´MO to show Out of space message is a good one though!´. Might I suggest creating a feature request ticket for it in the issue tracker? -
By Barum. MO doesn't find Python.
wolverine2710 replied to wolverine2710's question in Mod Organizer Support
What I find strange is the python27.dll doesn´t show up in the correct place. I assume you installed Python with the installer? Have you tested it python works on its own. See here for one method to test it (or use google). To make sure you don´t get windos UAC problems I would place programming languages like Python and Java outside the program files directory. Tannin has released a new 1.0.8 TEST version which has a builtin Python. See thread ´testers needed for 1.0.8´. Perhaps you can test that one out. You have to copy some files from an existing MO intance because the installer doesn´t have all the files. You have to uninstall Python 32 bits 2.7.6 first. I haven´t used the installer on an existing MO install so don´t know if that works. Most likely Tannin intends that you use it to update to a new version so all should be fine, but this real installer is brand new. -
Does your issue still exist?. I´ve 499 mods in the left pane,about 400 active or so. It has not been laggy for me. Can you check/do a few things for me. Reboot your PC and try again.Install a new instance of MO 1.0.7 in a new directory. By changing the dir setting in MO let MO point to the mods directoy of your old MO. Is it still laggy?You can also uninstall the MO and reinstall a new MO in the same place. You won´t lose data. See the advanced tab in the MO wiki for instructions (made by Doubleyou).Please report back your findings.
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I´ve used papyrus logging for Automtic Variant since MO 0.10.3 last year it works for me. Haven´t been playing Skyrim for a while and I´m away for a week so I can´t test it atm for you. In the section ´the virtual filing system´ in the advanced tab of the MO wiki is explained how the VFS of MO works and what files/directories are virtualized. Can you test something for me. Please start Free commander from MO and use it to open the regular skyrim ini files (they are virtualized). Its explained in the ´third part programs´tab of the MO wiki. Do the papyrus ini changes as well as the other ini changed show up there?
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In a week when I´m back I while check on my system if the files are in the mentioned places. And I will give the importer another go. Does the NMM importer now works with NMM 0.4.x as well as 0.50 ((initial support)?. As in does it detect which version of NMM is installed? Regarding missing assets (overwritten files). I agree with the hashes and ASI. ASI operates on the downloaded mod/zip file. Unless I´m missing something the problem does not exist with NMM. The installog.xml of NMM indicates where a certain file is installed in the regular /data directory. If files are overwritten they are stored in the NMM overwritten directory and in the install.log.xml this is indicated by the fact that instead of one there are multiple entries for that file. Can´t look it up as I´m on away for a week. I´m curious what I´m missing because it looks to me as if all needed information is there.
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By obdown666. Files are downloaded twice when using IE11
wolverine2710 posted a question in Mod Organizer Support
Originally Nexus user obdown666 posted this in the Nexus MO forum. So that this discussion will not get buried on the nexus forums I created the question here and will respond to it here. It looks as if you have missed the thread "MO 1.0.7 downloading mods twice from Nexus" here on the official MO support forum. I could reproduce the problem myself. It is indeed caused by IE11. Might I suggest creating a bu report ticket for it in the issue tracker of MO. -
By dudoka. Can I use one MO instance for multiple games?
wolverine2710 posted a question in Mod Organizer Support
Originally Nexus user dudoka posted this in the Nexus MO forum. So that this discussion will not get buried on the nexus forums I created the question here and will respond to it here. Posted by Tannin42 in the Nexus MO forum on 04 June 2013 - 07:34 AM. You can't add multiple games to one MO installation but you can have multiple separate MO installations. Simply install MO again and point it at FNV on the first start up. ´hud´mods are a challenge. for more info see the Fallout Subforum and the article by GSDFan. -
Thank you STEP! [Automatic Variants and Other Problems]
wolverine2710 replied to phryxolydian's question in Mod Organizer Support
I´m a week in Germany visiting Rosi,so no Skyrim PC and limited time. DoubleYou already answered most of the AV questions. I have a few remarks. AV is very script friendly and light, the scripts run only when an creature is spawn to change the skin. After that AV does nothing. Removing AV is safe, the creatures get their default skin back. When AV is run and it detects new AV packages the files are moved from data/Automatic Variants/AV packages/ to data/textures/AV packages (or somethinglike that). For me files were never deleted. The latest AV does not move files around but uses hardlinks. Some ppl report problems with this. Independent of MO is used or not. The latest 1.6.x does not use hardlinks. It doesn´t matter in which mod you put the textures because MO assembles them all in the virtualized directory. See advanced tab of MO wiki section "the virtual filing system". Use free commander to check what all programs started by MO see as filing system. See third party tabs in the MO wiki. Made is much clearer for me to see it in action.You can also check if files like normals are in place. If you are really interested in what is going on use Directory Monitor 2 to see what happens on the filing system (move, copy, delete, modified). A mod is a directory in the /mods directory. the overwrite directory is located in /overwrite. If you feel more comfortable with the windows explorer you can use that to move files around. Like DoubleYou said its best to place all the textures (after AV has moved all files) in one "mod" and have this always enabled. If you are using multiple profiles a would create a "AV profile " mod and put the automatc variants.esp there. Remember that just as with Wrye Bash (bashed patch.esp) in principle when you add/remove a mod you have to create a new AV patch. Same when switching profiles where different mods are enabled. Before I forget Deathneko11 has made a video about using skyproc based programs with MO.AV is discussed in detail. -
Thanks a lot. I've done what you suggested, now it works. Have made a directory compare before doing that, see spoiler.[spoiler='dir_diff_plugin_dir_RC8_RC9]
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MO 1.0.7 downloading mods twice from Nexus
wolverine2710 replied to DanielCoffey's question in Mod Organizer Support
Thanks for the tip. I've used it in the past 4+ years ago and back then the AV was way to picky and I got a lot of false positives. -
MO and Step - uninstall remove mod
wolverine2710 replied to stepwanw's question in Mod Organizer Support
You seem to have missed the priorities tab in the MO wiki. I think its described rather clear there. If not please tell me what is not clear and I will try to update that tab in the near future. "MO being a virtual machine", that is not true it uses a virtual filing sytem. But as far as a program like Skyrim started from MO is concerned it just thinks it is using the regular filing system. The VFS is described in the advanced tab of the MO wiki. I also encourage you to watch the 5+ videos by Deatneko11 and bridger (resources tab in MO wiki). With MO it does not matter in which order you install mods IF at the end before starting Skyrim the installer order in the left pane is the same as dictated by MO. I've done that in the past because some large mods took a long time to download and I just continued with the mods I had already downloaded. -
I've used 'copy profile' a few times and for me it worked flawless. You can use a windows diff program like beyond compare or windiff to compare the old and the new profile. A profile is a sub directory in the /profiles directory so you need to compare two directories. For more information about profiles see the MO wiki and for a technical discussion about what files exist in a profile see this thread. Please create a ticket for it in the issue tracker of MO. Perhaps you can reproduce the situation when it didn't work, that would be even better.
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I've installed 1.08 (1.0 RC9). I'm getting the same error about python as DoubleYou. Windows shows the following: [spoiler=Python_error] Must figure out which files I have to copy. I've installed RC9 with all options enabled. I've installed it in directory C:\Data\Games\Skyrim tools\Mod Organizer 1.08 test. On startup of MO the correct version (1.08) is shown. What also is shown is a MOTD that a new version 1.07 is released (an older version). A few remarks/questions: On install the Qt DLL's are optional BUT as stated they are required for MO to run. Curious about the decision to make it optional.Although I get the python error and the Python based configurator is not loaded I do not get an warning sign in the right top left corner, It shows 'everything seems to be in order. I have to add I do have python 2.7.5 32 bits installed on my system.I'm very glad that python can now be installed with the installer as some users have mentioned problems getting Python 2.7.6 installed/working. Also I very much like the installer. I love to put 1.08 on the rack, unfortunately I'm going on a holiday for a week. I REALLY would liked to torture test the NMM importer for the fourth time but I guess it will have to wait. Curious about is fixed with regard to the issues I mentioned in bug report ticket #435. I really hope someone takes up the gauntlet and test the NMM importer. In the mentioned issue the attached files give a nice overview of my test method. With NMM 0.45.6 Tannin was really close. I feel that a near perfect working importer could make the transistion from NMM to MO much easier. One advantage of the new NMM 0.50 alpha is that it converts the old situation to the new one with profiles and some kind of mod isolation. Should the original installog.xml of NMM contain errors then it would become clear when starting to use NMM 0.50. It the conversion succeeds all XML files are clean and the importer should not bork due to a damaged installog.xml file.
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MO and Step - uninstall remove mod
wolverine2710 replied to stepwanw's question in Mod Organizer Support
Not totally sure what you did but after using 'remove mod' in the left plane for both BOS mods everything should be clean and you can install Bos again. The thread 'Installing mods with MO, merge, replace or rename?' contains some good information by Tannin himself as well. Note: As you know with MO you can easily change the install order of mods in the left pane. Aside from the MO guide (I assume you mean the MO wiki) there is also lots of information here in this forum, especially the sub forums 'Answers - Mod Organizer Support' and 'Mod Organizer - Key Threads for Wiki'. -
By Barum. MO doesn't find Python.
wolverine2710 replied to wolverine2710's question in Mod Organizer Support
It says "Python not installed or not found".If, as suggested, I go to Settings>Plugins>Python Proxy, it shows two things in the right pane: enable and python_dir. "Enable" has "true" to it's right but there's nothing showing for python_dir, and nothing happens when I right or left click it so, I can't show MO where I have python installed. In the current version of MO (1.0 RC8) the python_dir variable is not filled in when MO can find Python on start up. Saves problems when python is later installed elsewhere. You can fill in the python_dir variable in MO by clicking on the space to the right of the text python_dir, a small input field should be visible now, that should work. If it does not work, locate the location of python27.dll on your filing system (see Tannins post #2 in this thread ), close MO, open file /modorganizer.ini and locate the python_dir variable in the [plugins] section and add the path there. On my system python is recognized so it is not filled in. I filled it with C:\\Windows\\SysWOW64\\python27.dll, started MO and python is recognized as normal and now the python_dir variable in settings is also filled in. Please notice use of the double \ characters instead of one, this is because the \ has a special meaning and needs to be 'escaped'. Please report back what action you had to do and if it now works.

