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Everything posted by GrantSP
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Bizarre Mod Organizer problem: can't select items on start menu
GrantSP replied to hoyao's question in Mod Organizer Support
Edit: Deleted this post. Sorry, wrong train of thought. (missed my station) -
Mod Organizer FOSE installing with FO3 GOTY
GrantSP replied to sutex's question in Mod Organizer Support
As you wish. You too have fun!- 88 replies
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Why SKSE plugins can be installed but other *SE plugins can't.
GrantSP replied to GrantSP's question in Mod Organizer Support
Wow, I am amazed by a comment like that. MO has so far proven, at least to me, to be a far superior way to manage mods. Each to his/her own I guess. As to OBSE plugins being installed manually, exactly, no issue there I was just surprised by the differences in OBSE and the other *SE plugins. -
Mod Organizer FOSE installing with FO3 GOTY
GrantSP replied to sutex's question in Mod Organizer Support
No need to respond in that manner, I did read all the posts and my question is phrased in that way because your comments didn't make it clear you knew that. Clearly there is something about your setup that hasn't been made clear to us yet, based on what you have proffered so far. There is no reason, based on what is described, for FOSE not starting from MO. Many users have set it up to do so and it works. So to help you and expand the knowledge base it would be helpful if you could provide as much diagnostic material as possible. If you could post your logs, both from inside and outside MO; fose.log, fose_loader.log, mo_interface.log, ModOrganizer.log & ModOrganizer_<date>.log It is safe to delete all the existing logs and let the executables create fresh ones.- 88 replies
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Why SKSE plugins can be installed but other *SE plugins can't.
GrantSP replied to GrantSP's question in Mod Organizer Support
I've re-installed my copy of Fallout 3 to test out MO with *SE plugins, my new Fallout New Vegas will arrive shortly, and it appears this weird behaviour is only with OBSE. I can successfully install FOSE plugins via MO and have them function perfectly. I wonder why the team made the obse_loader operate so differently to the others? Not to worry, at least I now know why this is happening, the MO side of it at least. Thank you to all that responded. Hopefully this thread may serve some purpose for future reference. -
Mod Organizer FOSE installing with FO3 GOTY
GrantSP replied to sutex's question in Mod Organizer Support
Ok, you keep mentioning the Fallout Launcher, may I ask why are you invoking that as the method to start Fallout 3? I may come across here as condescending, I'm not, I just want to make sure you and I are on the same page. In the MO executable drop-down box there should be three ways to start the game. In order, at least in my setup, they are: FOSE = the FOSE loader [fose_loader.exe] Fallout 3 = the actual game executable [Fallout3.exe] Fallout Launcher = the graphic window with 'Play', 'Options', 'Data Files', 'Tech Support' & 'Exit' [FalloutLauncher.exe] If options 1 or 3 are selected both of those processes will only show in the list of running processes up to the point that they pass over to the actual game executable. Looking at that list and NOT seeing fose_loader.exe is not the same as FOSE not loading. Additionally, if you invoke the game via MO using the third option (FalloutLauncher) it will not start FOSE. The prefered method is to use 1 to start a game with FOSE running or 2 without it running. So via MO the only way to verify the game is running with FOSE is to start a game and see it do some FOSE stuff there will be no indicator in the running processes as fose_1_7.dll will be called from the game code if that code is started with the fose_loader. As you use the phrase "fallout launcher" I just want to clear up which executable you are running.- 88 replies
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Mod Organizer FOSE installing with FO3 GOTY
GrantSP replied to sutex's question in Mod Organizer Support
I can't see that this has been mentioned before but can you actually start a NON-FOSE game from within MO? You mention MO recognizes the fose_loader and configures the run button and that the fose installed game runs from outside MO but can you verify that it actually runs from MO without fose. If we can eliminate as many variables as possible then your problematic setup may be solved. Just to reiterate, although you don't actually use Steam to provide overlays, if your game is a Steam version there will be a small amount of code from Steam that will need to hook into the game, as has been mentioned above. I mention this because you seem to have dismissed this as a possibility for the problem.- 88 replies
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Why SKSE plugins can be installed but other *SE plugins can't.
GrantSP replied to GrantSP's question in Mod Organizer Support
Really? Could you be more specific? I haven't come across any references to that and so far it looks to be performing fine. Just had further confirmation from Tannin about OBSE plugins and yes, they are somewhat different to SKSE. Bummer. -
Why SKSE plugins can be installed but other *SE plugins can't.
GrantSP replied to GrantSP's question in Mod Organizer Support
hmm... more questions! As far as to which OBSE plugins, any and all of them as far as I can tell. Specifically OneTweak, OBGEv2, ChangeConsoleKey and the two that come with the UOP - jail-fix & training. OneTweak was actually the one that got me thinking something screwy was happening as it is the exact same plugin for all the Bethesda games, hence it is coded to recognize ALL of the *SEs that are around. I haven't moved onto setting up my Fallout[3/NV] games yet so I can't verify whether they work like Skyrim or Oblivion, with regards to handling *SE plugins through MO. @GSDFan Thank you for that reminder about the workaround but I think I will just stick to adding the Oblivion OBSE plugins by hand. I install them via MO if they have any ini or docs with them and then delete the *.dll via the 'Filetree' tab and move the *.dll into the OBSEPlugins folder manually. That way the Data tab on the right side only shows plugins installed into "data" and doesn't highlight duplicates in red. That way I have a visual indicator (in the left hand pane) of which plugins are installed, and which version it is. Neat, effective and it satisfies my OCD nicely. PS. I don't have a Steam version, just plain old DVD copy. Not that that should make any difference. @DoubleYou Yeah, I'm with you. If we could install those type of files that "may be considered dangerous" ie. they mess with the executable, via MO, then it would truly make it a painless experience for those with less experience. A warning icon just to remind them of the need for care. Thank you both for your comments, sadly I am not 100% convinced that OBSE plugins can't be installed via MO but it isn't really that big a deal, just a curiosity I came across and wanted to know more. At any rate I am modding up all my games with this great piece of software and telling everyone I meet to do the same. It simply is a brilliant tool. -
Installing Omod's with Mod Organizer
GrantSP replied to antonio4198's question in Mod Organizer Support
Getting back to the OP. Can someone convert the OBMM handling code from the repository of OBMM and make a plugin for MO? There is also the source for the older OBMM v 1.2.22 in https://www.nexusmods.com/skyrim/mods/5010/? TexModManager. At least that way we can get the functionality of OBMM to handle the OMODs without having to install something extra. (yes I know it isn't really that hard to install it and let it handle those files)- 21 replies
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Why SKSE plugins can be installed but other *SE plugins can't.
GrantSP posted a question in Mod Organizer Support
OK, let's set the stage. I have just recently converted to MO and I started with my new installation of Skyrim. I followed the video tutorials and wiki pages and I have successfully modded that game and it runs perfectly. Obviously this meant I installed SKSE manually. The mods that have SKSE plugins I installed via MO and they all work, ie. they appear in the logs and the functionality is evident. Now I am in the process of migrating Oblivion, Fallout [3/NV] over to MO with fresh installs and loads via MO. Starting with Oblivion I gave myself a fresh install from disc and started with the basic/essential mods. This also meant OBSE installed manually. Again, everything works as I expect. Next step though threw me. As I had been able to install mods that have *SE plugins via MO into Skyrim I expected the same for Oblivion. No such luck. After posting a 'bug' report on the tracker, Tannin responded with the message that *SE plugins can't be installed via MO and must be done manually. Now I don't have a problem with installing them manually, I just want to know: What are so different with OBSE, and I assume FOSE/NVSE plugins, from SKSE plugins that they need to be handled differently? BTW, I am fully expecting someone to say something like: "they are all supposed to be installed manually, so you must have installed them outside of MO before." Nope, my Skyrim Data folder is as clean as the day it was installed, nothing 'non-Bethesda' in it. Feel free to be as technically descriptive as you need to be. I am not a novice when it comes to code. I can read and understand most languages, sadly though that doesn't transfer across to writing and creating new code, much to my dismay. I have never been able to get that part of my brain to fire.