-
Posts
4,289 -
Joined
-
Last visited
-
Days Won
27
Everything posted by GrantSP
-
Modding Tools Survey (zEdit)
GrantSP replied to Mator's question in Mator's Utilities Support (archived, read-only)
Done. -
FOSE crashes loading through MO (Fallout 3)
GrantSP replied to karamille's question in Mod Organizer Support
You are modding SSE, which means you used MO2. If you are still using MO2 for FO3 I suggest switching to MO 1.3.11 -
Not an issue with MO. Moved to General forum.
-
Unable to install SkyUI_5_1 with MO
GrantSP replied to Wolfgaig's question in Mod Organizer with STEP
Just extract the archive manually into a folder inside the 'mods' folder, name it appropriately and then activate it in MO. SkyUI is just 2 files, an ESP and a BSA, the installation script just makes checks to see if you have all the prerequisites, if you are sure you do you don't need the install script. The error message is discussed here and is due to registry errors or low disk space. Also it usually only appears with MO2, if that is what you are suing then I suggest you use MO. Since you are trying to install SkyUI it means this isn't for SSE so you don't need MO2. -
Open the 'mods' folder in Explorer and create 3 new folders for the other DLC, ie. : Cleaned Dawnguard, Cleaned Hearthfires & Cleaned Dragonborn. Now open the existing Cleaned Update mod and drag/drop each ESM into its own folder. This will mean there are now 4 "Cleaned" versions in separate folders (mods in MO's left pane) which you can order and activate as per normal.
-
My bashed patch (in overwrite) contains only a text and html file.
GrantSP replied to Yuriwa's question in Guide Support & Bug Reports
No, you're not confused about what should and shouldn't happen. However there are now situations where the bashed patch is created in the real Data folder when you install WB and because it exists there, that file is modified and remains where it is. Basic rule of thumb with MO and its 'Overwrite' folder: If the file exists, edit it and keep it where it is. If the file is a new creation, place it in 'Overwrite' and let the user determine where it goes. You can verify this behaviour with your bashed patch by moving the current file into a new folder in MO's 'mods' folder and name the folder appropriately, based on the current profile. Now create a new file in Explorer and examine the filesize. Run Bash again and then compared the sizes of the two files. The newly edited patch will now no longer be of 0 length. Keeping the patch in the real Data folder is no problem until you try and run different profiles with different settings. The same patch will be overridden each time, which is why moving it into a new mod folder is a good habit. -
How are you determining this an INI issue, or for that matter an MO issue? If you're dual-booting then the only real difference will be with the graphics card's settings and you should examine the driver software for your card in both OSes.
-
0 animations included with FNIS and MO2.
GrantSP replied to Boge's question in Mod Organizer Support
@Freso That's correct, here is the place to ask but as I said I have no satisfying workaround. The only thing I'd do to try and get it to work is install the animation mods and FNIS manually and then run it but that defeats the whole purpose of the VFS, which as you correctly mentioned is the selling point of MO/MO2. -
This is not an MO2 issue, it is an error message from FNIS. Moved to the General section.
-
No, just with the users that don't actually see what is presented to them. Similar to drivers that don't check if the gear is in reverse before pressing the accelerator and drive into the car/wall/pedestrian in front of them.
-
If I had a dollar for every user that has done that!
-
0 animations included with FNIS and MO2.
GrantSP replied to Boge's question in Mod Organizer Support
Sorry, no idea. I've not played SSE at all and rarely installed any mods using MO2 for SSE. I have though tried FNIS and XPMS32 and I get the same result as yourself: nothing is listed in the tool. Sadly this reinforces my view that MO2 for Skyrim is dead and buried. ps. @fore gave up on MO long before this became an issue and certainly long before MO2 started to be an option. (Which it isn't IMHO.) -
Mod Organizer 2 Development Status
GrantSP replied to LePresidente's question in Mod Organizer Support
Most likely... never. Active development is very slow if not stalled. -
Without logs and your MO INIs it is impossible to see what you are doing wrong.
-
There are no issues with running LOOT from MO2, just remember to either add the: "--game=Skyrim Special Edition" argument in the executables dialogue box or choose the correct game from LOOT's drop-down selector. If you can't get it work I need to see logs and your MO inis.
-
Yes, you are correct SI Patch doesn't need SI, only the Unofficial Oblivion Patch. Been a while since I loaded up Oblivion. I'm still of the view that the cleaned DLCs are not the cause of your crashes. You'll need to remove most of the active mods and re-introduce them in small numbers to see when the crashes occur. Logs of your work may also show something about what is, or isn't loading.
-
We need to see your logs and your INIs to diagnose this further. What you are describing is not the way MO/MO2 works. ALL mods are installed globally, ie. any profile can activate them in the left pane, however active mods are active ONLY in the profile they are activated in. e.g. Profile1 has mods: 1, 2, 3, 4 & 5 installed with only 1 & 2 active You switch to Profile2 and none of these mods will be active until you activate them, so you do so for all 1 - 5 mods. Switching back to Profile1 will have ONLY mods 1 & 2 active again. As for F4SE if you have a mod active in the new profile that requires a newer version of F4SE than that which is installed that mod may prompt you with a message like that. Your previous profile may have mods that do not require the latest version. I'm only speculating here as you haven't told us whether the message is in-game or from MO2. If MO2 is telling you this then it may just be a simple case of your mod not having the correct Nexus information stored in its meta file. Open the 'Information' dialogue and check the Nexus version.
-
That image you posted showed you had the Shivering Isles patch loading but not SI DLC. There's a CTD for sure. There should be no need to remove the plugins from the Data folder, simply have the cleaned version load after them anf the cleaned versions will be used.
-
The New ASIS for Skyrim SSE crashes when run through MO2
GrantSP replied to druninja's question in Mod Organizer Support
I've just now had a look at this and it does indeed screw up over, so-called, missing masters. So to check if the port over to SSE was done correctly I installed the older ASIS into my Skyrim setup on MO 1.3.11 and it too complains of missing masters, in that case: Dragonborn.esm. Looks like the code is trying to look in hard-coded paths originating from the executable's home folder and MO/MO2 is confusing it. The authors may need to look into it as other "proccer style" tools work fine, such as Dual Sheath Redux. -
Just Posted this on Windows 10 Insider Feedback Hub - Please Go Upvote
GrantSP replied to fortunequacker's question in Mod Organizer Support
My C++ coding is not up to a standard that would be of any use in this matter however I have made contact with a developer that may be able to assist with MO/MO2's development in the future. My initial thought is that Windows' virus checking is getting more aggressive and perhaps the 'hooking' code is being flagged and stopped. As I currently do not have this latest update I can't do any tests to check it, or see what other workarounds there may be. Hang tight and we'll get to the solution, one way or another. -
Well that is the weirdest thing I have seen, nothing out of the ordinary jumps out at me but I have never heard/seen anyone have those things in their 'Overwrite' before. The "rule of thumb" with MO/MO2 is this: if the file exists, edit the original and keep it in the original location. If it is a new file then create it and save it in 'Overwrite'. WB uses it own system to store temp folders which will be %AppData%\Local\Temp\. Those files/folders may for some unknown reason be diverted here? Anyway if you are able to get functionality from this setup, let's not break anything with trying to fix whatever is (not)broken.
-
MO2 complains about plugins not loaded
GrantSP replied to Dragora's question in Mod Organizer Support
Glad you have it all sorted now. -
How have you got MO2 and WB setup? A copy of your logs would be good to see.

