Jump to content

GrantSP

VIP-Supporter
  • Posts

    4,289
  • Joined

  • Last visited

  • Days Won

    27

Everything posted by GrantSP

  1. You should not be seeing those files in 'Overwrite'. All that you should see are the reports from the last bashed patch creation.
  2. I opted out of my Insider account with MS a few months back so I'll need to wait for a complete update from them to verify. However it is very likely that they have upped the ante on how they treat 'malicious' code. MO/MO2 uses exactly the same methods to 'hook' executables as that of viruses or malware, ie. changing the code in memory to do something else.
  3. The OP is incorrect. MO/MO2 doesn't use symlinks for it's functionality it uses a 'hook' that tricks the executables that run from it, e.g. games or game tools or FreeCommander, to "see" those files in a location other than where they truly are. ie. Run MO with a mod stored in C:\ModOrganizer\mods\NameOfMod\ and the game will "see" those files in <GameName>\Data\ It is entirely probable that Windows is now aggressive in stopping actions that it deems as 'malicious'. The code used in MO/MO2 is in fact very similar to that used by a number of viruses/malware. Any software that makes system level changes to executables whilst in memory will likely suffer the same fate.
  4. Looking over your post again and I believe it is because you've installed MO2 over the top of your MO installation haven't you? Those plugins are for MO, MO2 uses differently named files for the same processes. You can have both MO and MO2 installed on the same machine and use them for different games, this is how I have it at the moment. Simply wipe your MO/MO2 install and reinstall either MO2 alone or both MO/MO2. I use a simple folder structure on one of my drives like this: D:\Games\ModOrganizer\<name of game>\ (where <name of game> is either Fallout3, FalloutNV, Oblivion or Skyrim. A different install for each game.) D:\Games\ModOrganizer2\ (Same thing here for SSE and Nehrim, Fallout4 doesn't grab me.)
  5. No, none of those plugins will have any impact on your Nehrim install.
  6. Other than complaining about those files, is it actually running properly? I ask because the next few lines of the log show they are being loaded. You might try moving your MO installation out of the "GOG Games" folder. The space in the name may be the reason. There was another user that had a similar issue like this but as far as the code goes it shouldn't really be a problem.
  7. That isn't a bad idea. MO/MO2's benefits only come to the fore when you need to manage large numbers of mods or different profiles. For simple setups manual or WB use is fine.
  8. Whatever the guys at SureAI have done in their code is giving the same feedback to MO that a 64bit executable would so MO thinks that is what it is. Remember we're trying to shoehorn a modded game executable into a manager that 'hooks' into what it already had difficulties handling. MO and Oblivion never really played nicely together so using Nehrim is always going to be an uphill battle. Do you really need ENB? That too is only a 32bit exe, Boris doesn't even have an up-to-date Windows installation to edit code on so there is no way he's coding 64bit stuff. If you must use MO/MO2 then I'd stick with MO2 and run the launcher from it, skipping any ENB stuff. I truthfully don't wish to try and get any ENB stuff working in my system but if you insist on using it I may have to see if there is a workaround.
  9. No, that launcher is only 32bit but you are correct MO does throw up errors about 64bit code.
  10. What is it asking for? I grabbed the latest compiled release and it just installed with no issue for me. Did you use this release?
  11. Simply rename the Nehrim launcher to: OblivionLauncher.exe and MO/MO2 will recognise it and you then run that. This is the only way I can run the game.
  12. Correct. However the exact reasons why the cleaned versions sometimes get moved into 'Overwrite' are still not fully understood. My original system had only one HDD and my new system uses SSDs and the same thing happend on both my systems so... I have no clue! At any rate it appears you are following the instructions to the 'T' so you should be fine. As always simply ask if you are unsure. Happy modding.
  13. 'Cleaning' plugins has nothing to do with BSAs. Clean them, the plugins, and leave the BSAs where they are.
  14. Even if you start the game from the launcher it will load mods managed by MO if you start the process from within MO.
  15. So are you unable to run OBSE mods even if the settings say OBSE is loading?
  16. No issues with xEdit and MO regardless of the game you are modding. There is sometimes, on some systems, the experience of the cleaned DLCs being moved into the 'Overwrite' folder along with the backup folder. The exact situation where this happens is yet to be pinned down but in any case a verification of your Steam cache replaces the files and the cleaned versions are still used as they should be loaded via mods created in MO.
  17. If the game runs okay from the launcher, what is the necessity of calling OBSE from MO? The launcher has a setting to automatically load OBSE if it is installed. If you must call OBSE from MO, uncheck that setting in the 'Extra' tab of the launcher and then load your saves from OBSE & MO as normal. Nb. I have the retail disc version of Oblivion, not the Gog version so there may be some variance with the executables, but that shouldn't matter too much... if at all. I cannot replicate the behaviour you describe. There is no 2nd torso behind my character when I load a save.
  18. Okay that may narrow it down somewhat. Sounds like some sort of OBSE/MO/Nehrim error possibly due the different named executable. I'm downloading and installing Nehrim now to investigate. Back shortly.
  19. If you told us originally of ALL the software you had installed perhaps you could have sped up your resolution of this issue. One of the stickied topics in the MO support forum is this which outlines the types of software that routinely interfere with MO. At any rate I'm glad you can now continue with modding/playing your game.
  20. You'll get no support from Wrye forums as anything to do with MO/MO2 will automatically be blamed on MO/MO2.
  21. Creating a bashed patch should not be editing ANY files except the default bashed patch,0.esp, therefore MO has no need to copy/move ANY file. something else is at play in your setup if those files are being moved anywhere. Please clear your logs folder and re-run the process and then post the logs here.
  22. Clear out the 'logs' folder, run it again and then post the logs here. No one ever has reported a case like this or mentioned anything like the alleged culprit being archives.txt, it truly is a one in a million problem. I can't replicate exactly your conditions because I have the retail disc version and none of the executables run in Win 10 except for FOSE, so I can't run FO3 outside of MO or call the game or the launcher from within. However making any INI in my profiles read-only has no effect. To clarify you have installed nothing with NMM or FOMM?
  23. Sorry, I've got nothing. Scrap your entire MO2 install and start again maybe?
  24. All that 'archives.txt' does is set the order of the BSAs, so make sure you have MO managing your archives AND that ALL the vanilla BSAs are checked in the 'Archives' tab. Just did a check on my system and if I disable archive management and then re-enable it all the DLC BSAs are left unchecked which results in an instant crash.
  25. Remember to run Skyrim at least once outside of MO to establish the correct registry settings otherwise tools like WB or xEdit won't know of it. The image above will also be a result of WB trying to use the SSE paths instead of old Skyrim.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.