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Everything posted by GrantSP
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The backslashes are there because \" is used to force MO to recognise the spaces as part of the argument. "\"--game=Skyrim Special Edition\"" is read by MO as "Skyrim Special Edition", whereas "--game=Skyrim Special Edition" would be read by MO as just "Skyrim" because the first space will force a break in execution. That plugin is not necessary if you use @LePresidente's fork of MO2. My advice is to remove your current install and use just that fork.
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Question re: profiles and save games
GrantSP replied to jbsheridan's question in Mod Organizer with STEP
Not using local savegames will not break your game, it's just a method to allow character specific saves to show for each profile. After installing all the mods you want for ALL your profiles activate just those you want for a specific profile and then create the patches etc. specific to that one. Profile A: Run FNIS and name the output something specific to this profile and activate it. If you create a bashed patch name the mod that contains it likewise and activate it. Repeat this procedure for all other tools/mods that create a new file/mod/patch based on the mods you have running. All these new files a only usable with Profile A. Profile B: Deactivate ALL Profile B specific mods, especially those you created in the previous step, and repeat the process with only the mods active for this profile. Be sure to name the containing mods to match this profile. Why is this necessary? FNIS output creates a mechanism to have animations, based on your mods active, that work correctly in your game. The same set of animations may not be in ALL profiles. Bashed patches likewise are specific to the set of mods you have. Now since a bashed patch is just a plugin named: Bashed Patch, 0.esp, you can't rename it or use the same one for all profiles. This plugin, and the accompanying docs, should be in an appropriately named mod that you use ONLY for the profile you want. If you keep Profile A's bashed patch active in a game with Profile B, issues will ensue. If you keep Profile A's patch active when you create a new one for Profile B, Profile A's will be overwritten. The reverse is also true. Deactivate each patch BEFORE creating a new one! LOOT and xEdit are not mods they are tools and as such have no bearing on this mechanism. Please be sure to read the wiki and watch the tutorials by GamerPoets. -
Add these arguments to your MO INI files for LOOT: arguments="\"--game=Skyrim Special Edition\"" arguments="--game=Skyrim" This forces LOOT to start in the correct mode and not in the last mode it finished in. Also your nxmhandler.ini looks all wrong, I've never seen it point to itself before. Either you have MO manage all games from Nexus or you let NMM handle some games for you but never the protocol tool as you have it now.
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Question re: profiles and save games
GrantSP replied to jbsheridan's question in Mod Organizer with STEP
2) Yes, that's all that is needed 3) 'Local savegames' simply means saves for this profile ONLY will appear in the load save menu dialogue, all other savegames will be invisible to the game. To put it another way, create a profile with 100's of mods that you want to create a specific type of character and start a new game, you can have all the saves specific to that character separate from any others. Then you may want to try another playstyle with another set of mods, create a new profile, enable those mods and start a new game none of these mods will affect the other saved character. With one exception! Mods that create patches/script output, to handle various mods will need to be isolated from each other by naming them according to your characters. ie. A bashed patch will affect each game if it is enabled in both profiles so you must create one for each profile, NOT use the SAME one. This also applies to tools such as FNIS. -
As stated here in the TTW site, the team are now maintaining an independent wiki for the FO3/FNV GECK. Still in a bare-bones state as I type, it can be added to very easily without having to jump through Bethesda's hoops! All who use the GECK, or to lesser extent xEdit/scripting tools, for the Fallout games are encouraged to lend a hand where possible. GECK wiki without Bethesda's oversight.
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Planescape: Torment - Enhanced Edition
GrantSP replied to Nebulous112's topic in General Game Discussion
I wonder if they are offering an upgrade path to those of us with the plain old version? -
"Choose Instance" pops up every time I start Mod Organizer 2
GrantSP replied to IWantMyMod's question in Mod Organizer Support
That dialogue is empty of available games because it can't find any settings in the registry. -
"Choose Instance" pops up every time I start Mod Organizer 2
GrantSP replied to IWantMyMod's question in Mod Organizer Support
Installing MO2 into the game folder does not mean it automatically manages that game. In fact MO/MO2 should be installed away from those game folders to keep them clean of extra files. When you are presented with the 'Choose instance' dialogue you should choose the game that you want to manage, in this case Skyrim SE. If you are not seeing any games listed then you have not run them at least once from their launchers, this is vital as that step sets the registry settings that MO/MO2 sees which in turn allows it to function. -
I don't actually play any games using MO2, just have it installed to test out issues like yours. Yes there are some issues that users are facing but I can't see that they impact on the actual gaming experience. Most of those issues, ie. LOOT, can be resolved by apparently quitting and re-starting the programme, so IMHO, they are non-issues.
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Looks like mine. If this is the LePresidente version of MO2 then you don't need the SSE plugin.
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The installation location of MO/MO2 has NO BEARING on how it manages your games. You must have, at least once, run the game's launcher to correctly set all the game's registry settings. It is these settings that MO/MO2 uses to 'see' what games you have installed. MO/MO2 could, and I would argue should, be installed somewhere completely removed from the game installation and it will recognise all games that have the correct registry settings. Easiest steps here is to purge your system of MO2 again and run SSE from the launcher and then install MO2 somewhere in its own folder. I have all my MO related stuff in a simple folder structure on another drive, the extra drive isn't important, just that it is nowhere near my game installs. When you run MO2 again, if the registry settings are there, you should be presented with an option choose which game to manage. PS. On another note the screenshot shows some mods installed directly into the game folder, those marked as "Unmanaged". While you can keep them there, since you are using a manager to mod your game, it makes more sense to install ALL mods via MO2 and then let it directly manage those mods.
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MO2 is a multi-game programme. To use it for another game you need to open the "Game selection" dialogue via the far-left toolbar icon and choose Skyrim Special Edition. MO2 remembers the last game it was used for, so each time you use it it shows you what you launched last.
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DLLs license loot NCC platforms plugins stylesheets translations tutorials helper.exe ModOrganizer.exe nxmhandler.exe nxmhandler.ini python27.dll python27.zip uibase.dll uninstall.exe usvfs_proxy.exe usvfs_x64.dll usvfs_x86.dll This is the contents of the MO2 installation folder, bold entries are folders and italic are files.
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Yes, along with MO2's subfolders.
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Failed to refresh list of esps: could'nt find /plugins.txt
GrantSP replied to Genyosha's question in Mod Organizer Support
Perhaps your AV software is interfering, try adding MO as an exception. -
Failed to refresh list of esps: could'nt find /plugins.txt
GrantSP replied to Genyosha's question in Mod Organizer Support
Create a new profile from inside MO and activate all the mods you need and start from there. -
Parts 3 & 4 of this series.
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You can post the contents of your logs and INIs here or use an online service like PasteBin and then post the links. Best to delete all logs beforehand and then repeat the steps you previously tried and then upload those fresh logs. This clears out superfluous material from them. Also if you post them her be sure to use "spoiler" tags. PS. @WordsoftheBeast I've deleted your other post as it covers the same questions you've asked here. STEP policy is not to spam the forums with duplicate posts.
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This is a link to the playlist of tutorials created by @Michael of GamerPoets.
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Disclaimer: I have not run a system with that setup so all I am about to say is pure conjecture. Using MO in ANY environment like that will be fraught with danger as you will have multiple layers of software vying for control of running processes. MO often raises flags when it encounters AV or firewall software so an isolation layer may prove too much for it. Personally I see no benefit to gaming to use Sandboxie, the hassles far out weigh the gains, IMHO.
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A question about plugin limits
GrantSP replied to Dr_Herbert_West's topic in Fear & Loathing in New Vegas
I'm with @Mono on this one. Inactive plugins on a whole are such a small chance of causing issue as to be inconsequential. -
Where you store the files makes no difference as MO parses the filepaths to the "hooked" executables so they can see what the game would see. However MO2 is still a very cantankerous programme and still throws some curveballs. At any rate your logs and INIs would help me see what is going on.
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Hmm... I'm assuming you have managed to figure out how to manually do this one-by-one using MO, so the question is whether you want to do this automatically inside MO or outside? There is no internal function to automatically cull all files that lose the conflict so that only the top most mod provides the game with its file, sorry. However you can use a search tool to look for those files and delete them on mass from within an explorer window. e.g. Let's say you determine that there is a file called "something.file" that is provided by a number of mods in your installation. Search for that file and select all but the winning mod's copy and delete those. Repeat for any other files you want. Unfortunately this process is only marginally faster than doing so from within MO as it still only works on one filename at a time. I know of no other method that would determine ALL losing conflict files and delete those.
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Safest option is to create a new game and use that with your new mods. More than likely your current saves will be broken if they rely on existing scripted mods. Take for example the most common installed mod on the Nexus: USLEEP. @Arthmoor et al are constantly advising users to never use it on existing saves and ALWAYS start a new game with it, sound advice.

