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Everything posted by GrantSP
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When i run skyrim via ModOrganizer it opens steam and doesn't load my mods
GrantSP replied to rephiwas's question in Mod Organizer Support
Welcome to STEP @rephiwas When you start MO is the profile selected that matches that you were previously using? If so can you start a modded game by calling SKSE via the executables dropdown list? If no to either questions please post your logs and ini here please. -
Infinite Loading with Modded New Game (Skyrim)
GrantSP replied to Tykune's question in General Skyrim LE Support
Make sure you're actually editing a file called: skse.ini, not skse.ini.txt. Windows has an annoying "feature" of hiding extensions and it may have created a default text file with that extension but you can't see it. -
Infinite Loading with Modded New Game (Skyrim)
GrantSP replied to Tykune's question in General Skyrim LE Support
STEP Guidelines at the bottom of every page has the instructions. -
So all is well now? Glad to hear it if so and also glad to hear your thoughts on cracked games.
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Hmm... so many issues here... where to start. There's no reason NOT to use MO 1.3.11 for Skyrim and MO2 for Fallout and SkyrimSE, this is in fact the preferred method. You appear to be using MO2 for Skyrim when you will get less/no issues with MO. All your executables appear to be in UAC folders such as: C:/Program Files (x86). It is always a good idea to avoid all of Windows traps such as these and install them elsewhere. There is also an entry in your ini that concerns me. Just what exactly is "Skyrim Fixed"? There should be no need to manually enter any default executable supplied by the game or any script extender executable, they are all automatically recognised by MO. If this is a cracked version, to avoid using Steam, then this is against STEP policy and you must rectify this issue by removing it. The entry: 21:36:46.916 [E] failed to inject: Unknown exception 21:36:46.916 [E] error: (unknown error [193]) may also be a result of this being a modified exe. This path entry: D:\Program Files (x86)\Mod Organizer 2.0.8b\ can easily be changed to something less obscure and shorter, this may also avoid path length limits that may occur with mods with many sub-folders. D:\Games\ModOrganizer\ or even D:\Games\MO2\ is all you need. Creating another Program Files (x86) folder seems to be an odd name choice in my opinion. Whilst I am aware running as admin is a common solution offered by many in a number of forums, we have dealt with MO issues for long enough to know this is bad idea, in fact the original programmer, @Tannin, has stated as much on more than one occasion.
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Infinite Loading with Modded New Game (Skyrim)
GrantSP replied to Tykune's question in General Skyrim LE Support
ILS are usually due to missing master plugins or BSAs not loading, Please check to see that all plugins needed are active and that MO is handling your BSAs and they are all loaded. An easy way to work your way through long lists of mods is to disable a half at a time and see if the game works with those. If it does the problematic mod will be in the other half, divide that in two and repeat. -
You already have an open thread about this matter and this sub-forum is specifically about MO issues with regards to the STEP guide. Please continue your investigation in the previous thread. STEP users are discouraged from posting multiple threads on the same issue as outlined in the guidelines. (This is also linked at the bottom of every page.) This is now locked.
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Welcome to STEP @Fryst This error is usually related to incorrect paths for those executables, can you verify that everything is pointing to the correct location? If you could also delete the contents of the 'logs' folder and try again and please post the logs here for us to examine. Your INI would help also. You mention you want to play Skyrim again. If this is not SkyrimSE then your best bet is to use MO 1.3.11 for it. If it is SkyrimSE I'm assuming you are using the same install as that you had for Fallout 4, if that is working then the problem lies with your configuration of MO2, not the actual code itself. ie. if it works for one it will work for the other. I would also advise against any use of admin rights unless specifically asked to by a tool author, doing so leads to all sorts of errors due to privileges not being passed to all tools.
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wip-fallout-4-using-modorganizer-2
GrantSP replied to Gernash's topic in Unofficial Fallout 4 Guides
See the STEP Guidelines as to why. -
Infinite Loading with Modded New Game (Skyrim)
GrantSP replied to Tykune's question in General Skyrim LE Support
Please read the 3 stickied threads in the top level of this sub-forum. Papyrus logs are not diagnostic material for ILS. Causes for ILS may be something other than that you first expect, a lot of checking will need to be done. Long lists should be placed inside 'spoiler' tags, which I have edited your post to use, and you can also use PasteBin or similar. -
Have you run SkyrimSE at least once from its own launcher to establish the correct registry entries? To be clear, the MO2 instance is called "Skyrim Special Edition" not "Skyrim"? Whatever the current state of your game, please post the logs from the last run, preferably delete all the current ones and start fresh.
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Can't tell from a screenshot what that patch contains but since it isn't a 0 byte length file I'd assume it was created based on the modlist you supplied. That being the case it should be fine. You can of course always create a new one if it is of concern.
- 19 replies
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- SKYRIMSE
- mod organizer
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Anyway to make MO use normal .ini files?
GrantSP replied to Toosdey's question in Mod Organizer Support
I don't have Fallout 4 installed and I've not heard of the Fallout4Configurator (FO4C) but assuming it does what similar Skyrim tools do this is what will be happening: That tool edits the default INIs as stored in My Documents, ie. the ones the game uses when not run via MO. MO uses profile specific INIs that are created from the default, so if you use FO4C first and THEN create new profiles in MO, they should be based on the now modified INIs from FO4C.If that tool has a setting that can be used to look for other INIs, you may be able to point it to those in the profile you are using. Regardless of what happens MO is not overwriting any of the default INIs, all changes are made to copies in the active profile. There is another method that I personally haven't tried that may suffice. In MO's settings go to the plugins tab and edit "INI Editor" to be 'external=true' and 'associated=true'. If you have set up, if possible, FO4C as the default Windows tool to edit INIs it will be called instead of the INI editor. -
Thanks @Bluegunk This had lead me on a bit of an investigation and I may have an easy workaround for those that have their MO2 install in the default, %appdata%, location. There are 2 errors I get when I run WB and try to build a bashed patch. One is the failure to create a folder called "docs" and the other is the failure to create the *.html, at least this is the feedback from Windows I get. However this is misleading as this is only happening when another mod is active that has a 'Docs' folder, such as USSEP. MO2 sees that folder and tries to use it but can't see the Bashed Patch, 0.txt template so fails to create the Bashed Patch, 0.html. The logs show all the files are being created and stored in WB's temp folders but the actual copy operations fail. So the easiest way around ALL contingencies, ie. whether or not an existing mod has a 'Docs' folder, is to create a blank bashed patch mod and populate it with blank files; Bashed Patch, 0.txt & Bashed Patch, 0.html, and ensure this mod is active before you call WB. This way MO2 instructs WB to use these files and folders and 'Overwrite' is never needed nor does MO2 need to look elsewhere for the templates. To be fair MO 1.3.11 still has some oddities regarding WB on some systems. I always got an error when the report window was called or it would give me the report from the previous time instead so this is just because we're calling a tool from inside another tool that also makes calls on the OS to generate files and then call file operations on those files which in turn... You get the idea, we're only a few steps away from break the time-space continuum and all of us falling into an alternate reality. As long as we can get the job done, as you have, that's all that matters.
- 19 replies
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- SKYRIMSE
- mod organizer
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Error while launching F4SE - Mod Organizer 2_0_8_1b
GrantSP replied to Stigma311's question in Mod Organizer Support
LMGTFY The MO ini will be in that location as: ModOrganizer.ini You will probably need to make some changes to your Windows settings to be able to view any hidden files/folders, of which %appdata% is one. -
Everything in your game install that matches this should be removed. 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 base MO executable install. All the user defined folders/files should be these: downloads logs mods overwrite profiles webcache ModOrganizer.ini The important files/folders to keep are: downloads, mods, profiles and ModOrganizer.ini. After purging your game install, install MO2 into its own folder anywhere on your system and then either move the folders above back to that location (the best option), or define them in the ini. As for your ini, use the previous one to edit the new one being sure to NOT make any unnecessary edits to paths but ensuring ALL paths are correct to your game and tools etc. A "portable" install is different only in the location of the 'user-defined' folders I have listed. You can make your current "default" install portable by moving all the folders from %appdata% to your MO2 install folder. This will match a MO 1.3.11 install. As advanced as most MO functionality appears, users should be aware that everything is defined by text files with NO registry settings whatsoever so changing things is relatively simple. Almost all the so-called major issues users face can be attributed to: installing in UAC folders using admin rights when they don't need to installing into the game folder having an overly cautious AV package, or some other software, interfering in the "hooking" mechanismKeep it simple and the issues begin to fade and the workings of MO become more and more clear.
- 19 replies
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- SKYRIMSE
- mod organizer
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Error while launching F4SE - Mod Organizer 2_0_8_1b
GrantSP replied to Stigma311's question in Mod Organizer Support
Backup your current MO ini and restart. Failed to spawn stylesheet may indicate a missing element that needs to be reacquired. Before restarting MO, delete ALL files in the %appdata%\local\ModOrganizer\Fallout4\logs\ folder and then afterwards post the new ones here if MO2 still fails. -
Is this the issue you are seeing? If so a new beta has been released that covers this.
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Yeah there's definitely something odd happening. There was another mod reported just the other day that did a similar thing, don't know why it is doing this. Actually the error occurs if the option: Extended Rain Sounds, is chosen. Any combination of that selection with any of the others results in a fail for me. That option should be copying 4 *.wav files to MO2 but it fails. The first file should end up in: \sound\fx\amb\weather\rain\amb_weather_rain_drizzle_lp.wav and have a size of 1.3Mb, but it is what is breaking the file transfer. The actual copy results in a 0Kb file and the rest of the copy action for the remaining three files falls over. In a pinch you can select all the options you want and then manually add those files later.
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Is this for Skyrim, SkyrimSE or Fallout 4?
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One will suffice.
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wip-fallout-4-using-modorganizer-2
GrantSP replied to Gernash's topic in Unofficial Fallout 4 Guides
The Nexus version is under active editing by @LePresidente but as he is not as conversant with the code as @Tannin was, it is to be considered very much a WIP and you may experience bugs. That is why the download links mention being willing to provide logs and bug reports. As far as functionality is concerned if the last 'official' version from @Tannin works, just use that. -
Came across this issue myself in another thread. The author has left behind Maya editor working folders in his archive and because of the naming scheme: ".mayaSwatches", MO apparently is parsing it 'as go up one level and continue from there', this results in recursive folder listings in the VFS eventually breaking the path limit. Very poor form on that author's part IMHO.
- 7 replies
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- creation kit
- mod organizer
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Follow that link in my post and do what is advised there. Very bad form in my opinion on the author's part to not at least re-upload a fixed archive or at the very least put a stickied post on the main forum page. Very few users even bother to look at the 'Bugs' tab, especially when the error manifests itself in such an obscure way. You, like the majority of users, are not supposed to be MO experts and deduce that MO crashing is due to a faulty mod.

