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Everything posted by GrantSP
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Only one log? There should also be a: mo_interface.log. Anyway I think Steam's overlay may be the culprit. You have a lot of calls made to Steam files that don't look like they relate to calling the game. Disable the game overlay and see if that helps. Additionally your Windows install seems to be causing issues with MO2. e.g. This is a snippet from my log: 10:05:30.109 [I] hooked GetFileAttributesExW (0x7ff8f1ce8130) in C:\WINDOWS\System32\KERNELBASE.dll type overwrite 10:05:30.109 [I] hooked GetFileAttributesW (0x7ff8f1ce92b0) in C:\WINDOWS\System32\KERNELBASE.dll type overwrite 10:05:30.109 [I] hooked SetFileAttributesW (0x7ff8f1d27980) in C:\WINDOWS\System32\KERNELBASE.dll type overwrite 10:05:30.109 [I] hooked CreateFileW (0x7ff8f1ced790) in C:\WINDOWS\System32\KERNELBASE.dll type overwrite 10:05:30.109 [I] hooked CreateFileA (0x7ff8f1ce4810) in C:\WINDOWS\System32\KERNELBASE.dll type overwrite and this is the same location in your log: 15:46:07.678 [I] hooked GetFileAttributesExW (0x7fefd6397f0) in C:\Windows\system32\KERNELBASE.dll type 64-bit hot patch 15:46:07.678 [I] hooked GetFileAttributesW (0x7fefd632ef0) in C:\Windows\system32\KERNELBASE.dll type 64-bit hot patch 15:46:07.678 [I] hooked SetFileAttributesW (0x7fefd643c60) in C:\Windows\system32\KERNELBASE.dll type 64-bit hot patch 15:46:07.678 [I] hooked CreateFileW (0x7fefd635fe0) in C:\Windows\system32\KERNELBASE.dll type 64-bit hot patch 15:46:07.678 [I] hooked CreateFileA (0x7fefd66afe0) in C:\Windows\system32\KERNELBASE.dll type 64-bit hot patch Also could you try a MO profile with no mods active and see if that works. I thought you had minimal mods installed, that's why the log is so big. Lastly Immersive Jewelry SSE has an issue due to folders left in the archive by the author from his Maya editing. Looking at the log it is highly possible that the path limit is being reached and Windows is failing at that location. ie. There is a folder called ".mayaSwatches" that is parsed by MO as: move to the parent folder and then continue which results in recursive listing of that folder. So, deal with the Immersive Jewelry issue first then proceed further if that doesn't fix it.
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NMM is not related to this issue.
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Navigate to your %appdata%\Local\ModOrganizer\SkyrimSE\logs\ folder and delete the contents and then retry to start Skyrim. Afterwards post the contents here in "spoiler" tags or use PasteBin and post the links. Let's see what MO is actually trying to do.
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Then I'm not sure why you are not seeing the image change. What is different in your MO and MO2 setups? Paths, settings, etc. The actual code that handles fomods has not changed appreciatively over the two versions so I'm at a loss as to why MO 1.3.11 doesn't work where MO2 does.
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Welcome to STEP @pyrate999 Check your AV software and if possible add MO2 as an exclusion, or if needed disable it to test. Many poorer AV packages get confused by MO's 'hooking' mechanism and view it as a bad thing. Malware and viruses sometimes use similar tricks to gain access to processes in your system. However if what you are describing is SkyrimSE actually starting and then CTDing then perhaps the issue is to do with missing masters or similar issue. STEP recommends not installing anything into UAC folders like 'Program Files (x86)' as this allows Windows to interfere in processes. Likewise it is suggested to install MO and any other tools like WB or LOOT away from the game folder, perhaps into a dedicated utility folder: C:\Games\Tools\. Also running admin is not recommended unless specifically instructed to by a tool author. Especially is this true with MO. Processes running with higher privileges calling processes with user access only, or vice versa, are causes of untold problems.
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Okay so you're saying fomod install screens do not update their images on the various options. Go to the 'Settings - Plugins' and select the "Fomod Installer". The options in the right pane should be both 'true'. PS. I've moved this to the MO General support forum as it doesn't really pertain to any specific STEP issue.
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Check your AV software and add MO as an exclusion. If everything was working 2 weeks ago and you've made no changes then the only thing else that comes to mind is a Windows update may have changed something or your AV software is now being overly cautious. Failing that just remove all instances of your previous MO2 install and install the latest beta.
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Welcome to STEP @nil99 Your question is a little vague, could you perhaps give an example mod that you see this happen with? Maybe a screenshot? Also is this with MO 1.3.11 or MO2?
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4GB Patch crashes, but NVSE loads fine
GrantSP replied to Firebolt7's question in Guide Support & Bug Reports
Try adding MO to your AV software exclusions list. Assuming the patch was successful and you can call tools like xEdit from MO then I would surmise that your AV is overly cautious about the modified FalloutNV called from MO. -
4GB Patch crashes, but NVSE loads fine
GrantSP replied to Firebolt7's question in Guide Support & Bug Reports
Be sure to run the game from MO by launching the actual game, FalloutNV, not the NVSE or the game launcher. EDIT: Check the install directory of FNV to see if any *.dmp files are created or any other diagnostic files are available, logs or such. -
Well there's the explanation for the missing NexusIDs, you probably missed those when you copied the original folders. I believe MO2 currently has an issue with LOOT and WB regarding the load order being reverted. Check the GitHub issues page for solutions in the future for updates.
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4GB Patch crashes, but NVSE loads fine
GrantSP replied to Firebolt7's question in Guide Support & Bug Reports
Did you run the patcher as admin as instructed in that mod's description? -
Can you examine any of the 'meta.ini' files for an installed mod? If the old drive is still working and has the previous install check those as well. I have never seen that detail vanish before and fail to understand why it would, unless that setting was set after those files were parsed by MO2. If they are now showing as 0 then unfortunately the only recourse I see is either manual edit all those files or reinstall each mod, overwriting the existing install.
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Check that setting.
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Okay then the next question will be: How did you transfer the previous install across? The actual details of all installed mods (and for that matter all downloaded mods) are stored in 'meta.ini' text files that detail all such information. (The download files are actually in this format: <download_name>.meta). Check to ensure that after you transferred your mods you changed the settings in the new instance to "Download Meta Information" on the 'General' tab of the 'Settings'.
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To clear some things up: the only registry settings involved are the game's. You need to run the game at least once from it's own launcher to establish those BEFORE any tool will 'see' where the game is. LOOT and MO/MO2 use text files to store all their settings. Ensure that both machines are running the correct Visual C++ Redistributables. LOOT requires this version of it.
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Welcome to STEP @oStarZ I'm assuming you mean the column for displaying them is now not showing, not that each mod has somehow had their ID stripped. Invoke the context menu for the left-hand pane by right-clicking and then select: 'NexusIDs'.
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It doesn't link to anything because it is just a visual example of what the actual guide provides. An actual example can be seen just a few lines down the page: 1.A. Install Steam & SkyrimDetailed Information --> Skyrim Installation Guide
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Installing Omod's with Mod Organizer
GrantSP replied to antonio4198's question in Mod Organizer Support
Why? There is no need to extract BSAs if you want to check for conflicts and repacking them as 7z archives is not the same thing, unless you're referring to the OMOD structure and not the BSAs?- 21 replies
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Oblivion Disc Version_Mod Organizer - OBSE & Archive Invalidation failing
GrantSP replied to rpg4e's question in Mod Organizer Support
1) Just use MO's method of archive invalidation and don't worry about anything else. Enable it in the 'Profiles' dialogue and the correct entries in the INI are generated each time MO starts a game. 2) Not sure about OBGE, haven't played Oblivion for some time but the Skyrim version of that mod is very stable in it's latest form. A bit of common sense perhaps in what settings to enable, possibly trial and error until you get the desired result. 3) MO guide makes it very clear what to do with the contents of 'Overwrite'. One last comment: While these other forum guides are generally well put together whenever there is confusion, stick to what we tell you since @Tannin entrusted us with the details of the guide. In fact the guide is accessible via MO's inbuilt help system so that should tell you who you can trust. -
Oblivion Disc Version_Mod Organizer - OBSE & Archive Invalidation failing
GrantSP replied to rpg4e's question in Mod Organizer Support
Check out this guide. You may find that a lot of your questions will be answered by looking at that. Note that it refers to the Steam version but most mod questions will be the same for either, disc or Steam. -
Installing Omod's with Mod Organizer
GrantSP replied to antonio4198's question in Mod Organizer Support
On an unrelated manner, it would be easier to post new questions than to resurrect a 2 year old thread to ask these.- 21 replies
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Having the 'bashed patch' end up in the data folder is not an issue. If the blank template was there in the first place MO is just obeying the rule. If there was no template and WB created one for you then you are one up on me, I always have to have a blank template first, as I believe all other users do.
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[Mod Organizer 2/SSE] Is there something I may have missed?
GrantSP replied to Thenatural's question in Mod Organizer Support
Using the AppData folder is actually the recommended method Microsoft instructs developers to use, so @Tannin was simply going down the path of least resistance when he implemented this change. Since it is a hidden folder you will only see if you have hidden folders made visible in your Windows settings. -
Oblivion Disc Version_Mod Organizer - OBSE & Archive Invalidation failing
GrantSP replied to rpg4e's question in Mod Organizer Support
Sounds like you're using MO2. Just use MO 1.3.11 instead, much more stable and it is known to work with Oblivion, I have the disc version installed with no issues.

