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Everything posted by Greg
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This is primarily due to a change in Windows 10 security restrictions. Windows 7 started blocked files downloaded from an "untrusted" source (meaning pretty much anything other than your local computer) but didn't really do really anything about blocked files. A security patch in Windows 10 a while back started blocking Mod Organizer's virtual file system if the EXE/DLL files are blocked. Handling this after the files are extracted can be painful because Microsoft doesn't provide a way to unblock multiple files so you have to run around unblocking the files one by one.
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MO/ Nexus isn't giving me install with MO option.
Greg replied to Darklustre's question in Mod Organizer Support
if you click the Files tab for the mod, you should see "Mod Manager Download" and "Download" buttons for each file. Click the "Mod Manager Download" button to download the file with Mod Organizer. Also in your screenshot, I believe the "Vortex" button just before the "Donwload" button may be the button you're looking for. This used to be where the "Mod Manager Download" button used to be if I remember correctly. -
Wrye Bash doesn't start and i'm not sure where to start.
Greg replied to G0ds4vethep1ms's question in Wrye Bash Support
I don't know what when you mean when you say "Unblock button or Unblock checkbox during WB startup"? When you run Wrye Bash from Mod Organizer, Mod Organizer should show a dialog saying it's locked while Wrye Bash is running. Do not unlock this dialog why Wrye Bash is running. Unblock refers to using Windows Explorer, right click on a file, and click Properties. If you see an Unblock button or Unblock checkbox in the Properties dialog for any *.exe or *.dll file in the Mod Organizer folder, you should click it and click OK to unblock the files. Windows 10 may prevent from the virtual file system from working if any of these files are blocked. -
SKSE64 insta-crashs when launched via MO2
Greg replied to sjack32891's question in Mod Organizer Support
When you installed SKSE, you should first right click the skse64_2_00_12.7z file you downloaded, click Properties, click Unblock, and click OK. Windows 10 adds an extra security layer around executables and DLLs that are blocked that may cause issues. Open skse64_2_00_12.7z and extract the files skse64_1_5_62.dll, skse64_loader.exe, and skse64_steam_loader.dll into the Skyrim folder (e.g. C:\Steam\SteamApps\Common\Skyrim Special Edition). Run Mod Organizer 2, click Install Mod, select skse64_2_00_12.7z, and click OK. Right click on the SKSE mod in Mod Organizer 2, Open in Explorer. Rght click a blank space, click New > Folder. Name the folder SKSE. Double click on the SKSE folder. Right click, click New > Text Document. When prompted for the name, delete all text (including the .txt extension) and name the file skse.ini. Double check to ensure this file is not named skse.ini.txt. Edit skse.ini and paste this into it: [General] ClearInvalidRegistrations=1 [Display] iTintTextureResolution=2048 -
Yeah, checking "Use profile-specific Game INI Files" is correct but I'm wondering if this issue may be because it's in the Steam folder. I know Mod Organizer's virtual file system has issues (and doesn't work properly) if it's installed in the game folder and I'm a little wary of installing stuff in the Steam folder. You might try Mod Organizer in something like D:\Games or D:\Tools away from Steam to see if this helps.
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I've never heard of anything like this with Mod Organizer, although I'm currently on 2.1.6 from Nexus. Are you using 2.1.6 from Nexus or one of the newer dev builds on Discord?
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I have 3.6c installed with the STEP 2.10 guide.
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You can do whatever makes sense to you. If you clean a mod, you can either create a new mod from Overwrite named "BSHeartland Cleaned" or you can double click Overwrite and drag the contents back into the original BSHeartland mod. If you merge two mods, I generally just right click Overwrite, Create Mod, and name it something that makes sense like "Beyond Skyrim-Bruma Integration Patch Merged". The name of the mod isn't really important as long as you know what it is. The import aspect is that this makes it easier to delete and recreate the merge if you need to do so in the future.
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The spoiler tag was embedded inside some color tags like this: [color...][[color...]spoiler[/color]][/color] ... [color..][/[color...]spoiler[/color]][/color] Unfortunately the editor doesn't show the spoiler while you're editing so it can tricky to figure it out. I just edited the post, click the first icon (just before the eraser) to see the raw unformatted tags, and moved a few around to fix the spoiler tags.
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The general purpose of the Overwrite folder is to store new files that are created by external tools that need a human to determine where they should go. It's been a long time since I've cleaned the vanilla DLC so the following explanation is from my perhaps faulty memory: When you clean the vanilla Dawnguard.esm, the cleaned version of Dawnguard.esm may be stored directly in the game's Data folder. If you look in the Overwrite folder, you should see a "TESVEdit Backups" folder that contains the original unmodified Dawnguard.esm containing the date the file was backed up (e.g. Dawnguard.esm.backup.2018_05_25_19_17_05). You may also find other files that xEdit created during the cleaning process. The way I handle this is to clean Dawnguard.esm, right click on overwrite, Create Mod, and name it Dawnguard Cleaned. This is optional, but I also move the cleaned Dawnguard.esm from the game's Data folder into this mod and move the original unmodified Dawnguard.esm back into the game's Data folder. You don't have to do this, but this preserves the cleaned DLC in case Steam mysteriously and unknowingly updates the game files. In general, creating new files in Overwrite is a good thing because most of these should be stored as separate mods. For example, when you run GenerateFNISForUsers, FNIS creates all of the animation files based on the animation mods you've installed, In this case, clean Overwrite to so it's empty, run GenerateFNISForUsers, wait for it to finish, right click Overwrite, Create Mod, and name it something like "FNIS Output". The same thing goes for the bashed batch, merge patches, merged mods, etc. Sometimes you run an external tool and find there's only a log file or a txt file in Overwrite. In this case, I just delete the file since it isn't needed before I move on to the next step.
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The most likely suspect is overzealous antivirus software pulling the rug out from under Mod Organizer so I would start there first. If disabling the antivirus software doesn't help, you might look to see if anything in the logs (I think the most recent mo_interface*.log and usvfs*.log) or post them on a site like pastebin and post the links here. Note that you'll need to go into MO configuration, change the log level to Debug or Verbose, and reproduce the crash to get the log detail required. Don't forget to change the log level back to default when done.
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SSEEdit Fatal: Could not find ini---at wits end
Greg replied to Seeker17281's question in xEdit Support
I think this is a makeshift solution, but you're on the right track that xEdit is looking in the wrong folder for the ini files. Normally all you really need to do is run the Skyrim or Skyrim SE launcher from Windows (do not do this from Mod Organizer) so the game creates the appropriate registry entries and the default ini files. Also ensure you have named xEdit.exe appropriately for the game you are using (TESVEdit.exe for Skyrim LE or SSEEdit.exe or Skyrim SE) so it knows which game you are using. I think for LOOT, you can add a -sse argument to tell it to use Skyrim SE. -
Mods not showing in LOOT or working in game...
Greg replied to ecksdee's question in Mod Organizer Support
Have you selected the correct game when running LOOT and is LOOT using the correct path to the game's data folder? -
Regs mod pack missing Dreadflopps Modular patches
Greg replied to sattyre's question in Pack Support (retired)
The REGS guide hasn't been updated in over a year so it's likely not quite up-to-date with the latest mod releases, so keep this in mind. Kelmych updated the guide for STEP 2.10 last year so you should be fine installing it on top of STEP 2.10 Extended. If Dreadflopps patches are no longer available on dropbox, I have no idea where you might find them unless some kind soul comes forward with a copy handy. I thought I had a copy stashed away with my mod archives, but I can't find it. I'm guessing I must have deleted it when I reorganized the mods into more appropriate categories last summer. Kelmych updated the guide in December 2017 so I wonder if he might have Dreadflopps modular patches handy. It's been so long since I used REGS (although it is one of my favorites) that I don't even remember what was included in these patches. -
Right click on , create folder, name the folder Scripts, and move the Source folder and all files into the Scripts folder. Once you do this, you see Looks Good in green and can click OK.
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- SKYRIMSE
- mod organizer
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Duplicate post of https://forum.step-project.com/topic/13856-mo2-is-giving-me-a-warning-for-skse-im-not-sure-i-need-to-ignore-lotdse/
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- SKYRIMSE
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Skyrim SE shadows setup drives me nuts!
Greg replied to lupus_hegemonia's question in General Skyrim SE Support
Duplicate post of https://forum.step-project.com/topic/3758-shadow-optimization/?p=231569 -
You can't have more than one instance of the game (Fallout or Skyrim). but you can have multiple instances of Mod Organizer. If you are using Mod Organizer 1.x or Mod Organizer 2.x in portable mode, you can simply extract ModOrganizer*.zip or ModOrganizer*.7z from Nexus to whichever folder(s) you want and run any of these instances with their own profiles. I have mine setup something like this: C:\Games\FalloutNV\MO-FL (for the Fear and Loathing in New Vegas guide) C:\Games\FalloutNV\MO-FL-Custom (for a custom version of the Fear and Loathing guide) C:\Games\Fallout3\MO-CPD (for the Clear and Present Danger guide) C:\Games\Fallout3\MO-CPD-Custom (for a custom version of the Clear and Present Danger guide) C:\Games\SkyrimLE\MO-STEP-210 (for the STEP 2.10 guide) and so on If you are running Mod Organizer 2 in instance mode, you can click the first button at the top left and select or create a new instance and you can have as many instances for as many games as you want. The disadvantage with Mod Organizer 2 in instance mode is that not all tools support it (notably Merge Plugins) and all your mods are installed in C:\[user]\AppData\Local\ModOrganizer. I don't have sufficient free space on the C: drive to use instance mode so I've never used Mod Organizer in instance mode.
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[FNV] Migrating Steam games to a new SSD, what to watch out for
Greg replied to Majorman's question in General Skyrim SE Support
If you are using Mod Organizer 1.x or Mod Organizer 2.x in portable mode, just copy the Mod Organizer folder to the new SSD after you get it setup, edit ModOrganizer.ini and change all the paths to point to the new folders. As for LOOT and other tools, you should be able to just move them to the new SSD without much fuss. Just be sure to get FNV installed and running vanilla on the SSD before taking the next step. Also note anything you've installed in the FNV folder like script extenders and be sure to move these over as well.- 2 replies
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- installation
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When you clean a mod of ITMs and UDRs, run TES5Edit and shift+double click on the mod you want to clean. This loads the mod you want to clean and its masters, so it basically eliminates the issue you are discussing.
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I'm not too sure Steam and Skyrim will work correctly when installed in the OneDrive sync folder. It just seems an odd place to install Steam and Skyrim.

