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Nexus Mods

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Diamond in the Rough


Found 990 results

  1. Ok, so, everything was working fine until a few days ago. I was installing mods and building my load order when all of a sudden I could no longer double click an installed mod to check out things like specific conflicting mods, notes I had left, or the file tree of the mod. The last thing I remember doing before I know it stopped working was running SSEedit, SSELOD gen, and DynDoLOD. The functionality of the double click may have stopped working sooner than that. I can't be 100% sure. As far as I can tell, every other aspect of the program is working other than trying to access that menu. To try to be as specific and detailed as possible, I am talking about the list of installed mods on the left side of the program. When I double click one the window pops up like normal, but does not populate. I have tried right clicking to open specific tabs in that window and double clicking the lightning bolt that indicates file overwrites and nothing has worked. The window always pops up but then will not ever populate and my only option is to completely close MO2. When I first noticed the issue I tried updating MO2, but that did not fix anything. I have not yet tried completely uninstalling and reinstalling MO2 yet. I am not sure how to do that in a way that will allow me to retrieve my mod list. Any help is greatly appreciated and I am happy to provide more information if I left anything out, as well as pictures if someone thinks that would be useful. Thank you.
  2. Hey everybody, i ran into an issue that i was hoping someone would help me with. last night when i was installing my mods from STEP 2.0.0 Guide, my PC accidentally turned off and on again, after it turned back on and i went to open MO2 i found all my mods rearranged alphabetically into the last separator, and all of them were unticked. as seen in the screenshots. Is there a way to revert this and not go through the menace of rearranging all of the 310 mods into their separators? Thanks.
  3. I'm having some troubles with Mod Organizer not detecting Fallout 3. I installed the game on my SSD and it doesn't detect the game and the game/launcher files aren't visible when manually searching for them. I've tried finding a fix here on the forums but couldn't find a fix. It's a fresh install on my SSD, the Mod organizer is also installed on said SSD. It's just odd that the files aren't showing up when I search for them through MO but I have no trouble finding them when I just search through the file explorer
  4. In the attached image, the CC mods that are disabled there are not loading properly. I placed them into MO2 as opposed to having them in my Skyrim installation, but MO2 just can't manage them I guess. The mods aren't loaded into the game, and when I quit the game, the mods become disabled again. Is this an issue with MO2 or my installation of those mods?
  5. I keep getting an error saying "Cannot start ModOrganizer.exe" after trying to launch anything through MO2, like SKSE. I don't have an antivirus, even Windows Defender is completely disabled. What do?
  6. I had a great list going for SSE I would even go as far as to say my magnum opus. I started building off of an SMEFT profile everything was going great until I ran matorsmash one time and now any executable from any instance of MO2 crashes the program. I've been trying to find similar threads, but the few that I have found end with the helper asking for a log and never getting a response from OP. So here's the log straight away: https://pastebin.com/zYNCdk8N
  7. Was successfully running both back in 2020 but since all the updates came out and I was having issues with my 200+ mods conflicting each other, I decided to fresh reinstall everything and start from scratch today. Everything is working if I run skyrim SE launcher through MO2. Everything is working if I run SKSE launcher directly from the folder (I do not have mods then, sad). But if I run SKSE through MO2, it crashes. I read something about SKSE.ini but I can't figure it out, I don't seem to have one. Help?
  8. I jsut realized that the the path for Bodyslide.exe is wrong (after I updated Bodyslide, a version number is included in the folder name), but somehow Mo2 still manages to run the executable and create a few armor without problem. Just want to confirm Mo2 is designed to have this feature or should I worry it is not running correctly?
  9. I am at my wit's end. Mod Organizer 2 won't start Skyrim Special Edition with SKSE, launcher, or just the game. Steam starts it up fine but with no mods. Every time I click 'Run' on any of these, the MO2 locked window pops up for a few seconds, my computer fans speed up as if the game is about to start, and then the fans go back to idle speed and the locked window disappears. This is the log: This is my load order from LOOT: There are two common fixes to this issue. The first is uninstalling vcredist x64 and x86 and restarting system, which I tried to no avail. There is also a known bug causing this with Immersive Jewelry which is fixed by deleting some .maya folders in Textures/Prvtl. Sadly, this did not fix the issue either. Any suggestions? I have no idea where to go as this is a fairly undocumented problem.
  10. as background info, A few months ago I got into modding for fallout new vegas and while doing so i searched up several guides on the topic. One of those guides was viva new vegas which I was able to follow along easily. After a week or two of playing nv with the mods from the guid and installing several others with it, I got a notification from windows saying "mod organizer failed to load the plugin 'plugin_python.dll' last time it was started". I ignored it and carried on as usual until eventually when I tried to open mo2 I got back to back notifications from google about a delayed write failed that happened multiple times for several files. It said that windows was unable to save all the data for the files \MO2\logs\usvfs-2022-02-11_06-15-18.log, \MO2\plugins\data\OMODFramework.log, and \MO2\ModOrganizer.ini all lost data.After that I recieved the same message about plugin_python.dll failing to load from the last time it was started which i decided to skip. when i skipped though mo2 refused to load saying it was already running even though it wasn't appearing on screen. Not knowing what was going on, I went to the viva new vegas discord server for help and they just told me to uninstall mo2 and reinstall it. I did but the same thing happened so then they told me to head to the mo2 offical server, but they havent responded yet. So Im now here to figure out what exactly is going on hoping that u guys can help. just know that I still don't know much about modding in general so u might need to explain a lot of things in simple terms
  11. Hello all- I tried creating a new instance to begin modding Subnautica but now MO2 won't launch and it gives the error "Traceback (most recent call last):", attached in the image. Anyone know how to fix this? Maybe by deleting the instance I created through file explorer? I'm not a computer expert. Thanks, E
  12. Tried to search the forums as well as Google any solutions but still no luck. My problem is quite short: when I try to execute FNIS through MO2 the executable does not open. However, I can open the program manually by navigating to the folder. I have FNIS activated in the left pane. Am I missing something?
  13. [info] Attempting to create a game handle with game path "D:/steam/steamapps/common/Skyrim Special Edition" and local path "D:/skyrim/profiles/Default" [info] Initialising load order data for game of type 5 at: D:/steam/steamapps/common/Skyrim Special Edition [info] Attempting to open Git repository at: C:\Users\cabca\AppData\Local\LOOT\Skyrim Special Edition [info] Setting URL for remote origin to https://github.com/loot/skyrimse.git [error] A firewall may be blocking LOOT. [error] Git operation failed. Details: -1; failed to send request: A connection with the server could not be established\r\n: libgit2 error [error] Loot failed. Exit code was: 0x1
  14. Hi guys I'm new here so hopefully this is the right place to post this. When I try launching Skyrim SE through Mod Organizer 2 I get the error "REL/Relocation.h(567): failed to open file" Before this error I was getting the error "REL/Relocation.h(548): failed to open file" but I uninstalled and reinstalled the engine fixes and SKSE libraries. After doing that and relaunching I get the error I mentioned above. Do you guys know what I could have done wrong? I'm really new to messing with mods so it's probably something I did wrong... I've made sure all plugins are enabled and all mods are installed with their masters except for the ones below because I can't find the appropriate mod that goes with it so maybe that could also be the issue. I'm pretty sure I have "Blues Skyrim" but the creator renamed it so that's why MO2 is detecting it as missing. Idk if that's the case with the other ones though. Missing masters: Master Required By Blues Skyrim.esp Eli_Breezehome [PATCH - DOS (Director's Cut) SE VER1.4] (STD).esp Skyrim Better Roads - All In One - Merged.esp Settlements Expanded SE - Skyrim Better Roads Patch.esp, Skyrim Better Roads - All In - One - Merged - PATCHED.esp Soljund's Sinkhole.esp Settlements Expanded SE - Soljunds Sinkhole Patch.esp Tes Arena - Skyrim Frontier Fortress.esp Settlements Expanded SE - Legendary Cities Patch - AIO.esp Whistling Mine.esp Settlements Expanded SE - Whistling Mine Patch.esp also another problem is when I run LOOT it gives me the error Loot failed to run Errors: Cyclic interaction detected: ELE_SSE.esp --[Master]-> SoS_ELE_Patch.esp --[Group]-> Luminosity Lighting Overhaul.esp --[Master]-> SoS_Luminocity_Patch.esp --[Group]-> ELE_SSE.esp If anyone knows what I could do to fix this, that would be amazing. Thank you
  15. HI peoples; As much a ted-talk as qanda, but the concept of Merging updates or other files into a main file has come up in my current re-installation of SSE and modding of it: that being when the STEP says to merge files when you did not download them from the Nexus, but like me, have system stored mods from various games that you are simply re-installing in many ways back into a MO2 Profile for what ever game... and the option to Merge, Replace, Rename, or Cancel does not appear... which is because the meta-data does not exist within the Download folder you (should) have set up in your MO2 installation and instance of said game... Well, the best choice is to simply name the update/optional file exactly as the one it is meant to merge with - which means that when you know your going to be installing various files for the same mod, you need to choose what it is going to be called as a whole - and these options will appear again and this part of the STEP can be achieved easily and as the STEP instructs. I realise some of you may already know this, but this conversation was begun on another mod forum here on STEP and needed to be continued here instead, so this is for those that may come across the same issue or confusion momentarily.
  16. Hi there peoples, First time posting, so if this isn't allowed please just let me know. Looking for a bit of support, as been scratching my head for ages now and getting nowhere. I have used MO2 + xEdit in the past and never had any issues with it. However, decided to mod Fallout NV again. When trying to run FNVEdit through MO2, it doesn't seem to complete the action as LOOT tells me after cleaning that it still needs cleaned. I have made sure the installation directory for MO2 isn't in the Fallout folder. It's all on my C drive (SSD). Tried running as admin ect. Clearing read only. Just can't seem to get it working. Any advice or help is appreciated. Thanks
  17. Since the release of Anniversary Edition, I renamed my Skyrim SE installation folder from 'Skyrim Special Edition' to 'Skyrim Special Edition Classic' before updating the game on Steam. So now I have both folders in Steam\steamapps\common. I have setup MO2 to have two different instances of Skyrim SE (one being Anniversary Edition and the other being just before Anniversary Edition). I'm using the same Base Folder (F:/Tools/MO2Base/Skyrim) for both instances so I don't have duplicate mods using up disk space. However, I did create unique subfolders for 'Profiles' and 'Overwrite' (e.g. %BASE_DIR%/AE/profiles and %BASE_DIR%/SE/profiles). So, now I have FNIS installed and when I run it through the 'Skyrim Special Edition' instance, it runs as expected. When I switch to the 'Skyrim Special Edition Classic' instance, FNIS gives me the following warning... FNIS Behavior V7.6 11/14/2021 2:35:15 PM Generator: F:\Games\Steam\steamapps\common\Skyrim Special Edition Classic\data\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe Skyrim SE 64bit: ??.??.?? - F:\Games\Steam\steamapps\common\Skyrim Special Edition\ (Steam) >>Warning: Expected generator path: F:\Games\Steam\steamapps\common\Skyrim Special Edition\data\tools\GenerateFNIS_for_Users not found<< I'm also getting similar pathing error when trying to run DynDOLOD through MO2... Error: Can not find DynDOLOD Resources SE core files to create improved LOD. Current Data path F:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\ Is there a way to run these utilities through MO2 with Skyrim SE being in a folder other than 'Skyrim Special Edition'?
  18. Hi, I'm modding SkyrimSE with MO2 by following this version of the step guide: https://stepmodifications.org/wiki/SkyrimSE:1.0.0#04-Foundation. I've followed everything until now but experience problems with the first mod I need to install without using Nexus. It's Skyrim SE particle patch for ENB and I downloaded 'SPECIAL EDITION > ALL-IN-ONE INSTALLATION > LATEST VERSION (GOOGLE DRIVE)'. It's installation went fine (Situation A) but when I have to enable the optional ESP 'Particle Patch for ENB SSE.esp' I get the message 'Plugin not found: Particle Patch for ENB SSE.esp' in my log (Situation B). I've tried: reinstalling the mod, refreshing, enabling and disabling the mod, restarting MO2, re-downloading the file. It doesn't fix my problem. I've added the pictures of situation A and B. I hope there are people who can help me here. Thanks so much in advance! Situation A Situation B
  19. Just thought I'd share something I make heavy use of in MO2. You can use symbols and emojis (such as many found here for example) in the comments field (that's the small one line box) of a mod's Notes tab as custom flags, and also filter the mod list by these symbols. For example, I use 🧹 to indicate a plugin has been cleaned in xEdit, ⚠️ to indicate I put some important information in the full notes field, 👻 to indicate I hid some files (hey, that was the best thing I could find ), etc.
  20. Recently switched to Win10 after playing SkyrimSE with mods on MO2 and Nexus Mod Manager on Win 7. Redownloaded all mods on MO2. When i try to start Skyrim SE or Skyrim SE script extender(skse64_loader.exe) through MO2(started as admin)-> crash on startup I only see a black window almost fullscreen labeled "Skyrim Special Edition" before it dissapears. No error. Crashing even with every mod disabled(In the plugins section) Starting skyrim SE or Script extender through the folder works. I can even get in the game and check my SKSE version. Everything is fine. But obviously no mods are loaded. I installed Skyrim on my F:\ and Mod Organizer on my C:\ SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\SKSE.ini contains: [Display] iTintTextureResolution=2048 [General] ClearInvalidRegistrations=1 ;EnableDiagnostics=1 [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 Same goes for AppData\Local\ModOrganizer\Skyrim Special Edition\mods\SKSE64 Data\SKSE\SKSE.ini As you can see i also added SKSE as a mod through MO2 I cleaned Update/Dawnguard/Hearthfires/Dragonborn.esm with the xEdit auto tool and manually removed a cell in a mod due to a error. The only warning in MO2 remaining is that there is Data in my Overwrite Path. Only the cleaned mod is inside aswell as a log from the AchievementsModEnabler mod is in the Overwrite Section. Appdata\Local\ModOrganizer\Skyrim Special Edition\crashDumps is empty. So what am i doing wrong? Any help is very appreciated Attached: Most recent log after crash from Appdata\Local\ModOrganizer\Skyrim Special Edition\logs usvfs-2021-09-19_16-34-51.log
  21. I'm modding Skyrim SE & this is my first time using Mod Organizer 2. I installed the mods in the load order I want to use using the priority order on the installed mods list. Then I realized that the plugin/esp list priority order isn't the same. Does the plugin list priority order effect the order the game loads mods; which mods are overwritten? If so, how do I make the plugin order the same as the installed mod-list order? I don't want to use LOOT.
  22. Hello all, Sorry in advance about my english i m not so good. Well so i want to know if anyone has already meet my problem. First my config : you can see in pictures how i installed MO2 and Loot. I add my modlist too for information. So as you can see on the picture "loot general" everything seems to work correctly about loot , masterlist update and mods sorting but : Even if mods are sorted it seems weird and i noticed they are not correctly sorted dunno why There is no bash tag anywhere except on unofficial patch which is quite strange one more time Wyre bash doesn't find any bash tag too so when i try to build the bashing patch it s doesn't do many things If anyone has already faced this situation or have any idea it would be appreciated. Many thanks for your help in advance :-D modlist.txt
  23. I am working my way through the latest version of STEP one mod at a time but This one mod is giving me issues. I tried re-dowloading the Mod from Nexus but it still gives the error. I am worried about continuing with my modding as I don't want to have issues. My previous experiences I have ended up with some very problematic glitches due to what I am sure is user error. What should I do about this one? Thanks for the help in advance! -Z
  24. I'm using MO2 for Skyrim LE. When i first installed MO2 i selected "Create a portable instance" when i was prompted, so i don't have a global instance, i'm not sure if that's ok? I used Vortex before this and had no issues with FNIS so i do know how to use it. At this point i've watched multiple MO setup and installation guides and read a bunch of forum posts but i can't get GenerateFNISforUsers.exe to work when it's run through MO Executables. When i run it, it says: Generator: C:\Games\MO2\mods\2 FNIS Behavior 7_6\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe ">>Warning: Bad installation. Generator not run from <Skyrim_Data>\Tools\GenerateFNIS_for_Users. If you use a mod manager, run FNIS from its list of supported tools.<< Skyrim 32bit: ??.??.?? - C:\Games\Steam\steamapps\common\Skyrim\ (Steam) >>Warning: Expected generator path: C:\Games\Steam\steamapps\common\Skyrim\data\tools\GenerateFNIS_for_Users not found<<" But when i run "Explore Virtual Folder" and open GenerateFNISforUsers.exe there it loads all my mods fine. I could just activate it this way or go to the data tab in the right MO pane and right-click GenerateFNISforUsers.exe and select "Execute with VFS" each time but i'm concerned something won't work if im doing it this way, and it's less convenient to activate it like this every time. I did what this guide said: https://youtu.be/53472H4lAuA?t=597(timestamped) but this didn't work for me either. For him when he runs the GenerateFNISforUsers.exe through MO tools it says "MO is locked while the executionable is running", for me i get this message: and FNIS doesn't show on my screen so i can't see if it's loading my mods correctly or anything. If i click "Unlock" it says: and i think crashes FNIS. If i don't press unlock and just wait a few seconds the message will go away and my overwrite folder will have contents. After all of that if i set the Executables to the same directory i used for this process it still just gives me the same 2 warnings like i said at the start of the post. So what am i doing wrong here? What should i do?
  25. I recently installed CBBE Bodyslide Studio in hopes to get some presets off of the Nexus and the like. However upon installing, I see that it does not work. I searched the mod page, description, as well as the stickies on the nexus forum. The best answer I could find from one of the moderators for a similar issue was "Talk to the MO support." I reinstalled CBBE, and also CBBE Bodyslide Studio. I also made sure it was set to the correct directory within the .exe and I'm not sure what else to do. I don't like going to forums for answers, because I feel as if it could be solved, but I could find absolutely nothing in regards to this. From what I've seen, no one has given a straight forward answer, just things like "when I installed it, it worked perfect." no help on how to fix this, no solution. I am hoping I can get it here. Also, I put the .exe for Bodyslide in my executables, but it doesn't open from there, I have to open it straight from the file folder. Anything I can do on my side to help you help me, I will be glad of doing, whether it's screenshots or just what I can describe. pic of my bodyslide being blank: https://imgur.com/a/icdlVPx pic of my directory: https://imgur.com/a/Bm7BLs7
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