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Nexus Mods

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Diamond in the Rough


Found 979 results

  1. 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
  2. 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
  3. 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'?
  4. 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
  5. 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.
  6. 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
  7. 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.
  8. 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
  9. 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
  10. 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?
  11. 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
  12. Title pretty much sums it up. I accidentally closed the MO2 application while running Oblivion. I hastily closed Oblivion once I realized what I had done, but after running Oblivion Launcher through MO2 again and starting the game up it crashes shortly after the Bethesda logo begins to appear. Still very new to modding and not entirely sure what is causing the crash but am aware that Mod Organizer must be open for the virtual file system to work properly. I do have my game stored in Program Files and understand it is advised not to be there, but the guide I followed in modding mentioned this should not be a problem and I personally did not experience any errors before mistakenly closing it today. TY in advance.
  13. For the last several months, I've had an issue with MO2 not displaying some of my installed mods. Not obviously, at least. For example: notice the blue bar in this image and how this image lacks it? This has happened with maybe a dozen or so of my installed mods. I'm curious to know what's going on, or what I might be doing wrong and if I need to do a fresh install of Skyrim. And if the latter is the case, will MO2 keep my mods and backup lists, or will I have to re-download and reconfigure everything from scratch? I'm pretty sure I don't have to since MO2 is in a separate location from Special Edition, but it never hurts to be sure. Thanks in advance!
  14. Hey guys I have a question if someone can help me please, thank you. I am using MO2 and Fallout 4, used MO2 before with SSE and FNV without issues. I have been told that the fallout4custom.ini from MO2 can't overwrite the fallout4prefs.ini or the fallout4.ini with many if not most values that are supposed to be in those 2 vanilla ini files. This wasn't the case for SSE or FNV, as far as I have noticed, I mean the values I were interested in were always edited. Is this the case for Fallout 4? The fallout4custom.ini from MO2 (printscreen to be sure https://prnt.sc/19kwkqp) can't do that? So I have to edit the vanilla inis directly (in MO2 ini editor of course)? Since it's a major thing I want to be 100% sure that I don't see placebo stuff by editing the custom ini. Here is a list of variables that can't be used on MO2 custom ini, but people on discord also confirmed the theory: https://www.afkmods.com/index.php?/topic/4316-fallout-4-useful-ini-settings/ (CTRL F "List of variables that will not be overwritten") Thank you
  15. I'm running into an issue with MO2 giving me an error notification saying I'm missing a master that I'm pretty sure I have. I've reinstalled the master twice now, and it hasn't resolved the issue. Also, it seems like there is a folder called SKSE in my overwrite mod directory. Is this related. My game seems to run fine despite this, but I'm concerned it may cause issues down the line.
  16. Starting a topic to collaborate on updating the MO wiki guide to current MO2 relevance. The guide has been updated to address many of the most important changes from MO to MO2, but it still needs a comprehensive audit/revision as well as a title change to make it clear that it is the "Mod Organizer 2" manual/guide. I know that MO(1) is still available for whatever reason, but unless there is a really good reason to do so, I'd prefer not to maintain doc on what I believe is no longer relevant (set me straight if I am mistaken). Thus the drive to revise the current doc. Ultimately, this is a call to contributors familiar with the intended use and direction of MO2. At the very least, we will need 'expert' content reviewers. I'm hoping that the MO2 devs or maintenance staff have some interest here, as this maintenance should serve them well as a resource to which users can be directed from the app itself and from Discord/Reddit/wherever in order the RTFM. There is also this forum, where MO supporters are encouraged to post (and MO devs and enthusiasts are also encouraged to use as a resource). Anyway, we still have the primary MO-manual creator, @DoubleYou --and those of us here at Step that know MO well-- but having developer support and that of others will help us to keep it relevant and remove any persisting redundancy.
  17. I tried creating a shortcut with MO to launch BodySlide but when I launch it, a process appears, but no window. I can manually launch it, but if I do that, none of the CBBE assets are detected, naturally. It would need to be executed with VFS to have access to those, I assume. When I went to test this in the data tab, it will open when I right click and select "execute" but if I select "execute with VFS" I get only a process and no window. I've tried re-installing it multiple times, but I still don't know if I missed a crucial step. I've already installed Nemesis and LOOT and both of those work just fine, it's only BodySlide that is giving me trrouble. Apart from what I have already gleaned, I have no idea what to do next, so suggestions would be appreciated.
  18. Hello, I wanted to update MO2 but now I can't update the software and play Skyrim. I launched the setup with admin so I don't understand why is he asking for permissions.
  19. Hey all, I started to follow the STEP guide when installing MO2, the steps were not giving me the results the guide implied I should get. When running MO2, I was not prompted to create a new instance, select SkyrimSE, etc.. It just went straight into MO2. Anywho, as I had previously used MO2 before (only for skyrim), I decided to find any old folder f or MO2 and delete it as I was not using the standalone version before. I deleted the folders in appdata, and when running the standalone version I finally got the new instance prompt. I've followed the guide up to installing SKSE64, the problem is that whenever I add a mod or active it, I get a legend that says MODorganizaer/skyrimse/profiles/step se core v0.1.0./plugins.txt empty. In addition to that, when creating the cleaned mod versions of the master files, I get a flag saying No valid Game data, which goes away if I double click it, and then close the window that pops up. I haven't used MO2 in a while, but I don't recall these messages coming up when following the previous version of the guide. Any help would be greatly appreciated. Thanks!
  20. 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.
  21. I have been having a few problems with MO lately so recently I decided to reinstall it. MO now works fine but when I try to run LOOT from MO I get the error message: "Cannot Start LOOT.exe This error typically happens because an anti-virus has deleted critical files from MO's installation folder or has made them generally inaccessible..." I do not have an anti-virus program installed The details of this message are: Error 87 ERROR_INVALID_PARAMETER: The parameter is incorrect. (0x57) . binary: 'C:\Program Files (x86)\LOOT\LOOT.exe' . owner: BUILTIN\Administrators . rights: (normal rights) . arguments: '--game="Skyrim Special Edition"' . cwd: 'C:\Program Files (x86)\LOOT' . stdout: no, stderr: no, hooked: yes . MO elevated: no . usvfs x86:not found x64:ok proxy_x86:not found proxy_x64:not found Can anyone help out??
  22. I am using MO2. I installed DynDOLOD in a separate directory than my game and not in program files or anything. In MO2 I added -sse to the arguments for both programs (I'm using the x64 versions of them if that's relevant). Without the arguments the programs give a totally different error so I'm guessing that it isn't the issue. When I do try to run the programs (Both DynDOLOD and texgen), I'm getting this error log. Gonna use TexGen's as an example. [00:00:00.063] TexGen based on xEdit x64 (DAB7081D) starting session 2021-04-15 10:01:59 [00:00:00.073] Game Mode: SSE [00:00:00.078] Game Name: Skyrim Special Edition [00:00:00.084] Using Skyrim Special Edition Data Path: C:\Program Files(x86)\Steam\steamapps\common\Skyrim Special Edition\Data\ [00:00:00.089] Using Backup Path: C:\Program Files(x86)\Steam\steamapps\common\Skyrim Special Edition\Data\SSEEdit Backups\ [00:00:00.095] Using Scripts Path: D:\Programs (D)\DyndoLOD\Edit Scripts\ [00:00:00.101] Using Cache Path: D:\Programs (D)\DyndoLOD\Edit Scripts\DynDOLOD\cache\ [00:00:00.107] Using Temp Path: C:\Users\Sayor\AppData\Local\Temp\SSEEdit\ [00:00:00.114] Using ini: C:\Users\Sayor\Documents\My Games\Skyrim Special Edition\Skyrim.ini [00:00:00.124] Using save path: C:\Users\Sayor\Documents\My Games\Skyrim Special Edition\Saves\ [00:00:00.132] Using plugin list: C:\Users\Sayor\AppData\Local\Skyrim Special Edition\Plugins.txt [00:00:00.140] Using settings file: C:\Users\Sayor\AppData\Local\Skyrim Special Edition\DynDOLOD_settings.ini [00:00:00.157] Using language: English [00:00:00.167] Using general string encoding: 1252 (ANSI - Latin I) [00:00:00.176] Using translatable string encoding: 1252 (ANSI - Latin I) [00:00:00.192] Using VMAD string encoding: 65001 (UTF-8) [00:00:00.202] Loading active plugin list: C:\Users\Sayor\AppData\Local\Skyrim Special Edition\Plugins.txt [00:00:00.218] Fatal: Error loading plugin list: <EDirectoryNotFoundException: The specified path was not found> I have checked the path it is trying to load "Plugins.txt" from and there wasn't any file called like that there, only a "DynDOLOD_settings.ini". I asked one guy in a discord server for help because I knew he used DynDOLOD. His Plugins.txt file is completely empty, and DynDOLOD worked for him, so I created an empty Plugins.txt file there, yet the programs still give the same error.
  23. I just reinstalled SkyrimSE and Mod Organizer 2 after a few years of not playing and a completely blank, no mods at all (other than SKSE), SkyrimSE install is hanging for about two minutes on a black screen after the Bethesda Logo. But only when it's launched from Mod Organizer 2. When launched from Steam or directly from the executable it goes straight through to the main menu instantly after the Bethesda Logo, no delay at all. Happens regardless of if I'm running with or without the script extender. The only thing I could think of was to try running MO2 as admin but that didn't change anything. Is this expected behaviour from Mod Organizer 2? I doubt it, so anyone got any ideas how I might go about debugging this before I start downloading mods?
  24. When I try to select files, be it a mod archive or, for example, "Merge Plugin", MO2 closes by itself along with the system selection window. I tried using MO1 and there was no such problem. What can be wrong? This text was compiled with the help of Google Translate. I don't know English very well, sorry. version MO2: 2.4.1
  25. I'm diving back into playing Skyrim after a 3 year hiatus and am attempting to follow the STEP Guide. However, I'm stalled at the start; I can't seem to find my Mod Organizer profiles folder. I've looked in appdata\owner\mod organizer\ and there's no profiles folder. What am I doing wrong and how do I fix it. please? Raivin - confuzzled in Florida OMG, I'm sorry.... just now figured out what I was doing wrong by reading the info at the bottom of the MO screen. Was looking in the wrong place.
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