The following pertains to the developer builds of MO2. This has been tested with the latest build 2017-11-24 with the Update A2. The A3 update will cause the Creation Kit (CK) to report that it is not working and close and the latest version of Fallout 4. This may well work for SkyrimSE and other programs run from MO2. As always this worked for me and your mileage may vary.
As MO2 is still in Beta and there are numerous problems still being worked on. The two problems I have encountered, one is that the CK will not load at all, this is not a MO2 problem at all, and once it is run, saving will result in a hung not responding CK and the user must terminate the CK manually and lose all work done. I would highly suggest that if you are doing a complex mod to do it in the vanilla environment.
Problem one, as I stated earlier is not a MO2 problem and is included here to help others, as it can manifest in the vanilla environment also under certain conditions. Especially if the user has installed optional DLLs in the games root folder. In my case I found out that I had a DLL called dxgi.dll. If this DLL is present, the CK will not load when it is launched even from outside of MO. Renaming this DLL will allow the CK to launch. So, for every session you want to run the CK you just must rename dxgi.dll to something else and you are good to go.
Problem two, not saving from the CK. This will be for the CK run from MO2, but may work for other programs run from MO2. As I understand it, MO2 has a problem when writing files that arenâ€™t already in the VFS system, often resulting in odd behaviors, i.e. not saving newly created files, and hung programs.
With that in mind I do the following:
For editing an ESP:
Open the mod to be worked on in a Windows Explorer window. Open the MO2 Overwrite folder in a Windows Explorer window. Copy, not move, MOD-Name.esp from the mods window to the MO2 Overwrite window. Start the CK and make changes until you are ready to save. When you are finished save your modified mod. It will now be saved to the Overwrite folder. If you are not going to modify anymore, right click the Overwrite folder and select â€œSync to Modsâ€¦â€ option. Your mod will be copied to the back to the original mod. The Overwrite folder should now be empty. For converting â€œMOD-Name.espâ€ to an esl:
Copy, not move, MOD-Name.esp from the mods window to the MO2 Overwrite window. Make a copy of â€œMOD-Name.espâ€ to â€œMOD-Name copy.espâ€ and rename it to â€œMOD-Name.eslâ€. You can also use a blank ESP to do this. I use a saved blank Bashed Patch, â€œBashed Patch, 0.espâ€ from Wrye Bash, to do this renaming as needed. You should now have â€œMOD-Name.espâ€ and â€œMOD-Name.eslâ€ in the overwrite folder. Copy, not move, the newly created â€œMOD-Name.eslâ€™ into the mod being worked on folder window. This will make the actions in the last step work for us. Start MO2 and the CK and open the mod to converted, as described above, making it the active mod. From the file menu select the â€œCompact Active File Form IDsâ€ click through the dialogs until no more show up. From the file menu, select â€œConvert Active File to Light Masterâ€. Click the dialogs until no more show up. The new ESL will be written to the â€œMOD-Name.eslâ€ in the Overwrite folder at this time. No need to do anything else in the CK so close it now. Back in MO right click the Overwrite folder and select â€œSync to Modsâ€¦â€ option. Your mod will be copied back to the original mod leaving the Overwrite folder empty.
For the MCM and MCM mods you need to have the empty data structure in the vanilla â€œDataâ€ folder. They are MCM\Config and MCM\Settings. With this folder structure present in the Data folder MCM mods will now show up in game.
I also had some problems with Transfer Settlements mod not saving Blueprints. To correct this, I had to create the following folder structures, â€œF4SE\plugins\TransferSettlements\Backupâ€ and â€œF4SE\plugins\TransferSettlements\blueprintsâ€. When present in the vanilla game settlement blueprints will now save in game. When testing this without the folder structure present the Transfer Settlements would complete without any mod added ESPs being listed. With it there I got the list of ESPs I was expecting to see.
I hope this helps users of the Developer builds have a better experience.
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.
As of STEP 2.2.8, we are only actively supporting Skyrim Legendayr Ed. (all DLCs) - We continue to 'passively' support other DLC/non-DLC configurations as an artifact of having done so previously. However, moving forward, all new content will assume Legendary Ed. We will gradually phase out information pertaining to limited DLC components.
As per the 2.2.7 release, STEP:Core is essentially final with the 2.2.8 release and is represented by only installing mods marked as "Core" in the STEP Guide. We are gathering screens of this base install now and verifying that it includes everything necessary but nothing more than that --all according to the new STEP:Core Mandate. Anyone that has not yet read that, please do so to better understand the direction we are heading.
STEP 2.2.9 marked our final step towards 2.3.0. Now begins our focus on our paradigm shift alluded to in our Nexus article for the 2.3.0 release; which will fully integrate Packs. This shift will not be that drastic, since we will have made most of the really obvious changes already, not least of all, those introduce in 2.2.8 and 2.2.9. However, the 2.3.0 release will see a major change in the STEP Guide as STEP Extended will no longer be available on the STEP Guide. It will be presented as a STEP Pack, along side all the other STEP Packs, as the STEP Team's official pack.
For replacers, the test case should be a high-quality screenshot compare. We don't need a lot, just two or three sets of compares on the thread marked [ TESTING ].
The idea is that testing --and logging of that activity on the threads-- will be touch & go for a lot of mods, and it should be pretty clear by anyone stumbling upon any mod thread what the end result is.
Let us know if you want to be a Mod Tester!
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