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I'm not sure how good Morrowind support is for MO2, but it is listed as a supported game and so far everything game-related works flawlessly, including MGE XE, MWSE, and MCP, so I'd say MO2 is a valid option for modding Morrowind. However, I've noticed a small issue with the Construction Set: It only saves a plugin in the overwrite folder or in a mod folder if a file of the same name exists in the actual game installation folder, otherwise it will be saved there. This does not happen with the Oblivion CS though, at least with MO 1.3.15 and the Construction Set Extender (https://www.nexusmods.com/oblivion/mods/36370). As I said, it is a small issue, but it would be great if it could be resolved.

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Posted

The MO2 usvfs will put the file into the overwrite if it is a new file and will allow the replacement of an already existing file. MO 1.3.x.x is an entirely different program now that MO2 has been picked up by the volunteer programmers.

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Posted (edited)

I know that, and I wrote this because it doesn't do that. As I said, if there is no file with the same name in the actual game folder, the plugin is saved there, even if it was loaded from the overwrite folder or a mod folder.

 

I only mentioned 1.3.15 because I don't have an Oblivion Instance with MO2, as the Script Extender loading mechanism doesn't work in MO2. But to check whether the CS behaves as it is supposed to with MO2 I just created an Oblivion instance and started the CS from there. And the same thing happened: A new plugin was saved in the actual game folder, not in overwrite, so this looks like a bug in MO2 for me.

Edited by Pherim

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