Jump to content
  • 0
sixstrings

Mod organizer 2 doesn't recognize skyrim.esm

Question

Finally got a working mod build after several days of downloading, cleaning files, deleting conflicting mods...  I'd been doing test starts with the build after every 5-10 mods to make sure nothing was causing a CTD on start-up (had that problem early on and was a pain trying to figure out which mod was causing it).  Anyway, I had started the game probably 30 times via mod organizer using SKSE.

 

This morning, without making any changes, noticed that launching with SKSE started the game and got all animations, but the scene wasn't going anywhere.  First assumption was Steam had updated, so I closed out mod organizer and launched from Steam.  Game worked fine, albeit without any of the mods.  Went back to mod organizer, clicked on SKSE, and got the same glitch as before.  First assumption was SKSE was messing up, so went to the SKSE launcher in the game folder, and launched from there.  Game started as expected with no glitch.  This made me think the path for SKSE may have gotten changed, so I checked that.  It looked good, but still launched a glitched game through mod organizer.  Since I'm not completely immune to mistakes, I went ahead and manually browsed to the location to reinstall the path through mod organizer.  Still no good.  Glitched game, so I tried starting by continuing from the last save via mod organizer.  No issue since that was just after character creation.  Still no mods coming up.

 

Long story short, I noticed that A LOT of my mods had disappeared from the left hand pane.  That's not a massive issue since I can just re-install them from the downloads pane.  FOMODS are going to be time consuming, but it's better than starting from scratch.

 

Here is the big issue.  skyrim.esm is one of the missing files in the window.  I checked the game data folder, and the file is there, so I'm not sure what is going on.  For some reason, mod organizer isn't seeing it. I'm stumped.

 

The issue is figuring out why mod organizer isn't seeing the file. Even though it hasn't moved.

 

Even stranger is that both LOOT and Wrye Bash show skyrim.esm in the sort order when I run those from Mod Organizer.

 

I know that Mod Organizer stores multiple copies of files for different purposes, but have no idea how to fix this.  My best current guess is that one of the files has became corrupted, but have no ideas past that.

 

I'm hoping someone here has a better idea than I do.

Share this post


Link to post
Share on other sites

9 answers to this question

Recommended Posts

  • 0

UPDATE:

 

I found the answer to this issue here: https://forum.step-project.com/topic/7471-new-game-carriage-to-helgen-doesnt-move/

 

Apparently, the creature pack was interfering with SKSE in weird ways.  Initially, I still got the "SKSE has quit working" error, but everything was behaving normally.  I re-installed SKSE after this, overwriting all the files, and didn't get the error anymore.  I can only assume there is a log somewhere in SKSE that was holding a record of the files.

 

That fixed the start-up issues.  Hopefully, this means I can finish re-loading the disappeared mods and continue as normal.

 

Completely off topic, but I have quite a few armor mods and followers I'm planning on adding later, and would probably push me past the limit.  I'm hoping to merge these into a single pack with merge plugins via MO2.  I've never used anything like this in the past, so hoping someone can refer me to a detailed reference of how the process works.  In the mean time, I'm just happy to be able to play again, and hoping the same issue doesn't happen again.

Share this post


Link to post
Share on other sites
  • 0

Mod Organizer should use the masters (Skyrim.esm, Update.esm, Dawnguard.esm, Hearthfire.esm and Dragonborn.esm) in the Skyrim Special Edition\Data folder by default and these should appear at the top of the right pane (not in the left pane). The one exception is that if you've cleaned the masters and installed the cleaned masters as mods, you should see these mods in the left pane but I digress...

 

The first thing I'd check is to run Mod Organizer. Select the Plugins tab in the right pane so you're seeing all the masters and plugins. Look at the bottom of the right pane and you should see a textbox. If there's any text in that textbox, delete it to remove the filter. I think the right pane has a red border if the filter is active with the newer versions of Mod Organizer to make it stand out like a sore thumb. You may also see a brush or flashlight icon to the far right of the textbox that you can click to clear the filter.

 

If it isn't a filter, click the wrench and screwdriver icon at the top to open the Settings dialog. Click the Paths tab and verify the Managed Game path is correct for SkyrimSE.exe.

 

If you are using Mod Organizer in portable mode, verify you have selected the correct profile. If you are using Mod Organizer in instance mod, click the red circle with an arrow to a card icon at the top left (the first icon in the toolbar) to ensure you using the correct instance.

Share this post


Link to post
Share on other sites
  • 0

Didn't know about the skyrim.esm not needing to be in the left window, so was surprised when it disappeared.  It is in the right window under the plugins tab, so we're good there.  But...

 

That still leaves me with an SKSE which won't run when started from MO2.  It will start the game if activated from the game folder, but won't run from MO2.  It will start the game, but is gives several error messages during the Alduin load screen that mods depending on it (SKUI...) won't run because it has stopped.  Then I get the glitch where animations and characters move, but the cart is stationary.

 

None of this happens when entering the game from the SKSE loader from the game folder.  However, when loading from the game folder, there are no mod dependencies to trigger the error message either.  Even disabling all the mods doesn't help.  Out of curiosity, I just unchecked all my mods from the load, and tried launching SKSE on the off chance that one of the mods was causing this.  Still glitched.  I then (without adding the mods) tried launching from the "Skyrim Special Edition" link in the "Run" dropdown menu in MO2.  It got the same glitch with no mods, and not starting the game from SKSE.

 

Now I have to wonder what is different when launching from mod organizer compared to launching from the links in the game file.  As it is, anything I launch from MO2 has the glitch which prevents being able to start a new game while there are no problems when launched from the game folder links.

 

Since I'm this far, and know that all of mod organizer is effected (launching from either of the links gives the same result) I have to ask if there's a way to get mod organizer to re-build the files from the game folder?

 

Something has to be different which causes the horses to sit stationary when starting from MO2.  Again, this was a sudden change after having no issues launching from MO2 for the three days I'd been building the mods into the game.

Share this post


Link to post
Share on other sites
  • 0

A couple of more things to check:

 

 

Long story short, I noticed that A LOT of my mods had disappeared from the left hand pane.  That's not a massive issue since I can just re-install them from the downloads pane.  FOMODS are going to be time consuming, but it's better than starting from scratch.

Use the folder icon to open the Mods folder and check to see if the mods are gone. If they are then make sure the path is correct. If they are still there, then make sure the the drop down under the left pane is set to “No Groupsâ€.

 

 

Here is the big issue.  skyrim.esm is one of the missing files in the window.  I checked the game data folder, and the file is there, so I'm not sure what is going on.  For some reason, mod organizer isn't seeing it. I'm stumped.

 

Please go into the settings dialog and click on the “Workarounds†tab and make sure that the “Force-enable game files†has a check in the box.

 

 

 

Also do not discount the possibility of your anti-virus program has removed key files MO needs to operate, usually usvfs_proxy_x86.exe. The way MO operated is by hooking any executable run through it and most, if not all anti-virus programs will treat that as a virus and quarantine the file. If that is the case that you will have to tell the AV to exclude that file.

Share this post


Link to post
Share on other sites
  • 0

I checked the mod folder, and the only ones there are the ones I tried adding back since the problems started (about 60 of the ~150 I had initially downloaded).  Path is still good.

 

Dropdown is set to no groups and Force-enable game files has a check.

 

I had excluded MO2 from my antivirus at set-up, but checked it as well (just to be sure).  The exclusion is still active, and there were no files in quarantine.

 

I also did a file search to verify the usvfs_proxy_x86 file is present on the game drive.  It's there, inside the mod organizer folder.

 

As a last resort, also noticed that there's an uninstall exe in that folder.  I'd rather hang onto the mods I spent so much time downloading, and get the current build running, but I'm not really "tech savy" enough to know where else to look.

 

Knowing that the mods disappeared from the mod folder, are there any files other than downloaded mods supposed to be there?  I don't see anything else in the folder, but don't know if there's potentially something that should be there either.  PC settings are set to show hidden files/folders, so everything should be visible.

Share this post


Link to post
Share on other sites
  • 0

Other than the mods you have installed, there should not be any other files in the mods folder. There should be the folders of the mods themselves. MO2 presents the mods folder to the game as the Data folder through its VFS system.

 

I have to now ask where is MO2 installed and where is Steam installed? What is the version of Mo you are using?

 

MO should be installed in its own folder away from the games folder and any Windows UAC controlled folder. Installing MO in the games folder has proven to cause varying issues.

 

After I install MO, the first thing I do is to setup different locations for the mods, Profiles and Downloads folders, preferably on another drive, and point MO to those. This is an insurance policy in case I have to for some reason nuke the MO2 folder. You can reinstall MO and point it to those locations again.

 

 

Share this post


Link to post
Share on other sites
  • 0

I have a portable SSD drive designated for nothing but my games.  Both steam and MO2 are installed on the drive.  For example,  E:\Steam or E:\Mod Organizer Likewise, I have a folder there in the base directory for armors and weapons I've manually downloaded to play with in bodyslide or creation kit.  Being on the same drive is as close as they get aside from any changes which MO2 would have made in order to be able to verify/run game installs.  Version is 2.2.2.1  As for the profile, downloads, etc, I simply installed them to the same base directory path as directed by the software during set-up.

Share this post


Link to post
Share on other sites
  • 0

When you say a "protable SSD" do you mean an external usb drive?

Share this post


Link to post
Share on other sites
  • 0

Glad you got it sorted out. You can run the Merge plugins standalone or zEdit executables from MO to merge plugins. I would recommend learning how to use zEdit and its other Application Modes. Well worth the time spent on it.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By qwrtui1245
      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

       
    • By Newtant
      Hello!

      I've stumbled upon a weird issue that I haven't encountered or read about before. I'm running Windows 8.1 and a fresh install of Fallout New Vegas with no mods so far. I'm trying to get Mod Organizer and the 4GB exe to work together, but despite following all of the advice, tips and workarounds it's still not happening. Right now I can launch the 4GB exe through Mod Organizer. The game starts, I can load a save and 'play'. The problem is that all of the text has disappeared or is invisible. I can only navigate the main menu by memory, the ingame popups regarding the DLC is missing the text as well.

      This issue does not happen if I start the game on its own with the normal exe.
      This issue does not happen if I start the 4GB exe on its own.

      It only happens if I start the either the normal or the 4GB exe through Mod Organizer.

      NVSE is being loaded, it doesn't matter if I'm using NVSE stable or beta.
      I'm using NVAC, without it the game crashes before arriving at the main menu. NVAC seems to be working, the log is showing several handled errors. (Pastebin)
      Yes, I've added '-laaexe .\FalloutMO.exe' to the launch arguments, that helped me get around the access is denied error but produced this text error.
      I did try compatability modes, I've tried starting MO, the 4GB or both as administrator. No dice.

      I've arrived at a point where I really don't know what it could be or what I could try next. One thing I do know, however, is that I can't go back to the pre-MO modding, so I'm turning to you helpful people and hope that someone here has an idea.

      Thanks in advance!
       
      Pictures:
      New Vegas installation folder
      Mod Organizer executable settings
      Disappeared text main menu #1
      Disappeared text main menu #2
      Disappeared text ingame
       
      Edit:
       
      I deleted all of the fallout .inis as well in case some of my text/font settings were messed up, but that didn't work either.
    • By Dennai
      Is there a way to make GaryBash work with MO in Fallout 3? I tried to use it as executable, but MO wouldn't recognized the Wrye launcher as such. It surprised me, because MO had no problem recognizing the Wrye Bash launcher for Oblivion, but I don't have the same luck with Wrye Flash. When I browse the Moppy folder to try to find the Binary, Wrye Bash Debug is the only application the MO can see.
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.