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Mod organizer and the upcoming Unofficial Skyrim Changes


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Posted

Originally macrads posted this in the Nexus MO forum. So that this discussion will not get buried on the nexus forums I created the question here and will respond to it here. Spoilers edited for clarity.

 

Edit. Sorry I forgot to include your original Post.

Sorry if this has been mentioned before...

 

This was posted by author of USKP,

"Then you need to make sure Mod Organizer isn't subverting the BSA load ordering - it's notorious for that, and it doing so tends to lead to people posting about how everything is set right but still not working.

If everything is set right, every other mod management tool will deliver a proper result. MO is the only one where this breaks down because of the daft feature where you can change the order that BSAs load in - or worse - force them all to unpack loose into MO's phantom Data folder."

 

If I correctly understood the issue here, BSA could have a different priority with respect to ESP loading order due to VFS feature, correct?

I believe it would be beneficial to all to explain in description, that once esp plug-ins have been sorted with BOSS, the user should then manually place the files containing bsa's in the same priority/load order the esp's have been setup. Maybe also add in future version an optional automated function for this if possible.

 

Edit: the upcoming uskp's will be ordered directly under each corresponding esm. Although uskp's will still be named as esp they are virtually esm's. How does MO deal with this? Since I can't see the official esm's in MO and can't order the USKP's manually under them.

It is my understanding that as long as the Mod ESP is checked and sorted in the load order the the corresponding BSA will follow suite. This was discussed on the Nexus forums and I have that discussion in the Spoiler below.

 

 

 

Um, I can't get my head around the BSAs tab. I mean, if installation order has priority, what's the point in ordering the BSAs?

Also, MO enables the files inside a BSA(installed as it is, not unpacked) to override loose files, so long as the bsa mod is further down in the Installation order. Is this correct? (How does it do this by the way? Some hidden Skyrim setting? Sorcery? I'm awed)

If so, then I could uncheck a bsa in the BSAs tab, and it would revert to normal behavior and be overwritten by loose files no matter the installation order, right? But why would I want that?

I'm so confused 

 

posted @ 10:22, 13 Aug 2013

 

a) If a Mod has multiple bsas you can change their order in the bsa tab.

b) Yes, MO enables files from bsas to override loose files. To do this, all checked bsas are added through the ini files (through very dark magic) and the overridden loose files aren't added to the virtual directory at all.

c) If you check a bsa it is loaded (with the above described magic). If you uncheck a bsa and there is an active esp by the same name it is loaded but overrides all loose files (default behaviour). If you uncheck a bsa and there is NO active esp by the same name, the bsa is not loaded. Why would you want that? Don't know, but who am I to judge?

Please note that for some users, for unknown reasons, the above described "dark magic" does not work thus MO can only load around 60 bsas through the ini file. These users need more manual control over how bsas are loaded.

osted @ 5:40, 14 Aug 2013 So with MO I can also load bsas without a plugin! You wield mighty magic indeed, Tannin! 

Anyway, sorry to bother you, but I've read the last issue on the bug tracker and Lojack's post about BSAs, and they spark a few more questions:

1) I assume in point c) of your post you meant: "If you uncheck a bsa and there is an active esp by the same name it is loaded but overrides is overridden by all loose files (default behaviour)".

2) What happens when bsas are both registered (in the .ini) AND loaded by a plugin? EG how do they interact with a bsa that is registered later, but does not have a plugin?

3) asinine question: in the BSAs tab, which is registered first, the one on the top or the one on the bottom? (I assume the top one, but I don't (yet) have enough conflicts to test reliably)

4) Could Nitpick help those users who can't register all their bsas? Or is MO's dark magick the same as Nitpick?

 

5) According to Lojack: "Pre-1.4.26 for Skyrim, you couln't replace a Vanilla Script file with one in a Plugin BSA. This is no longer true, it has been fixed, and script replacers should work as both Loose Files and Plugin BSAs now".

But could it be that script replacers don't work if they are in a REGISTERED bsa though? That would explain Thyrandor's issue with the UDBP.

Sorry for asking so many questions.. I'm done, I promise! And BTW the program is awesome. It makes even me feel like a wizard when I switch some mods around 

Edit: added links, butchered the post somehow.

 

posted @ 11:01, 14 Aug 2013

 

1) Umm, you're right actually. This was changed in a patch. You're right then: If you check the bsa, MO makes it so the load order corresponds to to your mod order. If you uncheck, it is only loaded if there is a corresponding esp and then loose files always override.

 

2) Good question actually. afaik the bsa in this case is loaded as a registered bsa, therefore: if the bsa is not checked in mo but there is a matching plugin, that bsa will override.

What do you mean by "registered later"? They can only be registered in the ini and those get loaded first.

 

3) yes, they are loaded top to bottom. Those from the data directory (vanilla bsas should be at the top)

 

4) MO's "dark magic" works very similar to Nitpick. While Nitpick has MO finds the correct "hack position" by searching for a pattern and thus supports basically any skyrim version (actually it also works for oblivion and the fallouts) whereas nitpick requires a new release for each update.

HOWEVER it's actually the searching that fails on affected users so nitpick will either crash skyrim on the affected systems or it will actually work.

 

5) good questions, I didn't have an opportunity to check that issue.

 

posted @ 10:22, 13 Aug 2013

 

a) If a Mod has multiple bsas you can change their order in the bsa tab.

 

b) Yes, MO enables files from bsas to override loose files. To do this, all checked bsas are added through the ini files (through very dark magic) and the overridden loose files aren't added to the virtual directory at all.

 

c) If you check a bsa it is loaded (with the above described magic). If you uncheck a bsa and there is an active esp by the same name it is loaded but overrides all loose files (default behaviour). If you uncheck a bsa and there is NO active esp by the same name, the bsa is not loaded. Why would you want that? Don't know, but who am I to judge?

Please note that for some users, for unknown reasons, the above described "dark magic" does not work thus MO can only load around 60 bsas through the ini file. These users need more manual control over how bsas are loaded.

 

posted @ 5:40, 14 Aug 2013

 

So with MO I can also load bsas without a plugin! You wield mighty magic indeed, Tannin!

Anyway, sorry to bother you, but I've read the last issue on the bug tracker and Lojack's post about BSAs, and they spark a few more questions:

 

1) I assume in point c) of your post you meant: "If you uncheck a bsa and there is an active esp by the same name it is loaded but overrides is overridden by all loose files (default behaviour)".

 

2) What happens when bsas are both registered (in the .ini) AND loaded by a plugin? EG how do they interact with a bsa that is registered later, but does not have a plugin?

 

3) asinine question: in the BSAs tab, which is registered first, the one on the top or the one on the bottom? (I assume the top one, but I don't (yet) have enough conflicts to test reliably)

 

4) Could Nitpick help those users who can't register all their bsas? Or is MO's dark magick the same as Nitpick?

 

5) According to Lojack: "Pre-1.4.26 for Skyrim, you couln't replace a Vanilla Script file with one in a Plugin BSA. This is no longer true, it has been fixed, and script replacers should work as both Loose Files and Plugin BSAs now".

But could it be that script replacers don't work if they are in a REGISTERED bsa though? That would explain Thyrandor's issue with the UDBP.

 

Sorry for asking so many questions.. I'm done, I promise! And BTW the program is awesome. It makes even me feel like a wizard when I switch some mods around

 

Edit: added links, butchered the post somehow.

1) Umm, you're right actually. This was changed in a patch. You're right then: If you check the bsa, MO makes it so the load order corresponds to to your mod order. If you uncheck, it is only loaded if there is a corresponding esp and then loose files always override.

 

2) Good question actually. afaik the bsa in this case is loaded as a registered bsa, therefore: if the bsa is not checked in mo but there is a matching plugin, that bsa will override.

What do you mean by "registered later"? They can only be registered in the ini and those get loaded first.

 

3) yes, they are loaded top to bottom. Those from the data directory (vanilla bsas should be at the top)

 

4) MO's "dark magic" works very similar to Nitpick. While Nitpick has MO finds the correct "hack position" by searching for a pattern and thus supports basically any skyrim version (actually it also works for oblivion and the fallouts) whereas nitpick requires a new release for each update.

HOWEVER it's actually the searching that fails on affected users so nitpick will either crash skyrim on the affected systems or it will actually work.

 

5) good questions, I didn't have an opportunity to check that issue.

 

 

 

As to the false ESM question Tannin responded to a similar question on 9 Sept 2013 on the nexus forums and is investigating that.

 

 

 

 

Posted 8 Sep 2013 by  rickerhk

 

The USKP will be going to a 'false esm' for the next releases. https://forums.bethsoft.com/topic/1472909-relz-unofficial-skyrim-patch-thread-36/?do=findComment&comment=22996329

 

A 'false esm' is an esp with the esm flag set. The problem is, with version 12.9, I can't move the USKP up in the load order with the other esms after setting the esm bit. The edited file is in the over-write directory. Wondering if 0.99.6 has the same issue?

 

Fallout needs to use false esm's a lot too. Especially Fallout 3. So MO needs to recognize them and let you adjust the load order up amongst the other esm plugins.

posted @ 23:18, 8 Sep 2013 by  wolverine2710

The 0.99.x series change report does not mention changed behavior. Do you have an example of a mod which has a 'false esm' or can you provide me with one (PM me), then I will test it for you. Reason: I haven't used CK or Tes5Edit that much. I recommend switching to 0.99.6 anyway, its for me as stable as 0.12.9 BUT has a slew of new features (see change button at top of this forum).

 

If it does not work in MO 0.99.6 please be so kind to create a ticket for it in the issue tracker. Login first.

posted @ 12:53, 9 Sep 2013 Tannin42

No version of MO recognizes false esm's right now but I realize this is becoming important. I'll see how hard it would be to add it for the next release.

 

 

 

 

Hopefully as time goes on and more information becomes available, this thread will contain the updated information.

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Posted

OK, I updated to MO 1.07 and USKP 2.0. The load order doesn't get reset as far as I can tell BUT:

Soul trap projectile does not work... Is there any deathproof method to check whether or not MO applies all the files correctly?

You need to have Acquisitive Soul Gems overwriting USKP in your priority order.
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Posted

You would have to carry over USKP's changes for the Soul Trap spell to ASG. Or, you can use Enhanced Projectile Soul Trap at the cost of a additional ESP.

 

(Not that I did so. I'm now using Smart Souls instead of ASG.)

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Posted

At the cost of a small game load time increase (as a additional SKSE plugin has to be loaded), it's really nice.

 

Relating to Arthmoor's distaste for Mod Organizer, I generally just ignore it. Not worth starting flames. If need be, I can tell him the in-deph techincal details about MO in private.

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Posted

OK, I updated to MO 1.07 and USKP 2.0. The load order doesn't get reset as far as I can tell BUT:

Soul trap projectile does not work... Is there any deathproof method to check whether or not MO applies all the files correctly?

You need to have Acquisitive Soul Gems overwriting USKP in your priority order.
Well, I'm on a vanilla playthrough right now...

Only Official DLCs, Unofficial Patches and SKSE with SkyUI 4.1 are active...

 

Does the fix from USKP produce a visible projectile or not? If not, it works, if it should, I would need to find out, why it doesn't.

  • 0
Posted

The Soul Trap spell lacked a visual projectile when cast due to having the wrong delivery type set. (Bug #12938)

Apparently it got fixed, but it's not fixed in my game... weird.

 

EDIT: I found out, that even with a manual installation the soul trap projectile doesn't show up, so it's most certainly not the fault of MO.

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Posted

Recently in the Unofficial Skyrim Patch Nexus there was a 'discussion' between Tannin and Arthmoor. For my personal opinion see spoiler.

It looks as if something good can come from this, as in possibly a new feature in MO.

 

Have a look at Feature request #450  -  Flag when load order contradicts priority order. Tannin responded here with:

This is actually being worked on already :)

  • 0
Posted

I just noticed that when I run ASIS and Reproccer patchers on my load order, WRYE reports that the "Matsers have been Moved" in ASIS.esp and ReProccer.esp. This happens every time they are run. Loading them in TES5Edit and sorting masters fixes it.

  • 0
Posted

Good evening. First, I have to say I am fairly new to mod organizer and this solved my problem with skyrim for the most part. I have been using NMM and I apparently do not know how to use well enough because I kept CTD or freezing every 20 mins or so. Not knocking it out. Anyhow long story short, short of a few days since I have been using MO I have been playing for hours. However, i'm having issues with BOSS's load order for unofficial patches ( skyrim, dg, hf, and db,). I know its capable of having boss load them correctly but I don't know how to. 

 

These plugins are recognised by BOSS and have been sorted according to its masterlist. Please read any attached messages and act on any that require action.

 

Skyrim.esm Active

Update.esm Active

Bash Tag suggestion(s): {{BASH: Delev, Relev}}

Contains dirty edits: 92 ITM, 3 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here.

Dawnguard.esm Active

Contains dirty edits: 619 ITM, 82 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here.

Bash Tag suggestion(s): {{BASH: Delev, Relev}}

HearthFires.esm Active

Contains dirty edits: 184 ITM, 11 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here.

Unofficial Hearthfire Patch.esp Active

Dragonborn.esm Active

Contains dirty edits: 61 ITM, 8 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here.

Unofficial Dragonborn Patch.esp Active

Bash Tag suggestion(s): {{BASH: Delev}}

Unofficial Skyrim Patch.esp Active

Bash Tag suggestion(s): {{BASH: Delev, Relev}}

Note: If you using version 2.0 of the unofficial patches but you see this message you need to download this file: userlist.txt. After the download you need to copy this file to your 'BOSS\Skyrim\' folder or add the contents of this file to an already existing userlist.txt. Just ignore this message after updating any preexisting userlist.txt or copying the file to your 'BOSS\Skyrim\' folder.

Unofficial Dawnguard Patch.esp Active

Bash Tag suggestion(s): {{BASH: Delev, Relev}}

HighResTexturePack01.esp Active

HighResTexturePack02.esp Active

HighResTexturePack03.esp Active

blacksmithsstoragebymrsaibot.esp Active

craftingsupples_aio_all.esp Active

Point The Way.esp Active

WetandCold.esp Active

WetandCold - Ashes.esp Active

SkyUI.esp Active

iHUD.esp Active

FaceMasksOfSkyrim.esp Active

Hothtrooper44_ArmorCompilation.esp Active

Error: SPIKE.esm is not present or is not active. Skyrim will CTD when loading if using this file without it.

Bash Tag suggestion(s): {{BASH: Delev, Relev}}

Immersive Weapons.esp Active

Bash Tag suggestion(s): {{BASH: Delev, Relev}}

ninjaarmor.esp Active

Contains dirty edits: 3 ITM, 0 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here.

Equipping Overhaul.esp Active

Blacksmith Chests.esp Active

dD - Enhanced Blood Main.esp Active

dD-Dragonborn-Dawnguard-EBT Patch.esp Active

dD - Easy Lift Bodies and Objects.esp Active

Open Cities Skyrim.esp Active

ToL_Core_by_Brevi.esp Active

The Dance of Death - Ultimate Edition.esp Active

Contains dirty edits: 1 ITM, 0 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here.

Werewolf Loot- Dawnguard version.esp Active

Beards.esp Active

Brows.esp Active

TheEyesOfBeauty.esp Active

AelaSylvanMK.esp Active

Companion_Ari.esp Active

DanarielStormbow.esp Active

Isabeau Ladyhawke.esp Active

Kate.esp Active

AmazingFollowerTweaks.esp Active

Alternate Start - Live Another Life.esp Active

Height Adjusted Races with True Giants.esp Active

Note: Use only one Height Adjusted Races*.esp.

 

note: I did copy the txt file into my BOSS/SKYRIM however, I get the flagged icon on MO. I can manually do it of course however I would like to see if there is a way I can use it so BOSS can load the patches correctly. 

  • 0
Posted

You didn't say if you have BOSS userlist manager (BUM) installed. I would download and install it. When you run it, point it to where BOSS is installed. BUM will tell you if there is any errors in the userlist text file, syntax or load order. Use the Third Party Programs section of the Support WIKI as a guide to set up the programs.

 

It has been my experience that sometimes BOSS will ignore changes to the userlist text file until you run BUM. I have seen this when I unchecked my Merged patch and have run BOSS a few times when setting up a load order. When I re-enable the merged patch it would not sort until BUM was run.

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