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No files from VFS shown in GECK


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Posted

When loading GECK (new vegas) via the Mod Organizer none of the files from the VFS are visible in any of the file dialogs:

Posted Image

(however, ESPs are seen fine)

 

The above directory viewed with free commander loaded through MO looks like this instead, as it should, and the files are found just fine ingame.

Posted Image

 

Furthermore, even though the files arent visible in Geck, it does have access to one (and only one) virtualized mod if the address is entered in manually:

Posted Image

 

 

Currently running Windows 7 SP1 64-bit (no issues when I had 32-bit so perhaps wow64 is causing some mischief?). Hoping to fine some insight into why this is happening as Mod Organizer has become an invaluable part of my modding toolset.

3 answers to this question

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Posted

This is probably the same as this bug: https://issue.tannin.eu/tbg/modorganizer/issues/379

 

Here is the workaround I posted there:

 

The directory listing only shows the contents of one mod and you have little control over which one. If you work on a single mod you can create a new, empty profile. Enable only that one mod and start the CK. You should be able to access all files from the mod ok.

Also: You can still open files/directories even if they are invisible in the filebrowser of the CK. I.e. say you are in data/meshes/actors and the directory seems to be empty but you're sure there should be a "character" subdirectory -> Enter "character" in the name field and press enter -> the file browser should now show a partial listing of that directory.

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Posted

Thank you for the very prompt reply. I swear I was searching for hours last night and I didn't see anything referencing this issue, nice to see that it's documented at least. I hope this gets fixed in the near future, but in the mean time, the workaround should hopefully suffice. Thank you again!

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Posted

Is this issue related to #3-4 (and possibly #1) in the 'cons' of the VFS following (as found on the MO Advanced Guide)?

 

Disadvantages of the MO VFS approach

  • The overwrite mechanism is confusing as it can't be made consistent for all mods/plugins.
  • There is no 'local overwrite' directory for each profile.
  • SkyUI does give a warning during install that SKSE can't be found but it works.
  • 'Hud' based mods for FO3 and FONV can't be installed with MO.
  • No support for 64-bit programs.
  • The hook mechanism is the Achilles' heel of MO and fragile.
  • The hook mechanism does/did not support all functions calls.

Bullets 3 and 4 are caused by MO's mod isolation feature. The 'fomod installer' and 'fomod installer (external) basically can not see the other mods or other plugins during installation.

Bullet 4. A workaround can be found in the advanced tab section "Installing specific Fallout 3 and Fallout New Vegas mods with FOMM".

Bullet 6. If it fails then no mods are loaded when the game is started.

Bullet 7. Examples are Automatic Variants, NTFS hard support, FNIS.

 

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