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Posted

Actually, the general setup for patchers with Mod Organizer is to add the patcher as a executible by browsing for the patcher in the Data tab, right clicking the patcher JAR, selecting "Add as executable", then hitting OK at the dialog box.

 

Then, at the end, run the patch using the executables drop-down.

 

Yes, but the patcher .jar needs to be in the Skyrim/data folder, not in the Mod Organizer/mods folder, corret? That is the only way I was able to get it to work.

 

If that is the correct method then we need to update the MO->SkyProc part of the guide to give those instructions. I could update it, I just want to make sure its not an issue with my system doing something weird.

Posted

I assume you mean the data folder the game sees.  My understanding is it is virtual and not something you can browse to on your drive.  But inside MO, there is a data tab, which should basically be the contents of the data folder with all the subfolders expandable.  You should be able to right click and get some limited interactions with objects there, depending on what you want to do.

  • 1 month later...
Posted

OK, here is something for you guys to chew on:

 

A couple of days ago I started to install Skyrim Revisited on my computer. I got until the Climates of Tamriel package when MO hung itself up - the NMM installer/unpacker process allocated 2.4 GB RAM and didn't finish loading. I couldn't terminate the NMM process with any means, and I mean ANY. So I shut down my computer, and it wouldn't shut down anymore either. So what did I do? Press the reset button.

OK, so I get a BIOS warning telling me which firmware I was running and which is in my back-up (of course the same) and I could select my custom launch option for windows.

 

So I go into my user account, and run STEAM - which doesn't find Skyrim anymore PLUS it has forgotten that I had created I STEAM library on my SSD (C: drive). So I tell STEAM to "install" Skyrim to my STEAM library - which was still on my SSD of course, and voilà STEAM remembered... but my Registry didn't. Apparently Skyrim got blown off of my system. So let's launch Skyrim through the Skyrim launcher... and it worked perfectly fine.

 

So I launched MO ... and MO told me that I started it for the first time and asks me politely if I wanted to go through the starters tutorial!

All changes I have made to MO were annihilated plus it told me that the file which contained the plugin indices (or sth like that) was broken. Great. So I deleted MO completely (except the mods directory) and reinstalled it to the same place, applied all the profiles and executables and what not. Then I reactivated all esps until Waterbreathing breathless emerge and wanted to see if the changes I made with TESVEdit were still present...

 

TESVEdit wouldn't load my loadorder and reports an Error (not defined in any way I could make use of the message). What next? Yeah let's try the CK. The CK opens and tells me: Update.esm is not a TESV file, Dawnguard.esm is not a correct TESV file, Hearthfire, Dragonborn ...

This is the list of not any more recognized esps:

dawnguard.esm

dragonborn.esm

hearthfires.esm

update.esm

general patch.esp

sfo - expanded diversity.esp

Skyrim Flora overhaul.esp

water plants.esp

water.esp

waterbreathing breathless emerge.esp

 

Great, he thinks bashing his head on his keyboard and raging.

 

Interesting enough... atlas map markers seems to be completely fine?!?!?! Although I've edited all the esps in the same exact way, etc... Also, even though the esps from above were corrupted, I could start the game through MO (didn't start a new test playthrough though)

 

Well, all this story might be very entertaining for you, but please do consider telling me HOW IN THE WORLD I CAN STOP THIS FROM HAPPENING AGAIN!

Thank you.


Edit:

Oh for crying out loud.

If I press del on my keyboard and have a mod X selected, it asks me whether I want to remove mod y. If I select mod y it asks me whether I want to remove mod z...

 

Oh and another thing: Before I reinstalled Skyrim through steam as said above i could launch Skyrim via the Skyrim launcher, BUT it would not let me access the "Data Files" through the launcher, as if there weren't any?!?!?!

 

And another thing: after my reboot STEAM told me I was logging in from a new computer, although I already had a bunch of Games installed through STEAM!!! I had to type in a code they sent me, to get STEAM running again...

 


Edit2:

My fomod installer doesn't work anymore for SkyUi or A quality World Map. I cannot figure out why, I only get the errorcode 5 message... The packages are perfectly fine though.

Posted

Not sure what to say to that... wow. I doubt it was Mod Organizer itself causing all those issues, it's pretty widespread.

 

I've had steam forget itself more than a few times (almost every time they have an update to the steam client) but as you said, simply clicking re-install then opening the launcher fixes everything.

Posted

OK, I've got several problems I've been unable to fix even with a complete reinstall of MO:

 

1. If pressing DEL in the "Installed Mods" section, MO asks me whether I really want to delete a OTHER mod, not the mod I selected with my keyboard. I cannot delete any mod willingly, unless I rightclick it and choose delete. It seems to me, as if the mods in the installed mods section were "disorganized" or at least have other slots than what I see if I open MO. Anybody a clue what that's about?

2. Some fomod installers (so far A quality world map with roads and SkyUI) don't work anymore, whatever I try to do. I always get "error 5 message". I have to manually unzip the archive, delete the fomod folder, and install the package "manually" through MO's folder selection. Does anybody know where I can clean invalid registry/system files from the NCC (which I think is what's causing this)??? Also I think that the fomod installers that do work are somehow mixed up, so that the different navigation "pages" of the installer are mixed up.

3. I had to hardcode my language choice in ModOrganizer.ini, since the menu in MO itself would always reset only the language after each restart of MO. Is this normal?

Posted

I just tried #1, selected a mod and pressed my delete key and it did indeed ask if I wanted to delete a different mod than the one I had selected, definitely something wonky there.

 

For #2 you might have to switch between the integrated and internal fomod installer for certain mods (Installer tab of the settings, "Prefer integrated fomod installer"). I know I had one mod that I could not install because it was looking for Skyrim.esm before it would do anything and that information is not provided to the installer.

  • 3 weeks later...
Posted

Is it normal that the MO's mod folder (where all unpacked mods are) has to be inside ModOrganizer's folder or Automatic Variants (and other SkyProc programs) neither FNIS work?

 

E: TES5Edit, Wrye Bash and BOSS work normally no matter on what HDD/SDD the mod folder is aslong as MO's settings are edited accordingly but AV and other refuse to co-operate.

  • 2 weeks later...
Posted

Excuse me, i'd like to know if Mod Organizer has the same wrye bash feature, the one that check if mods conflict and resolve them.. i'm actually undecided between Wrye Bash and this one, at the moment i'm on NMM and i had no problem but since i'm going to install quite a lot of mods i'd like to play with the lower chance possible to encounter CTD.. 

Posted

You can run Wrye Bash through Mod Organizer and have it make you a bashed patch I believe the instructions are on the wiki in the ModOrganizer guide. Go to the top of the page and click wiki and it should be on the main page of the wiki.

Posted

MO can check for "file conflicts" just like WB checks for them. Neither "resolve" the conflicts though. File conflicts are a normal part of modding though. I believe what you are asking is the conflicts between the mods themselves and how they work. That would have to be done using TES5Edit as far as I know. BOSS can tell you if a mod needs to be cleaned from UDRs and ITMs; however, TES5Edit is the only program I know that can actually check for conflicts and allows you to resolve them by either copying records from one mod to the other (such as if a mod doesn't carry over changes from the DLCs or Unofficial Patchs) or by creating a new ESP patch that resolves the issues between the two mods. This is all consider more advanced modding though. Read through and follow Neovalen's SR Guide to get a better understanding and learn how to use these tools. (STEP will be incorporating some of this in the next release so it'll be good to learn).

  • 2 weeks later...
Posted

So, the switch to MO has gone relatively smooth, so far. However, I have run into a few 'inconveniences' that maybe someone else here has a solution or workaround for.

One of the main issues is with Nifskope. There are some functions of nifskope where it is preferable to have textures load properly so you can see the textures on the model (i.e. UV editing). Using MO, I dont see of a way to do this without installing the meshes and their respective textures into the data folder proper. Ive tried adding the nifskope executable to MO but this did nothing for me. Any ideas?

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