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GrantSP

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Everything posted by GrantSP

  1. Firstly I'd argue that there are NOT a lot of people having this issue, but that's neither here nor there. Since you say that SKSE crashes when run from MO2 but not when the vanilla game executable is called the first place to look is your SKSE install. Since you say that you have followed the instructions @Greg posted I'd look at the contents of the SKSE mod as defined in MO2. I can't recall off the top of my head what the correct INI settings are so make 100% that nothing is out of place. I would also suggest you move MO2 to a folder directly off the root such as: C:\MO2 rather than as a sub-folder within the Program Files folder. Lastly you should post your logs with your issue reports as it is almost impossible to tell what is happening without some diagnostic information.
  2. Without your logs to see what is happening it is almost impossible to tell you what to do. On another note with Nexus changing it's filesystem protocols in the next few weeks MO1 will not be able to download mods anymore and you may want to consider using MO2 instead.
  3. Create a new folder, ie. a mod, in MO2's "mods" folder and place all the files you need to use there. Activate this folder/mod in MO2's left pane and those assets will be available to any tool called from MO2, including the CK. Sorry if that is not what you are asking for, I'm not exactly sure what it is you are describing.
  4. I see a user called Kal on Discord but I don't recall that issue ever coming up. EDIT: I have however noticed this discussion in @Mator's Discord. To be clear the actual issue is NOT to have MO2 installed into the game folder, regardless of the length of the path.
  5. Ahh... NMM, breaking modded systems since 2015!
  6. You will find more up-to-date assistance from the devs in the MO2 Discord server
  7. Yes INI Tweaks will return in the future. As for your other issues, since you've returned to MO1 it is a moot point now but if you do actually want to use MO2 and help with finding and eliminating these rare bugs the Discord server is available to anyone.
  8. MO1's use of BSAs made for some errors in game in some edge-cases and was thus deemed not something that MO2 needed. All you need to know is that you MUST have a plugin to load any BSA, that means there are no cases where so-called "dummy plugins", that load BSAs, can be skipped. If you are concerned with plugin limits then you need to merge some or drop some.
  9. ~500 plugins seems like an excessive amount for any game, whether they are active or not. Try hiding the inactive ones or moving them into the "Optional" category in MO2's info dialogue.
  10. They must have a plugin to load them just as the game requires.
  11. You have sorted the "Mod" Column alphabetically so 'Overwrite' is shown in that list in the order it should be. The better sorting method is using the "Priority" column sorted by order.
  12. Was there no other logs? There should be at least one other which is also the very log that I need. Those logs that actually detail the activity of MO are named in this fashion: ModOrganizer_<year>_<month>_<day>_<hour>_<minute>.log Until I see what is happening I can't tell what is wrong. However generally speaking any game that refuses to get past the Bethesda logo is missing some important assets, usually a BSA is not loading or similar. Check t make sure that both setups are EXACTLY the same, ie. all BSAs are checked, all MO settings are identical etc.
  13. The MO2 that was beta and which was current when STEP recommended sticking with MO1 for FNV was that maintained by @Tannin. Since his departure to take a position as Nexus's Vortex developer many others have developed MO2 into a stable manager that is now very capable of handling ALL the Bethesda games, including FNV. We feel very comfortable recommending MO2 as the manager of choice.
  14. MO2 is now a solid mod manager for all the 32bit Bethesda games as well as the recent 64bit offerings. The Nexus download page was recently updated to the latest release and I highly recommend all users to use it for all their games. It may be a bit different to what you expect if you used MO1, most noticeably is the dropping of BSA management in favour of using the game's own internal systems. This is big change and some find it hard to reconcile but the change was warranted.
  15. Your logs can be found in the subfolder of the MO install called: "logs". What exactly do you mean by: "an external SSD"? Do you mean simply a different drive on your desktop or is it configured through another interface such as a NAS or something? If that drive is configured through such software it may cause issues, if it is just connected via cable, as it would if it were an internal one, then there is no issue. Also if the problematic machine is running Win10 then even when you think UAC is not an issue, it may be. Win10 is known to be overly strict in its enforcement of UAC restrictions. At any rate until we see the logs there is no way to know for certain. Aside from that the only general concern I have is the use of 'Program Files' as the install location. But if it is working on that machine so be it.
  16. This will have no effect on the functionality of MO or your game.
  17. Copying your MO install is the best/easiest method for this. Just check that any executables you have setup are have their paths set to the same locations.
  18. We need logs and your MO INs to see what is going on. Since you say one of your systems works well it would be helpful to have the same set of logs/INIs from that machine also for comparison.
  19. Without any logs or your INIs to examine I'm not sure what we can say besides, bad luck. Clearly MO2 being used by 10s of 1000s of users means that it works when things are correctly set up, we can only assume you have done something incorrectly or you are suffering from another issue with your OS or some other system.
  20. Hey @Cyb3r, glad to see you've made it over here. Longtime Discord user with some great stuff to add to the scene. I'm sure your guide will be a great success.
  21. @whitelion1284 Your original post is only 5 hours earlier than your last, please remember that users are in different timezones and have real life schedules that may not match with your urgent desire to get a resolution to this problem! Firstly there should be no need to reconfigure anything in MO2 to adjust for the updates. If Steam updated the game then MO2 will show the latest, if you then added in the latest F4SE then that too will be used. The names/paths of these executables should not have changed! So, could you please post your MO2 INI and the logs of the last atttempt to run the game so we can see what you have changed? Please use spoiler tags or a service like PasteBin. Off the top of my head I'd say it is a mod that you have installed that is not yet updated. Anything that uses F4SE will be likely to show an error.
  22. Those paths are fine. Remember when you call xEdit from within MO/MO2 the paths are forwarded to it and it "sees" them as what you have listed here. As to you original post. Is that the exact error message? Are you sure it wasn't asking about a temp file? If it is the exact message then xEdit is being told to delete the same plugin that you are trying to edit. Sometimes if you perform multiple tasks on a plugin in the same session the programme bugs out. In any case providing the logs from this session will help us see what is happening.
  23. You haven't provided any logs or your INIs so we can only guess on the installation or the actual process of starting the game via MO2. However I will offer one suggestion that has been consistently stumping many new MO2 users: do not install MO2 into either the game or the Steam folder structure. Best option is for MO2 to be in a folder of its own directly off the root drive, e.g. C:\MO2\
  24. Tools such as xEdit and Wrye Bash do not "see" the installed mods based on their location or installation folder, they do so by the plugins.txt that defines the installed mods. MO2 creates a system that passes a copy of that file, that includes all the mods added into the so-called VFS, and tricks the game, and also game tools, into believing it is the one in MyDocs. ie. the one used by a non-managed game. There currently is an issue, with a solution in the development stage, that involves WB not always working within this so-called VFS.
  25. As the guide for that mod says: Note the text in bold says MMM is an optional requirement ONLY if you want those Raider textures. If you do the guide then provides the instructions:
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