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Found 68 results

  1. M.I.A.

    Mod Organizer

    I figure there's no such thing as too much info, so I decided to go in to detail on How to Use MO 1st thing's 1st... Here's Mod Organizer: Full version l l V Mod Organizer v1_2_18-1334-1-2-18.7z Hotfix for those who need it (1.2.18) l l V process_blacklist.txt-1334-1-2-18.7z Full version l l V Mod Organizer v1_3_8-1334-1-3-8.7z Use this to update from version 1.3.5 - 1.3.10 to 1.3.11 l l V Mod Organizer v1_3_11 update-1334-1-3-11.7z Full version l l V Mod Organizer v1_3_11-1334-1-3-11.7z Note: If you use version 2.1.2 of the Unofficial Skyrim Patch, you must use version 1.3.8+ of MO. Here's Mod Organizer 2: Specifically for Fallout 4 Full version l l V ModOrganizer2.7z Note: This is in Alpha (Alpha 3). Bug I've found: MO2 may crash every time you install a mod, yet the mods will work in-game. May not happen to you, but happened to me and a friend of mine. MO2 can also be downloaded from its home on github. Alpha 4 is now available, but as I don't tend to upload installers here, you'll just need to click the github link above. If requested, I can upload it here. _____________________________________________________________________________________________________________________ Note: Some versions have been deleted because they had issues. Others were deleted because I did not have enough allotted attachment space to upload every single version. If you want an old version, just PM me and I'll get it to you. Sorry for the inconvenience. I know it looked nice having every version listed, but I simply got cut off from uploading after a certain number of versions. Hopefully, it's possible to get an extension on available attachment space. If not, old versions will disappear when a new one becomes available. _____________________________________________________________________________________________________________________ You can install it anywhere. Installing to the C: (anywhere) may put unnecessary stress on a SSD (Solid State Drive), wearing it out quickly, if you use a lot of mods. Not much to worry about on a HDD, but leave MO and Skyrim out of your Program Files (x86) DIR. Windows can cause issues if they are there. I love this thing, and I have everything running from it: Creation Kit, SKSE, FNIS, WryeBash, BOSS (now called LOOT), TES5Edit, even Steam! (that one was just for fun. don't do it ). Hell, you can probably run NMM with it! btw, you will have to run SKSE and FNIS using MO. If you don't know how that's done, here ya go: Open MO, and click the tab on the top right, which for you should say <Edit...> Once you've properly installed FNIS, enter a 'Title', click 'Binary' and click the [ ... ] icon on the right Add the information shown. Remember, anything you add to MO has to "Start in MO". My SKSE doesn't appear to be located in MO, but simply manually installing it and choosing to run it "through MO", it works perfectly when I run it using MO As for the warning you got about data on the top level when you get the warning, you need to use the window to search the files inside (data, textures, etc) and locate any .esp's, .esm's, and .bsa's in there (usually just a .esp and/or .bsa), and drag it to the 'top' folder, and drop it there. Same with Meshes and Textures, but almost all mods will already have that right. This takes it out of the file it was in, and puts it in the very 1st folder that opens when you use MO, thus getting MO to recognize it. It's much easier than I'm making it sound, and once you've done it, you'll always be able to install mods using MO. When you do this, you'll get a message saying "Looks Good!". Obviously, you're ready to rock after that. Don't forget to run FNIS (using MO) after you install everything, or nothing will work. Always start your game by running SKSE (MO). Install and run LOOT to make life easier. Remember, after you run LOOT (MO ) you may need to manually arrange some things, but it's rare. Note: If you're having problems using BOSS with MO, switch to LOOT. That is BOSS' new name. Missing ESPs Another very handy feature of MO is the ability to hover over a save file in the 'Saves' tab to see what mods other saves are missing, should you wish to load an older game, perhaps with a different character you previously used. If you have all the mods you used for that playthrough installed to MO still, you can right-click a save, and choose 'Fix mods...' from the 2-option mini-menu that pops up. This will activate the ESPs that were used during that saved playthrough, and save you a lot of time locating the mods you used on the save. Load order not correct when using a new version Remember to click Priority on the top right tab of the left pane if your load order seems incorrect. Change log Should you wish to use the same icon I use for my MO, here it is: Deleted the MO icon, because it is now part of MO. MO can do anything. MO knows all. MO is everywhere... FAQ And no, I most certainly didn't make this mod! It is called Mod Organizer by Tannin. All credits are given at the bottom of the spoiler. Mod Organizer Logo and icon were created by HeavyDude. Thank you! Update: What's better than a FAQ? Another FAQ! The LoversLab Mod Organizer FAQ Team has complied a FAQ specific to the questions I've been getting on this thread. As such, I will be updating it when certain questions that aren't already answered in the original are being asked repeatedly. Thank you for the support, Team! F.A.Q. How to . . . -Get FNIS to work: For crying out loud, install it as a mod, and find the executable in the 'Data' tab of MO's menu by right-clicking and choosing 'Add to Executables'. - Get Bodyslide to work: Install it as usual. Note that if you look in it, you'll see no recognizable (by MO) data in it. Fuck it. Install it anyway. When you do, MO will give you the standard warning that there is "no game data on top level". Fuck that too. When it's installed, navigate the 'explorer' to the Bodyslide.exe, and add it as an executable. When you run it, it will overwrite the .nif files you chose to alter, so have a copy of your mod-to-be-altered beforehand. Load Bodyslide, and make your desired alterations to your body or clothing. If you altered a body, the body mod you are using will have it's files overwritten, and the new info will go to that folder, in place of the original, overwriting it. If you altered a shirt, for example: The new files will replace the files inside the mod the shirt was in. If the shirt you altered was one from the game itself, the files will go to Overwrite, if no installed mods have files with the same name as the files you are saving. (*unlikely situation indeed) If you have 2 mods that alter the same files, which happens in addons and fixes, the mod MO loaded last (the addons/fixes) will contain the new files. It will not overwrite game files when using MO. MO would never let that happen. Anything that would normally go to Skyrim\Data will go to Overwrite instead, with a file path created for you. *Note: The Unofficial Patches alter clothing and armor, so if you use the Patches (and you should), those may be the mod locations for the newly altered files. You should learn file names, and where they will go before you commit to changes, and, if you're smart, you already know MO installs an extraction of your mod, so the original remains untouched. You can choose 'Reinstall mod' to load the unchanged mod, if you need to remake your Bodyslide project. This is why it's good to keep all Oblivion, Skyrim, or Fallout mods in their own folder, and not move their locations. If you move a mod from it's original location (where it was when you first installed it), MO will give an error, as MO does not search your computer for the mod. It only searches the same folder it installed from last time. The file names will remain unchanged, so there will be no indication that the changes were made, aside from the file date. You will see that when looking at the actual file, and looking at the second tab labeled [ Date modified ]. You will have no Textures (.dds) showing in your render unless you add the mod's textures to the folder you are getting your meshes (.nif) from when making changes in Bodyslide; ie, in the same folder the body or clothing you're changing stores it's files. - Get CK to compile: I shall borrow a quote from Administration: { "cmd": [ "C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\Papyrus Compiler\\PapyrusCompiler.exe", "$file", "-op", "-f=TESV_Papyrus_Flags.flg", "-i=C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\Data\\Scripts\\Source;C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\Data\\Scripts\\Source\\Dawnguard;C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\ModOrganizer\\mods\\SexLab Framework\\scripts\\Source;C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\ModOrganizer\\mods\\SexLab - Aroused\\scripts\\source;C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\ModOrganizer\\mods\\FNIS Behavior\\scripts\\source;C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\ModOrganizer\\mods\\NetImmerse Override\\Scripts\\Source;$file_path", "-o=$file_path\\..\\" ], "file_regex": "(^.*\\.psc)\\(([0-9]*),([0-9]*)\\)", "selector": "source.papyrus" } Word on the street is, there may or may not be a 'Wrapper' in the making that allows you to compile scripts without any more ridiculous errors from Papyrus. I shall provide more on this later... ...and here it is: MO Skyrim Tool Launcher Use MO Skyrim Tool Launcher to run things like CK, Nifskope and other programs that once didn't work with MO. Thanks go out to CGi and the APPS Dev Team. (Wasn't easy keeping it a secret ) - Get HDT to work: Just take all files out of the included 'data' folder, make a 'new folder', and name it "HDT". Put all of the files from the 'data' folder and put them in the new HDT folder. Zip that folder, and install to MO. It's the classic "repacking for MO" technique that you need to know if you've downloaded a file from Nexus, but want to use MO to run it. - Get SkyRe to work: I have repackaged SkyRe for MO and uploaded to 4shared here: MO SkyRe - Get ENB to work: ENB core files need to be in the main Skyrim folder, so MO can't do anything about that. If it has textures or .esps, like some ENB presets have, however, those can be loaded through MO. You just load it up like a mod, uncheck all enb core files, set the data folder in a way that the .esp and textures are in the correct filepath and, once it's installed, enable it normally like any other mod. - Get SkyProc mods to work: Install the mod. In the data tab, search for skyproc patchers/mymod/mymod.jar (example skyproc patchers/asis/asis.jar) Add it as executable - Use Caliente's Texture Blender: Install the mod. In the data tab, search for CalienteTools/TexBlend/TexBlend.exe (Refer to Bodyslide FAQ for false 'no game data on top' error; also, many other Caliente Texture Blender mods use different paths and folders, take a look at the mod itself). Add it as executable - Use MultiXwm: Install the tool as a mod (why not). You will get a warning because it has no textures, meshes, or anything else MO would recognize. Install it regardless. Navigate to the MultiXwm.exe in 'mods', and add it as an executable. When you run it, it will tell you it cannot find the output path. That's because you need to add it yourself. Go to ModOrganizer\mods\MultiXwm\, and create a new folder, and name it 'output'. Then run MXwm. Be sure to click the file so it's selected/highlighted before you press Start. It should give you no error, and should have a msg saying it 'Finshed'. You will now see your sound file in the output folder, in \mods\MultiXwm\output\ - Get Dual Sheath Redux to Work: Team: ritualclarity bob11 Lother eifrag gvman3670 Want a copy so you don't have to keep coming to this page? Here: MO FAQ.rar Do you have Microsoft Word? Here: ModOrganizer_FAQ_MS_WORD_2014.docx How about a pic to save? (Dual Sheath Redux not in the FAQ download) Coming soon: Mod Organizer Strategy Guide MO has an official support thread found on the S.T.E.P. forums. Here is the Official MO Support Thread. MO was released on the Nexus, so you can always ask questions on Tannin42's Nexus page as well. That is where MO is first released, then I upload to LL. And, of course, you can ask questions right here on this thread. Here are a few tutorial videos from deathneko11: Here is MO's sourceforge page. MO on Skyrim G.E.M.S.. MO's original download page on Nexus. MO's Issue Tracker. Note: Use this Issue Tracker link to go to the Bug Genie, where bugs are reported. My thread here on LL is to solve things that are not bugs, and have solutions that do not require altering MO's files. Note 2: The tracker has been moved to here. MO is all over the web. If you simply Google Mod Organizer, you'll get pages of results.
  2. I downloaded all my mods from NMM again and installed them in MO. Everythings working fine but Fnis. I installed Fnis the same as the other mods and added it as an executable in the data part. When i run it, with or without any other mods activated, I get "error 57: All processes have been successfully finished" at the end. It doesnt generate the behaviour files from what i have seen and certainly doesnt work. The game itself runs fine. I've deleted my Skyrim folder and steam repair the missing files. I've deleted Fnis and all files I could find in the overwrite Folder before installing it again. I hope any of you know what that error means. Maybe I'm missing a report Folder somewhere that could tell me. Stuff from Overwrite.txt
  3. TLDR: How do I arrange my mods in Skyrim (LE)? Manually categorizing them into a fixed scheme and by using ModOrganizer. Basically, I follow a guide by MissJennaBee (Expanded Towns and Cities mod) https://forums.nexusmods.com/index.php?/topic/753253-only-you-can-prevent-forest-fires/ Your ESM Files; Bug-Fix type Mods; Game Structure and/or UI Mods: Character Appearance Mods (For NPCs and Self); Mods that Add and/or Change Locations; * Mods that Add and/or Change Items; Mods that Add NPCs; Texture Mods; Environmental Mods (things like Climates of Tamriel, Sounds of Skyrim, etc.) Mods with Gameplay Changes; Reproccers, AV, and Bashed Patches On top, I am an avid player of SkyRe, or nowadays PerMa. For folks like me, Raulfin had added a bit of help for that raised level of complexity: https://forums.nexusmods.com/index.php?showtopic=2213034 And what about SL mods? Well, I try to categorize them into the scheme above and simply put them in there. And what about merging mods? I do! Heavily! But only those, that can fit together into the same type and slot. I never mix. And once I merged them, they are sorted straight into that scheme? Formerly I used TES5Edit for that purpose with the Merge Plugins xEdit Script. Nowaydays I prefer Mator's standalone Merge Plugins for the job. LOOT? I threw that away. Not because it's a bad tool. But the rules are crap, and it can't cope with merges anyway. Yes, I could create my own rules. But I can as easily leave it be and save/load my manually created loadorder. ModManager? I took the long route .... Skyrim Vanilla Loader, NMM and someday I discovered that there is ModOrganizer. And that's where I am. Why? Many reasons: I DO like to test new mods, shift them around, break them because I still am to stupid to mod mods to my liking I have different characters, so I want profiles But Main reason: I am highly allergic to anything that modifies my game folder! And MO satisfies exactly theese needs. References Mod Organizer https://www.nexusmods.com/skyrim/mods/1334 Merge Plugins https://www.nexusmods.com/skyrim/mods/69905 mods that I play part I - my follower mods https://www.loverslab.com/blogs/entry/7712-entrails-someone-is-following-me-my-followers/ part II - my location mods https://www.loverslab.com/blogs/entry/7754-entrails-where-am-i-here-my-location-mods/ part III - my LL mods **soon** ..
  4. So, I just finished migrating back to Mod Organizer for my development environment. I know I swore "never again" but I was losing track of too many files with Wrye. And so far it seems to be working well. Or at least it seems to be working which is more than I have been able to achieve before this. Now I just need to rewrite my makefile so I can use my usual console-centric workflow and I'll be happy. (why isn't there a command line CK anyway? I always thought that was a major omission. And there are probably about two other people who'd agree with me ... ).
  5. Depuis quelques temps, avec les changements sur le site du Nexus, Mod Organizer (l'original) n'arrive plus à se connecter pour télécharger des mods etc. Quand vous lancez MO, vous tombez automatiquement sur un message de login échoué. Je profite de la solution postée ici en anglais pour vous expliquer comment corriger ça : https://www.reddit.com/r/oblivionmods/comments/8ib9id/guide_login_fix_for_mo1nmm_no_update_needed/ En gros vous devez : 1 - Ouvrir un éditeur de texte (notepad ou notepad++) en mode administrateur 2 - Ouvrez le fichier C:/Windows/System32/drivers/etc/hosts 3 - Ajoutez la ligne suivante tout en bas : nmm.nexusmods.com # legacy-api.nexusmods.com 4 - Sauvegardez et relancez Mod Organizer 5 - Ca remarche
  6. I get the following when starting a new game. Mod Organizer Log: Windows Exception (c0000005). Origin: "I:\SteamLibrary\steamapps\common\Skyrim\TESV.exe" (be6dd3). Last hooked call: void *__stdcall CreateFileW_rep(const wchar_t *,unsigned long,unsigned long,struct _SECURITY_ATTRIBUTES *,unsigned long,unsigned long,void *) I'm wondering if it's a Windows 10 issue. Everything is ran as Administrator. Does anyone know of a fix? All I can do at this point is continue to disable mods to see if it works, but everything seams fine in TES5Edit. The main Menu also seams to load at a decent pace. My SKSE and SkyUI are near the top under USLEEP so that mods that require them can overwrite it. Is that an issue? My Data Folder Most of my SKSE Plugins (some SKSE plugins from individual mods are not shown) My enblocal.ini hdtSkyrimMemPatch CrashFixPlugin.ini: Default aside from one edit. "UseOSAllocators=1" I also added this in the SkyrimEditor.ini under [General], "bAllowMultipleMasterLoads =1." PC Specs Windows 10 Pro OS build 17134.112 Nvidia Driver: 398.11 Intel Core i7 5820K (OC 4.5 ghz) Nvidia: EVGA GTX 1080sc 16GB DDR4
  7. Hey all, I've run into a pretty unique situation as of late considering my MO. Whenever I launch the game and attempt to load a previous save (which can only be done after cocing to qasmoke as loading from the main menu just creates an infinite loading screen), it says that all the plugins of that save game are missing (even DLC). Also, when I try to start a new game, it just does the Helgen start despite me having Alternate Life enabled on MO. I have made sure that the directories for the mods, Skyrim, and SKSE are correct, I have tried running TESV, SKSE, MO, and Skyrim launcher as administrator, but nothing helps. Any help would be appreciated.
  8. Does anyone know how i can install an animation pack through SLAL when using ModOrganizer? I just don't know where i put the files of FunnyBizness Animation to load them with SLAL.
  9. Okay, so this isn't really tips, it's more of a log of what I have done to get my Skyrim working. I recently updated some mods and everything started to CTD a lot and so I rebuilt my load and priority order from scratch and noted down the lessons I've learned. I still get a few CTD issues here and there but nowhere near as many as before. So I have decided to share these with you guys to help out and give advice where I can. PLEASE NOTE THAT THIS IS NOT A GUARANTEED GUIDE TO SETTING UP MOD ORGANIZER AND IS ONLY BASED ON MY EXPERIENCES. DIFFERENT LOAD ORDERS AND MODS MAY CHANGE THE OUTCOMES. I AM ONLY SHARING MY IDEAS. Some of the basic tips such as making sure you save in a small cell instead of open world and having a safety load (ie, saving a game in a small cell with little mods at the start of your game so you can load into that cell then load into your modded save) work really well; they are common tips I see so I would expect most people to be doing this already. Archiving your saves also makes it easy to scroll through when loading your game and easy to revert back to should you need to. Saving them in a folder inside your local save folder is harmless and won;t show up on your load list; even putting a copy of your mod list in there too will help incase you add/switch mods later. Below though are some of the tips I have taken away from my recent rebuild of Mod Organizer. #01 - Make Base Profiles #02 - Load Heavy Mods One by One In Small Cells #03 - Use the Note System #04 - Keep a Personal Meshes and Texture Folder I will add more over time as I write up and do more work bulding my load order.
  10. 9tailedfox

    Skyrim crash

    These are the mods i use on my skyrim which my first main problem is wyre bash doesn't detect my mods so i cant make a bashed patch which is probably why it crashes. How would i fix this? Also here are my mods and if there are any mods that do better or more things than those or a mod that does what 2 or more mods do please suggest them
  11. I've been modding skyrim for a few years now, and I'm still not the best at it, I really only know how to install mods and where to look to find files and such, never got deeper into it. I use mod organizer and I'm wondering if I could use unp on one save game for one character, then use cbbe on another character on a different save game. On the same hard drive, same game installation, just with mod organizer, can I do this? As much as I love using unp, I want to try cbbe armors and such on another character without losing all the armor and the familiar body type on my main character. Thanks in advance for the help!
  12. Hi I recently had this issue where I boot up skyrim (with Sexlab mods) and my character has no movement. I have looked arround, but I haven't found anything that have helped. I came back to modding Skyrim recently because of a huge upgrade to my pc. This issue started occuring after I installed mods from Loverslab, but only recently (as in I have used this site and these mods before without any issues). I am trying to use the mod Cursed Loot, because I quite like the bondage. And yes, all the requirements are installed, for everything Cursed Loot needs: Zaz Animations, Sexlab and so on. After removing the Sexlab (+and other mods from Loverslab) mods the animations work just like they should. I tried reinstalling everything (uninstalling skyrim and all the mods) to no avail. I also tried running it alone, which didn't work either. I use Mod Organizer and I am well aware that I have to launch FNIS from within MO. There is nothing weird about FNIS (except for 1 warning) when it is done, as you can see below: Used "Gender Specific Animations" and "SKELETON Arm Fix". I have ran the load order with both LOOT and LOOT inside MO and when checking myself I can't find any issues there, but I am not that experienced with modding. Any help will be appreciated, thank you in advance. (and I hope I did everything right when making this post, it is my first one after all.)
  13. Recently switched from NMM to MO (a process that has taken much longer than it should have), and I've now run into the latest issue in this process: Bodyslide does not appear to be functioning properly through MO. Running Bodyslide itself through MO and trying to build a UUNP body shows the following in the preview: Meanwhile, in game all female NPCs seem to have simply defaulted to vanilla bodies. Bodyslide settings are as follows: I am quite certain I followed the installation instructions for Bodyslide for MO correctly. Any suggestions?
  14. Hi everyone. My Bodyslide through Mod Organizer stopped working recently. When i start it, it throws an error with a text: Failed to load Setup.xrc file! This error happens only when i try to launch Bodyslide through Mod Organizer. Any help would be appreciated, will provide any logs. Thanks!
  15. How to Mod Organize Skyim Special Edition MO2 is being maintained by others. See this Nexus 'mod'. Report bugs with the issue tracker. MO2 by LePresidente: Version: 2.0.8 | Beta4 Download: Nexus or GitHub A updated MO2 with SSE support. I can't test it, no time for gaming :| When I have some feedback, I will write something her ______________________________________________ Other Tweaks and Tricks: LOOT: Version 10 is out: GitHub DL. I haven't tested it yet. ______________________________________________ Old Stuff:
  16. View File FNIS Profiles for Mod Organizer (FP4MO: TBONE Work Around) What is FP4MO? "FP4MO" is a TBONE batch file fix that saves time and effort by creating a comprehensive FNIS save for that selected profile. 1) Run FNIS_Save.bat after running FNIS. 2) Run FNIS_Restore.bat when switching back to an older profile. What are FP4MO requirements? 1) Mod Organizer https://www.nexusmods.com/skyrim/mods/1334/ 2) FNIS Framework https://www.nexusmods.com/skyrim/mods/11811 3) 7-Zip http://www.7-zip.org/ 4) Possible Windows 10 Pro version 1709 requirement? note: Not tested on Windows 7 and 8 systems; XP did not ship with robocopy and script delta's always exist system to system. How does it work? FNIS_Save uses "7Z" to zip the current FNIS Meshes/Script folders from the FNIS install folder and "robocopy" to move all the folders/files from the overwrite folder into its own folder; which should be the profile specific MO folder previously created for storing FNIS generated animations. FNIS_Restore on the other hand, clears out the FNIS Meshes/Script folders from the FNIS install folder and uses "7z" to restore those folders back to the last saved state. This method deletes any additional files while restoring any deleted/modified files to their correct state for that particular profile. Logs are also created, but mainly to re-purpose standard output status text into a record of what was actualy saved/restored. How do you manually install them? 1) Unzip FP4MO.7z. Edit FNIS_Save.bat and FNIS_Restore.bat. 2) Change install paths to the correct folders, both bat files, and save. a) set szipPath=<to 7z.exe folder> b) set fnisPAth=<to FNIS.esp folder> c) set modsPAth=<to ModOrganizer.exe folder> 3) Put FNIS_Save.bat and FNIS_Restore.bat in every MO created profile folder used for storing FNIS generated animations. How do you use them? 1) Use MO to "de-select" and "open in explorer" the correct FNIS profile folder for the current MO profile. 2) Run FNIS 3) Double click on the FNIS_Save.bat to save the FNIS state. 4) Close the explorer folder window and Re-select the FNIS profile folder and run "Skyrim". note 1: Close the MO folder when done, or MO may go WOOPS. note 2: Remember to always restore after switching back to an older profiles, or TBONE may occur due to data mismatches. note 3: I prefix MO profile names p1, p2, p3, ... etc, also reorders the MO profile menu next time it comes up. note 4: I prefix FNIS Generated Output folders, P1, p2, p3, etc. I have eight profiles and save folders; I prefix them all. MO loads/sorts profile names alphabetically. MO Profile Name MO Folder for FNIS Data ============== =========================== P1[Vanilla Skyrim] P2[UNP] FNIS GEN p2 UNP p3[CBBE TBBP] FNIS GEN p3 CBBE TBBP p4[HDT Testing] FNIS GEN p4 HDT Testing p5[CBBE HDT] FNIS GEN p5 CBBE HDT p8[papyrus testing] FNIS GEN p8 papyrus testing Lovers Lab animation modules may need to be manually re-registered using their “MCM” menus, especially whenever significant changes are made to the “FNIS” animations. Is "FP4MO" safe to use? I recommend that you acquaint yourself with any strange script; know how and what they do. I put in a lot of safety checks and a lot of error messages. I do not believe that the bats in “FP4MO” will hurt anything, even if used incorrectly. Use at your own risk, but please use a little discretion and common sense. Feel free to correct and improve the scripts for Windows 7, 8, and your own system. Write your own batch scripts or continue to do it manually. I have only posted these to let people about my solution, that works for me. Know problems. 1) The scripts may fail if any folder and/or files are in use and open? 2) The scripts may not work because of deltas on other platforms and/or installations? 3) MO likes to WOOPS, if you leave "open to explorer" mod windows open forever. Alternative Solutions. You can install multiple copies of FNIS Framework for each profile; Merging the overwrite data into the FNIS Installation Folder itself. I however, do not want seven FNIS executves and/or FNIS buttons, ones enough for me. The FNIS_restore executes a lot faster than FNIS generating a new animation set. The FNIS_save is a lot faster than me dragging and dropping files or creating a new FNIS mod. Permissions I am just posting my solution to the MO TBONE problem. Anyone wants to do it better please do. People should be able to batch, although batch is extremely picky. I used "rem", not "::", because its confuses the batch interpreter. I had to use double quotes a lot, path name expansions with certain characters confuse the interpreter. I used robocpy with /MOV, not the /MOVE, otherwise it deletes overwrite and I didn't want that. Submitter yountmg Submitted 03/02/2018 Category Other Requires Mod Organizer, FNIS, 7-Zip Special Edition Compatible Yes  
  17. Hi All, I was attempting to download the CBBE Tera Armor set then update it with CBBE HDT bodyslide. I use Mod Organizer. https://www.nexusmods.com/skyrim/mods/29411 https://www.nexusmods.com/skyrim/mods/59267 I have used Bodyslide before to batch build things. (I think the most I've done is some super simple adjustments to set of armors but it was just to make it work in my game so it wouldn't be invisible) I'm getting stuck on trying to set up and use the Bodyslide files. However, I can't seem to unpack the bodyslide at all. I keep getting the "no game data at top level" error. I'm not sure what other steps to take. I was reading that I had to add a Mesh/Texture folder to the folder list but I'm not sure what that means. I'd assume I'd do it after I actually batch build the stuff. But I'm clearly missing something lol Thanking you in advance for any help!
  18. I was trying to fix some issues with my Profiles and when I deleted an extra Profile Mod Organizer decided to reorganize the install Priority list to alphabetical. I need some help with getting it organized, but first I need to now how to make a list of the Priorities. First post told me what file to post. modlist.txt I fixed it by figuring out how to show when I installed the Mods, won't help if you install and then sort, but I was installing in order.
  19. This started sometime after downloading some HDT XMLS which were the last body related mods i installed. I have -checked for conflicts -checked for rogue loose files -re-installed body related mods -selectively enabled/disabled body related mods. -freshly installed skyrim Bodyslide and other executables were properly setup with MO. It shows up all the way in bodyslide and this is after re-installing Skyrim along with CBBE/BS and XPMSE. No other bodymods which leads me to believe theres something outside somewhere. Theres a few things left that i can think of. Starting from scratch, re-installing MO and re-installing Skyrim outside program files. Id want to avoid this for the lengthy process of redoing everything. Or editing the mesh somehow, im not at all familiar with this, i tried mirroring the right side but couldnt figure it out. Any suggestions?
  20. Ok, i seriously need some help... For some reason the latest release of RLO doesn't seem to be working at all...the interior of caves are still really bright, i'm really running out of ideas here. Im using Mod Organizer but it just won't work, i've tried using loot to order, manually move both the "archive" and .esp around from top to bottom to no avail, it just doesn't seem to work....wich really has me confused since one of the previous versions ( works with no problems at all...so i guess there's something different between that one and the newest? same files, same load order, just different version but it won't work....Heck, i've tried loading only RLO on a Vanilla game, no other mods and still it won't work... im sure theres something really minimal and stupid behind this, but i can't find it myself...so please, help. Here's my load order: Sorted by LOOT, i'll try to upload some screenshots... need to work on it uwu"
  21. i thought this was from sex lab dialogues, but it isn't and all this does is say "did you think you can get away with that? i am going to put you in chains for this!" and then i usually get a armbinder which i have to get off of me. i have this mod and plugin load order. P.S i know about the overwrite mod
  22. I'm diving into Merge Plugins, and the first thing I want to do is NOT included/explained in the GP tutorial I'm using. There's a patch in the Pre PaMa installer, it's only one tiny change to an actor, but it's taking up a plugin spot as an ESP. It's info says to load directly after the Thief module, or to merge it into the Thief module. So that's what I'm trying to do. I've checked STEP, and the comments on the GP video, and the forum thread for the mod itself, and googled, but because of the Merge Plugins title, most of what I get are questions/posts/results about TES5 or Mator or Wrye Bash or whatever else. Anyway, the GP tutorial shows the steps to merge a bunch of existing ESPs to create a new ESP. What I need to do is to merge the record from one ESP into an existing ESP. I cannot find a tutorial for this (seemingly simple) task anywhere. I'm a touch frustrated, and I'm sure this is a stupidly obvious question/answer, but I don't want to make (uneducated) guesses about how to use this software, especially on my first time through. I'm super grateful for any help here.
  23. So I have finally managed to get my skyrim stable and everything is settling down for me. However, there are certain LSAR (a little sexy apparel replacer) armours I would like to know how to replace with other replacers instead. In this case, I want to swap out the Dawnguard armour with https://www.nexusmods.com/skyrim/mods/64559 . How can I do this? I have attempted to put it before and after, but I am not the best of modders though. Additionally, whenever I attempt to insert a cum replacer into my skyrim (currently using the sexlab one, yuck) I instantly CTD upon loading my save. Any ideas? Do I have to start a new save? I have tried several cum replacer I will add a mod list if needed
  24. Hello, I have encountered an issue with my bodyslide: No matter the body I batch build, the ingame bodies keep using the standard CBBE Curvy that I picked when first installing CBBE. I use Mod Organizer, loaded Bodyslide from the executable and have tried to put the builds in the Overwrite/meshes folder as per the solution posted here: https://forums.nexusmods.com/index.php?/topic/1638338-mod-organizer-with-cbbe-bodyslide/ But that does not seem to fix my problem. I also have HDT-All-In-One installed and tried to use one of its bodyslide presets before trying to build my own, but that one didn't work either. My load order: I really have no clue what's causing this, and it's annoying me to no end.
  25. Ok before I break something (hopefully I haven't already?), I'm just trying to figure out how to edit a mod. I have Animated Fairy Wings. I downloaded Creation Kit through Steam, ran it once before I figured out I'd need to launch it through MO. Added it as an executable in MO. Launched it, selected Skyrim.esm and AnimatedFairyWings.esp (or whatever it's called). The description says it doesn't have any dependencies, so I figured this would suffice. Got an error about a missing mipmap for something bronze, so before I set off clicking yes to a bunch of crap I didn't understand, I canceled out, and confirmed I wanted to exit. So, for starters...I didn't just screw up my Skyrim.esm did I? I didn't modify or save anything, just exited before it even finished loading it. Second, is there a guide to get me started? What I've found online is for fixing spell names and other unrelated matters. I studied graphic design long ago, so I'm sure I can ham-hand my way through tweaking these textures (all I want to do is desaturate them a bit and possibly make them a bit more transparent), but I can't figure out how to get it loaded up and running. (Third, should I be worried about the error message about missing mipmaps? They were when still loading Skyrim.esm, according to the little ticker at the bottom of the window.) The first time, I said "Yes" to the first error message (not "yes to all"), and another message for another problem popped up directly after. Hit "No", and exited. Second time, x'd out. Both times, got a confirmation box asking if I was sure. Is something wrong with my Skyrim.esm, and, did I cause any damage/changes by partially loading it? Can't see how it would, but who knows.)