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The guide is effectively version agnostic. There are instructions to identify your game version as well as pointers to get compatible files regardless of previous, current or future versions. If you want to mod the game from scratch check the patch notes for the game and see if there has been a recent update. If that's the case it's very likely this newest version isn't fully supported by mods yet. You can look into downgrading your game version to the previous stable one or waiting a few weeks for full mod support. Other than that you should be okay following this guide, as long as you apply the recommended practices detailed in it. As of May 29 MO2 is having login issues due to a recent update to the TLS/SSL certificates the site uses. MO2 devs are aware of the issue and a proper fix will likely be implemented in the next official update, but no ETA about when that will be. Meanwhile, a workaround is to delete the following files from your MO2 install: libssl-3-x64.dll from \MO2 (root folder of your MO2 installation, where the ModOrganizer.exe file exists) libssl-3-x64.dll from \MO2\dlls qopensslbackend.dll from \MO2\dlls\tls Do it sequentially, so first delete the .dll file in MO2, try to start MO2 and see if it logins correctly, if not delete the next .dll from the dlls folder and so on. By doing this MO2 will fallback to use the default Windows libraries to check this new certificate. The purpose of this guide is to provide a comprehensive source of information for newcomers. If you follow the steps described here you'll end up with a basic set of mods covering the requirements (plus some recommendations) to use Sexlab and its additional mods. On top of that I hope by following the instructions given here you'll be able to grasp the fundamental concepts about installing mods and using the different tools available to further tweak your game. This was made with Skyrim Special Edition ("Skyrim SE" or "SE" from now on) in mind. Some of the instructions or complete sections may not apply to regular or Legendary ("LE") Skyrim . And of course most mods won't work if you use the SE versions in a LE game. For Skyrim LE I recommend you to check the Conglomerate blogs. This guide is heavily centered around Mod Organizer 2. If you prefer to use Vortex it won't be of much use to you. I'm not aware of a similar guide made with Vortex in mind, but there is a good video series on how to use Vortex. That would be the starting point. After that you'll need to check the mods you intend to use. Always verify you're installing all the requirements and that the mods you're getting are compatible with SE. Preparations - The required and the recommended stuff A computer with Windows 10 or higher and Internet access is implied. Steam and the game "The Elder Scrolls V: Skyrim Special Edition" acquired in your Steam account. Pirated copies of the game are not supported (against site rules and also some mods won't work so don't waste your time). Game Pass/Microsoft Store versions of Skyrim cannot be freely modded (so again don't try, just go for the Steam version). The GOG version has some mod support (check this thread for more info). But I won't buy and test this personally so it's not something I'll cover here. Any program capable of zipping and unzipping files in .rar, .zip and .7z format. 7-Zip is a free program that does all of that. Recommended: enable the Windows Explorer setting to see file extensions, this may be useful to confirm you're following the instructions using the correct files: Press the ˅ ˄ buttons in the top bar of any folder to expand the settings. Go to the "View" tab. Enable the "File name extensions" setting. You can revert back this setting at any time, as I think most people are used to have file extensions hidden. Recommended: If you're not a premium user in nexusmods you may have noticed that when you press any of the download buttons you're redirected to a new page and you have to click in another download button to finally get the file you want to download. Here is a simple fix for this nuisance of a webpage design. You'll need to install a browser extension and add a little script to it. This script will only help you with the extra redirect mentioned before, it doesn't grant premium benefits. Install the Violent Monkey browser extension (for Chrome) - (for Firefox). Install script: Nexusmods Download Fix. A new Violent Monkey tab will open with the script ready to be added. Press "Confirm installation" and close said tab. Currently outdated, disable or remove it if you were using it. Nexusmods Enhanced Auto-download. Press the install script button, then the install button in the ViolentMonkey tab. The script will be active while you navigate the nexusmods site and skip the additional redirect 99% of the times you want to download something. The guide - Download and recommended usage Guide MO2 & Other Tools v1.5.1.pdf If you want to share this guide with others please don't upload the pdf directly. Instead link this thread. That way people can download the latest version directly from here and read the rest of the information. To open the guide you can use any PDF reader. Most web browsers work for this too: simply get the pdf file and drag it to your preferred browser. It will open as any other page and you'll have zoom buttons, middle click to open links and so on. The first page has an Index, click in any title to go there immediately. The header of every page has a "[Return to Index]" button. Currently the guide covers the following points: 01. Steam settings and Skyrim SE installation 02. Mod Organizer 2 - The first look 03. Skyrim Script Extender 04. Minimal modlist 05. LOOT 06. FNIS 07. BodySlide 08. Into the game 09. Mod Organizer 2 - A second look 10. (Optional) Enhancing graphics - Post-processing effects 11. Updating Skyrim SE, SKSE and mods 12. Locating your files + Quick tool recap 13. Final words Each section will get you closer to the final goal. Just take your time and read all the instructions. I've tried to be as descriptive and direct as possible, using screenshots of my own setup to show the different settings and features used. The way the sections are listed is 100% intentional. So don't try to skip one or do them in a different order. You'll have a better experience if you fully read the instructions the first time and go one step at a time. The current setup can be installed and tweaked in about 4-6 hours (give or take, depending on your knowledge of the tools used here, and the wait times if you can't download mods at full speed). So don't rush it, and aim to learn more than just imitate. Changelog
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So I've been trying for 2 days straight now to get sexlab + breast physics + all the added animations to work for my Skyrim. For reference I'm using LE. Right now breast physics do not work in sex scenes. Male actors do not have any penis meshes whatsoever. It's just invisible or they're still wearing clothing. And finally, some of the animation packs do not animate properly. For example: missionary standing up instead of laying down. I've never been so frustrated with Skyrim in my life. I hope someone here can help me. I have a feeling I'm installed the wrong animation packs or my load order is screwed up... this is my first time ever using sexlab and all these components so bear with me. Here's a screenshot of my mods and load order currently. If you can help PLEASE let me know. Here's my plugins and load order images: https://imgur.com/gallery/RUXywhQ
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Version 2.1.0
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Mod Organizer Integration Plugins Collection of plugins to allow better integration of mods with Mod Organizer 2. Installation Download latest release (section Packages > mod-organizer-integration-plugins.zip) Extract content of the archive to the root of Mod Organizer 2 Plugins GitGud Package Tracker Plugin allows to track the latest versions of mods from GitGud. On launch it checks the latest versions for all gitgud mods (given that mod creator distributed mod with required metadata). Also checks the latest version of a mod right after it's successful installation. Example For example we have non-nexus mod: If mod contains required metadata you should see the following behavior. When mod is up-to-date: When mod is outdated: For mod creators To receive MO2 notifications about new versions of the mod (without any need in nexusmods approvals) can be achieved by including metadata inside mod archive. To achive that at the root of mod archive create file meta.ini with section [Plugins] and attributes GitGud\projectId, GitGud\releaseId and GitGud\fileId. Example of meta.ini file for release https://gitgud.io/madtisa/cc-sk-compatibility-mod/-/releases/1.0.0 [Plugins] # GitGud project id (number, required) GitGud\projectId=19426 # Release version of mod (string, optional for now, but will be used in future) GitGud\releaseId=1.0.0 # File identifier - the name of file in the release (string, optional for now, but will be used in future) GitGud\fileId=CC-SK Compatibility Mod.zip Project id can be found on main project folder: Release and file ids on related release page: Karryn's Prison Plugin The plugin adds support for Karryn's Prison game. Without it you won't be able to use MO2 to manage Karryn's Prison mods. Internal Metadata Extractor The plugin allows to store mod metadata (e.g. modName, version) inside mod package. By default MO2 overrides modName and version of non-nexus mods: After installing the plugin name and version of mod can be specified inside mod archive: For mod creators All stardard MO2 metadata properties can specified inside mod archive. For example, to specify mod default name and mod version you should add meta.ini file with following content: [General] # Suggested mod name on installation (string) modName=CC-SK Compatibility Mod # Version of the mod. Won't be overriden by MO2 if specified version=1.0.0 Before installation file meta.ini will be extracted as archive MO2 metadata (as if immitating nexus download) and metadata will be used in process of installing mod and preserved after. Also useful metadata attributes: directURL - required for creating wabbajack modlists url - custom url to package page hasCustomURL - indicates whether it's a non-nexus mod category - List of mod categories etc...-
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Hello I am using Mantella and XVASynth together and I'm also using 'Giantess mod size matters' - https://www.nexusmods.com/skyrimspecialedition/mods/37823 - My game keeps crashing during a conversation and during using the gts features of the mod. For example when I make the gts grow bigger the game will randomly crash during conversation. The reason I think its an incompatibility between Mantella and the gts mod is because - The gts mod also has something to do with the lip movements or something, for example when the gts grows bigger she will open her mouth to moan and things like this (part of gts mod). I am also using a program on my computer called *Voice Attack (Unrelated to Skyrim) Its a macro program that uses voice commands - https://voiceattack.com - I think I closed the program though and tried it and it still crashed. It only seems to crash when the NPC is a gts and I start a converstion with her just before she grows. *The reason I mentioned Voice Attack is because Mantella also uses the microphone (Conflict?) - but I was using text input at the time anyway. Mantella requires - SSE Creation Kit Fonixdata Lip Sync Fix - https://www.nexusmods.com/skyrimspecialedition/mods/40971 Fonixdata Lip Sync Fix requires - SSE CreationKit Fixes - https://www.nexusmods.com/skyrimspecialedition/mods/20061 - WHICH I DID NOT INSTALL (necessary??? and how do I install if needed) because my Skyrim SE (1.6.1170) and Creation kit (1.6.1130) are the latest versions I'm not good at modding BTW, but my guess is its a compatibility issue with the gts mouth movements and the fonix lip sync??? But this in just my guess, may be a complete different issue obviously. Anyone know how to fix this, or if it can be fixed at all? or does the author of the GTS mod need to make like a compatibility patch? not sure if they will do that tho, not even sure if they work on the GTS mod anymore. I want to mention is that I am doing a playthrough at the moment whilst also adding new mods - could this be an issue? (start new game?) I also want to mention how I placed my xVASynth files - I put them all in an empty mod that I created myself in MO2 (see screenshot) is this even set up right? If you need crash reports I can provide them but I dont know how. P.s. I saw an error flash in the top left of Skyrim SE just before CTD is said something like AGGREGATION or something idk. I really love both these mods and I hope someone can really spend the time to help me figure this out properly, Thanks in advance
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After weeks of not playing Fallout 4 or any games i mod with stuff from here, I come back to play a bit & MO2 refuses to launch the game properly. it just keeps going non responsive in task manager & never makes it past a black screen. I tested launching without mo2 through steam & f4se directly in file explorer & it worked both times without fail. I even tested fallout new vegas which I mod with MO2 to see if the manager is affecting both games & it wasn't, vegas is fine too. then I checked both Skyrim SE & its having the same issue while Oldrim is having its own clusterfuck of issues here while Oblivion is also somehow functional. I have no idea how to determine whats wrong with the manager. the only notifications i get are files in overwrite which is intended & the manager is on version 2.5.1rc2 as it says on the bottom left of the window, All my executables are listed correctly & MO2 isnt giving me an error or warning like if a mod is missing a dependency so idk how else to find out whats wrong so I can fix it. When launching the game, no other error window or light up shows under it like the kind that does for Skyrim when it fails to launch. And NO my fallout is not updated past the April 2024 update that was the next gen one for console, my appmanifest file is read only & always has been since the last version of the game before that update released. Need ideas on what to look for please as i havent had this issue with MO2 modded games before, EDIT: Resolved from MO2 discord by running chkdsk on drive containing MO2 & slowly re-enabling every mod
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View File Karryn's Prison - Mod Organizer 2 Integration Plugins Mod Organizer Integration Plugins Collection of plugins to allow better integration of mods with Mod Organizer 2. Installation Download latest release (section Packages > mod-organizer-integration-plugins.zip) Extract content of the archive to the root of Mod Organizer 2 Plugins GitGud Package Tracker Plugin allows to track the latest versions of mods from GitGud. On launch it checks the latest versions for all gitgud mods (given that mod creator distributed mod with required metadata). Also checks the latest version of a mod right after it's successful installation. Example For example we have non-nexus mod: If mod contains required metadata you should see the following behavior. When mod is up-to-date: When mod is outdated: For mod creators To receive MO2 notifications about new versions of the mod (without any need in nexusmods approvals) can be achieved by including metadata inside mod archive. To achive that at the root of mod archive create file meta.ini with section [Plugins] and attributes GitGud\projectId, GitGud\releaseId and GitGud\fileId. Example of meta.ini file for release https://gitgud.io/madtisa/cc-sk-compatibility-mod/-/releases/1.0.0 [Plugins] # GitGud project id (number, required) GitGud\projectId=19426 # Release version of mod (string, optional for now, but will be used in future) GitGud\releaseId=1.0.0 # File identifier - the name of file in the release (string, optional for now, but will be used in future) GitGud\fileId=CC-SK Compatibility Mod.zip Project id can be found on main project folder: Release and file ids on related release page: Karryn's Prison Plugin The plugin adds support for Karryn's Prison game. Without it you won't be able to use MO2 to manage Karryn's Prison mods. Internal Metadata Extractor The plugin allows to store mod metadata (e.g. modName, version) inside mod package. By default MO2 overrides modName and version of non-nexus mods: After installing the plugin name and version of mod can be specified inside mod archive: For mod creators All stardard MO2 metadata properties can specified inside mod archive. For example, to specify mod default name and mod version you should add meta.ini file with following content: [General] # Suggested mod name on installation (string) modName=CC-SK Compatibility Mod # Version of the mod. Won't be overriden by MO2 if specified version=1.0.0 Before installation file meta.ini will be extracted as archive MO2 metadata (as if immitating nexus download) and metadata will be used in process of installing mod and preserved after. Also useful metadata attributes: directURL - required for creating wabbajack modlists url - custom url to package page hasCustomURL - indicates whether it's a non-nexus mod category - List of mod categories etc... Submitter madtisa Submitted 11/25/2022 Category Misc Adult Mods Requires Mod Organizer 2
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Hey guys, I'll be as direct as possible with a bit of humor (which is funny to me), I'm running Skyrim Classic, I've always used Vortex because of the friendly interface and it's easier to do things like overwrite items but due to my game it was unplayable I decided change mod manager going to MO2, it's been 3 days and 3 days trying to explore these lands. I researched and watched some videos from YouTubers on how to do the necessary things in mo2, I went to some reddits related to Skyrim and with people who went through this. first problem is like in the first print shown overwriting files: The second is how to resolve these conflicts, because what I did was just play the mods there: I hope it's not too much to ask, but any information is welcome, I have a dear diary paper (interface) and my font is white, how can I fix it? I know that for some this may seem stupid, if only remembering, it's only been 3 days since I've been learning how to use such a tool and Thank you
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I'm used to modding Skyrim LE/SE & Fallout 4 with Nexus Mod Manager & Oblivion with OBMM. But now I'm trying my hand at New Vegas & by using Mod Organizer 2 for the first time since I'd like to try transitioning away from NMM for future games & will never attempt Vortex. My goal here is to fix up the classic Bethesda-ness of its games as well as add all the lewd shiet this site great for that my other games already got. Problem is MO2 really weird for me, like not having physical files in the game folder to start with. I'm following this guide to get Sexout stuff working since apparently the pinned one in the Sexout section is supposedly older & people have warned me away from FOMM unlike when I got to Oblivion with OBMM. I would like someone to confirm for me I'm doing this right & answer some questions about stuff I'm having issues with. 1. To make mods overwrite each other, is it as simple as making sure the load order priority is correct similar to NMM or are there extra steps? I've simply been installing the mods simply through the manager & checking them active in the left window & leaving it at that, it has not say popped up a window asking me to confirm any overwrites like NMM does. So far mods like MCM & others are working, but not sure how it will work for mods that need to overwrite each other like body mods, texture mods, etc. (Yes Archive Invalidation from MO2 is active) 2. If I want to manually overwrite a specific file from a mod with something else like I do with the physical files in my Skyrims (example: a different creature body than Skyrim's MNC or a different body for a custom NPC besides what it came with), is that possible with MO2 despite it all being virtual files? 3. Some mods like New Vegas Anti Crash say to check if it installed properly by checking for a log file it generates but it doesn't generate one for me in either the mod folder MO2 has or the game's folder. Game played fine for an hour of screwing around though so not sure what to do about it. 4. Is the Nexus API stuff MO2 has necessary? It keeps popping out errors about me not doing that stuff yet but I download all mods manually anyways before chucking them into managers so I just don't see the need. ^So far the only questions I can come up with right now as I haven't gotten to Sexout stuff, body & texture mods or anything else game changing yet. Would appreciate any help I can get as MO2 is making me feel like a baby modder again lmao Current load order: modlist.txt (weird its in reverse lmao)
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No idea what's happening but i'm having issues with a couple mods in MO2, i download them from nexusmods so they should work but, when i go and install them i get the "mod installed successfully" message, the mod folder is placed in the "mods" folder of MO2 but the mod itself doesn't appear in the left window so i can't activate it or delete it. Even unpacking the zip file and putting it manually in "mods" doesn't work. As you can see "younglover's" should be installed but it doesn't appear on the left. it's only a handful of mods that do this, one was "wind ruler armor" and the other was the "Yumi" follower kid mod
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What the title says. I've recently reinstalled all my sex mods to work on Mod Organizer 2 so I can have multiple mod profiles and keep my install clean, but I'm having an issue that never appeared until now. All genitals, breasts, butts and such will stretch if the player character or NPCs move. It's like they remain static as if there is t-posing happening. Sex animations make it look the worst as the physics-enabled body parts will extend to where the parts would be if they were in a standing position. As far as I'm aware, I'm not missing anything. I've removed the outdated HDT and XPMSE versions from the All-in-one mod, so I'm unsure what's going on.
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