Caffeine Addict Posted December 13, 2015 Posted December 13, 2015 Thanks. I feared as much. I tried to manually install two esps, but that didn't seem to work, since every guide seems to be outdated since the last patch. For example, the esps are not listed in my plugin.txt but DLClist.txt and I am not sure if they work from there. I manually added the esps to the plugin.txt and made it read only, but then I got an error message when exiting FO4. I did the whole "enable mods and plugins" dance, but it just doesn't seem to work.
RitualClarity Posted December 13, 2015 Posted December 13, 2015 Thanks. I feared as much. I tried to manually install two esps, but that didn't seem to work, since every guide seems to be outdated since the last patch. For example, the esps are not listed in my plugin.txt but DLClist.txt and I am not sure if they work from there. I manually added the esps to the plugin.txt and made it read only, but then I got an error message when exiting FO4. I did the whole "enable mods and plugins" dance, but it just doesn't seem to work. Yes. I haven't tried it as I am re-downloading the game and others and havne't set it up yet but it appears that it isn't ready for main stream yet. That is OK in my book I can deal with the other managers. Because I know when it is done it will be great. Worst case I have to reinstall the game once again. .. It would just remind me why I like MO so much There is a tutorial currently here that has some info http://www.loverslab.com/topic/54626-fallout-4-modding-mini-guide/ Perhaps check that out and keep an eye on this thread for Awfularchdemon's report on when MO2 is ready for the masses or at least mostly ready The manager that is suggested on that thread is actually not supported anymore and the author suggest using NMM or MO. If MO isn't working for you .. sorry to say it looks like NMM would need to be used during the time MO is being updated.
zippy57 Posted December 13, 2015 Posted December 13, 2015 MO2 seems okay, at the moment. The overwrite folder doesn't work, true, but it doesn't need to work right now since there's no mods, addons, or tools that write to the data folder at this point. I've only had three issues with it: #1: If you run the game, then close the game and disable a mod, you need to restart MO2 because if you don't any textures changed by the disabled mod will appear "missing" in-game. #2: Some files types aren't handled, such as videos. #3: Only FO4 actually works with it; FO4Edit cannot detect your mods even when run through MO2.
RitualClarity Posted December 13, 2015 Posted December 13, 2015 Isn't that 4 things? #1: If you run the game, then close the game and disable a mod, you need to restart MO2 because if you don't any textures changed by the disabled mod will appear "missing" in-game #2: Some files types aren't handled, such as videos. #3: Only FO4 actually works with it; and #4 FO4Edit cannot detect your mods even when run through MO2. . Sorry couldn't resist. ... Anyway good point and great info on the limitations of MO2. Still there are some current limitations that users need to know about MO2 so as they can understand that it isn't the MO that they are used to. I haven't made up my mind on which manager to use for FO4. (If any at this point manual is still a viable solution since there are so few mods to use) Still searching on mods and seeing what I might want to add this play through. MO2 might still be a good or excellent choice. I am also trying to solve the "Widescreen" issue where the pipboy now suddenly is being plastered against the face of my toon where I can't see a dam thing .. well barely see the screen and can't see the entire one.
zippy57 Posted December 13, 2015 Posted December 13, 2015 Isn't that 4 things?Nope, that's inaccurate phrasing on my part. By "only FO4" I meant "no custom executables while in FO4 mode". MO2 gives you the option to use it with the other MO-supported games on launch.
RitualClarity Posted December 13, 2015 Posted December 13, 2015 Isn't that 4 things?Nope, that's inaccurate phrasing on my part. By "only FO4" I meant "no custom executables while in FO4 mode". MO2 gives you the option to use it with the other MO-supported games on launch. ... I only mentioned something because I was confused as you usually have impeccable grammar and attention to details. Reading it with the current info now makes sense. In reality there is only one executable that can be used now and that is FO4Edit well as far as I know currently. The modding scene is moving so fast on FO4 this might have changed even as I am posting this .
D_ManXX2 Posted December 14, 2015 Posted December 14, 2015 What version of python does the new mo 2 uses ?? i keep getting an eception error C++ pop up everytime i launch MO ?? Damn after searching it looks like MO 2 is broken for Win 7 users.. https://github.com/TanninOne/modorganizer/issues/416 So what now ?? how do i get mods to work on my machine ??
Caffeine Addict Posted December 14, 2015 Posted December 14, 2015 What version of python does the new mo 2 uses ?? i keep getting an eception error C++ pop up everytime i launch MO ?? Is it the same one I get? "failed to initialize plugin: C:/ModOrganizer2/plugins/pyCfg.py: An unexpected C++ exception was thrown in python code".
Caffeine Addict Posted December 14, 2015 Posted December 14, 2015 I mentioned it in one of my previous posts, but I guess nobody has a solution for it
Dreamweaver Posted December 14, 2015 Posted December 14, 2015 I get that same error every time I launch MO2 (using Windows 10) but I just click OK, MO loads, and everything seems to work in the game. Here's a bug report page for it on github: https://github.com/TanninOne/modorganizer/issues/366 A post from Tannin on that page: This is a packaging mistake because I had to assemble this release by hand.Some files required for python plugins are missing. Don't worry about it.
D_ManXX2 Posted December 14, 2015 Posted December 14, 2015 What about MO being broken now for windows 7 users ?? any news when they will be fixing this ??
Dreamweaver Posted December 14, 2015 Posted December 14, 2015 What about MO being broken now for windows 7 users ?? any news when they will be fixing this ?? Sorry, I haven't seen anything specifically about that. I was just reporting that the error message you guys were getting doesn't seem to stop MO from working (at least not for everyone) and that Tannin has said not to worry about it. I can only speak for Windows 10 from personal experience, though.
Caffeine Addict Posted December 14, 2015 Posted December 14, 2015 Thank you Dreamweaver for updating on it, I am a bit dense sometimes when it comes to finding information on the interwebs I guess I will try the method of renaming the fallout4.exe to skip the launcher and use the manually edited plugin.txt for the esps for now (only use two esps and a sound mod for radio freedom right now anyways)
RitualClarity Posted December 15, 2015 Posted December 15, 2015 What version of python does the new mo 2 uses ?? i keep getting an eception error C++ pop up everytime i launch MO ?? Damn after searching it looks like MO 2 is broken for Win 7 users.. https://github.com/TanninOne/modorganizer/issues/416 So what now ?? how do i get mods to work on my machine ?? What version of python does the new mo 2 uses ?? i keep getting an eception error C++ pop up everytime i launch MO ?? Is it the same one I get? "failed to initialize plugin: C:/ModOrganizer2/plugins/pyCfg.py: An unexpected C++ exception was thrown in python code". Yes. I also have that error. MO2 will start afterwards and give me both launcher and regular launch both do nothing. MO2 locks and then unlocks no start of the game. It is installed right inside the game folder where advised to install MO2
AwfulArchdemon Posted December 31, 2015 Author Posted December 31, 2015 Having my own "fun" with MO2. Might as well just copy/paste: It runs the game (in windowed mode...), and about 4 seconds after I see the Press Any Button To Start message in the game, the game turns off entirely, and MO2 unlocks, as if I had done nothing at all. It won't even try to run the launcher. I get as far as a black screen with green letters (Press any button...), and the music goes "duuuuh DUUUUUU..."[crash] Win 7 64-bit. Edit: OMG, wtf? I tried about 10 more times, fast as I could, and then BAM...game starts perfectly. Is that the "solution"? Try try again? I changed nothing. Oh sure, I'm happy, but I am now more confused than I was a moment ago. Hopefully it starts again. I tried without mods this time. Tried with mods before, but even after disabling them all, I had the same issue for a few tries in a row. Edit too: Okay, when MO does work, the mods don't. It'll keep trying to run, and show the windowed screen, with the black background, and nothing but the green letters for like 4 seconds, and then CTD. Trying over and over eventually gets the game to run fullscreen without mods, even though it was MO2 that started the game with mods active. Man, I can't wait for this thing to go beta! 'Bout a thousand mods for F4 already. CBBE, GRRL, armor conversions, animations...I'll bet a sex mod will be out within a week. Anyone with Windows 7 64-bit get MO2 to work fine? Some trick I haven't performed to ini files and such? Messed with all of them at this point I think. Even the silly AppData plugins.txt. I'm not installing a damn thing manually. Installing with NMM is just as likely to happen (cold day in Hell).
RitualClarity Posted December 31, 2015 Posted December 31, 2015 Anyone with Windows 7 64-bit get MO2 to work fine? No. Haven't tried again. Haven't checked if there is an updated from when I last posted.
AwfulArchdemon Posted January 12, 2016 Author Posted January 12, 2016 Uploaded Mod Organizer 2 to the OP. Check the notes I add about it when I upload new versions, and be aware that I deleted MO version 1.3.7 from the OP, and the update from 1.2.7 to 1.2.8, and 1.3.7 to 1.3.8. Yay MO(2).
RitualClarity Posted January 12, 2016 Posted January 12, 2016 The version you have the most current stable one? I want to give it a try again shortly to see if it resolved my python issue. MO works fine but MO2 don't. (win7 x64bit)
Guest Posted January 13, 2016 Posted January 13, 2016 Uploaded Mod Organizer 2 to the OP. Check the notes I add about it when I upload new versions, and be aware that I deleted MO version 1.3.7 from the OP, and the update from 1.2.7 to 1.2.8, and 1.3.7 to 1.3.8. Yay MO(2). From the competition swivel
RitualClarity Posted January 13, 2016 Posted January 13, 2016 Doesn't work. Also now it wants to install your files elsewhere(data) ... local vs portable version. One MO to control all the MO supported games.
Akzyra Posted January 13, 2016 Posted January 13, 2016 Install crash can be fixed with this: https://github.com/TanninOne/modorganizer/issues/480 Reading issues is really helpful, someone might have had the same problem. If not, it is the fasted way to get it fixed.
guk Posted January 13, 2016 Posted January 13, 2016 Hey guys, sitting on a new PC with Win10. Is it safe to just copy the "Mod Organizer" folder over from my old PC into a fresh and 100% vanilla Skyrim installation?
AwfulArchdemon Posted January 13, 2016 Author Posted January 13, 2016 Delete the bsa_extractor.dll from \Plugins. Guess that's bugged. He's using Win 7 64bit. I also have this issue. Removing plugins/installer_ncc.dll allowed me to install the mod, though MO2a3 crashed on attempting the replacement of the existing mod.On restarting MO2a3 I saw that the mod was successfully installed.This is something I have not confirmed, but may help some. I've had my mods installed manually, since Alpha 2 wasn't working for me and crashing at the title. The version you have the most current stable one? I want to give it a try again shortly to see if it resolved my python issue. MO works fine but MO2 don't. (win7 x64bit) Not necessarily "stable", no. It's Alpha. Doesn't work. Also now it wants to install your files elsewhere(data) ... local vs portable version. One MO to control all the MO supported games. My recommendation is to use Portable. Tannin mentioned that using Regular leaves MO2 without a modorganizer.ini, which I would prefer to have (RC can confirm that ). I'm gonna get to testing it today or maybe tomorrow. Got my data folder backed up (live n' learn), so I'm good. RC, you say mods are being installed to Data? From what I understand, it wants to install your mods to AppData\Local\Fallout4. Guess I can't verify either until I test it myself, unless a bunch of people tell me mods are being installed manually like NMM. Is that what you meant? Installs to Data like NMM? I don't usually upload MOs unless I think they're stable enough to use, but since I've had someone tell me in person that mods installed and worked (even if they crashed MO2 upon installation), I decided to upload it here, unless it proves totally unreliable. Let's see how it goes, and feel free to report bugs here. Not necessary to report it to STEP or github until we find something that hasn't already been reported there. Find something new, report it there on github or STEP. And here, so I know sooner. Thanks for feedback guys. A stable MO2 is neigh! Tannin's workin' his ass off and bringing out versions fairly quickly, so I will soon fall in love with MO all over again. "Renew the vows", so to speak. While I'm here, guess I'll ask: Has anyone seen a mod that makes use of F4SE yet? I wanna use it with something! Edit: LL's having some stupid problems with quotes right now. Just lightened the color of one of my responses to compensate. Nothing else works. Tried 7 times.
AwfulArchdemon Posted January 13, 2016 Author Posted January 13, 2016 Hey guys, sitting on a new PC with Win10. Is it safe to just copy the "Mod Organizer" folder over from my old PC into a fresh and 100% vanilla Skyrim installation? That's what I would do. If something acts up, let us know.
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