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Posted

I'm slowly figuring this out. In skyrim when I'm done playing my game I get this in my overwrite, SKSE>Plugins and in these folders I get hdtPhysicsextensions.log, hdtHighHeelNative.log and Fuz Ro D'oh.ini

 

Do I do anything specific with files?

Posted

I'm slowly figuring this out. In skyrim when I'm done playing my game I get this in my overwrite, SKSE>Plugins and in these folders I get hdtPhysicsextensions.log, hdtHighHeelNative.log and Fuz Ro D'oh.ini

 

Do I do anything specific with files?

 

You can move those into their respective mods(within the same folder structure), and then you won't have those files appear in your overwrite folder each time you run and close the game.

Posted

 

I'm slowly figuring this out. In skyrim when I'm done playing my game I get this in my overwrite, SKSE>Plugins and in these folders I get hdtPhysicsextensions.log, hdtHighHeelNative.log and Fuz Ro D'oh.ini

 

Do I do anything specific with files?

 

You can move those into their respective mods(within the same folder structure), and then you won't have those files appear in your overwrite folder each time you run and close the game.

 

Thanks a lot! 

Posted

I just had a massive problem with Fallout 4 and MO2 Alpha 2.0.4:
Most of my mods didn't load their assets, meaning missing meshes and textures, resulting in disappearing walls and such.

 

Others had the same problem, see here. I did some modding and used Vanilla without MO because it is faster, but who knew it can cause problems..

How to fix:

Remove texture and meshes (and maybe others) folder from "Fallout 4\Data". If they contain files you want, install them as a mod into MO.

I only have a Strings and Video folder left.

 

Just reporting, because that was kinda annoying to track down.

Posted

I feel silly asking this, but how many total files can be loaded into MO at a time?

 

? Don't understand the question.

 

I have dropped all of TTW into MO's Mod folder, then started up MO and it worked. Those are alot of files if that helps. It is an entire game practically.

 

Posted

 

I feel silly asking this, but how many total files can be loaded into MO at a time?

 

? Don't understand the question.

 

I have dropped all of TTW into MO's Mod folder, then started up MO and it worked. Those are alot of files if that helps. It is an entire game practically.

 

 

Yeah, MO1 is very stable, my current Skyrim Setup has a mod folder of 54,2 GB. Folder properties says there are 105.746 files, so you can do a lot of modding. MO2 for FO4 has about 12GB and is pretty stable considering its alpha status.

 

I think it can depend on your PC, but the load mechanism of MO should be lightweight. Just start-up will take longer there more files you have.

As for ESM/ESP, that limit can't be overcome. Just avoided by merging mods.

Posted

Is this a known problem with mo for skyrim ?? whenever i switch my graphics options by opening skyrim launcher and return after changing stuff to mo all esp and esm are deactivated ?? then i will have too enable all plugins again and exit mo and restart mo to keep the esp activated.

Posted

OK.Some clarity is required. I had 1278 mods installed in MO yesterday, and when I tried to add more, it crashed. After I culled some of those unused mods (deleted them), MO started to accept more mods without any problems.

Posted

OK.Some clarity is required. I had 1278 mods installed in MO yesterday, and when I tried to add more, it crashed. After I culled some of those unused mods (deleted them), MO started to accept more mods without any problems.

 

Could be your hardware limitiations. I haven't heard of people having problems and I have heard people having sometimes as many as 2000 mods installed.

 

Posted

 

OK.Some clarity is required. I had 1278 mods installed in MO yesterday, and when I tried to add more, it crashed. After I culled some of those unused mods (deleted them), MO started to accept more mods without any problems.

 

Could be your hardware limitiations. I haven't heard of people having problems and I have heard people having sometimes as many as 2000 mods installed.

 

 

 

My hardware is retarded.

Posted

 

 

My hardware is retarded.
There's your problem. ;)

 

I've heard MO has a limit on how many mods it can handle at once, but I haven't yet found a limit on mine. As for the number of files, I doubt there is a limit on that. You could install massive mods like Falskaar and Tropical Skyrim at the same time, so mod size isn't really a factor. The limits come from Skyrim. The game can only handle so much info at once. Like if you made a mod that adds 1,000 people to an area, you can expect that area to crash your game. Wouldn't be MO's fault.

Posted

Using DynDOLOD however and having it drop the resulting files into MO "live" causes some troubles. Having it drop the files outside of MO solves most if not all those problems. I experienced that. Now to be clear it is processing AND writing these files inside of MO virtual folder. ;).

Posted

Well now it will allow you to use the standard folder settings but it would crash the cmd box that popped up after a while (when it started actually working on the textures.). Moving it to another folder makes it work properly now.

post-89432-0-03325100-1461116454_thumb.jpg

At least from what I could tell. Haven't used it very much. Following Anatriax tutorial. First time doing so, not too bad. For some strange reason now it takes 20~30 seconds to start the game (get to the "continue" options).

Guest endgameaddiction
Posted

So...

 

I was reading over this article today and I was wondering, does this mean Mod Organizer is not going to work for Fallout 4 in the future? From what I gathered by Dark0ne, They are in collaboration with Bethesda to get NMM to work with the upcoming update.

 

I Read in a comment that if you are not a NMM user you'll have to enable the mods through their load order. The one in the launcher.

Posted

I'm assuming the full 1.5 release works like the beta 1.5 release. Bethesda apparently had nothing better to do and added asterisks to the text file that lists the active plugins.

 

So instead of:

Fallout4.esm
mod.esp
Now it's:

*Fallout4.esm
*mod.esp
So MO will just need a small update so it knows to write the asterisks.
Guest endgameaddiction
Posted

Oh I see. Makes sense. I saw something about that in the comments, but since I don't play FO4 I didn't know (kinda still don't) how mods are installed.

 

Thanks for clarifying that.

Posted

Yes.. now I believe if you wish to mod Fallout 4 you have to add those yourself if not done by your manager. If you manually add mods you have to do some other work arounds. I seriously doubt that MO will be hampered by something like that just means that more tweaks and work would be needed to be done to get around it. Nothing that NMM wouldn't be doing itself.

 

 

The result is that mod management software, including our own Nexus Mod Manager, will need to be updated to adhere to the new standards being set by Bethesda.

 

Go and set up your mods as usual with NMM. Now exit NMM. Now go here on your computer: C:\Users\[your Username]\AppData\Local\Fallout4 - And open the plugins.txt file.
 
It should look like this now:
 
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
ArmorKeywords.esm
Homemaker.esm
Craftable Armor Size.esp
SettlersRename.esp
Scrap Everything.esp
--
 
Now, you simply add a star/asterisk ( * ) in front of unofficial addons (mods), and it should look like this:
 
--
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
*ArmorKeywords.esm
*Homemaker.esm
*Craftable Armor Size.esp
*SettlersRename.esp
*Scrap Everything.esp
--
 
Now save the file, close it, right click it and set it to read-only. Do not start NMM now, because the current version will reset the plugins.txt - Instead, start fallout directly through Fallout4.exe.
 
All done, mods should be working (confirmed working on 1.5.151)

I assume you can do the same thing with MO's Modlist.txt I could be wrong though.

Posted

You can...(I believe at least you use to be able to) . however it isn't advised. There is NMM functionality inside of MO that allows you to install NMM mods through MO so there isn't a need to use NMM anymore. Also the files are handled differently depending on the mods you use and which manager you used to install mods. It is always best to use one manager where ever possible. What will happen is those files won't be able to be managed by MO and the purpose of using MO is hampered or even eliminated.

 

The best.. and advised way to install MO is to install it with a CLEAN SKYRIM  install. There are some Gopher tutorials and GamerPoet tutorials (both video) that helps make MO use easier.

 

My advise is to either use MO or NMM both can do the job well if you use them properly.

Posted

Was wondering why loot is putting usleep patch lower in the esm list ?? i have too always manually adjust this while the older uskip was being placed correctly ??

 

apachy skyhair is also being placed higher then usleep have they not know how to put load order correctly ??

Posted

Found something cool while trying to make MO and SKSE work with Big Picture mode:

 

You can launch Skyrim with MO inside Steam by pressing the normal play button.

Without replacing any files, just altering settings and one batch file (*.bat).

 

Set the launch parameters for Skyrim to this: Edit the paths to match yours!

"H:\Steam\steamapps\common\Skyrim\mo_skse.bat" %command%

And create a BAT inside your Skyrim folder. Edit the paths to MO and SKSE as well.

Code:

"H:\ModOrganizer\ModOrganizer.exe" "H:\Steam\steamapps\common\Skyrim\skse_loader.exe"

____________________________________

 

Explanation:

 

The %command% is what normally gets executed and is needed to essentially replace what is started.
If removed, the start options are added as launch arguments to the default.

In my Case: When Skyrim is started in Steam, it will now start this instead:

"H:\Steam\steamapps\common\Skyrim\mo_skse.bat" "H:\Steam\steamapps\common\Skyrim\SkyrimLauncher.exe"

The BAT ignores the last part, and just starts SKSE inside MO.

 

I wanted SKSE through MO directly, but SKSE doesn't like the %command% as argument and quits.

YOU NEED A BAT FOR SKSE! Even if you want to do it without MO.

 

Edit: It can take quite some time, depending on the amount of mods.

Posted

I cannot launch Generate FNIS for users from within MO v1.3.11, this is a new development as I have had no trouble doing so until recently. I am sure that the problem lies with my win 7 install but haven't been able to find the problem. When I try to launch FNIS I get a windows error that the program cannot be started. Searching the error, has MS saying that it's an access denied error that only the software developer can fix. This I know is false as, like I mentioned it was working fine before, so windows must have gotten borked. The thing is, what part of windows, MS's info leads me to believe that it's .net, but I have ran all kinds of tools and fixes to no avail.

 

I have .net 4.6.1 installed and the OS is 3.5.1, the setup verifying tool says they are working, yet I still get the error when I try to run FNIS. FNIS runs just fine outside of MO though. The only other thing I've noticed is that MO will not log in to nexus/steam, even though my login info is in it. Oh and before someone suggests it, I have already uninstalled MO and reinstalled it many times both with and without saving my personal data to no effect.

 

Can anyone help me with this??

Guest endgameaddiction
Posted

I cannot launch Generate FNIS for users from within MO v1.3.11, this is a new development as I have had no trouble doing so until recently. I am sure that the problem lies with my win 7 install but haven't been able to find the problem. When I try to launch FNIS I get a windows error that the program cannot be started. Searching the error, has MS saying that it's an access denied error that only the software developer can fix. This I know is false as, like I mentioned it was working fine before, so windows must have gotten borked. The thing is, what part of windows, MS's info leads me to believe that it's .net, but I have ran all kinds of tools and fixes to no avail. I have .net 4.6.1 installed and the OS is 3.5.1, the setup verifying tool says they are working, yet I still get the error when I try to run FNIS. FNIS runs just fine outside of MO though. The only other thing I've noticed is that MO will not log in to nexus/steam, even though my login info is in it. Oh and before someone suggests it, I have already uninstalled MO and reinstalled it many times both with and without saving my personal data to no effect. Can anyone help me with this??

 

Have you tried to run FNIS as admin?

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