HunterofOrion Posted May 7, 2016 Posted May 7, 2016 Have you tried to run FNIS as admin? I just did on the off chance and no effect, but thanks for the try. MO is already running as admin, so it should have the needed access rights. Here's what MS says about the error code: "The app is not configured in a way that makes it possible to determine the appropriate version of the .NET Framework runtime. The corresponding shim code is SHIM_NOVERSION_FOUND."
RitualClarity Posted May 7, 2016 Posted May 7, 2016 you might have something wrong with your NET Framework install. I had a problem awhile ago and it was a bitch to find and fix. Try installing the correct version (or reinstalling it if it shows in the installed programs folder.
HunterofOrion Posted May 8, 2016 Posted May 8, 2016 you might have something wrong with your NET Framework install. I had a problem awhile ago and it was a bitch to find and fix. Try installing the correct version (or reinstalling it if it shows in the installed programs folder. I have tried uninstalling .net 4.6.1 and reinstalling it once, as well as trying to repair it multiple times both with the win installer and win the NetFxRepairTool.exe all to no avail. I have also "upgraded" my windows twice now and still it's not working. I have exhausted all I can find on the subject of repairing my .net install and according to the netfx_setupverifier.exe it's working, though I have my doubts.
HunterofOrion Posted May 9, 2016 Posted May 9, 2016 Solved...I had to remove all traces of the .net framework using the ms dotnetfx_cleanup_tool and then reinstall MO with a fresh .ini file.
D_ManXX2 Posted May 9, 2016 Posted May 9, 2016 Why did i not try this before just finished a full profile. and after that just use the copy this would have saved me allot of time having to redo every single profile is real pain.
Akzyra Posted May 9, 2016 Posted May 9, 2016 Small heads up: Mod Organizer Beta1 / 2.0.5b was released: https://github.com/TanninOne/modorganizer/releases/tag/v2.0.5bYay for Fallout 4
zippy57 Posted May 10, 2016 Posted May 10, 2016 Small heads up: Mod Organizer Beta1 / 2.0.5b was released: https://github.com/TanninOne/modorganizer/releases/tag/v2.0.5b Yay for Fallout 4 Is there a changelog anywhere?
iCandy2Me Posted May 12, 2016 Posted May 12, 2016 Anyone having this issue with Bodyslide 3.5 and MO2 Beta1 dir.cpp(263): Cannot enumerate files in directory 'SliderSets' (error 3: the system cannot find the path specified.) As the slider set is blank and cannot generate any body
Stein1771 Posted May 14, 2016 Posted May 14, 2016 Does anyone else have the issue that FO4 v1.5.157 will not start when launching it through the latest mod organizer version(2.0.5b)? It is shown in the task manager but nothing happens. It launches just fine through steam though.
Brayui Posted May 21, 2016 Posted May 21, 2016 I have a question and google didn't answer me :/ Is there any benefits to upgrade to MO 2.0.5 (or any version above the 1.3.11) for Skyrim? i couldn't find detailled changelogs and comparaison. Thanks
RitualClarity Posted May 21, 2016 Posted May 21, 2016 I have a question and google didn't answer me :/ Is there any benefits to upgrade to MO 2.0.5 (or any version above the 1.3.11) for Skyrim? i couldn't find detailled changelogs and comparaison. Thanks Most people I know are still on the older version and not the 2.0 + version. I believe (of course last I checked) there was some issues with the 2+ version still. Anatrax that created a very detailed tutorial stuck at 1.3. If still questioning this I'd post this on the Sexlab thread, even if you aren't interested in using Sexlab as many there use MO and would have a better turnout for answers if moving to 2+ is beneficial. If you are, even better
Akzyra Posted May 21, 2016 Posted May 21, 2016 I have a question and google didn't answer me :/ Is there any benefits to upgrade to MO 2.0.5 (or any version above the 1.3.11) for Skyrim? i couldn't find detailled changelogs and comparaison. Thanks Most people I know are still on the older version and not the 2.0 + version. I believe (of course last I checked) there was some issues with the 2+ version still. Anatrax that created a very detailed tutorial stuck at 1.3. If still questioning this I'd post this on the Sexlab thread, even if you aren't interested in using Sexlab as many there use MO and would have a better turnout for answers if moving to 2+ is beneficial. If you are, even better From reading issues at Github, many problems remain. The 2 main new things are: - Regular Mode: One instance for all games (but a PITA to change back to Portable which is how MO1 works) - 64bit support: Yay for Fallout 4 I wouldn't use it at this point for anything other than Fo4 OR if you really want to test it and search for bugs AND report them.
RitualClarity Posted May 21, 2016 Posted May 21, 2016 I have a question and google didn't answer me :/ Is there any benefits to upgrade to MO 2.0.5 (or any version above the 1.3.11) for Skyrim? i couldn't find detailled changelogs and comparaison. Thanks Most people I know are still on the older version and not the 2.0 + version. I believe (of course last I checked) there was some issues with the 2+ version still. Anatrax that created a very detailed tutorial stuck at 1.3. If still questioning this I'd post this on the Sexlab thread, even if you aren't interested in using Sexlab as many there use MO and would have a better turnout for answers if moving to 2+ is beneficial. If you are, even better From reading issues at Github, many problems remain. The 2 main new things are: - Regular Mode: One instance for all games (but a PITA to change back to Portable which is how MO1 works) - 64bit support: Yay for Fallout 4 I wouldn't use it at this point for anything other than Fo4 OR if you really want to test it and search for bugs AND report them. Have you used it for Fallout 4 and does it work as reliable as MO1 with Fallout 4?
Akzyra Posted May 21, 2016 Posted May 21, 2016 *snip * Have you used it for Fallout 4 and does it work as reliable as MO1 with Fallout 4? I use it just fine, working around some issues: One of the two INIs gets loaded from outside MO, so I see that the normal INIs and the ones inside MO are the same. Overwrite doesn't work, new files won't get written. But if a app overwrites files (like BodySlide) it works fine. LooksMenu presets work only when I put them inside the Data folder. Create empty JSON files to be overwritten when saving a Preset with that name to workaround the overwrite issue.
Akzyra Posted May 27, 2016 Posted May 27, 2016 PSA: MO 2.0.6 / Beta 2 is out. (If I find notable changes, I will edit them into this post. And if I remember to do so.) In case you want to read up issues at Github, some links for timeframes: Issues created after release of 2.0.6/Beta 2 Issues closed in timeframe between release of 2.0.5/Beta 1 and 2.0.6/Beta 2 Cons: Overwrite may not work for certain things - Bodyslide crashes when trying to create new files Seems to work now, must have messed something up earlier Local savegames broken (local INIs probably broken as well, Issue is open) Pros: didn't have time for (play-) testing Works fine so far xEdit saves the first time, all following files are with timestamp (......esp.save.2016_05_28_10_13_29) Manual work needed
RitualClarity Posted May 27, 2016 Posted May 27, 2016 PSA: MO 2.0.6 / Beta 2 is out. (If I find notable changes, I will edit them into this post. And if I remember to do so.) Cool do that
Baba2kool4u Posted May 28, 2016 Posted May 28, 2016 hi.... i have problem with batch build outfits from bodyslider using MO2 ....for some outfis its says failed and for some its says successful but dont show in game..plz help
Akzyra Posted May 29, 2016 Posted May 29, 2016 hi.... i have problem with batch build outfits from bodyslider using MO2 ....for some outfis its says failed and for some its says successful but dont show in game..plz help I tested Bodyslide and it can only work IF: One mod in your loadorder has the mesh so that it can be overwritten. If BS has to create a new file, it will fail. What mod/outfit causes this? (Every mod based on CBBE should have a prebuilt mesh of every outfit it comes with for that reason. There are other reasons for that, but not really for MO)
Baba2kool4u Posted May 29, 2016 Posted May 29, 2016 hi.... i have problem with batch build outfits from bodyslider using MO2 ....for some outfis its says failed and for some its says successful but dont show in game..plz help I tested Bodyslide and it can only work IF: One mod in your loadorder has the mesh so that it can be overwritten. If BS has to create a new file, it will fail. What mod/outfit causes this? (Every mod based on CBBE should have a prebuilt mesh of every outfit it comes with for that reason. There are other reasons for that, but not really for MO) I am using Atomic Beauty body type with AB Vanilla Outfits and Gits Suits for AB, for AB Vanilla Outfits BS fails to create mesh and for gits suits its show success but in game its show vanilla body suit.
Akzyra Posted May 29, 2016 Posted May 29, 2016 *snip* I am using Atomic Beauty body type with AB Vanilla Outfits and Gits Suits for AB, for AB Vanilla Outfits BS fails to create mesh and for gits suits its show success but in game its show vanilla body suit. "AB Vanilla Outfits" just has Bodyslide files, it will not work with MO2. Blame the author for not including built files and requiring the use of Bodyslide. Could not find GITS, so no idea. ___________________________________ In case some modder that uses Bodyslide for his mod sees this: My points why a mod that uses bodyslide should always include built meshes: Files don't end up in Overwrite when using MO (or fail because Overwrite is still a bit buggy in MO2) Uninstalling in NMM will not remove built files because it can't know what mod they are from. User HAVE to use Bodyslide.
Rogue_Kitsune Posted June 9, 2016 Posted June 9, 2016 Kind of a random question here, but I've tried looking elsewhere with no success, so... when you use sub-categories, what does setting a "primary category" actually do? I have a ton of mods recommended by the STEP guide installed, and I've kept them split up by the categories STEP gives them (such as '2.D Fixes", "2.E Interface", "2.F Conflicting Graphics", etc), but also have them all under a main category just labelled "STEP". Thing is, I normally keep the display grouped by categories, but it normally shows STEP and all its subcategories as individual groups - is there any way to make the subcategories actually be displayed as such when sorted by categories? Also, whole reason I even started looking at this at all - I normally keep it displaying categories, but have it sorted by MO priority, but sometimes when I install a new mod it'll randomly end up in the middle or at the top of the list, even though its priority means it should be at the bottom. Is there any way to prevent/fix that, other than just using the "No groups" option (which I'd really rather not have to resort to)?
Guest endgameaddiction Posted June 9, 2016 Posted June 9, 2016 I've never ran into that issue, I always keep it sorted by priority and manually categorize them as most would. I normally sort the mod list by category and then run LOOT to do some auto sorting when I get warnings. The only warning I always have is due to the overwrite. Some times I just create it as a mod and enable it in the mod list. But normally that isn't important unless you are have more than one profile. For now I've cut it down to one since I've gotten tired of creating profiles for different preference play styles. I totally ignore the category panel unless I'm creating a custom category name or I cannot find a certain mod I'm looking for, but then again I just use the filter to type in the name of the mod.
RitualClarity Posted June 11, 2016 Posted June 11, 2016 Kind of a random question here, but I've tried looking elsewhere with no success, so... when you use sub-categories, what does setting a "primary category" actually do? I have a ton of mods recommended by the STEP guide installed, and I've kept them split up by the categories STEP gives them (such as '2.D Fixes", "2.E Interface", "2.F Conflicting Graphics", etc), but also have them all under a main category just labelled "STEP". Thing is, I normally keep the display grouped by categories, but it normally shows STEP and all its subcategories as individual groups - is there any way to make the subcategories actually be displayed as such when sorted by categories? Also, whole reason I even started looking at this at all - I normally keep it displaying categories, but have it sorted by MO priority, but sometimes when I install a new mod it'll randomly end up in the middle or at the top of the list, even though its priority means it should be at the bottom. Is there any way to prevent/fix that, other than just using the "No groups" option (which I'd really rather not have to resort to)? I've never ran into that issue, I always keep it sorted by priority and manually categorize them as most would. I normally sort the mod list by category and then run LOOT to do some auto sorting when I get warnings. The only warning I always have is due to the overwrite. Some times I just create it as a mod and enable it in the mod list. But normally that isn't important unless you are have more than one profile. For now I've cut it down to one since I've gotten tired of creating profiles for different preference play styles. I totally ignore the category panel unless I'm creating a custom category name or I cannot find a certain mod I'm looking for, but then again I just use the filter to type in the name of the mod. A lot don't seem to use the category in MO. For this answer I would suggest that you carefully read the STEPS pages on this as there are some good info and perhaps Gopher and GP has some info as well if it isn't answered there and considering how long it has been here as a question I'd post on one of the Steps threads and see if some answers can be obtained. And if you do find out your answer.. please by all means post back here.
swarren13 Posted June 13, 2016 Posted June 13, 2016 im a bit at a lost and may hours of searching and google ad such i cant find any annwser , i cant add wyre bash with the gears (or edit) ive instaled it properly , click the dots the .exe is there click it ad name it wyre bash aclick add ad nothing happens it doesnt show up, yes5 edit fnis annd skse are all there but it will not let me add wyre bash any one have any ideas how to fix this?
Guest endgameaddiction Posted June 13, 2016 Posted June 13, 2016 im a bit at a lost and may hours of searching and google ad such i cant find any annwser , i cant add wyre bash with the gears (or edit) ive instaled it properly , click the dots the .exe is there click it ad name it wyre bash aclick add ad nothing happens it doesnt show up, yes5 edit fnis annd skse are all there but it will not let me add wyre bash any one have any ideas how to fix this? You seen these vids?
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