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THanks I tried to use the fomods installer and nothing happened. so sad. Anyway it is nice to see it works just by dropping it in to the folder I tried it but am still playing with MO right now you know gathering up files, remastering them if needed and installing them in ways I think will help me in the long run. Who knew having such a powerful mod manager would take so much work to get working (or better stated playing)?

 

Yes even during my test I got the same thing. Have you tried to extract the BSA to see if thre is something inside it? Like a script or something that is causing MO to treat it differently. Might even be a BSA mastering issue. I doubt it is MO doing anything with it it must be something to do with the BSA itself. All the other BSA's work fine.

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I want to quickly as about an issue I've started tos ee since using Mod Organizer...

 

I've finally sat down and change everything over and started a new saved game on MO.Works like a charm apart from one issue which i think is down to me but I dunno what. It might be priority order bt here goes. All it is is that when I plan my game, spme textures are missing. But the funny thing is it's not all the time. Reload the game, some textures are filled in but a new few are missing. it's not the same ones everytime. And this has only started to accur since using MO (I had it once on my old game but that was simpy a missing or misdirected texture and I could fix that in NifScope). I read somewhere it's my VRAM. I like in my INI and PREFS but theres no option for VRAM, only on ENBs (which I'm not using right now,)

 

Any ideas?

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Well I tried to install again, and somehow it suddenly worked.  Beats me.  Anyway, not sure if I'm doing this "properly" or not, but a mod that's jut an ESP file, like Smaller Talk, I've just been making my own folder under the MO\mods folder and copying the ESP there.  I can't seem to find a way to get it to appear in the downloads or whatever, but when I do this it at least appears in the load order so I can tick it on.

 

Now if only I could figure out what's causing me to not be able to start a new game in FONV I'd be all set.  :P

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Greetings,

 

I am at my wits end with this problem I have been having. For about 12 hours now I have been trying to get my game to launch and it will not. Basically if I have 252 esps in my loadorder, though not all of them are activated, the game will start up. But if I add any more mods at ALL. Texture or otherwise, the game will hang and it will not start up. I've been testing quite a bit and it seems to do this consistently. I reinstalled it and still. I have no idea what's wrong or why its doing this. Does anyone have a clue? I'm worn trying to get this to behave. 

 

It was working fine day before yesterday and last night, it just didn't want to load at all. 

 

Load Order: 

 

# This file was automatically generated by Mod Organizer.
 
+?Skeleton?XP32 Maximum Skeleton Extended 2.43
+Requiem for the Indifferent 6
+Fnis Behavior Files 2
+No More Glowing Edges
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-Realistic HD Food PERFORMANCE
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+[sexLab] Sexualized True Wolves of Skyrim for MNC
+HDT Collision Items
+Audio Overhaul for Skyrim 2 - New
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+Another Requiem Patch Central
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TO HERE IS CAUSING HANGING PROBLEM
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FROM HERE TO
 
 
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+Char Gen Preset 31
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+Brighter
 
+BladeSinger-THEHAGs privat tattoos for Racemenu-Overlays
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+SexLab Hdt High Heels
 
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+Char Gen Slot 16
 
+AH1Piercings7bhdt
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+Female Version-latest version-52095-2-1
+R18Pn 08 - Lingerie Set for 7B UNP
 
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+LPBards 4 2 9
+Drink and Wine - HD
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+RND compatibilibility patch for Herbal Tea
 
+Herbal Tea
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+Sneak Tools Patch plus Tweak
+Sneak Tools
+No Loading Screen Smoke
 
 
+Char Gen Presets
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+Realistic Wildlife Loot and Recipes
 
+Skyrim Shadow Striping Fix
+SG Hair Pack 268
+Belt-Fastened Quivers 1 2 Release
+Main Version
+Cooking Expanded - DLC patches
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+Relationship Fixes Updated
-SexLab RND update
+KUNOICHI female voice without change shout voice
 
+MAIN MENU RANDOMIZER ver 3dot32
 
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+Realistic Needs and Diseases
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+Player Headtracking
 
+Phinix RND Milk
+OsareFoodRNDCheeseToMilk
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*Unmanaged: HighResTexturePack01
*Unmanaged: HighResTexturePack02
*Unmanaged: HighResTexturePack03

 

 

 

Any help would be greatly appreciated :) 

 

-C

 
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Carida,

 

I'm far from any expert, but there is a chance that the length of the archive names is causing a problem - this is somewhat likely when you have a lot of mods.  I'm not sure if this was fixed in the latest version of MO or not, but there was a 254 character limit or something like that.  I was just watching a YT video of someone dealing with this issue recently - you can find it at http://youtu.be/G-NJSiPTvPg?t=20m6s

 

Note that, if this is the cause, there may be some files like he had that shouldn't be touched - you may want to check with the MO experts to be sure first before you try this, assuming this is the cause.

 

Good luck with your game!  I know how frustrating it can be to try to get a modded game to run.

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Carida,

 

What DarkEther said.

 

Also, I believe that Skyrim in general has a 250 mod hard limit due to the game program being maxed at 4GB, so if you have. 252 esps and some are not activated then it could be that those few more mods you add hit the limit.

I can't explain it too well myself, look around for info for MO and you should find a better explanation.

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Carida,

 

What DarkEther said.

 

Also, I believe that Skyrim in general has a 250 mod hard limit due to the game program being maxed at 4GB, so if you have. 252 esps and some are not activated then it could be that those few more mods you add hit the limit.

I can't explain it too well myself, look around for info for MO and you should find a better explanation.

 

Both the mod limit and the memory limit are down to Skyrim being a 32-bit game. It can see 4GB of memory (or so) and can refer to 4,294,967,296 objects in the game. Because different modders working apart on different mods might choose the same id number for different objects, Bethesda made it so that part of every object's unique id would come from the mod order. They chose to use 8 bits for the mod order and 24 for the mod's object ids, so a mod can have up to about 16 million and a bit objects, and there can be 256 mods. Skyrim itself  takes one slot, Update.esm a second. The three DLCs take another 3 slots. The High Res texture pack takes a further 3 unless you use MO to bypass them.

 

That leaves 250ish for everything else.

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Still having a devil of a time with Fallout New Vegas going with mods.  I get no issues with load order when I check it, and FNVEdit shows no issues.  Yet every time I get to click on a New Game, and get the Yes or No to click on from there, clicking Yes does nothing at all - it just stays at that same screen.  Anyone else ever hit this problem before?  It works okay with a minimal base mod list, so I know the program didn't glitch out on me...down to disabling everything then trying one at a time unless someone has any ideas.

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Still having a devil of a time with Fallout New Vegas going with mods.  I get no issues with load order when I check it, and FNVEdit shows no issues.  Yet every time I get to click on a New Game, and get the Yes or No to click on from there, clicking Yes does nothing at all - it just stays at that same screen.  Anyone else ever hit this problem before?  It works okay with a minimal base mod list, so I know the program didn't glitch out on me...down to disabling everything then trying one at a time unless someone has any ideas.

Only time I ever heard that happen was when the game itself was messed up. Have you re-verified the Cache? Might be a problem with the base files.

 

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Same here - the game loads fin running it from the regular EXE as well as the 4Gb Enabled EXE - it just hangs when I launch with the 4GB in MO with the mods activated.  Still can't figure it out, so I'm reinstalling the game off of Steam and will step through the basics and see what happens.

Link to comment

Carida,

 

I'm far from any expert, but there is a chance that the length of the archive names is causing a problem - this is somewhat likely when you have a lot of mods.  I'm not sure if this was fixed in the latest version of MO or not, but there was a 254 character limit or something like that.  I was just watching a YT video of someone dealing with this issue recently - you can find it at http://youtu.be/G-NJSiPTvPg?t=20m6s

 

Note that, if this is the cause, there may be some files like he had that shouldn't be touched - you may want to check with the MO experts to be sure first before you try this, assuming this is the cause.

 

Good luck with your game!  I know how frustrating it can be to try to get a modded game to run.

 

 

Carida,

 

What DarkEther said.

 

Also, I believe that Skyrim in general has a 250 mod hard limit due to the game program being maxed at 4GB, so if you have. 252 esps and some are not activated then it could be that those few more mods you add hit the limit.

I can't explain it too well myself, look around for info for MO and you should find a better explanation.

 

 

 

Carida,

 

What DarkEther said.

 

Also, I believe that Skyrim in general has a 250 mod hard limit due to the game program being maxed at 4GB, so if you have. 252 esps and some are not activated then it could be that those few more mods you add hit the limit.

I can't explain it too well myself, look around for info for MO and you should find a better explanation.

 

Both the mod limit and the memory limit are down to Skyrim being a 32-bit game. It can see 4GB of memory (or so) and can refer to 4,294,967,296 objects in the game. Because different modders working apart on different mods might choose the same id number for different objects, Bethesda made it so that part of every object's unique id would come from the mod order. They chose to use 8 bits for the mod order and 24 for the mod's object ids, so a mod can have up to about 16 million and a bit objects, and there can be 256 mods. Skyrim itself  takes one slot, Update.esm a second. The three DLCs take another 3 slots. The High Res texture pack takes a further 3 unless you use MO to bypass them.

 

That leaves 250ish for everything else.

 

 

 

I forgot to post back here, that I found what the issue was:

 

 

I forgot to mention that I found what the problem was. The latest update of steam seems to have affected SOME people who use MO adversely and others no. So I found a workaround on the MO thread over on nexus, basically giving a trick on how to get the game to load up. Basically for me, I adjusted the trick a bit and it worked. Make sure that Steam is in OFFLINE mode entirely, shut it down, so that its not running at all. Start up MO, start up the game via SKSE, then it will ask you to start up steam, say yes, and than click that ok, before steam even starts itself up. Once it does, tell it to start in offline mode and voila, game starts.  :)

 

I hope this helps anyone else who may be having a similar problem  :)

 

-C

 

 

 

Thank you all for your help :) 

 

-C

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Same here - the game loads fin running it from the regular EXE as well as the 4Gb Enabled EXE - it just hangs when I launch with the 4GB in MO with the mods activated.  Still can't figure it out, so I'm reinstalling the game off of Steam and will step through the basics and see what happens.

 

I wasn't aware you were running a 4gb enabled EXE. Many times that is what is messed up. I had that problem as well before for sure.

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Yes, and I have for quite a while now - over a year with no problems using FOMM.  Installing everything on my high end laptop to run it using MO and I'm tearing my hair out.  I can run the game with the 4Gb EXE just fine from the FNV folder - it's only inside MO with the mods there that I can't get the New Game to work.  I did a delete local data and re-install the game, and still the same deal.  I'm really bumfuzzled with this one.

 

 

Just to be sure, I ran the NVSE to launch in MO instead of the 4Gb to launch, and got the same thing.  I can launch with either by clicking on the EXEs themselves, but in MO with the mods there and using that to launch I still cannot start a new game.  I really don't want to have to scrap this and use FOMM for everything on this machine as well.

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Yes, and I have for quite a while now - over a year with no problems using FOMM.  Installing everything on my high end laptop to run it using MO and I'm tearing my hair out.  I can run the game with the 4Gb EXE just fine from the FNV folder - it's only inside MO with the mods there that I can't get the New Game to work.  I did a delete local data and re-install the game, and still the same deal.  I'm really bumfuzzled with this one.

 

I run 4GB fine under MO. You may want a look at my exe's arguments; I'm sure there's a reason why I put those there, even if I can't recall what it is:

post-18170-0-82679900-1424556017_thumb.jpg

 

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Yes, and I have for quite a while now - over a year with no problems using FOMM.  Installing everything on my high end laptop to run it using MO and I'm tearing my hair out.  I can run the game with the 4Gb EXE just fine from the FNV folder - it's only inside MO with the mods there that I can't get the New Game to work.  I did a delete local data and re-install the game, and still the same deal.  I'm really bumfuzzled with this one.

 

I run 4GB fine under MO. You may want a look at my exe's arguments; I'm sure there's a reason why I put those there, even if I can't recall what it is:

attachicon.gifScreenHunter_37 Feb. 21 22.59.jpg

 

 

 

Yea that is what I am talking about. There are some extra steps that are required to get something like that working at least so I have read in the past. I haven't used the 4gb extender.

 

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That's what's suggested on the new LAA-enabled 4Gb mod page.  That, unfortunately, is not what's causing my issue.  I've installed and reinstalled the 4Gb enabler, along with other mods, and changed to those arguments and back again, and I still can't start a new game using MO. 

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My Skyrim broke again yesterday morning and after that, Windows broke too. I was so pissed off. Tried to install mods via MO after some time, but stuck at place where most people stacked  - installing FNIS creation support and spells- Didn't know how to merge files and overwrite files. Although I browsed for the help and found it, I still didn't know what to do, and when tried according to suggestions, I messed up things, so I returned to NMM. Much simpler for me.

 

What i want to say with this is: I have no doubt that MO is more advanced than NMM. And I'm glad that it works for many people. But forcing MO as the only Fomod installer to people who straggle over using it is pointless. OK, I admit, I'm stupid!! So what?! Do I not deserve support and help for using NMM just because I do not know how to use MO?! If that's the case, we are not better then some MEGA corporations that forcing their products regardless of people's capability to use them or not. Now, you may freely shoot me....

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The best advice I can give until I talk to Tannin again is, for those with hella fomod issues, unpack them, and install as a mod. I never, ever use fomods. I don't believe in them, and life is easiest with loose files.

 

It'll be a cold day in Hell when I make a fomod.

 

 

 

M2A: When troubleshooting isn't working, report it to the Issue Tracker, instead of giving up on MO. MO exists for a reason; because NMM leaves mods open for conflicts, just like manual installation. It's mostly for people who use so many mods that a conflict can't be avoided. If fomods are the issue, the option to unpack them is always there, and that's what I've always done. In fact, as soon as I found out how to unpack them, I've never used a fomod.

 

And don't be surprised when MO won't run 300 mods. It's an insane amount of mods, and most of the time, we have more information coming from mods than the game itself.

 

If the new MO is giving issues that an older MO did not, use the old one that worked, when troubleshooting the new one fails.

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My Skyrim broke again yesterday morning and after that, Windows broke too. I was so pissed off. Tried to install mods via MO after some time, but stuck at place where most people stacked  - installing FNIS creation support and spells- Didn't know how to merge files and overwrite files. Although I browsed for the help and found it, I still didn't know what to do, and when tried according to suggestions, I messed up things, so I returned to NMM. Much simpler for me.

 

Here's what I do.

 

With a new profile that's never run FNIS before. Right-click on the Overwrite "mod" and choose "Create Mod". I name it "FNIS - Overwrite - <Profile Name>". Then enable it.

 

When I run FNIS again, I filter the mod list so it just shows things with "overwrite" in the name. Double-click on the Overwrite mod and from the window that pops up, drag the directories and files to the "FNIS - Overwrite - <Profile Name>" mod made earlier.

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The best advice I can give until I talk to Tannin again is, for those with hella fomod issues, unpack them, and install as a mod. I never, ever use fomods. I don't believe in them, and life is easiest with loose files.

M2A: When troubleshooting isn't working, report it to the Issue Tracker, instead of giving up on MO. MO exists for a reason; because NMM leaves mods open for conflicts, just like manual installation. It's mostly for people who use so many mods that a conflict can't be avoided. If fomods are the issue, the option to unpack them is always there, and that's what I've always done. In fact, as soon as I found out how to unpack them, I've never used a fomod.

 

And don't be surprised when MO won't run 300 mods. It's an insane amount of mods, and most of the time, we have more information coming from mods than the game itself.

 

If the new MO is giving issues that an older MO did not, use the old one that worked, when troubleshooting the new one fails.

 

Thanks for the answer.

Some people said that MO requires the time to learn to use it and once it is learned, all is much easier. I have no reason to deny that statement although I'm a person who is a slow learner in some areas. MO is one of them. Again, I do not questions its quality and progressiveness, rather its is a program that is above my intellectual level.

Also , I do not want to take (waste) anybody's time to lead me through some installation or troubleshooting process just because I'm slow learner. Even then, it is not a guarantee that I will succeed since I'm not native English speaker. Having problems understand some terminology and phrases and idioms.  And if I do not understand what I'm suppose to do and how, it is wasting my tutor's time.

 

BTW - I always keep my mods between 150-200 because I install only mods that I like. :)

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Thanks for the tips - quisling and ritual.

 

I can take a few screen captures. I tried to take a simple quick video of the overwrite process. A visual one that shows the movements but the dam capture flickers. Fraps decides to flick from one screen to another and other programs are very flaky.

 

Ask the simple as the dumb because chances are ... there is someone here that needs that answered as well. .. again and again ask the main responders to this thread ... how many times have we been asked how to do the Body Slide? FNIS? Install SKSE? :).. So ask and don't be afraid. It is best to ask here because I might be busy but AwfulArchdemon might not  or the other way around. If not use someone else might be able to ask.

 

Bottom line it will take time, some more than others but it will click and when it does.. it will be great. Is it perfect..no. Will it do everything right all the time.. no as the fomod issue confirms but is it flexible yes. It is so flexible I find myself spending more time figuring how how I want it installed instead of just installing the dam mod.. :dodgy:  as I am sure others here have done the same. Come on don't deny it. :P

 

As mentioned before in the PM.. NMM might be the best choice for you now. When you have a couple of weeks to focus on this and playing around with a few mods.. uninstall configure and such  then maybe then re-approach it and post your questions here. We can help you get there if you can just give us the patience.

2400-1292~Rosie-the-Riveter-Posters.jpg

 

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