Jotasran Posted August 19, 2023 Author Posted August 19, 2023 2 hours ago, Varithina said: From what I am aware with this though mo2 will if you pick a slight older version than the current, give you the option to update after running, doing so should install all the required files, even if they are not already there. That seems the case, Varithina. Thanks I have reinstall mods.... but at least there already in downloads now and everything seems to be working.
traison Posted August 19, 2023 Posted August 19, 2023 Having to use a diffrent version version of MO2 to get something working is one of its cons. Because of the way it does things, it will have to be compatible with all tools you run through it (until the relevant WinApi is 100% hooked and all quirks covered). For the longest time they had issues with BodySlide where it was unable to create new files, but that was sorted out some years ago. Typically you could assume newest = best, but I guess not always huh. It could be they changed the way they handle some api call between version 2.4.3 and 2.4.4 and that is now incompatible with Nemesis. The changelog doesn't mention anything that seems relevant to me, but this it wouldn't be the first time someone made stealth updates - Microsoft does it, so why not MO2. I'm on 2.4.4 (always portable) and didn't notice any issues, but then again, I'm on the FNIS train. I didn't update for any particular reason other than to see if it works. I had a backup of everything relevant and would have jumped back in the blink of an eye.
Jotasran Posted August 19, 2023 Author Posted August 19, 2023 (edited) Just to be clear for anyone else with this maddening issue, the solution was to load 2.4.3 and then update to 2.4.4.... with 2.4.3 version being the .7z version on Github: https://github.com/ModOrganizer2/modorganizer/releases/tag/v2.4.3 I appreciate everyone's help on this greatly. Edited August 19, 2023 by Jotasran
Varithina Posted August 19, 2023 Posted August 19, 2023 (edited) 7 hours ago, traison said: Having to use a diffrent version version of MO2 to get something working is one of its cons. Because of the way it does things, it will have to be compatible with all tools you run through it (until the relevant WinApi is 100% hooked and all quirks covered). For the longest time they had issues with BodySlide where it was unable to create new files, but that was sorted out some years ago. Typically you could assume newest = best, but I guess not always huh. It could be they changed the way they handle some api call between version 2.4.3 and 2.4.4 and that is now incompatible with Nemesis. The changelog doesn't mention anything that seems relevant to me, but this it wouldn't be the first time someone made stealth updates - Microsoft does it, so why not MO2. I'm on 2.4.4 (always portable) and didn't notice any issues, but then again, I'm on the FNIS train. I didn't update for any particular reason other than to see if it works. I had a backup of everything relevant and would have jumped back in the blink of an eye. My best guess was there were missing files from the mo2 install, and the forced update from mo2 itself downloaded and installed those missing files, shrugs, had the same problem myself now and then, getting the slightly older version, means that it will want to update as soon as you run it, thereby getting all those missing files and putting them in the correct locations. I run 2.4.4 currently for all my games, Skyrim AE, Fallout 4, and Cyberpunk 2077. No matter what the problem was it seems to have sorted it out and now gets the actual options and such up for nemesis, so good there at least now. The current game build guide Aylis's AE version uses both FNIS and Nemisis, so I have run both recently as this PC is brand new custom build, with everything reinstalled from the ground up, new download of pretty much everything, my current meh I will get around to it, is plugging all my old PC's hard drive into a docking bay and copying everything I want across from the to my new PC hard drives, which is going to take far too much time, which is why I keep saying I will do it later. Edited August 19, 2023 by Varithina
Varithina Posted August 19, 2023 Posted August 19, 2023 9 hours ago, Jotasran said: That seems the case, Varithina. Thanks I have reinstall mods.... but at least there already in downloads now and everything seems to be working. Ack forgot to mention if you were going to do that, back up the mods directory, as well as copying the most up to date versions of modlist.txt, loadorder.txt and plugins.txt from the profile you are using, when you have finished reinstall mo2, then copy all those files back to the appropriate locations, the go up onto the left pane and choose the restore backup above the left pane, and choose the most recent on, and then do the same on the esp side of it, and voila, your mods should be back to where they were before you reinstalled, both left and right pane sorted correctly, this however will only work provided you have created backups of those files using the create backup button above both panes of course and that it has all the mods already sorted, any you have not sorted will be sitting below the sorted ones, in both panes.
Just Don't Posted August 19, 2023 Posted August 19, 2023 8 hours ago, traison said: Having to use a diffrent version version of MO2 to get something working is one of its cons. But that's not a thing though. This is likely a workaround not around the issue, but the install procedure. If an user doesn't even know what instances are and their differences (which is explained after the first time MO2 is launched to setup the initial instance) and they go out of their way to use an old version to circumvent the issue I wouldn't say this is on the software. By installing MO2 again (probably as a portable instance instead of a portable one, which changes the file paths used by MO and any program you install in it) and getting and configuring the mods and tools again the issue is likely to be avoided. Not solved. I can use Nemesis, FNIS, xEdit and any other program designed to run through MO2 just fine with the latest MO2 release and it has never been a problem in the +6 years of using it. The biggest problem has been Windows updates and Windows Defender, but again this is only due to the nature of VFS implementation, nothing to do with specific MO2 versions.
traison Posted August 19, 2023 Posted August 19, 2023 (edited) 2 hours ago, Just Don't said: But that's not a thing though. You're thinking downgrading, I was thinking upgrading. Frameworks, conventions and API's change. Some of it may affect MO2 forcing an upgrade. A windows update, or a new .Net Framework version. Programs suddenly calling NtCreateFile instead of CreateFile, or like what happened back in the day in the switch from OpenFile to CreateFile. Stuff like that. 2 hours ago, Just Don't said: This is likely a workaround not around the issue, but the install procedure. Yup. 2 hours ago, Just Don't said: ...any other program designed to run through MO2 just fine with the latest MO2 release and it has never been a problem in the +6 years of using it. Also yup. I haven't ran into compatibility issues with MO2 for years. The latest thing I remember was BodySlide not being able to create new files that's about it. It may even have been in MO, not MO2, not sure. I have also used tools through MO2 that most people probably wouldn't, further confirming that they pretty much got all the API covered by now. Edited August 19, 2023 by traison
pete67 Posted August 25, 2024 Posted August 25, 2024 Hello. Maybe a simple failure I made: I have installed Nemesis Unlimited Behavior Engine and linked it in MO2 as an executable. When I call Nemesis now I get the following error message. Additional my settings for the executable. Does anybody know what I do wrong? Thanks in advance.
MellowDrama Posted August 29, 2024 Posted August 29, 2024 On 8/18/2023 at 1:51 PM, traison said: Right click anywhere in the mod list, select Create Empty Mod; or do it like I do, simply go to the mods directory and create a new subdirectory - that's your mod - refresh the list in MO2 and the mod appears. I already mentioned why files get separated. The reason why you're seeing BodySlide files in overwrite is because the mod that provides the bodyslide files did not come with pre-made meshes. So, when BodySlide creates these meshes for the first time, they're new files. There's no way for MO2 to know which mod provided BodySlide with the shape files from which it generated the meshes, thus the files end up in overwrite. If you absolutely want to keep all files with their respective mods then you need to keep a very close eye on the overwrite folder. In my opinion though this is not worth it. Instead, learn to use the tools at your disposal to track down issues. A stray nif in your overwrite folder isn't going to do anything if its part of some custom armor mod - the ARMA/ARMO records are gone when the mod is uninstalled, there's no more references to that nif. For vanilla replacers you will have to dive into the overwrite folder to remove replacement meshes and textures, but this is again where basic troubleshooting comes in - you see the wrong armor in-game, you track it down with xEdit, locate the file in overwrite and delete it. I don't know about Combat Gameplay Overhaul, but my guess is you probably found some FNIS generated files perhaps. Same deal there, MO2 can't know which mod provided the data files for FNIS when it generated those hkx files. Again, there's a way to force BodySlide, FNIS, etc. to dump all their new files into a specific mod: Edit: If you're still confused about what MO2 does and how it works in the background. Launch the Explorer++ tool from MO2 and view your Skyrim Data directory. Compare it to what you see in the regular Windows File Explorer. This will reveal the magic to you. I tried this with Nemesis and it didn't work. the argument line too but no effect
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