Miauzi Posted July 18, 2025 Posted July 18, 2025 Dear MO2 users, I've been modded games like Skyrim (starting with Morrowind) and Fallout for 20 years now. Now I have to rebuild my Skyrim 1.6.1170 for the second time – for this, I want to use MO2 instead of Vortex. Now I'm stuck at my first hurdle -> I'm getting file conflicts... but everything I find online about resolving these conflicts -> my head is spinning - I feel like an absolute idiot *cry* 😭 I took a screenshot... I'm at the base – meaning, all the mods I consider important for the SKSE Spoiler There are 3 conflicts - SSE Engine Part 1 versus Save Corrupt Fix - MfgFix versus MfGFixNG - MfgFix-MCM versus MCM German With Vortex, I would have simply pressed the "button" and selected -> who overwrites whom and then confirmed it. This would remove the respective conflict display. The mods are already sorted in such a way that the respective overwrite would be correct... but I have no idea how to initiate or confirm something like that in MO2. Posts in forums like Reddit or videos... I can't get past "one point" HELP - PLEASE
plutocene Posted July 18, 2025 Posted July 18, 2025 (edited) Willkommen auf der dunklen Seite. Der Mod der später lädt, gewinnt den Konflikt. Easy. Also, Punkt 2 ist mal klar, MfGFix NG nach Mfg Fix. Punkt 3, lass den MCM German Quatsch, keine Ahnung, was der übersetzt und wie die Mods drauf reagieren. Zu Punkt 1. das musste ich mir ansehen. Finger weg! Das ist für Edited for SSE version 1.5.39 - 1.5.97. Das ist alt und überschreibt die Engine Fixes Toml! Du kannst diese Settings selber einstellen. Das Ding macht nur 2 Sachen: This .toml file just have changed with these two lines: [Patches] MaxStdio = 8192 Das gibt Papyrus mehr Stoff [Experimental] SaveGameMaxSize = true Eeeeh, weiß nicht, das klingt nach schwarzer Magie. Würde ich nicht aktivieren. Welcome to the dark side. The mod tha loads later, wins the conflict. Easy. Also, Point 2 is clear: MfGFix NG should come after Mfg Fix. Point 3, forget the MCM German stuff — no idea what it's translating or how the mods will react. As for Point 1, I had to check that out. Hands off! That’s for Edited for SSE version 1.5.39 - 1.5.97. It’s outdated and overwrites the Engine Fixes .toml file! You can configure those settings yourself. Edited July 18, 2025 by plutocene 1
Just Don't Posted July 18, 2025 Posted July 18, 2025 1 hour ago, Miauzi said: With Vortex, I would have simply pressed the "button" and selected -> who overwrites whom and then confirmed it. There is nothing to confirm. You select what files win conflicts by sorting them in the left side. Priority works top to bottom, same logic behind loadorders, so if you have MFG Fix and then MFG Fix NG below it, the NG mod will win the conflict overwriting any overlapping files from MFG Fix. If you can't solve a conflict by simply moving mods up or down in the left pane, you can individually hide or delete files within each mod. But that's only useful if you're tweaking several texture mods or something like that where mixing different files from different mods is mostly preference. The conflict flags will remain there. You can hide them once you're done solving file conflicts (right click in the column headers and disable the Flags one), but they're not in the way really. And once you start adding more mods you can add separators, and by default flags and other icons aren't shown with collapsed separators so you can have a really clean look once you know your modlist has had all relevant conflicts solved. As for your 3 conflicts, plutocene is right that save corruption fix is just the config file from Engine Fixes with some settings edited, you can load it after Engine Fixes and use that config file (apply any manual edits there and not the original config file). Or manually edit the original config file and remove that mod. MFG Fix should be overwritten by MFG Fix NG. And that MCM German should only be used if you're 100% sure it supports the latest version of MFG Fix and also supports MFG Fix NG. 1
Grey Cloud Posted July 18, 2025 Posted July 18, 2025 (edited) Left pane is the load order. Mods load from top to bottom. You can just drag and drop these mods anywhere in the list and they will stay there (no need to 'lock' them in position or save load order. You can also just double-click on the priority number and manually type in a new number to move them. If you double-click on the mod a new window will open showing which, if any, files are overwriting, which are being overwritten (and by which mod) and which files are not overwriting or not being overwritten. e.g. See my mod #12 PapyrusUtils. I double-click on that: ] You can see it is not winning any conflicts but is losing 13 conflicts with files from SexLab Framework (which is correct) and has 7 files with no conflicts. Your MFG Fix and MFG Fix NG are positioned correctly - the NG version is overwriting the regular MFG Fix. Double-click on one of them to see which files are winning, losing and not affected. You could also drag and drop MFG Fix below NG just to see how it moves and stays there and to see the winning and losing files change. The lightning bolt means there are conflicts; the red minus sign means losing conflicts; the green plus means winning conflicts and minus and plus means the mod has both winners and losers. A grey/white lightning bolt means the mod's files are all being overwritten and therefore the mod is redundant (it's doing nothing). With MO2 you can mouse hover over nearly everything to get more info. Right-clicking generally gets you a context menu. Right-click like this then 'Open in Explorer' to get to your MO2 Data folder (where the real files are). Edited July 18, 2025 by Grey Cloud 1
Miauzi Posted July 19, 2025 Author Posted July 19, 2025 14 hours ago, plutocene said: Willkommen auf der dunklen Seite. Der Mod der später lädt, gewinnt den Konflikt. Easy. Also, Punkt 2 ist mal klar, MfGFix NG nach Mfg Fix. Punkt 3, lass den MCM German Quatsch, keine Ahnung, was der übersetzt und wie die Mods drauf reagieren. Zu Punkt 1. das musste ich mir ansehen. Finger weg! Das ist für Edited for SSE version 1.5.39 - 1.5.97. Das ist alt und überschreibt die Engine Fixes Toml! Du kannst diese Settings selber einstellen. Das Ding macht nur 2 Sachen: Diese .toml- Datei wurde lediglich um diese beiden Zeilen geändert: [Patches] MaxStdio = 8192 Das gibt Papyrus mehr Stoff [Experimental] SaveGameMaxSize = true Eeeeh, weiß nicht, das klingt nach schwarzer Magie. Würde ich nicht aktivieren. Willkommen auf der dunklen Seite. Der Mod, der später geladen wird, gewinnt den Konflikt. Ganz einfach. Auch Punkt 2 ist klar: MfGFix NG sollte nach Mfg Fix kommen. Punkt 3, vergessen Sie das deutsche MCM-Zeug – keine Ahnung, was übersetzt wird oder wie die Mods reagieren werden. Was Punkt 1 betrifft, musste ich das überprüfen. Finger weg! Das ist für SSE Version 1.5.39 - 1.5.97 bearbeitet. Es ist veraltet und überschreibt die Engine Fixes .toml-Datei! Sie können diese Einstellungen selbst konfigurieren. First of all, thanks for the helpful post. The fact that the mod that loads later wins the conflict... was already clear to me before I wrote my plea for help. If I want to install a mod (Mod A) and find something in its description that says "Requirement" (Mod B) -> I know that I have to install the mod in question (Mod B) FIRST. Accordingly, the left side already looks "sorted" anyway... i.e., "Mod B" is in the list BEFORE "Mod A." This approach has already helped me keep track of things with Vortex - here on MO2, it seems much more natural to proceed this way. What bothers me -> that the "lightning bolts" stop... in my previous way of thinking (with Vortex), conflict always means something "dangerous" - so I try to resolve conflicts. And this is where this way of thinking clashes with the functionality of MO2... there's a wall in my brain! But here comes the crucial clue to "drill" a hole in the wall -> "hide" files 13 hours ago, Grey Cloud said: Wenn Sie auf den Mod doppelklicken, wird ein neues Fenster geöffnet, in dem angezeigt wird, welche Dateien (falls vorhanden) überschrieben werden, welche überschrieben werden (und von welchem Mod) und welche Dateien nicht überschrieben werden oder nicht überschrieben werden. Siehe zB mein Mod Nr. 12 PapyrusUtils. Versteckte Inhalte anzeigen Ich doppelklicke darauf: Versteckte Inhalte anzeigen ] Sie können sehen, dass es keine Konflikte gewinnt, aber 13 Konflikte mit Dateien aus dem SexLab Framework verliert (was richtig ist) und 7 Dateien ohne Konflikte hat. I tried it out in MO2 for "MfgFix" while I was writing this text... and the "flashes" are now gone. Thanks to all three of you - the knot in my head is starting to unravel. 💖 1
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