Jump to content

Mod Organizer won't let files be overwritten


khm

Recommended Posts

Hello, I'm kind of new to Mod Organizer and have been switching over to it for my modding needs, but it doesn't appear to allow files that already exist somewhere to be overwritten.

I discovered this while running some programs in it and noticed they weren't outputting all the files they thought they were. Upon further testing I realized that only files that already exited somewhere weren't being saved.

As a rather annoying work around I discovered that if I hunted down all instances of a file and renamed it, I could safely then get a program to output said file with no problems. I am hoping that someone else can point out something I missed or just has a better solution.

Link to comment

1st: You need to ensure you place the installed mods in the correct order (left list), because mods that are placed lower overwrite files of every mod above it. There can only be one instance of each file.

And this'll be the files every programm you run from MO will access, including Skyrim itself.

 

2nd: What programm did you try and what files did you try to access?

Link to comment

1st: You need to ensure you place the installed mods in the correct order (left list), because mods that are placed lower overwrite files of every mod above it. There can only be one instance of each file.

And this'll be the files every programm you run from MO will access, including Skyrim itself.

 

2nd: What programm did you try and what files did you try to access?

 

1) mod install order isn't the issue, its running programs that need to output already existing files that is

2) skyrim and fnis aren't able to output some of their log files because a copy of them exists somewhere and bodyslide isn't able to output any model that already exists (which is all of them)

 

Have you tried running MO as administrator? Also if your going to mod a game then you don't want to install the game or the mod files in a protected directory such as Program Files.

 

yes and i have steam in a septate partition in a non-protected folder

Link to comment

This is normal. if an file already exists, it's overwritten instead of placing a copy in the overwrite folder.
Sometimes MO might move the updated/overwritten files into the Overwrite folder, but only sometimes. in case of FNiS and BodySlide, the files stay where they are and are just updated/overwritten.

 

So if you want to experiment with BodySlide, f.e., then you better copy all nifs into a new mod or the overwrite folder and disable the mod you're about to edit files from, as else you overwrite the files in the mods installation folder and if something weird happens you have to reinstall the mod you edited files from.

 

if a file is not updated, for whats-o-ever reason, copy/move the file into the overwrite folder. This is unusual but should do the trick.

And as for logs: Delete them if they don't get updated for unknown reason, so they are re-created from scratch.

 

 

Appendix:
if an already existing file is edited & saved and afterwards placed in MOs overwrite folder, then because the programm that saved the files works as followed:
 - remove existing file (renaming [to backup f.e.] or deleting)

 - save data into new file with same name.

As this removes the existing file from MOs environment, the newly created file of the same name is again new to MO and goes, as all new files, into the Overwrite folder.
Programms that update or overwrite a files content, w/o removing/renaming it, will not have the files moved into MOs Overwrite folder.
it's that simple.

Link to comment

This is normal. if an file already exists, it's overwritten instead of placing a copy in the overwrite folder.

Sometimes MO might move the new files to overwrite, but only sometimes. in case of FNiS and bodyslide, the files stay where they are and are just updated/overwritten.

 

So if you want to experiment with BodySlide, f.e., then you better copy all nifs into a new mod or the overwrite folder and disable the mod you're about to edit files from, as else you overwrite the files in the mods installation folder and if something weird happens you have to reinstall the mod you edited files from.

 

if a file is not updated, for whats-o-ever reason, copy/move the file into the overwrite folder. This is unusual but should do the trick. And as for logs: Delete them if they don't get updated for unknown reason, so they are re-created from scratch.

 

although what you describe violates the very reason for having mods separated into their own folders, the issue is that is not even doing that. all exiting files are treated as if they were read only and don't change at all.

 

as for your solution, it's more or less the same as the one i already stated works, but if that's the only solution then there is no real improvement over nmm at this time.

Link to comment

i actually think you use a lame AV, or something else that messes around in/with the FS.
You should try to find the source of the problem, as MO uses the standard Windows APis for vitualization and accessing the FS.

So whatever fucks with MO, it messing around in the whole system and MO is, due to it's nature, more vulnerable to such stuff.

 

P.s.: And are you sure you run MO as admin? installing MO and/or the game in a not UAC watched folder is not really enough, unless you use the real admin acc which is not recommended.

Link to comment

i actually think you use a lame AV, or something else that messes around in/with the FS.

You should try to find the source of the problem, as MO uses the standard Windows APis for vitualization and accessing the FS.

So whatever fucks with MO, it messing around in the whole system and MO is, due to it's nature, more vulnerable to such stuff.

 

P.s.: And are you sure you run MO as admin? installing MO and/or the game in a not UAC watched folder is not really enough, unless you use the real admin acc which is not recommended.

 

i don't use an av at all, they always cause more problems then they are worth.

yes, i'm quite sure i'm running it as admin, i right click on it, select run as admin, and then a uac prompt pops up.

Link to comment

That's a rather strange issue.

i recommend you submit this as bug in MOs bugtracker.

Maybe it's something with your .NET or VC++ installation or the SxS config of your OS, but i'm sure Tannin42 can help you in one way or another and for sure better then i could.

Link to comment

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use