Twycross448 Posted October 12, 2016 Posted October 12, 2016 Hello folks. Just aquick question. Does the (not so) current version of MO2 (v2.0.7) actually work with the current version of Fallout 4 (v1.7.22)? I tried yesterday, but while FO4Edit, LOOT and Bodyslide work from within MO2 as they do in MO 1.3.11 for Skyrim, the actual game (FO4) just doesn't see any mods installed. It is as if the virtual file system simple is invisible to the game. (Saying this because it isn't just *.esps/*.esms not working, simple texture only replacers don't work either.) Is this a known issue with the MO2 Beta 3 or is there something I am missing here? Running W10 x64 Pro, btw.
bradley Posted October 13, 2016 Posted October 13, 2016 No issues whatsoever here, besides MO crashing reliably after I use FO4Edit. This is very minor issue, other than that it works fine for me. So it's (probably) not a case of "everything's broken". I'm running win 8.1 x64
bradleyh Posted October 13, 2016 Posted October 13, 2016 Hello folks. Just aquick question. Does the (not so) current version of MO2 (v2.0.7) actually work with the current version of Fallout 4 (v1.7.22)? I tried yesterday, but while FO4Edit, LOOT and Bodyslide work from within MO2 as they do in MO 1.3.11 for Skyrim, the actual game (FO4) just doesn't see any mods installed. It is as if the virtual file system simple is invisible to the game. (Saying this because it isn't just *.esps/*.esms not working, simple texture only replacers don't work either.) Is this a known issue with the MO2 Beta 3 or is there something I am missing here? Running W10 x64 Pro, btw. Have You made changes to Your Fallout 4 Custom ini file? [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= I had the same issue when finally deciding to add a Mod to My Game two weeks ago
Twycross448 Posted October 13, 2016 Author Posted October 13, 2016 @bradleyh Yes, I did. I also checked to make sure the .esp/.esm based mods were all in the plugins.txt file. Before diving in I made sure to read a lot of stuff on the Nexus and STEP forums and watched some vids by Gopher. Besides, when I use NMM, everything works. (Tried yesterday shortly after making the original post.) I still suspect that for some unknown reason, the game ignores the virtual file system of MO2. Just a guess, though.
Twycross448 Posted October 18, 2016 Author Posted October 18, 2016 Little update: After completely wiping both Fallout 4 and MO2+all Mods and re-installing all from scratch, I can now at least get it to load loose files, like texture or mesh replacers. .esm/.esp files are still summarily ignored, though.
Varithina Posted October 18, 2016 Posted October 18, 2016 Try putting any ini changes in the actual ini files rather than in the custom ini file, as for me I find that fallout ignores the custom ini settings completely. Hell it does not even create a custom ini file in my set-up and never has done so, even though from what I read it is supposed to have done so. I also have the problem that editing any file using either xedit or the ck, crashes mo2, and ck will not create a new esp file but will edit existing ones, thought that could be something to do with the ck itself rather than mo2. Also for me nothing goes into the overwrite folder, other folders yup, but not the overwrite. I had to set up the ck/xedit and any other program to write to a custom mod within mo2 otherwise it crashed the program.
Twycross448 Posted October 19, 2016 Author Posted October 19, 2016 I cannot say anything about the CK, as I am not using it. (Don't even have a Bethesda.net account. ^_^") In other news, it seems I have solved my problem now. As it looks, Fallout 4 does not like windows symlinks. Explanation: I have Steam installed on my game SSD, N:\Steam. MO2 is also installed on that drive. N:\ModOrganizer2B3 (with N:\ModOrganizer2Data being the place where the profiles etc are, as per Gernashs instructions in his ModWiki). I had moved Fallout 4 from "N:\Steam\SteamApps\common\Fallout 4" to just "N:\Fallout 4" and created a symlink (mklink /J) from that back to the original Steam location. The Mod Organizer 2 ini file (ModOrganizer.ini) had this in it: [General] gameName=Fallout 4 gamePath=N:\\Steam\\SteamApps\\common\\Fallout 4 I changed that now to [General] gameName=Fallout 4 gamePath=N:\\Fallout 4 thus circumventing the symlink and pointing MO2 at the actual place of Fallout 4. And now, it seems the plugins are read by the game correctly. ^_^" So, while LOOT, Bodyslide etc. don't mind symlinks, Fallout 4 itself seems to be way more picky. Summary: It was user error to an extent. Repointing the MO2 ini to the actual place of F4 instead of the symlinked one fixed the issue of the game not seeing mod plugins for me. Btw. just for the record, I am using Win 10 Pro.
Avahashija Posted October 27, 2016 Posted October 27, 2016 Hi all, for me MO2 - 2.0.7 is working together with F4SE. If i mod something - i have a complete "override files" install on my other HD - i call it my "modding" installation. On this i mod and use Bodyslide. My CK is installed to my "play" folder filesystem. I use JSGME and a "mod" folder to activate a mod for my "play" folder filesystem to edit the .esm/.esp files with the CK. I do not use the CK out of MO2 cause it is fu.. buggy and crashes many, many times! I start the CK directly out of my "play" folder filesystem. After done that i copy the newly generated .esp/.esm into my MO2 folders and as a "backup" into my "modding" folder filesystem. I "deactivate" then the mod with my JSGME. My "play" folder filesystem is then "clean" again. This works for me quite good - because you have seperated the "play" stuff from the "mod" stuff and can easily "rollback" in case of CTD's. And the CK starts quite fast - cause it is loading only the .esp/.esm out of my JSGME "mod" folder. Ava PS.: I am using Win10 normal.
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