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A few issues with MO2 + SE


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Posted

So I started modding my SE install in preparation for SKSE64 being released soon and it's mostly going great so far.  Everything in game works and no crashes.  The game looks better than my Oldrim setup already with the exception of the face/body replacers.  It's also running faster and I have yet to see even 1 crash so far.  I was surprised to see that even ENB is working great on SE.  I only have about 180 mods loaded so far and decided to stick with 2k textures for now.

 

That said, I have run into a few issues with MO2 that I can't figure out and was wondering if anyone else has these issues and/or solutions to them.

 

I'm using MO 2.0.8.  Not sure if that's the preferred version for SE.  Here are the problems I'm having:

 

1.  Archive Invalidation.  Is this still needed?  There is an option for it in MO but it's greyed out.

2.  Wrye Bash.  It's installed, I can run it from within MO, it finds all my mods and seems to generate a patch just fine but it throws a bunch of errors about not finding various files/folders like DOCS.  I just skipped through all of the errors to see what it would do and it doesn't seem to cause any issues, but the patch it generates ends up in the real Skyrim/Data folder, not the Overwrite folder it normally goes in.  I have it set up the same as I did for Oldrim and it works fine via the previous version of MO.  MO does see the patch and I can activate it and run the game and everything works so it might not be a problem.

3.  FNIS.  Similar to Wrye Bash, I can install it and run it and it does generate the expected files and also puts them in Overwrite like I was expecting but MO crashes if I try to run the game.

 

I don't really have anything loaded that needs FNIS yet anyway just tried a few animation mods to test it.  Has anyone gotten it to work with MO2 and should I be using a different version?

Posted

Now that I've done a little more testing FNIS does actually seem to work with MO2, it's just that after you run Generate FNIS for Users and save the files as a mod, when you exit MO, MO crashes while exiting (at least it always does for me). 

 

If you actually run the game after that it works.  Strange.  MO2 definitely seems like it needs some further work, but oddly enough I've never actually seen Skyrim SE crash while using it.  When MO2 crashes it's always while I'm actually installing or manipulating mods.  Once I'm done with whatever I'm doing and actually run the game, it works flawlessly.  Wrye Bash is another matter.  I have given up trying to get that to work with MO.  I guess if I want to use Wrye Bash I have to either use NMM or use Wrye Bash as my actual mod manager.

Posted

The problems you have mentioned are basically effecting everyone afaik, I have long since got into the habit of doing stuff like running FNIS or SSEdit and then just closing MO with the high probability it will crash after file writing. Then relaunching MO and running the game.

 

IMHO this is still better than using NMM or Wyre Bash as a mod manager.

Posted

Someone found a workaround to get Wrye Bash to work properly from MO2 and it's pretty easy, just tried it and it works.  Apparently Wrye Bash fails if any other mod you have has a docs folder.  You can get around this by creating a dummy mod for bash that includes empty output files that match the files Wrye Bash normally generates with the right directory structure.  Then just tell Wrye Bash to output to that mod instead of overwrite and it will replace the dummy files with the real ones.  So you want a mod that looks like this:

 

dummy bash.zip (name doesn't matter)

directory/filename                size
---------------------------------------
Bashed Patch, 0.esp               0
Docs/Bashed Patch, 0.html         0
Docs/Bashed Patch, 0.txt          0
Posted

 

Someone found a workaround to get Wrye Bash to work properly from MO2 and it's pretty easy, just tried it and it works.  Apparently Wrye Bash fails if any other mod you have has a docs folder.  You can get around this by creating a dummy mod for bash that includes empty output files that match the files Wrye Bash normally generates with the right directory structure.  Then just tell Wrye Bash to output to that mod instead of overwrite and it will replace the dummy files with the real ones.  So you want a mod that looks like this:

 

dummy bash.zip (name doesn't matter)

directory/filename                size
---------------------------------------
Bashed Patch, 0.esp               0
Docs/Bashed Patch, 0.html         0
Docs/Bashed Patch, 0.txt          0

 

Does nothing for me still getting wyrebash error when running it, but only through mo2, run it from the main directory and no problems, hell wyre will not even run let alone do anything, and like others fnis does the same, spits out an error message about not being able to find language files, but checking they are there, I pretty much gave up on both wyre and fnis, till mo2 gets more, ermm working so to speak.

 

Posted

 

 

Someone found a workaround to get Wrye Bash to work properly from MO2 and it's pretty easy, just tried it and it works.  Apparently Wrye Bash fails if any other mod you have has a docs folder.  You can get around this by creating a dummy mod for bash that includes empty output files that match the files Wrye Bash normally generates with the right directory structure.  Then just tell Wrye Bash to output to that mod instead of overwrite and it will replace the dummy files with the real ones.  So you want a mod that looks like this:

 

dummy bash.zip (name doesn't matter)

directory/filename                size
---------------------------------------
Bashed Patch, 0.esp               0
Docs/Bashed Patch, 0.html         0
Docs/Bashed Patch, 0.txt          0

 

Does nothing for me still getting wyrebash error when running it, but only through mo2, run it from the main directory and no problems, hell wyre will not even run let alone do anything, and like others fnis does the same, spits out an error message about not being able to find language files, but checking they are there, I pretty much gave up on both wyre and fnis, till mo2 gets more, ermm working so to speak.

 

 

 

For the above workaround, the first time I ran Wrye Bash it gave me some warnings.  I'm assuming due to all 3 of those files being bogus, but you can just skip through them.  Once it overwrites those files it doesn't give me warnings anymore and works without any errors. 

 

The only quirk I still have with Wrye Bash and MO2 now is that if I use it to merge the mods that it says it can automatically merge into the bashed patch, it doesn't uncheck those mods automatically like it used to in MO.  I have to go do it myself manually.  The patch itself works though.  FNIS also works for me without any issues, although MO2 does crash occasionally after using either of those.  The output files work fine though.

 

I intentionally loaded up a bunch of mods that have conflicts and lots of compatibility patches just to test things out and everything works flawlessly.  I did have to use a workaround for JK's Riverwood which hasn't been patched for USSEP yet but no crashes, very nice visuals, and MUCH higher framerate than I can get in Oldrim with the same mods.

 

This is what I'm using so far:

 

 

 

# This file was automatically generated by Mod Organizer.

Skyrim.esm

Update.esm

Dawnguard.esm

HearthFires.esm

Dragonborn.esm

Lanterns Of Skyrim - All In One - Main.esm

ApachiiHair.esm

ApachiiHairMales.esm

ApachiiHairFemales.esm

RSkyrimChildren.esm

Campfire.esm

SMSkyrim.esp

Falskaar.esm

Unofficial Skyrim Special Edition Patch.esp

Lanterns of Skyrim Light Balance Patch.esp

Modern Brawl Bug Fix.esp

Cutting Room Floor.esp

SMSkyrim - Cutting Room Floor Patch.esp

dD - Realistic Ragdoll Force - Realistic.esp

IcePenguinWorldMap.esp

SkyHUD.esp

beltfastenedquivers.esp

XPMSSE.esp

SMIM-SE-Merged-All.esp

Skyrim Flora Overhaul.esp

SimplyBiggerTreesSE.esp

Verdant - A Skyrim Grass Plugin SSE Version.esp

Real Roads.esp

nordicsnow.esp

Immersive Wenches.esp

Immersive Wenches -Apachii hairs- Patch.esp

Better Harvesting.esp

Immersive Patrols II.esp

SMSkyrim - Meshes.esp

ForgottenCity.esp

Better Vampires.esp

Helgen Reborn.esp

Undeath.esp

SexLab-AmorousAdventures.esp

FlowerGirls SE.esp

FlowerGirls SE - Adventures.esp

FlowerGirls SE - Amorous Patch.esp

FlowerGirls SE - IW Patch.esp

SofiaFollower.esp

WICO - Immersive Character.esp

WICO - Immersive People.esp

WICO - USSEP Compatible Patch.esp

BijinAIO_SSE-3.1.1-SV.esp

RSChildren - Complete.esp

RSChildren_PatchUSSEP.esp

Beards.esp

SGEyebrows.esp

Diversity - An NPC Overhaul.esp

JK's Riverwood.esp

JKs Whiterun.esp

JKs Whiterun exterior.esp

Eli_Breezehome.esp

Kynesgrove.esp

Shor's Stone.esp

Darkwater Crossing.esp

Ivarstead.esp

Karthwasten.esp

Soljund's Sinkhole.esp

Whistling Mine.esp

Helarchen Creek.esp

Point The Way.esp

SkyrimImprovedPuddles-DG-HF-DB.esp

DustEffectsSSE.esp

DiverseDragonsCollectionSE.esp

dD - Enhanced Blood Main.esp

dD-No Screen Blood.esp

BarenziahQuestMarkers.esp

The Paarthurnax Dilemma.esp

Blacksmith Forge Water Fix SE USSEP.esp

BetterQuestObjectives.esp

BetterQuestObjectives-PaarDilemmaPatch.esp

BetterQuestObjectives-CRFPatch.esp

Gildergreen Regrown.esp

AmazingFollowerTweaks.esp

Relationship Dialogue Overhaul.esp

RDO - CRF + USSEP Patch.esp

RDO - AFT v1.66 Patch.esp

Ordinator - Perks of Skyrim.esp

Thief skills rebalance for Ordinator.esp

50 More Perk Points.esp

Ars Metallica.esp

Apocalypse - Magic of Skyrim.esp

Apocalypse - Ordinator Compatibility Patch.esp

Elemental_Staffs.esp

Immersive Citizens - AI Overhaul.esp

Immersive Wenches -Immersive Citizens AI Overhaul Patch-.esp

Simple AUA.esp

UnreadBooksGlow.esp

VioLens SE.esp

VioLens SE - Book Menu.esp

Chesko_LoreBasedLoadingScreens.esp

Immersive Sounds - Compendium.esp

ISC Enhanced Blood Patch.esp

Hunterborn.esp

Hunterborn - Campfire Patch.esp

Frostfall.esp

Chesko_WearableLantern.esp

iNeed.esp

iNeed - Extended.esp

WetandCold.esp

Summermyst - Enchantments of Skyrim.esp

Wildcat - Combat of Skyrim.esp

Book Covers Skyrim.esp

Dr_Bandolier.esp

1nivWICCloaks.esp

CC'sEnhancedOreVeinsSSE-HearthfirePatch.esp

Hothtrooper44_Armor_Ecksstra.esp

Hothtrooper44_ArmorCompilation.esp

WeaponsOf3E_SSE.esp

Unique Uniques.esp

JS Armored Circlets SE.esp

RUSTIC SOULGEMS - Unsorted.esp

Footprints.esp

Vivid WeathersSE.esp

RealisticWaterTwo.esp

RealisticWaterTwo+-+Verdant+Patch.esp

RealisticWaterTwo - iNeed.esp

RealisticWaterTwo - Watercolor.esp

SMSkyrim - Realistic Water Two Patch.esp

EnhancedLightsandFX.esp

ELFXEnhancer.esp

ELFX - Exteriors.esp

ELFX - NoBreezehome.esp

Immersive Citizens - ELFXEnhancer patch.esp

Alternate Start - Live Another Life.esp

BetterQuestObjectives-AlternateStartPatch.esp

SMSkyrim - Alternate Start + General Patch.esp

merge.esp

Bashed Patch, 0.esp

FNIS.esp

 

 

 

Some of those mods were seriously unstable for me in Oldrim when used together.  No issues at all in SE.  One other thing that might be worth mentioning is that when I installed MO2 originally, one of the paths it used was on a different drive than I have my game installed on.  I suspect that might cause issues so I moved my paths to all be on the same drive.

Posted

 

 

Varithina, on 05 Feb 2017 - 10:10 PM, said:
khumak, on 04 Feb 2017 - 11:46 PM, said:
Someone found a workaround to get Wrye Bash to work properly from MO2 and it's pretty easy, just tried it and it works.  Apparently Wrye Bash fails if any other mod you have has a docs folder.  You can get around this by creating a dummy mod for bash that includes empty output files that match the files Wrye Bash normally generates with the right directory structure.  Then just tell Wrye Bash to output to that mod instead of overwrite and it will replace the dummy files with the real ones.  So you want a mod that looks like this:

dummy bash.zip (name doesn't matter)
directory/filename                size
---------------------------------------
Bashed Patch, 0.esp               0
Docs/Bashed Patch, 0.html         0
Docs/Bashed Patch, 0.txt          0
Does nothing for me still getting wyrebash error when running it, but only through mo2, run it from the main directory and no problems, hell wyre will not even run let alone do anything, and like others fnis does the same, spits out an error message about not being able to find language files, but checking they are there, I pretty much gave up on both wyre and fnis, till mo2 gets more, ermm working so to speak.



For the above workaround, the first time I ran Wrye Bash it gave me some warnings.  I'm assuming due to all 3 of those files being bogus, but you can just skip through them.  Once it overwrites those files it doesn't give me warnings anymore and works without any errors. 

The only quirk I still have with Wrye Bash and MO2 now is that if I use it to merge the mods that it says it can automatically merge into the bashed patch, it doesn't uncheck those mods automatically like it used to in MO.  I have to go do it myself manually.  The patch itself works though.  FNIS also works for me without any issues, although MO2 does crash occasionally after using either of those.  The output files work fine though.

I intentionally loaded up a bunch of mods that have conflicts and lots of compatibility patches just to test things out and everything works flawlessly.  I did have to use a workaround for JK's Riverwood which hasn't been patched for USSEP yet but no crashes, very nice visuals, and MUCH higher framerate than I can get in Oldrim with the same mods.

This is what I'm using so far:

[spoiler]
# This file was automatically generated by Mod Organizer.
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Lanterns Of Skyrim - All In One - Main.esm
ApachiiHair.esm
ApachiiHairMales.esm
ApachiiHairFemales.esm
RSkyrimChildren.esm
Campfire.esm
SMSkyrim.esp
Falskaar.esm
Unofficial Skyrim Special Edition Patch.esp
Lanterns of Skyrim Light Balance Patch.esp
Modern Brawl Bug Fix.esp
Cutting Room Floor.esp
SMSkyrim - Cutting Room Floor Patch.esp
dD - Realistic Ragdoll Force - Realistic.esp
IcePenguinWorldMap.esp
SkyHUD.esp
beltfastenedquivers.esp
XPMSSE.esp
SMIM-SE-Merged-All.esp
Skyrim Flora Overhaul.esp
SimplyBiggerTreesSE.esp
Verdant - A Skyrim Grass Plugin SSE Version.esp
Real Roads.esp
nordicsnow.esp
Immersive Wenches.esp
Immersive Wenches -Apachii hairs- Patch.esp
Better Harvesting.esp
Immersive Patrols II.esp
SMSkyrim - Meshes.esp
ForgottenCity.esp
Better Vampires.esp
Helgen Reborn.esp
Undeath.esp
SexLab-AmorousAdventures.esp
FlowerGirls SE.esp
FlowerGirls SE - Adventures.esp
FlowerGirls SE - Amorous Patch.esp
FlowerGirls SE - IW Patch.esp
SofiaFollower.esp
WICO - Immersive Character.esp
WICO - Immersive People.esp
WICO - USSEP Compatible Patch.esp
BijinAIO_SSE-3.1.1-SV.esp
RSChildren - Complete.esp
RSChildren_PatchUSSEP.esp
Beards.esp
SGEyebrows.esp
Diversity - An NPC Overhaul.esp
JK's Riverwood.esp
JKs Whiterun.esp
JKs Whiterun exterior.esp
Eli_Breezehome.esp
Kynesgrove.esp
Shor's Stone.esp
Darkwater Crossing.esp
Ivarstead.esp
Karthwasten.esp
Soljund's Sinkhole.esp
Whistling Mine.esp
Helarchen Creek.esp
Point The Way.esp
SkyrimImprovedPuddles-DG-HF-DB.esp
DustEffectsSSE.esp
DiverseDragonsCollectionSE.esp
dD - Enhanced Blood Main.esp
dD-No Screen Blood.esp
BarenziahQuestMarkers.esp
The Paarthurnax Dilemma.esp
Blacksmith Forge Water Fix SE USSEP.esp
BetterQuestObjectives.esp
BetterQuestObjectives-PaarDilemmaPatch.esp
BetterQuestObjectives-CRFPatch.esp
Gildergreen Regrown.esp
AmazingFollowerTweaks.esp
Relationship Dialogue Overhaul.esp
RDO - CRF + USSEP Patch.esp
RDO - AFT v1.66 Patch.esp
Ordinator - Perks of Skyrim.esp
Thief skills rebalance for Ordinator.esp
50 More Perk Points.esp
Ars Metallica.esp
Apocalypse - Magic of Skyrim.esp
Apocalypse - Ordinator Compatibility Patch.esp
Elemental_Staffs.esp
Immersive Citizens - AI Overhaul.esp
Immersive Wenches -Immersive Citizens AI Overhaul Patch-.esp
Simple AUA.esp
UnreadBooksGlow.esp
VioLens SE.esp
VioLens SE - Book Menu.esp
Chesko_LoreBasedLoadingScreens.esp
Immersive Sounds - Compendium.esp
ISC Enhanced Blood Patch.esp
Hunterborn.esp
Hunterborn - Campfire Patch.esp
Frostfall.esp
Chesko_WearableLantern.esp
iNeed.esp
iNeed - Extended.esp
WetandCold.esp
Summermyst - Enchantments of Skyrim.esp
Wildcat - Combat of Skyrim.esp
Book Covers Skyrim.esp
Dr_Bandolier.esp
1nivWICCloaks.esp
CC'sEnhancedOreVeinsSSE-HearthfirePatch.esp
Hothtrooper44_Armor_Ecksstra.esp
Hothtrooper44_ArmorCompilation.esp
WeaponsOf3E_SSE.esp
Unique Uniques.esp
JS Armored Circlets SE.esp
RUSTIC SOULGEMS - Unsorted.esp
Footprints.esp
Vivid WeathersSE.esp
RealisticWaterTwo.esp
RealisticWaterTwo+-+Verdant+Patch.esp
RealisticWaterTwo - iNeed.esp
RealisticWaterTwo - Watercolor.esp
SMSkyrim - Realistic Water Two Patch.esp
EnhancedLightsandFX.esp
ELFXEnhancer.esp
ELFX - Exteriors.esp
ELFX - NoBreezehome.esp
Immersive Citizens - ELFXEnhancer patch.esp
Alternate Start - Live Another Life.esp
BetterQuestObjectives-AlternateStartPatch.esp
SMSkyrim - Alternate Start + General Patch.esp
merge.esp
Bashed Patch, 0.esp
FNIS.esp
[/spoiler]

Some of those mods were seriously unstable for me in Oldrim when used together.  No issues at all in SE.  One other thing that might be worth mentioning is that when I installed MO2 originally, one of the paths it used was on a different drive than I have my game installed on.  I suspect that might cause issues so I moved my paths to all be on the same drive.

 

Pretty sure I have other problems as this is the only error I get from it when run through mo2;

 

Traceback (most recent call last):

  File "Wrye Bash Launcher.pyw", line 87, in <module>

ImportError: cannot import name bash

 

Odd thing is I am using the standalone exe, and from what I am aware of that message usually means that python is not installed properly, which with the standalone should not be a problem.

 

Posted

 

Pretty sure I have other problems as this is the only error I get from it when run through mo2;

 

Traceback (most recent call last):

  File "Wrye Bash Launcher.pyw", line 87, in <module>

ImportError: cannot import name bash

 

Odd thing is I am using the standalone exe, and from what I am aware of that message usually means that python is not installed properly, which with the standalone should not be a problem.

 

 

 

Not sure.  I'm using the standalone version as well.  Maybe it's expecting a different install directory.  I have steam installed in D:games and then within the actual game folder I have Mod Organizer installed in the Skyrim Special Edition/Mod Organizer folder and I have Wrye Bash installed in Skyrim Special Edition/Mopy.

 

I did run into 1 other quirk with MO2.  If I delete my save game files within MO2 and then try to start a new game, either MO or SE gets confused and launches a vanilla, unmodded game instead of my MO2 setup.  I have to delete the saves from within the game for it to work right.

 

Edit:  Found a workaround for the save issue as well, just turn on local saves in MO2 and they won't show up in MO, SE will manage them instead and it already has a character profile system built in.

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