khumak Posted February 3, 2017 Posted February 3, 2017 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?
Uncle64 Posted February 3, 2017 Posted February 3, 2017 There are issues whit latest Wrye Bash and MO2. They dont work well together.
khumak Posted February 4, 2017 Author Posted February 4, 2017 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.
Xiderpunk Posted February 4, 2017 Posted February 4, 2017 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.
khumak Posted February 4, 2017 Author Posted February 4, 2017 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
Varithina Posted February 5, 2017 Posted February 5, 2017 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.
khumak Posted February 5, 2017 Author Posted February 5, 2017 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.
Varithina Posted February 5, 2017 Posted February 5, 2017 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.
khumak Posted February 6, 2017 Author Posted February 6, 2017 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.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.