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modorganizer's Issues

MO v2.0.8 "Configurator" Plugin Error

When trying to use the Configurator Plugin (Tools > Configurator), it doesn't work and generates an error (see attached screenshot).
I sadly don't know anything about Python so I can't try to fix it myself, but I thought it would be useful to report this issue anyway.
Thanks for your work, it is much appreciated!
image

override folder ignored on launch

I don't know the procedure to reproduce, but this has happened a few times this week.

On opening MO2, it will not read the override folder (report it empty), and then when manually refreshing it will rediscover the files. Unfortunately, this causes the load order of any of those esp's to be lost and treated as new files (if there was not another version in an active mod being overridden, such as when modifying esp files with xEdit and they get moved to override leaving no copy in the mod folder to fall back to in this scenario).

Built-in .ini files not working

The fallout4.ini and fallout4prefs.ini that ModOrganizer has per profile doesn't do anything at all. Whenever I change a setting in-game, it only writes to the .ini files in my 'My Games' folder, and not the profile .ini files. And when I make an edit to the .ini files which ModOrganizer has, it doesn't do anything at all.

Save Games From Profiles Aren't Being Loaded (SkyrimSE)

I have two profiles for SkyrimSE with local save games ticked. When I start the game under a specific profile the saves are not copied into the save directory and the game gives me the option for "New" and not load or continue.
FYI My "Documents" folder is not in the standard location for Windows (C:\Users\username\Documents) mine is on a separate drive but I have remapped the location of the library.

PapyrusAssembler.exe crashes (usvfs_x86.dll)

When running CreationKit through ModOrganizer, compiling scripts is impossible, as the PapyrusAssembler crashes. This is on Windows 7.

Problem signature:
  Problem Event Name:	APPCRASH
  Application Name:	PapyrusAssembler.exe
  Application Version:	0.0.0.0
  Application Timestamp:	4f3acc8c
  Fault Module Name:	usvfs_x86.dll
  Fault Module Version:	0.2.3.0
  Fault Module Timestamp:	587896ac
  Exception Code:	c0000005
  Exception Offset:	0006deb5
  OS Version:	6.1.7601.2.1.0.256.48
  Locale ID:	1033
  Additional Information 1:	ca43
  Additional Information 2:	ca43cbabe0fdd196a8cac0eb5bb68eec
  Additional Information 3:	a7c8
  Additional Information 4:	a7c87259565208e50d80ab774834a3f4

Steps to reproduce

  1. Run CreationKit from ModOrganizer
  2. Try to compile a script

Running FNIS (tool) from default install folder has problems

I should probably warn people that running FNIS from that folder in AppData that MO2 seems to want people to use results in FNIS not being able to derive what version of Skyrim you've got.

So, better to move the SkyrimSE structure that's in AppData to someplace normal (like c:\UTILS for instance). I just did this and I now have no problems with FNIS animations. Before, I really couldn't get things to work at all.

So, this is just for people that get stuck.

2.0.8.1b: Extraction fails with some large archives

Extraction fails with at least two Skyrim SE mods of which I'm aware:

  • Vivid Weathers SE
  • RealisticWaterTwo with Watercolor optional

The extraction dialog will freeze toward the end of the process, and MO will become nonresponsive.

There is also an issue with SMIM. Extraction will succeed, but the dialog will flash repeatedly at the end.

Non-Nexus repository download handling

This is a cross-posted feature request from TanninOne#921.

I host my mods on GitHub:

I'd like to use "Download with Manager" buttons which when clicked would download mods from GitHub with MO just as easily as they're downloaded from the Nexus. I'd imagine this would involve some changes to nxm:// handling, or a new mod:// protocol that MO would recognize.

This could be generalized to handle mod downloads anywhere on the web, and in addition to the "Install a new mod from an archive" button on the toolbar, you'd also have a "Install a new mod from a URL" button.

For GitHub, specifically, you could probably use SVN or GitZip. In that case, my "Download with Manager" buttons would link to folders, and MO would download those folders as ZIP archives.

Feature request: Allow rewritten files to remain in the original location

Steps to Reproduce

  1. Load a plugin into xEdit, Wrye Bash, or any other application through MO.
  2. Modify the plugin.
  3. Save and exit.

Result

The plugin is modified and moved to the override folder.

Notes

This is the most annoying behavior to me as a modder, and has been happening for a long time. I can see how this behavior could be useful, but I'd rather have an option to modify plugins in-place.

MO 2.0.8.1b : QT library error on startup and BodySlide launch

When i start MO 2.0.8.1b I get an error that says something like "Unknown ordinal number 341 in QTnetwork.dll" (translated from german language). I get this error also when starting BodySlide or Wrye Bash but not for FO4Edit.

After falling back to 2.0.8.0b the error doesnt show up anymore and BS and Wrye Bash work as expected.

2.0.8.2 - failure and/or crash on game exit

Without fail, every time I quit FO4 with a simple exit to desktop via menus, Mod Organizer dies.

Initial symptom - nearly all flags disappear from the mod pane and the filetree for most (but not all) mods turns empty, as if MO is no longer able to properly interact with the VFS. If I try to interact with MO in any way at this point (for example, if I open up the details pane for a mod), it either crashes outright (sample crash dump attached), or I get the following series of errors -

failed to write log to /path/to/mo_interface.log: Insufficient system resources exist to complete the requested service.
failed to write /path/to/mod/meta.ini: error 1
An error occurred trying to write back MO settings to /path/to/ModOrganizer.ini.new: File is write protected

The MO directory is not write protected and I'm definitely not constrained by resources at the hardware level. Once I close and restart MO, all functions seem to work normally until the next time I play and exit FO4. Reproducible 100% of the time.

I am on Windows 10 and I am using MO in portable mode. I also tried using instance mode and ran into the same issues.

As a side note, this version of MO is also behaving strangely with F4SE for me. When I launch F4SE through MO, I get a popup stating that some component of F4SE has stopped working - however, I can click cancel on the popup and F4SE seems to initialize properly anyway (I can pull the F4SE version from game console and F4SE-reliant mods seem to work normally). Not really sure what's going on there.

Thanks.

uvsfs_x64.zip

LOOT crashes on close when started from MO

LOOT 10.2 crashes on close when started via MO. I also observe that startup is slow: The window appears, but remains white for several seconds. These issues do not occur when launching it from NMM.

This is when I launch LOOT via the app selection, where one can also launch Skyrim. LOOT will not launch at all via the "sort" button. Will submit separate issue for that.

The changed load order is not taken over by MO, either.

Problem signature:
Problem Event Name: APPCRASH
Application Name: Loot.exe
Application Version: 0.10.2.0
Application Timestamp: 5842dd47
Fault Module Name: usvfs_x86.dll
Fault Module Version: 0.2.2.0
Fault Module Timestamp: 5766aa70
Exception Code: c0000005
Exception Offset: 000cb19e
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 1033
Additional Information 1: 1073
Additional Information 2: 107361da68c79d1366b92a26d9cef5f3
Additional Information 3: f170
Additional Information 4: f17054badf47953a1c4c05cabd691128

Read our privacy statement online:
http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x0409

If the online privacy statement is not available, please read our privacy statement offline:
C:\Windows\system32\en-US\erofflps.txt

2.0.8.1b: Fallout 4 DLC plugins do not remain active after running LOOT v0.10.2

Conditions to Reproduce

  • One or more Fallout 4 DLC plugins installed
  • All available Fallout 4 DLC plugins activated

Steps to Reproduce

  1. Run LOOT v0.10.2 through MO.
  2. Sort and apply the new sort order.
  3. Exit LOOT.

Result

  • All Fallout 4 DLC plugins are deactivated.
  • All Fallout 4 DLC plugins are deactivated regardless of whether their load orders are locked. (Although, technically, locking load order has nothing to do with preventing deactivation, but the locked flag icon can be misinterpreted as a plugin state lock.)

0x800705aa exceptions

ModOrganizer seems to lose all visibility of files possibly after a certain amount of ram is used via a game launched through it (which causes the game to crash since suddenly the virtual file structure is gone in a "simulated drive failure"), and think the system is out of resources. It's hard to get useful information, because it won't produce logs since it gets stuck in 0x800705aa exceptions i.e. unable to write the logs to disk or allocate memory to store them et cetera. Got a terabyte of space on the drive the game, mods, and MO2 is on. Also have at least 8GB of system ram free at peak usage. This is Windows 10, running MO2b4r2.

Everything is back when I relaunch the program, despite getting bombarded with invalid mod index pop-up exceptions while trying to close.

Mod.Organizer-2.0.8.1 setup menu issue.

Greetings
I have a problem! well small one.

I try to get Mod Organizer 2.0.8.1 do setup progress about 42% in the installing/downloading the whole setup was aborted for some reason. I think has to do with a file call Qt5.5.7z

I have install logs i can give you

install logs.txt

Changing default data path causes error

Using Mod.Organizer-2.0.8.1.exe (Beta 4.1), the first time I re-launch MO after changing the path to my data/profiles, MO says cannot create default. Manually copying the default files it creates from the default path to the new path resolves this issue.

xEdit scripts missing (usvfs)

This issue has been in MO2 from before you forked, so it's nothing new specific to your changes.

Issue: while using xEdit (as of xEdit 3.1.3) through MO2, using "apply scripts" will intermittently lose file visibility. Or perhaps more accurately, xEdit will lose visibility of scripts over time, since hotkey's for scripts stop working too when the 'apply scripts' menu can't find them.

I don't know if this indicates a fundamental issue that might cause trouble vis-a-vis game resources being available while running through MO2 or if its specific to xEdit.

This "workaround" might help with determining the issue, but I don't currently know what to look for as far as making a memory/core dump to be of any further assistance. I don't think any of the logging options are presently helpful for tracking this down.

Workaround: Checking/unchecking "Include scrips from subdirectories" (repeatedly) works sometimes, though it seems to work less and less the more time xEdit is left running. Other times, clicking 'Save' with the and then closing the 'Save script' file selector (without saving), then checking/unchecking "Include..." will once again discover the scripts. Eventually, nothing seems to work to get xEdit to 'rediscover' the files other than closing and re-launching xEdit.

2.0.8.1: "Download With Manager" function for FalloutNV not working

When attempting to download a file using the "Download With Manager" link on NexusMods for Fallout New Vegas, the download quickly reaches 100%, then is paused with the error message
"Server replied: requested range not satisfiable (299)"
Manual downloads work fine.
This does not affect my instances of SkyrimSE and Fallout4 (have not checked F3, Oblivion or Oldrim).

Newbie speculation: Can this be related to 61edeb1?

[Request] SSE should have an option to handle Skyrim links as well.

There are several authors who are now posting SSE files still in their Skyrim Mod.
There are a lot of texture packs from Skyrim being used in SSE.
Several authors are having users download and disable ESP of Skyrim Mods and then downloading a SSE ESP.

It would be very useful if MO SSE could handle the download/meta from both repositories; hidden behind an option defaulted to off.

Thank you for your consideration.

CTD with FNIS

I'm getting a lot of crashes all over the place with MO2 SSE.
I've narrowed down the most frequent crash:

  • Launching GenerateFNISforUsers

I've uploaded a DMP file here.

I don't feel like much help with so little information.

System Information:

  • Windows 10x64
  • Everything Skyrim is installed in c:\Games; not in a system folder.
  • I am pushing hard against mod limits.
  • Mod Organizer 2.0.8.1 rev 1cf368c
  • FNIS version 7.0.Beta

crash when replacing category on multiple mods

Steps: highlighting three mods, right clicking replace categories, unchecking Utilities and checking Gameplay, then clicking the big empty area of the filtered mod list to unselect them (to have the list refresh is the intention, ie become empty and those three applied with the gameplay tag, like it does when changes work normally).

These are the only three mods with the utilities category. None of them are checked active. There is one mod in the gameplay category already, and it is checked active.

Update: I just tested moving one of the three to gameplay by itself, then back again to utilities. That worked. Then I tried again to move all three, and this time a different crash happened which produced a diagnostic file. The normal case above would just crash without the "Woops" pop-up. Hrm, but then nothing happened after clicking yet. The pop-up went away and the program is just sitting not responding. Not seeing any disk activity at all, so I'm producing my own core dump with process hacker... and... that worked. But it's a full memory dump, damn it. I will see if I can just get the assembly dump to you later, because I don't think I can drop a 300mb file here and that'd be a waste of time/bandwidth.

MO 2.08.1 update - CreateProcessW remove quotes from command line

If an executable started through MO it uses the CreateProcessW function, but quotes used in the command line parameters are removed causing the process to receive wrong command line parameters.

To reproduce, start C:\Windows\System32\cmd.exe through MO and execute a command like

more "C:\SteamLibrary\SteamApps\common\Skyrim\Papyrus Compiler\ScriptCompile.bat"

Current result 'Cannot access file' error message, because the quotes are removed the path is cut off at the space between 'Papyrus' and 'Compiler'

2.08.1 force-loads uncheck plug-in after a LOOT sort

It's not what I would call a serious issue, but for one very popular mod it can be. Helgen Reborn requires new save-games to be inactive. While testing other mods in prep for a play through, I noticed after sorting and applying the sort from LOOT, the plug-in is reactivated.

Modifying Overwrite Path Triggers Problem Indicator

Just thought I'd let you know that if you modify the overwrite directory path or the base path, it triggers a "problem" stating that there's something in the overwrite directory despite that directory being empty.

Update: It seems that directory has to exist in the default location (%appdata%/local/mod organizer/. The notification only appears if you remove the original directory. So it's probably not an issue for most users. I only found it because I'm a bit OCD about empty directories. :p

2.0.8.1b: 0xC0000005 exception after writing to file via usvfs_x64 with xEdit

Steps to Reproduce

  1. Launch xEdit through MO.
  2. Load Fallout4.esm.
  3. Copy any record as an override to a new plugin.
  4. Close xEdit and save the new plugin.
  5. Attempt to relaunch xEdit through MO.

Alternative Steps to Reproduce

  1. Launch xEdit through MO.
  2. Load a non-MO plugin.
  3. Change the plugin in any way.
  4. Close xEdit and save the changes.
  5. Attempt to relaunch xEdit through MO.

Result

MO crashes with the following exception:

Exception Code: 0xC0000005
Exception Information: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.

Loading plugins, and not writing new plugins or changes to existing plugins, does not crash MO.

Attachment

0xC0000005.dmp.zip

2.0.8.2: Failed to write log due to insufficient system resources

Sometime after launching TESV.exe (Enderal) via SKSE, the following error dialog appears:

2017-01-21 03_58_54

There are system resources aplenty. Here's the log, from launching MO to closing the dialog.

03:53:58 [D] data path: C:/Users/fireundubh/AppData/Local/ModOrganizer/Skyrim
03:53:58 [D] Working directory: E:\ModOrganizer
03:53:58 [D] initializing core
03:53:58 [D] usvfs log messages are written to C:/Users/fireundubh/AppData/Local/ModOrganizer/Skyrim/logs/usvfs-2017-01-21_11-53-58.log
03:53:58 [D] initialize plugins
03:53:58 [D] looking for plugins in E:\ModOrganizer\plugins
03:53:58 [D] loaded plugin "check_fnis.dll"
03:53:58 [D] loaded plugin "diagnose_basic.dll"
03:53:58 [D] loaded plugin "game_fallout3.dll"
03:53:58 [D] loaded plugin "game_fallout4.dll"
03:53:58 [D] loaded plugin "game_falloutNV.dll"
03:53:58 [D] loaded plugin "game_oblivion.dll"
03:53:58 [D] loaded plugin "game_skyrim.dll"
03:53:58 [D] loaded plugin "game_skyrimse.dll"
03:53:58 [D] loaded plugin "inieditor.dll"
03:53:58 [D] loaded plugin "installer_bain.dll"
03:53:58 [D] loaded plugin "installer_bundle.dll"
03:53:58 [D] loaded plugin "installer_fomod.dll"
03:53:58 [D] loaded plugin "installer_manual.dll"
03:53:58 [D] loaded plugin "installer_ncc.dll"
03:53:58 [D] loaded plugin "installer_quick.dll"
03:53:58 [D] loaded plugin "pyCfg.py"
03:53:58 [D] loaded plugin "plugin_python.dll"
03:53:58 [D] loaded plugin "preview_base.dll"
03:53:58 [D] downloads after refresh: 6
03:53:58 [D] no plugin splash
03:53:58 [D] managing game at E:\Program Files (x86)\Steam\steamapps\common\Skyrim
03:53:58 [D] setting up configured executables
03:53:58 [D] configured profile: Default
03:53:58 [D] validating login cookies
03:53:58 [D] initializing tutorials
03:53:58 [D] loaded language en_US
03:53:58 [D] interface Ethernet seems to be up (address: <snip>)
03:53:58 [D] reading save games from C:/Users/fireundubh/Documents/My Games/Skyrim/Saves
03:53:58 [D] displaying main window
03:53:59 [D] close E:/ModOrganizer/Games/Skyrim/profiles/Default/plugins.txt
03:53:59 [D] retrieving credentials
03:53:59 [D] E:\ModOrganizer\Games\Skyrim\profiles\Default\modlist.txt saved
03:54:52 [D] E:\ModOrganizer\Games\Skyrim\profiles\Default\initweaks.ini saved
03:54:52 [D] E:\ModOrganizer\Games\Skyrim\profiles\Default\plugins.txt saved
03:54:52 [D] E:\ModOrganizer\Games\Skyrim\profiles\Default\loadorder.txt saved
03:54:52 [D] E:\ModOrganizer\Games\Skyrim\profiles\Default\lockedorder.txt saved
03:56:00 [D] Failed to get process exit code: Error  6
03:56:00 [C] TESV.exe is invalid:  failed to determine file version info size
04:01:32 [D] removing loadorder.txt
04:01:32 [D] close E:/ModOrganizer/Games/Skyrim/profiles/Default/plugins.txt
04:01:32 [D] E:\ModOrganizer\Games\Skyrim\profiles\Default\loadorder.txt saved
04:01:32 [D] E:\ModOrganizer\Games\Skyrim\profiles\Default\lockedorder.txt saved
04:01:32 [D] close E:/ModOrganizer/Games/Skyrim/profiles/Default/plugins.txt

Using desktop shortcut freezes game on exit

If I use the desktop shortcut provided by Mod Organizer to load Fallout 4 it runs fine, and all mods get loaded. BUT when I 'exit and save' it just freezes. It might be related to the virtual file system being bugged when not launched directly from the application, thus crashing the game when it saves.
If launched from the Mod Organizer application however, then 'exit and save' works fantastic.

There has been problems with the virtual file system when using the desktop shortcut before

2.0.8.1 Crashing quite regularly on Win 10

Yeah, I hinted in my last issue that I was experiencing crashes regularly. It's gotten to the point where I need to do something, exit out of MO2 and then restart, and do the next thing. This mostly involves external tools, but also applies to LOOT. I can't run it straight after I fiddle with installs and such. I need to quit and restart to avoid MO2 crashing outright.

Virtual Install not working very frequently launching SSE

MO2 is becoming rather frustrating. The features just outweigh the stability of NMM.

I am getting very frequent 'misses' when launching SSE either through MO2 or its desktop link. The virtual data folder just doesn't carry forward and the launch of SSE is Vanilla. After this happens once, it is very hard to get rid of.

Sometimes a file cleaner will help; shutting down MO2; using task manager to end 'ghost' MO2 or SSE processes. Finally a computer restart sometimes fixes it.

I'm not even sure how to translate that into useful information for you.

2.0.8.1 Screen blacking out for seconds at a time

I'm not entirely sure if this is MO2's doing or not, but I currently experience random bouts of my screen blacking out. I'm not sure what causes it. I had thought it was some combination of mods I was testing, but later it occurred to me that it is probably MO2, doing something odd in the background.

This can be experienced sometimes when the game is started. Instead of being presented with Bethesda's logo, I sometimes get like 5 or so seconds of black. And then, when I quit, I get a prolonged period of black too, before MO2 releases and I'm able to see my desktop again.

But, more importantly is when it happens during play. Sometimes, when I'm just walking around, the screen will black out for a couple of seconds. I know the game is progressing while this is happening too, since when I can see again, and I was running when it blacked out, I'm in a slightly different position than where I was (hence, I was moving while the screen was black).

I haven't played enough to see if this is an ongoing problem. Maybe it's just restricted to Win 10? I'm not sure. I had thought it had something to do with ELFX, but I'm not sure it really does.

Anyone else experience this?

Desktop shortcut not loading mods

I really want to use the desktop shortcut feature in MO2, but everytime I start the game using the shortcut, the game either just doesn't start (but stays idle in Task Manager without doing anything), or simply doesn't load the mods, but starts the game.
So I have gotten explained earlier that this is a problem with using MO2 in portable mode, which is the main way for me to do things, as using multiple MO2 launchers is the easiest way to do modding.
I also got told that it's because of the portable version only using the default install directory of Fallout 4, instead of the custom directory i placed Fallout 4 in. (I don't know if this is correct, but that's what I got told).

Some other people experiencing the same issue, even though it's on Tannins fork:
https://github.com/TanninOne/modorganizer/issues/926

And by the way, did LePresidente take over the project, until the new NMM gets released?

2.x Filetime listing for Downloads doesn't work

I had to shift my install around a bit, and when I now look at the new Downloads, it's all presented from 0-z fashion. That's appropriate for sorting by Name, but it's not how Filetime should work. I click between them, and there's no difference. It's like Filetime sorting doesn't work at all.

I didn't try this when I had my old (original) install, so I'm not sure it worked then. But I need it now (since I wanted to reinstall the mods in the order I downloaded them again), but it doesn't work. I have to literally look at File Explorer to see the timestamps.

2.0.8.2: Integrated archiver cannot handle some archives

Some archives cannot be handled by the integrated archiver despite sharing the same extension as archives that are successfully opened. 7-Zip can open these problem archives just fine.

Tested Mod:
http://www.nexusmods.com/newvegas/mods/35979

More Perks:
This archive was not opened:

06:18:54 [D] nexus category id 71 not mapped
06:18:54 [D] mod id guessed: More Perks 2_4_6-35979-2-4-6.7z -> -1
06:18:54 [D] passed mod id: 35979, guessed id: -1
06:18:54 [D] using mod name "More Perks" (id 35979) -> More Perks 2_4_6-35979-2-4-6.7z
06:18:54 [D] Failed to open  "E:/ModOrganizer/Games/FalloutNV/downloads/More Perks 2_4_6-35979-2-4-6.7z"  using  "7z"  (from extension)
06:18:54 [D] integrated archiver can't open E:/ModOrganizer/Games/FalloutNV/downloads/More Perks 2_4_6-35979-2-4-6.7z: unsupported archive type (6)

More Perks for Companions:
This archive belonging to the same mod was handled correctly:

06:20:25 [D] nexus category id 71 not mapped
06:20:25 [D] mod id guessed: More Perks for Companions 1_0_6-35979.7z -> -1
06:20:25 [D] passed mod id: 35979, guessed id: -1
06:20:25 [D] using mod name "More Perks" (id 35979) -> More Perks for Companions 1_0_6-35979.7z
06:20:25 [D] Sound on the top level
06:20:25 [D] Sound on the top level

Properties:
Here are the properties of the two files according to 7-Zip:

2017-01-17 06_25_50

2017-01-17 06_26_26

7-Zip tests produced no error results.

2.0.8.1 Plug in list not being remembered when external tools are used

This has probably been said before, but I wanna say it again.

When using Wrye Bash or sometimes even with LOOT, the changes are sometimes (or in the case of Wrye, all the time) ignored.

I'm glad someone is working on this. And, it does generally work for modding. But this issue would be a good one to focus on, since I regularly switch between LOOT and Wyre when testing out new mods to play with. If I had a stable mod list, this wouldn't be such an issue, but right now I need to hand enable/disable things before playing. Lots and lots of things, as it turns out, since Wrye merges quite a few of them when I use it.

Well, good luck with this. Oh, and if it was in doubt, this is when using MO for Skyrim SE.

Oh, but I think it also reset my plugin list for Skyrim somehow. I'm not sure it was intentional, but when I started MO 1 back up (which I think I'll continue to use for Skyrim), my plugins were all disabled. That was not good.

Anyway, I heard that this update was focused on getting LOOT compatibility. And it works, most of the time. But it still doesn't quite remember when plugins are intentionally disabled. I use LOOT, it orders things, I come back to see the list ordered, but with plugins that shouldn't be enabled, enabled.

Oh, and I should mention that sometimes the mod order from LOOT doesn't stick. But, I'm used to MO2 crashing every five minutes when using external tools, so I'm not sure I really notice the times it messes up like this.

2.0.8.2 - usvfs crashing

N/T. I launch Fallout 4 and the VFS crashes. I'm not sure why, and haven't done anything out of the ordinary. Windows Event Viewer notes that the faulting module is MSVCR120.dll

The usvfs logfile and crash dump are attached. If you need any further information, I'm happy to provide it.
uvsfs_x64.zip

usvfs-2017-02-03_22-54-44.zip

2.0.8.1 Actitivity?

I can't see any commits and things on here. Are you sure this is the main hub of development for MO2? Where exactly did 2.0.8.1 come from? Someone's HD?

Unable to run Sky Proc Patchers

I believe this is a bug carried over from the original branch. For example, the Dual Sheath Patch does not run with Mod Organizer 2 properly. It doesn't load all the plugins and complains about missing masters.

Save Game Wierdness

Save games are not being read by interface for missing esps. Could be a Skyrim SSE issue? Will be checking the Bethsoft forums for possible related errors. Save game panel shows "missing esps: not working due to savegame weirdness". I will attach a recent savegame and my current load order from loadorder.txt.

lockedorder.txt

x64 PDBs not available

I couldn't find, specifically, the usvfs_x64.pdb file in the PDB package. Can you add it?

I was hoping to get you more detailed information about an issue.

LOOT can not be launched via "sort" button

LOOT version: 10.2

Upon starting loot via the sort button, an error pops up: "lootcli.exe has stopped working".

Upon selecting "close program", a small popup appears that states "loot failed. Exit code was: 3221225477".

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