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Fallout 4 Support #352

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fdrobidoux opened this Issue Nov 11, 2015 · 101 comments

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fdrobidoux commented Nov 11, 2015

When trying to link MO with the installation folder of Fallout 4, it does not detect it as a compatible game.

I know the game just came out yesterday, however there is no way I'm going to clutter its data folder with mods.

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tjspann Nov 11, 2015

There are no mods to clutter it's folder with at the moment.
@Tannin: I'd like to throw my support behind a FO4 version of MO. Myself and the TTW team would be happy to test if needed.

tjspann commented Nov 11, 2015

There are no mods to clutter it's folder with at the moment.
@Tannin: I'd like to throw my support behind a FO4 version of MO. Myself and the TTW team would be happy to test if needed.

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maxpen Nov 11, 2015

I think it would be cool to do it.

maxpen commented Nov 11, 2015

I think it would be cool to do it.

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TanninOne Nov 11, 2015

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Fallout 4 is a 64-bit game and as such mo is not compatible with it.

I've been working on 64-bit support for a while and in the last few months this was practically the only thing i've been working on.

My hope is that i will have a working alpha versions within a few weeks.

But please be aware that this is a complete rewrite of the whole virtualisation functionality and its more complex than before so the first releases will probably be less reliable.

Therefore I will be very thankful for volunteer testers but if you just want to play and need a stable mod manager you may need a bit of patience.

But since fo4 has a new engine and requires new tools I think fo4 modding will take a while to get going anyway.

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TanninOne commented Nov 11, 2015

Fallout 4 is a 64-bit game and as such mo is not compatible with it.

I've been working on 64-bit support for a while and in the last few months this was practically the only thing i've been working on.

My hope is that i will have a working alpha versions within a few weeks.

But please be aware that this is a complete rewrite of the whole virtualisation functionality and its more complex than before so the first releases will probably be less reliable.

Therefore I will be very thankful for volunteer testers but if you just want to play and need a stable mod manager you may need a bit of patience.

But since fo4 has a new engine and requires new tools I think fo4 modding will take a while to get going anyway.

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tjspann Nov 11, 2015

Myself and at least several members of my team are at your disposal when needed.

tjspann commented Nov 11, 2015

Myself and at least several members of my team are at your disposal when needed.

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pralima87 Nov 11, 2015

This is my nexus profile:
http://www.nexusmods.com/skyrim/users/1867404/?
I can help in the testing ;)

pralima87 commented Nov 11, 2015

This is my nexus profile:
http://www.nexusmods.com/skyrim/users/1867404/?
I can help in the testing ;)

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zax-ftw Nov 11, 2015

Since you are rewriting anyway... It would be awesome if you could make one installation support multiple games this time. Having to install same app twice (for Skyrim and Fallout 4) feels clunky.

zax-ftw commented Nov 11, 2015

Since you are rewriting anyway... It would be awesome if you could make one installation support multiple games this time. Having to install same app twice (for Skyrim and Fallout 4) feels clunky.

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Freso Nov 12, 2015

I will be happy to test anything guaranteed to break my setup! 👍

Freso commented Nov 12, 2015

I will be happy to test anything guaranteed to break my setup! 👍

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WalrusWay Nov 13, 2015

I like MO as simple and clean as possible. I use it with FO3, FNV, and Skyrim. I much prefer having a copy of the MO executable in each top dir that only sees that game and only its subdirs. To me it is a utility I add to a game. Running multiple mod profiles for a single game to support multiple chars (like a set of archery mods for an archer char or Khajiit mods for a Khajiit char) already gets chaotic enough. One big MO installation to support multiple games is not something I want or crave--- perhaps when game companies release their games that way (one big installer for all their games) then I'd organize how I mod that way. Beyond that, count me in for x64 testing once I complete my vanilla playthrough!

WalrusWay commented Nov 13, 2015

I like MO as simple and clean as possible. I use it with FO3, FNV, and Skyrim. I much prefer having a copy of the MO executable in each top dir that only sees that game and only its subdirs. To me it is a utility I add to a game. Running multiple mod profiles for a single game to support multiple chars (like a set of archery mods for an archer char or Khajiit mods for a Khajiit char) already gets chaotic enough. One big MO installation to support multiple games is not something I want or crave--- perhaps when game companies release their games that way (one big installer for all their games) then I'd organize how I mod that way. Beyond that, count me in for x64 testing once I complete my vanilla playthrough!

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zax-ftw Nov 13, 2015

@WalrusWay, I know its humans nature to hate changes, even if they are for better, but I don't understand how an option to switch game profiles on fly would make it more chaotic for you?

Having everything in one place, using one shortcut - its anything, but chaotic, lol!

Game specific profiles would still exist, mod folders would be still separate, basically nothing would change with exception of shared UI and better mod folders organization on disk.

zax-ftw commented Nov 13, 2015

@WalrusWay, I know its humans nature to hate changes, even if they are for better, but I don't understand how an option to switch game profiles on fly would make it more chaotic for you?

Having everything in one place, using one shortcut - its anything, but chaotic, lol!

Game specific profiles would still exist, mod folders would be still separate, basically nothing would change with exception of shared UI and better mod folders organization on disk.

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ralexpdx Nov 14, 2015

@TanninOne, I for one would no longer play FONV or Skyrim without MO. I can't wait to get MO for FO4 so that things work as mod authors intend. I have been SO happy with the abilities of MO to allow me to play these games the way I want to and will sit on the sidelines cheering you and your team on for compatibility with FO4. Go team!

ralexpdx commented Nov 14, 2015

@TanninOne, I for one would no longer play FONV or Skyrim without MO. I can't wait to get MO for FO4 so that things work as mod authors intend. I have been SO happy with the abilities of MO to allow me to play these games the way I want to and will sit on the sidelines cheering you and your team on for compatibility with FO4. Go team!

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nekoyoubi Nov 15, 2015

@TanninOne I would be more than willing to test as well. Thanks for keeping us all in the loop.

Nexus (if needed): http://www.nexusmods.com/games/users/5040332/

nekoyoubi commented Nov 15, 2015

@TanninOne I would be more than willing to test as well. Thanks for keeping us all in the loop.

Nexus (if needed): http://www.nexusmods.com/games/users/5040332/

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MithosFall Nov 18, 2015

I'll go ahead and throw my hat in the ring as well. I would love to be a tester for MO for FO4. My Nexus account: http://www.nexusmods.com/games/users/1658883/

MithosFall commented Nov 18, 2015

I'll go ahead and throw my hat in the ring as well. I would love to be a tester for MO for FO4. My Nexus account: http://www.nexusmods.com/games/users/1658883/

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nar001 Nov 18, 2015

Same here, I'd be happy to help ! Here my Nexus account ! www.nexusmods.com/games/users/3538508/?

nar001 commented Nov 18, 2015

Same here, I'd be happy to help ! Here my Nexus account ! www.nexusmods.com/games/users/3538508/?

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DAOWAce Nov 18, 2015

A full rewrite for handling 64bit games in regards to virtualization of folders?

..I don't understand. That's an OS level thing, and MO is clearly working on 64bit Windows.

DAOWAce commented Nov 18, 2015

A full rewrite for handling 64bit games in regards to virtualization of folders?

..I don't understand. That's an OS level thing, and MO is clearly working on 64bit Windows.

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nar001 Nov 18, 2015

@DAOWAce I'm pretty sure he's talking about Fallout 4 being 64 bits, and thus needing a rewrite since the old MO is 32 bits only

nar001 commented Nov 18, 2015

@DAOWAce I'm pretty sure he's talking about Fallout 4 being 64 bits, and thus needing a rewrite since the old MO is 32 bits only

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TanninOne Nov 18, 2015

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@DAOWAce windows provides backwards compatibility so 32 bit applications can run on 64bit Windows without the author doing anything. That's different from the application taking advantage of 64bit addressing.
MOs filesystem virtualisation is very low-level stuff however where windows' backwards compatibility doesn't help, it has to work with the same bitness as the application.

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TanninOne commented Nov 18, 2015

@DAOWAce windows provides backwards compatibility so 32 bit applications can run on 64bit Windows without the author doing anything. That's different from the application taking advantage of 64bit addressing.
MOs filesystem virtualisation is very low-level stuff however where windows' backwards compatibility doesn't help, it has to work with the same bitness as the application.

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wmcook32 Nov 18, 2015

Ever since discovering MO I basically refused to play any game with NMM. That being said I would love to help test the 64-bit version. My Nexus profile: http://www.nexusmods.com/fallout4/users/6142045/?

wmcook32 commented Nov 18, 2015

Ever since discovering MO I basically refused to play any game with NMM. That being said I would love to help test the 64-bit version. My Nexus profile: http://www.nexusmods.com/fallout4/users/6142045/?

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LawLeewer Nov 18, 2015

I would be glad to help testing the 64-bit version! My nexus profile: http://www.nexusmods.com/fallout4/users/13791360/?

LawLeewer commented Nov 18, 2015

I would be glad to help testing the 64-bit version! My nexus profile: http://www.nexusmods.com/fallout4/users/13791360/?

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Sionofbalance Nov 18, 2015

MO is the best mod manager out there. I would love to help you test it. My nexus profile is http://www.nexusmods.com/fallout4/users/1629508/?

Sionofbalance commented Nov 18, 2015

MO is the best mod manager out there. I would love to help you test it. My nexus profile is http://www.nexusmods.com/fallout4/users/1629508/?

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burntcheese Nov 18, 2015

I dislike NMM, and MO is an essential for me when it comes to modding TES and FO. I'd love to test it out. Nexus profile is http://www.nexusmods.com/fallout4/users/5034165/?

burntcheese commented Nov 18, 2015

I dislike NMM, and MO is an essential for me when it comes to modding TES and FO. I'd love to test it out. Nexus profile is http://www.nexusmods.com/fallout4/users/5034165/?

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cplr Nov 18, 2015

I'm also confused what FO4 being a 64-bit binary has to do with anything when we are talking managing the file system here? Can anyone explain with technical details?

cplr commented Nov 18, 2015

I'm also confused what FO4 being a 64-bit binary has to do with anything when we are talking managing the file system here? Can anyone explain with technical details?

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DAOWAce Nov 18, 2015

@TanninOne So it's deeper/different than just extracting archives and symlinking folders/files to the data directory? I've been symlinking for years and can't understand why something that functions the same would require a full rewrite just for a 64bit application; the app doesn't actually matter unless it specifically can't use symlinked files/folders.

'Course, I don't do any sort of coding, so I don't know anything further in regards to MO's form of symlinks. Is there a writeup you have of the technical details?

DAOWAce commented Nov 18, 2015

@TanninOne So it's deeper/different than just extracting archives and symlinking folders/files to the data directory? I've been symlinking for years and can't understand why something that functions the same would require a full rewrite just for a 64bit application; the app doesn't actually matter unless it specifically can't use symlinked files/folders.

'Course, I don't do any sort of coding, so I don't know anything further in regards to MO's form of symlinks. Is there a writeup you have of the technical details?

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TanninOne Nov 19, 2015

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MO isn't using symlinks provided by the ntfs for a couple of reasons. It's closer to a driver that provides its own link mechanisms.
Advantages:

  • My links can "override" real files in the destination without deleting
  • They work independent of the fs "i.e from a fat formatted usb stick"
  • They don't require admin rights to create
  • They are far quicker to create
  • They are visible only to the processes you choose.
  • You can map a writable directory onto a real dir, thus capturing all newly created files (for the overwrite mod)
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TanninOne commented Nov 19, 2015

MO isn't using symlinks provided by the ntfs for a couple of reasons. It's closer to a driver that provides its own link mechanisms.
Advantages:

  • My links can "override" real files in the destination without deleting
  • They work independent of the fs "i.e from a fat formatted usb stick"
  • They don't require admin rights to create
  • They are far quicker to create
  • They are visible only to the processes you choose.
  • You can map a writable directory onto a real dir, thus capturing all newly created files (for the overwrite mod)
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Technical details: I don't have a writeup. In short: I hook into the low-level windows api functions that deal with file names (mostly those are resolving/enumerating file names) and manipulate their call parameters and return values in such a way that the mapped files appear to exist in the intended location.
This happens putely inside a processes memory so no permissions above the process permissions are required and there is no risk of "damaging" anything outside the process rights.

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TanninOne commented Nov 19, 2015

Technical details: I don't have a writeup. In short: I hook into the low-level windows api functions that deal with file names (mostly those are resolving/enumerating file names) and manipulate their call parameters and return values in such a way that the mapped files appear to exist in the intended location.
This happens putely inside a processes memory so no permissions above the process permissions are required and there is no risk of "damaging" anything outside the process rights.

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DAOWAce Nov 19, 2015

Interesting, had no idea a lower level 'symlink' system even existed.

Thanks for educating me in what MO does and what's possible. :)

DAOWAce commented Nov 19, 2015

Interesting, had no idea a lower level 'symlink' system even existed.

Thanks for educating me in what MO does and what's possible. :)

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koumdros Nov 20, 2015

I'm also available for testing. Experienced user of MO with all bethesda games, runing multiple setups for years.

koumdros commented Nov 20, 2015

I'm also available for testing. Experienced user of MO with all bethesda games, runing multiple setups for years.

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TheGreenDragon Nov 20, 2015

Considering how much I love this software, I would be more than happy to help testing.
http://www.nexusmods.com/fallout4/users/1617465/?

TheGreenDragon commented Nov 20, 2015

Considering how much I love this software, I would be more than happy to help testing.
http://www.nexusmods.com/fallout4/users/1617465/?

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Newyears1978 Nov 20, 2015

Looking forward to it, I don't like to mod without MO. MO is the best, the file virtualisation is awesome, so much cleaner and easier than Manual/NMM or any other method.

Newyears1978 commented Nov 20, 2015

Looking forward to it, I don't like to mod without MO. MO is the best, the file virtualisation is awesome, so much cleaner and easier than Manual/NMM or any other method.

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NoShotz Nov 20, 2015

I have been installing mods manually since i absolutely hate how NMM looks, and i find its too clunky, can't wait for MO to support fallout 4

NoShotz commented Nov 20, 2015

I have been installing mods manually since i absolutely hate how NMM looks, and i find its too clunky, can't wait for MO to support fallout 4

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TanninOne Nov 21, 2015

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Update: I've been playing fo4 with the new vfs lib and a handful of mods for a few hours now and to my surprise it appears to be fully stable.

There are 2 known bugs in the lib that dont appear to affect the game but may become a problem with third party tools and support for 32-bit (for older games) is untested.

My build process is currently not succesfully building 2 of the mo plugins and doesnt create an installer yet.

Local savegames arent supported yet, neither are ini tweaks.

And i have yet to assign a license to the new lib.

i think we can live wirh some of that for now and the rest i should be able to fix soon so I estimate a first alpha in the next 1-2 days.

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TanninOne commented Nov 21, 2015

Update: I've been playing fo4 with the new vfs lib and a handful of mods for a few hours now and to my surprise it appears to be fully stable.

There are 2 known bugs in the lib that dont appear to affect the game but may become a problem with third party tools and support for 32-bit (for older games) is untested.

My build process is currently not succesfully building 2 of the mo plugins and doesnt create an installer yet.

Local savegames arent supported yet, neither are ini tweaks.

And i have yet to assign a license to the new lib.

i think we can live wirh some of that for now and the rest i should be able to fix soon so I estimate a first alpha in the next 1-2 days.

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strangerism Nov 26, 2015

well I was quite sure anyway. thanks for the clarification.

@NoShotz can you share your mod list?

strangerism commented Nov 26, 2015

well I was quite sure anyway. thanks for the clarification.

@NoShotz can you share your mod list?

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NoShotz Nov 26, 2015

@strangerism currently at school, will share when i get home

NoShotz commented Nov 26, 2015

@strangerism currently at school, will share when i get home

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NoShotz commented Nov 26, 2015

@strangerism These are the mods i have, http://pastebin.com/PEAjWwCU

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strangerism Nov 26, 2015

pretty much the same mods, I don't have any esp though.

http://pastebin.com/LMv0XT5w

Never had an issue with them since game released until last couple of days when everything went AWOL.

I had a weird occurrence where I was loading the game near USS Constitution and the water level of the river was way way below that normal to the point that boats were all floating mid air. How such thing could happen with just textures and sounds file I have no idea.

I recovered from it somehow but I don't remember how I did it. Yet I still had repeatable crashes zoning to Diamond city and nearby. Thankfully since I verified the game cache downloaded those files things are better now but I am playing just vanilla for the time being.

strangerism commented Nov 26, 2015

pretty much the same mods, I don't have any esp though.

http://pastebin.com/LMv0XT5w

Never had an issue with them since game released until last couple of days when everything went AWOL.

I had a weird occurrence where I was loading the game near USS Constitution and the water level of the river was way way below that normal to the point that boats were all floating mid air. How such thing could happen with just textures and sounds file I have no idea.

I recovered from it somehow but I don't remember how I did it. Yet I still had repeatable crashes zoning to Diamond city and nearby. Thankfully since I verified the game cache downloaded those files things are better now but I am playing just vanilla for the time being.

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RERLTuna Nov 27, 2015

Trying it out again, figured out I had plugins.txt as read only for some reason in my appdata, so that may have caused problems. I then figured out every time I enable/disable a mod(s) I have to restart MO for them to take affect or work correctly, then again it seems to be spotty that mods will even load at all if I restart MO. Will keep testing.

RERLTuna commented Nov 27, 2015

Trying it out again, figured out I had plugins.txt as read only for some reason in my appdata, so that may have caused problems. I then figured out every time I enable/disable a mod(s) I have to restart MO for them to take affect or work correctly, then again it seems to be spotty that mods will even load at all if I restart MO. Will keep testing.

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strangerism Nov 28, 2015

I feel weird that MO needs to write plugins.txt in AppData, should't this file be taken care by the virtualization as well?

strangerism commented Nov 28, 2015

I feel weird that MO needs to write plugins.txt in AppData, should't this file be taken care by the virtualization as well?

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TanninOne Nov 28, 2015

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@NoShotz it's an alpha
@strangerism it's an alpha

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TanninOne commented Nov 28, 2015

@NoShotz it's an alpha
@strangerism it's an alpha

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strangerism Nov 28, 2015

@Tannin I am aware just sprouting some thoughts :)

still I am am not clear if, at the moment, editing plugins.txt in AppData makes a difference or not.

strangerism commented Nov 28, 2015

@Tannin I am aware just sprouting some thoughts :)

still I am am not clear if, at the moment, editing plugins.txt in AppData makes a difference or not.

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TanninOne Nov 28, 2015

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It should. Mo is currently just not applying the plugins.txt from its profile so the global one is used. I'll probably relase a new alpha tomorrow to fix this and several other issues that came up.

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TanninOne commented Nov 28, 2015

It should. Mo is currently just not applying the plugins.txt from its profile so the global one is used. I'll probably relase a new alpha tomorrow to fix this and several other issues that came up.

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WereWookiee Nov 28, 2015

Hi! Love this program. Waiting for MO compatibility before I dig into modding fallout 4, after using it with FO3 and FONV it's simply indispensable.

I'm on Windows 7 x64 and when I try and launch fallout 4 using your mod organizer alpha it launches, barely gets to the title screen, then I crash to desktop.

Also, on launching Mod Organizer, I get this error window to popup:

"failed to initialize plugin C:/Games/Steam Games/steamapps/common/Fallout 4/Mod Organizer/plugins/pyCfg.py: An unexpected C++ exception was thrown in python code"

usvfs-2015-11-28_12-43-23.txt

WereWookiee commented Nov 28, 2015

Hi! Love this program. Waiting for MO compatibility before I dig into modding fallout 4, after using it with FO3 and FONV it's simply indispensable.

I'm on Windows 7 x64 and when I try and launch fallout 4 using your mod organizer alpha it launches, barely gets to the title screen, then I crash to desktop.

Also, on launching Mod Organizer, I get this error window to popup:

"failed to initialize plugin C:/Games/Steam Games/steamapps/common/Fallout 4/Mod Organizer/plugins/pyCfg.py: An unexpected C++ exception was thrown in python code"

usvfs-2015-11-28_12-43-23.txt

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That last as has been stated before is a known issue and nothing to worry about

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ThosRTanner commented Nov 28, 2015

That last as has been stated before is a known issue and nothing to worry about

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RestedWicked Nov 29, 2015

like someone said up there, it's crashing with every large texture mod. other than that the virtualization seems to be working fine.
anyone got it to load with large mods? like texture optimization project (~5.5gb uncompressed currently)

game loaded for me with Optimized Vanilla Textures, nexus ID 1355. the mod is 787mb packed into a BSA

extracted the bsa, deleted some textures so the overall size would be around the same 787mb. game didn't load

edit: come to think of it, I don't even know if the bsa was loaded, since this version of MO doesnt handle BSAs. I actually didn't pay attention to any specific texture in that mod when I tested this
huehuehue

RestedWicked commented Nov 29, 2015

like someone said up there, it's crashing with every large texture mod. other than that the virtualization seems to be working fine.
anyone got it to load with large mods? like texture optimization project (~5.5gb uncompressed currently)

game loaded for me with Optimized Vanilla Textures, nexus ID 1355. the mod is 787mb packed into a BSA

extracted the bsa, deleted some textures so the overall size would be around the same 787mb. game didn't load

edit: come to think of it, I don't even know if the bsa was loaded, since this version of MO doesnt handle BSAs. I actually didn't pay attention to any specific texture in that mod when I tested this
huehuehue

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strangerism Nov 29, 2015

I manage to load the Optimized Vanilla Texture bsa just like you, but as you said it's impossible to tell if the texture are loaded because they are the vanilla just optimized, At least it doesn't crash as it did with the loose files.

strangerism commented Nov 29, 2015

I manage to load the Optimized Vanilla Texture bsa just like you, but as you said it's impossible to tell if the texture are loaded because they are the vanilla just optimized, At least it doesn't crash as it did with the loose files.

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LawLeewer Nov 29, 2015

@strangerism I'm pretty sure the OVT bsa is loading. My gaming was lagging pretty heavily before I loaded it, and the mod solved the problem.

LawLeewer commented Nov 29, 2015

@strangerism I'm pretty sure the OVT bsa is loading. My gaming was lagging pretty heavily before I loaded it, and the mod solved the problem.

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TanninOne Nov 29, 2015

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many of the reported issues should be fixed in alpha 2, please update the issues where things have changed.

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TanninOne commented Nov 29, 2015

many of the reported issues should be fixed in alpha 2, please update the issues where things have changed.

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RERLTuna Nov 29, 2015

So far so good, still got the pyCfg.py error but thats fine. Everything else seems to be working out ok. Have not tried changing any of the inis through MO. Will report back once I do. Fantastic job Tannin. Keep up the great work!

RERLTuna commented Nov 29, 2015

So far so good, still got the pyCfg.py error but thats fine. Everything else seems to be working out ok. Have not tried changing any of the inis through MO. Will report back once I do. Fantastic job Tannin. Keep up the great work!

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strangerism Nov 29, 2015

overall beta2 it has run smooth for me (Windows 10 x64). Great Success!!

strangerism commented Nov 29, 2015

overall beta2 it has run smooth for me (Windows 10 x64). Great Success!!

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pman11 Nov 29, 2015

Good job Tannin, keep it up.

pman11 commented Nov 29, 2015

Good job Tannin, keep it up.

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pralima87 Nov 29, 2015

Testing alpha2 and is working quite well.
just a pyCfg.py error when the app starts but so far is working quite well.

pralima87 commented Nov 29, 2015

Testing alpha2 and is working quite well.
just a pyCfg.py error when the app starts but so far is working quite well.

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strangerism Dec 6, 2015

Just a sticky, seems we don't need to change sResourceDataDirsFinal to enable loose files after all

Others have posted confirmation that doing so works as well
sResourceDataDirsFinal=
bInvalidateOlderFiles=1

(ref: http://afkmods.iguanadons.net/index.php?/topic/4316-fallout-4-useful-ini-settings/)

I wasn't unable to try yet as MO2 overrides the profile inis every time I launch the game and I am lazy enough now to go back to manual modding :)

strangerism commented Dec 6, 2015

Just a sticky, seems we don't need to change sResourceDataDirsFinal to enable loose files after all

Others have posted confirmation that doing so works as well
sResourceDataDirsFinal=
bInvalidateOlderFiles=1

(ref: http://afkmods.iguanadons.net/index.php?/topic/4316-fallout-4-useful-ini-settings/)

I wasn't unable to try yet as MO2 overrides the profile inis every time I launch the game and I am lazy enough now to go back to manual modding :)

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darksynth0 commented Dec 7, 2015

Please count me in for the Beta 2 testing.
http://www.nexusmods.com/fallout4/users/1191959/?

darksynth0@gmail.com

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J1mB091 Dec 7, 2015

The installation scrip NewDialog uses doesn't work with alpha 2.
Seems xml fomod scripts are working but cs ones don't.
Forcing the external fomod installer doesn't work either.

J1mB091 commented Dec 7, 2015

The installation scrip NewDialog uses doesn't work with alpha 2.
Seems xml fomod scripts are working but cs ones don't.
Forcing the external fomod installer doesn't work either.

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HaroldHearthrow Dec 29, 2015

Fail Fallout 4 Executable Launch

Automatic Plugin Reset

Fix - Well At Least for Me.

1)Launch Steam & FO4-ModOrganizer(Admin)
2)Run "Fallout Launcher"
3)Set your preferences or settings. Then Save.
4)Exit Launcher
*All your plugins will automatically be unticked*
5)Right-click on the plugin box/area/space & Click 'Enable All Plugins'
6)Hover mouse to the left where the installed mods are displayed. Right-click the area and select 'Refresh'
7)Select Fallout 4, RUN, & Enjoy! Happy Modding.

If this helps, please comment back and yeah. Hope it helps.

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HaroldHearthrow commented Dec 29, 2015

Fail Fallout 4 Executable Launch

Automatic Plugin Reset

Fix - Well At Least for Me.

1)Launch Steam & FO4-ModOrganizer(Admin)
2)Run "Fallout Launcher"
3)Set your preferences or settings. Then Save.
4)Exit Launcher
*All your plugins will automatically be unticked*
5)Right-click on the plugin box/area/space & Click 'Enable All Plugins'
6)Hover mouse to the left where the installed mods are displayed. Right-click the area and select 'Refresh'
7)Select Fallout 4, RUN, & Enjoy! Happy Modding.

If this helps, please comment back and yeah. Hope it helps.

HaroldHearthrow
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Sharlikran Jan 9, 2016

I am not sure where to ask this @TanninOne but will Mod Organizer be able to use 32 bit apps like FO4Edit or Wrye Flash. I know Wrye Flash will not be upgraded to a 64 bit app. Some of the libraries used with FO4Edit are 32 bit and the Delphi compiler needs all the libraries to be 64 bit in order to compile a 64 bit version. So FO4Edit probably won't become a 64 bit app either.

Sharlikran commented Jan 9, 2016

I am not sure where to ask this @TanninOne but will Mod Organizer be able to use 32 bit apps like FO4Edit or Wrye Flash. I know Wrye Flash will not be upgraded to a 64 bit app. Some of the libraries used with FO4Edit are 32 bit and the Delphi compiler needs all the libraries to be 64 bit in order to compile a 64 bit version. So FO4Edit probably won't become a 64 bit app either.

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TanninOne Jan 10, 2016

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Alpha 3 is up with many bugfixes (mostly internal to the vfs).

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TanninOne commented Jan 10, 2016

Alpha 3 is up with many bugfixes (mostly internal to the vfs).

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nekoyoubi Jan 10, 2016

@TanninOne So I guess that's a no, for using the splash I made you, then? /sadface

nekoyoubi commented Jan 10, 2016

@TanninOne So I guess that's a no, for using the splash I made you, then? /sadface

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TanninOne Jan 13, 2016

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@nekoyoubi The splash you made looks very cool. The reason I'm not using it is that it's so fallout specific. One of the big themes in MO2 is the ability to support non-gamebryo games so I'm hoping for plugins for other games. Therefore I'd rather use a game-neutral splash. However, I'm also considering displaying different splashes depending on the selected game, but this is not currently implemented.

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TanninOne commented Jan 13, 2016

@nekoyoubi The splash you made looks very cool. The reason I'm not using it is that it's so fallout specific. One of the big themes in MO2 is the ability to support non-gamebryo games so I'm hoping for plugins for other games. Therefore I'd rather use a game-neutral splash. However, I'm also considering displaying different splashes depending on the selected game, but this is not currently implemented.

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nekoyoubi Jan 14, 2016

Thanks for the response, and I understand completely. Just know that the Fallout-style was in homage of FO4 support, more so than an attempt to tie MO2 to it. But I do understand entirely, and <3 you all the same. ;p Though, now that you mention separate splashes for games, is that something that I may be able to help with by chance? Also, I'm a bit confused about your "non-gamebryo"-comment; didn't Bethesda drop Gamebryo when they made Creation?

nekoyoubi commented Jan 14, 2016

Thanks for the response, and I understand completely. Just know that the Fallout-style was in homage of FO4 support, more so than an attempt to tie MO2 to it. But I do understand entirely, and <3 you all the same. ;p Though, now that you mention separate splashes for games, is that something that I may be able to help with by chance? Also, I'm a bit confused about your "non-gamebryo"-comment; didn't Bethesda drop Gamebryo when they made Creation?

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TanninOne Jan 14, 2016

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Re splashes: sure. I'm no artist so I likely wont create thr splashes myself but include contributions. But please let me first verify its possible.

Re gamebryo: the engine covers many things: graphics, physics, file formats, scripting,... Bethesda changed the graphics and sctipting engine but the file formats (esps, bsas, save games) are practically the same for all these games and thus I can use the same code. Adding support for - say Witcher 3 - would require far more work then adding skyrim support did.
And previously this work would habe to happen in the mo core application which is rather complex.
With mo2 the goal is that everything one needs to support a new game can be done in plugins.

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TanninOne commented Jan 14, 2016

Re splashes: sure. I'm no artist so I likely wont create thr splashes myself but include contributions. But please let me first verify its possible.

Re gamebryo: the engine covers many things: graphics, physics, file formats, scripting,... Bethesda changed the graphics and sctipting engine but the file formats (esps, bsas, save games) are practically the same for all these games and thus I can use the same code. Adding support for - say Witcher 3 - would require far more work then adding skyrim support did.
And previously this work would habe to happen in the mo core application which is rather complex.
With mo2 the goal is that everything one needs to support a new game can be done in plugins.

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DarthFalcon Jan 18, 2016

Hi, I'm using the latest build and can't even make it to the main menu, with or without mods. It crashes immediately on the opening video. Are there any special tweaks I need to make? Running on Windows 10.

DarthFalcon commented Jan 18, 2016

Hi, I'm using the latest build and can't even make it to the main menu, with or without mods. It crashes immediately on the opening video. Are there any special tweaks I need to make? Running on Windows 10.

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