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Mod Organizer 2 Not Loading Mods Into Game


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I just recently started modding Oblivion again. This time around, I figured I'd use Mod Organizer 2 because I prefer its functionality. I've downloaded almost 111 mods and I'm pissed that I'm just now realizing this, but none of those mods are loading into the game. Namely, OBSE doesn't load in (I know because I've tested the GetRefEssential and SetRefEssential 1 codes, both returned errors) nor do any of my texture packs, AWLS, Immersive Interiors, et cetera.

 

Now, for the obligatory "Yes, I did that already" list:

  • I am starting Oblivion through Mod Organizer 2
  • I am launching Steam through Mod Organizer with the argument "-applaunch 22330" and with the "Script Extender" load mechanism in the workarounds tab
  • I have checked all mods in the left panel, the plugins panel, and the archives panel

When I launch the game by launching Steam through Mod Organizer, none of my mods show up in the Data Files menu. The game loads perfectly fine like this; no CTD or anything of that sort. I remember reading somewhere that my mods wouldn't show up in this tab because MO2 hadn't loaded yet, but would when the game had actually launched. This, however, isn't the case.

 

I have tried launching the default-detected OblivionLauncher.exe through Mod Organizer, and when I do this my mods are detected in the Data Files menu. The problem here is that the load order is different than the one reported by MO2, Wrye Bash, and LOOT, and when I click "play" the CTDs at the Bethesda logo as if there were a missing master.

 

I don't even know where to begin with this. I've tried changing my load order to affect the Data Files load order to no avail. I have tried using different load mechanisms to see if that would pick up my mods. If anyone has any recommendations, I'm all ears. If you need any clarification, I am here to provide. I just wanna relive my childhood with a better looking Oblivion is all, but apparently, that was too much to ask :smile:

 

I will attach my load order and whatever else might be needed.

 

0 0 Oblivion.esm
1 1 All Natural Base.esm
2 2 Unofficial Oblivion Patch.esp
3 3 Oblivion Citadel Door Fix.esp
4 4 UOP Vampire Aging & Face Fix.esp
5 5 DLCShiveringIsles.esp
6 6 Unofficial Shivering Isles Patch.esp
7 7 DLCBattlehornCastle.esp
8 8 DLCBattlehornCastle - Unofficial Patch.esp
9 9 DLCThievesDen.esp
10 a DLCThievesDen - Unofficial Patch.esp
11 b DLCThievesDen - Unofficial Patch - SSSB.esp
12 c DLCMehrunesRazor.esp
13 d DLCMehrunesRazor - Unofficial Patch.esp
14 e DLCVileLair.esp
15 f DLCVileLair - Unofficial Patch.esp
16 10 DLCHorseArmor.esp
17 11 DLCHorseArmor - Unofficial Patch.esp
18 12 DLCOrrery.esp
19 13 DLCOrrery - Unofficial Patch.esp
20 14 DLCSpellTomes.esp
DLCSpellTomes - Unofficial Patch.esp
21 15 DLCFrostcrag.esp
22 16 DLCFrostcrag - Unofficial Patch.esp
23 17 Knights.esp
24 18 Knights - Unofficial Patch.esp
25 19 kuerteeCleanUp.esp
26 1a All Natural - Real Lights.esp
27 1b RoadLights.esp
Grass Overhaul.esp
28 1c Falling Leaves.esp
29 1d QQuix - Rock, rock, rock your ship - V3.esp
30 1e AliveWaters_nofish.esp
31 1f Harvest [Flora].esp
32 20 Harvest [Flora] - DLCFrostcrag.esp
Harvest [Flora] - DLCVileLair.esp
Harvest [Flora] - Shivering Isles.esp
33 21 BlackwoodJungle.esp
34 22 All Natural - SI.esp
35 23 All Natural.esp
36 24 PTFallingStars.esp
37 25 BrumasNorthernLights.esp
38 26 Immersive Interiors.esp
39 27 Immersive Interiors - Imperial City.esp
40 28 Immersive Interiors - Bravil.esp
41 29 Immersive Interiors - Landscape Addon.esp
42 2a WindowLightingSystem.esp
All Natural - Indoor Weather Filter For Mods.esp
43 2b Bashed Patch, 0.esp
Edit: Wrote out load order instead of attaching in .txt file. Sorry, first time poster.
Edited by Guest
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The script extender load mechanism should allow you to launch Oblivion normally from your Steam library, with MO being then loaded by the script extender when the game starts (that would be the scenario where none of your mods are shown in the Oblivion Launcher). I have absolutely no idea why people keep running Steam or something through Mod Organizer, it sounds so absurd. The script extender load mechanism should be fine, I use it myself, and it makes the whole thing a lot less messy.

 

As in, the "script extender" load mechanism places two files - hook.dll and mo_path.txt - in your OBSE plugins folder. The hook dll will load MO when the game is started and OBSE loads its plugins. MO will then load all mods, but because it is loaded together with your other OBSE plugins, all OBSE plugins will need to be installed manually. With the script extender load mechanism, you can run the game normally from Steam library. That is how it should work, but last I tried MO2, the script extender load mechamisn was totally broken. But then again, the entire MO2 was totally broken for Oblivion and I never managed to get any mods installed with it.

 

Which reminds me... I have no idea if Mod Organizer 2 works Oblivion, I use MO version 1.3.11 myself (from the normal Skyrim download page) which actually works. Also the script extender load mechanism in it works. Last I tried MO2, it was pretty much broken for Oblivion. I have not tested it since, so I do not know if it works now, maybe someone else can answer that. At least 1.3.11 works, but it is obviously not the latest version. :confused:

 

Other than that, I assume you installed OBSE manually and not through Mod Organizer? Also, if none of your texture/mesh/interface replacers work, that might be related to the Steam version of the game having too recent timestamps on the base game bsa archives, and you will need to reset the timestamps by going to MO settings -> workarounds and clicking the timestamp reset button.

 

Hopefully that helps a bit. :thumbsup:

Edited by Contrathetix
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  • 1 month later...
  • 3 months later...

Any luck with this? Was gonna try modding Oblivion in the near future and was curious about MO2, since the original is no longer supported and won't play nice with nexus anymore...

Tried a Lot and still do not know why this really works this way, but it does.

The Trick is:

Do NOT start Steam, before you launch the Game trough MO2 (and the the well known script extender workaround):

Script extender workaround:

• Go to the workarounds tab and switch the load mechanism from Mod Organizer > Script Extender. (make certain the Steam App ID is set as 22330).

• Open the Modify Executables dialog by clicking the Gear Icon to create a new executable.• Give the executable a title (e.g. Oblivion Steam Launch).

• In the Binary box navigate to where you have steam installed. %\Steam\Steam.exe.

• In the arguments box add the following argument -applaunch 22330.

• You have to load the Game by choosing "Oblivion Steam Launch"

As I said before. I tried everything, from starting the Game by the script extender workaround. This way it starts with OBSE loaded, but without any mod. When I was starting the Game trough MO2 an the Oblivion/Oblivion Launcher Option, the Game starts with working Non-Obse-Mods but without OBSE.

The only way it all works, was by starting the game trough script extender workaround but without Steam allready running in backround.If you do it this way MO2 detects that there is no Steam startet, and it will start it by itself ... and afterwards the working Game.

This way (I suppose because of the delay it takes to start Steam, before finally starting the Game) you could play Oblivion through MO2 with working OBSE Mods. The only unpleasant thing is that MO2 gets looked as long Steam is running, even if you Quit Oblivion. So you have to Quit Steam before MO2 becomes unlocked.

​(MO v2.1.5, Win10 - Branche 1803)

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