If you get a bug where controller doesn't work when launching wilds through MO2, try restarting steam and MO2 and that fixed it for me.
Not working for me, tried everything but I just can't play with a controller anymore. How is it even possible that a mo2 game support act like that on controller support? That's weird given it's a basic plugin..
Edit: I need to launch mo2 as admin to use controller in-game.
it seems that female body slider is conflict with mo2.have to put it back to root of game to prevent it,and it cant load preset that in mo2‘s filesystem
Got it working through MO2, I put the Gemma and Alma reframework folders into the female body sliders and set the "female body sliders" folder to the "MHWilds Directory" as seen below
I also got this error. At first it works. The problem appears, when you try to create a new preset. The new created preset won't show up and if you restart the game with MO2 this error will appear and the mod wont show up in the reframework window anymore.
I think the reason is, because MO2 is not creating a new file in overwrite, to overwrite the StartupPresetInfo.json files (reframework\data\FBSStartupData\StartupPresetInfo\Body), which normally should get updated, when you create a new preset. Iam just a novice tho and don't know how it can be fixed.
I uninstalled every mod and did as you said here and still got the same errors at this point i'm wondering if MO2 version may have something to do with it or as another user mentioned it having to do with overwrite
Generally any edits from mods like creating files will go into the overwrite section. You can create a new empty mod and drag the contents of the overwrite folder into the new empty mod to have them persistent.
Same issue with this mod. I got it working by putting all the presets with the mod. It was working fine and one time the mod stoped working. I had to go to line 185 in the file FemaleBodySliders.lua and add or {} at the end. BodyStartupPresetTbl = json.load_file("FBSStartupData\\StartupPresetInfo\\Body\\StartupPresetInfo.json") or {}
If you make a preset you have to drag it from overwrite folder and put it with the mod.
MO2 definitely doesnt play well with scripts rn especially if they rely on additional scripts(like those requiring CatLibs) ScriptRunner cannot reference the required scripts correctly + it makes making script edits in-game a hassle
I have catlib installed and it works fine with MO2. But granted I been using MO2 for 5+ years so I know how it all works. Its probably new to a lot of you. Maybe I will make a video on MO2 with wilds sometime
has nothing to do with that; you only have one catlib mod that is layer weapon, but it doesnt use all of the catlib's functions different scripts work differently and depending on when a function is being called by CatLib, the error will occur due to how MO2 handles virtual file spaces try mods like custom free quest or overlay for example
I double checked and everything looks to be installed in the right place in MO2 in the Data tab but I'm getting the same error with the base FBS mod complaining about a nil.
When removing uninstalling the mod through MO2 and installing it outside of it through Fluffy it no longer produces that error. This is with MO v2.5.2 with this plugin and aqeqqq's 2 plugins (fluffy installer support and loot pak) installed.
Also worth noting that FBS presents installed through MO2 are not visible in the preset list in-game.
The only solution I can think of for this mod conflict is to create a symbolic link from the game root directory's ReFramework to MO2's FemaleBodySlide ReFramework (without activating the mod in MO2). When updating/installing FemaleBodySlide each time, always choose "Merge" to preserve the symbolic link relationship. Perhaps I could also write a plugin to automatically move all BodySlide preset files into FemaleBodySlide before game launch.
I fixed this by installing Catlib, Reframework, PakNatives for wilds and d2d mods manually. They need to load before MO2 sets up their virtual file system. Once those were in the root folder, everything else fell into place. It's much better now.
The reason I use it, is because I was able to install all of Gradashy's mods without the fluffy interface, and it didn't matter what order I clicked things in.
First of all id like to say that this is a great tool. i have fun just messing around and breaking my game with the assurance that my game files remain untuched. however when i actually want to play the game i do have a few issues, of course theyre due to my lack of knowledge of the tool and its processes. i currently have a conflict with rarnaragua's ray dau Ver.R F - F and its gamma variant. i dont really know how to resolve this conflict. im also running into an issue with the Wilds Ver.R body inner series were if i go into my character apperance and change the inner clothing my character becomes invisible, or if i change my layered armor or even preview an armor my character again becomes invisible. Again id like to point out that most of it is user error on my part but at the same time im at a loss. One more thing i dont know why but there are only 12 pak.sub files when i enable all mods on mo2 but if i use fmm there are over 25 pak.sub files. im stumped and confused. id like to add that i use the loot pak, fluffy installer and copyhelper for mo2 plugins
edit: after a little troubleshooting i figuered it out. it was user error on my part. i had left out a basic texture mod for Ver.R mods which caused my character to become invisible. i am however trying to fix the disable distortion and iterm editor mods which keep posting errors
When I install FieldEventSpawner using Mod Organizer 2 and start the game, an error message from Script Runner appears, seemingly because the en-us.json in the mod are not loaded correctly.
I tried to start the Game from MO2 but it wont start at all in the Log it only says "local save game not supported by this game plugin" but this can't be right or ?
I followed the instructions up until REframework as instructed to start the game
A video showing how it works and why I should use this instead of Fluffy could be helpful, especially if you are trying to promote it when everyone uses the Fluffy mod manager where drop the file in the mod folder, activate it, and done, no need to mess around anymore!
I can help explain a bit on why we should use Mod Organiser. I have played modded Skyrim and Fallout, and used both Vortex and Mod Organizer or any other mod manager software. I can say that Mod Organizer is the far superior product to any others.
The benefits are: 1) It keeps the game installation folder clean (so any mods installed won't break the actual game itself if something goes sideways) 2) It shows what mods are in conflict with one another if the user installs say, Busty Gemma and then Alternate Gemma Outfit (both mods do the same thing and Mod Organizer will alert the user. The best thing about this? You can install both, drag and drop to make sure which mod takes over the other instead of having to uninstall the previous one and install the desired one like in Fluffy to keep things tidy) 3) The UI of Mod Organiser allows you to edit the names of the Mods installed. Fluffy is easy to use but if the author of the mod has weird namings on their mods, the file shown in Fluffy is just not in the right place sometimes and it can get really messy when one installs too many mods, which leads to scrolling up and down in Fluffy to find the correct mod activation. Mod Organiser helps in organising the mods by renaming the installed mod on the left panel and keeps the whole thing clean. 4) Mod Organiser also allows the user to put in 'Separator' between installed mods on the Left Panel such as 'Armors', 'Makeup', 'Swords', 'Game Tweaks/Utilities' or etc.
Well put. Fluffy is pretty basic in terms of a mod manager. Where as MO2 has a lot of advanced and useful features. And even has custom mod installers through FOMOD if the modder added support for it.
MO2 is definitely the best mod manager I’ve used over the years. I’ve debated on coding my own as a learning experience (still might) but M02 is just so good idk if I could ever compete with it lol.
vortex Struggles on anything over 100 mods I think if I recall.
It has issues. I have experienced them. With even sub 250 Mods. Look at all the huge mod lists like Lorerim or Nolvus. None of them use vortex.
Even if it can support a lot, the general use of that app I hate and even have friends who used the “mod collections” feature and straight up doesn’t work, although the mod collection was outdated for the game so that’s partly his fault for not updating the mods before trying to play the game.
I've been reading about this mod, and I'm very intrigued. I need to wait for a YouTuber to create a video guide on how to install this. I'm new to modding, and all the screenshots and technical PC terms make me hesitant to download it. A video tutorial would really help.
Is there a way to add a preview function similar to FMM to MO2? I like the sorting function of MO2 very much, but I also need the preview function of FMM.
There's two options A: I have to write a FOMOD version of the mod to support the built in MO2 installer better. B: Write a new installer for RE Engine games based off Fluffys INI
75 comments
Edit: I need to launch mo2 as admin to use controller in-game.
You need to right click and "set as MHWilds directory", If you want all the sliders drag all the other reframework folders into the "active" one
In Game
Iam just a novice tho and don't know how it can be fixed.
I got it working by putting all the presets with the mod.
It was working fine and one time the mod stoped working.
I had to go to line 185 in the file FemaleBodySliders.lua
and add or {} at the end.
BodyStartupPresetTbl = json.load_file("FBSStartupData\\StartupPresetInfo\\Body\\StartupPresetInfo.json") or {}
If you make a preset you have to drag it from overwrite folder and put it with the mod.
ScriptRunner cannot reference the required scripts correctly + it makes making script edits in-game a hassle
different scripts work differently and depending on when a function is being called by CatLib, the error will occur due to how MO2 handles virtual file spaces
try mods like custom free quest or overlay for example
When removing uninstalling the mod through MO2 and installing it outside of it through Fluffy it no longer produces that error.
This is with MO v2.5.2 with this plugin and aqeqqq's 2 plugins (fluffy installer support and loot pak) installed.
Also worth noting that FBS presents installed through MO2 are not visible in the preset list in-game.
The reason I use it, is because I was able to install all of Gradashy's mods without the fluffy interface, and it didn't matter what order I clicked things in.
edit: after a little troubleshooting i figuered it out. it was user error on my part. i had left out a basic texture mod for Ver.R mods which caused my character to become invisible. i am however trying to fix the disable distortion and iterm editor mods which keep posting errors
I followed the instructions up until REframework as instructed to start the game
The benefits are:
1) It keeps the game installation folder clean (so any mods installed won't break the actual game itself if something goes sideways)
2) It shows what mods are in conflict with one another if the user installs say, Busty Gemma and then Alternate Gemma Outfit (both mods do the same thing and Mod Organizer will alert the user. The best thing about this? You can install both, drag and drop to make sure which mod takes over the other instead of having to uninstall the previous one and install the desired one like in Fluffy to keep things tidy)
3) The UI of Mod Organiser allows you to edit the names of the Mods installed. Fluffy is easy to use but if the author of the mod has weird namings on their mods, the file shown in Fluffy is just not in the right place sometimes and it can get really messy when one installs too many mods, which leads to scrolling up and down in Fluffy to find the correct mod activation. Mod Organiser helps in organising the mods by renaming the installed mod on the left panel and keeps the whole thing clean.
4) Mod Organiser also allows the user to put in 'Separator' between installed mods on the Left Panel such as 'Armors', 'Makeup', 'Swords', 'Game Tweaks/Utilities' or etc.
MO2 is definitely the best mod manager I’ve used over the years. I’ve debated on coding my own as a learning experience (still might) but M02 is just so good idk if I could ever compete with it lol.
vortex Struggles on anything over 100 mods I think if I recall.
Even if it can support a lot, the general use of that app I hate and even have friends who used the “mod collections” feature and straight up doesn’t work, although the mod collection was outdated for the game so that’s partly his fault for not updating the mods before trying to play the game.
edit: I found the problem, I have RootBuilder plugin installed because I use MO2 for skyrim/cp77 and I disabled it, and it now worksbut when I try to launch the game through MO2, it freezes and nothing happens, do you have any idea why that might happen ?
There's two options
A: I have to write a FOMOD version of the mod to support the built in MO2 installer better.
B: Write a new installer for RE Engine games based off Fluffys INI