ModOrganizer2 / modorganizer

Mod manager for various PC games. Discord Server: https://discord.gg/ewUVAqyrQX if you would like to be more involved
http://www.nexusmods.com/skyrimspecialedition/mods/6194
GNU General Public License v3.0
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Fomod handling error #1580

Open Feuerkl1nge opened 2 years ago

Feuerkl1nge commented 2 years ago

Try out yourself to install the following correct created fomod: https://www.nexusmods.com/skyrimspecialedition/mods/24665 I have discovered changing the required main esp location of that fomod to it's root folder solves the extra window message and the corresponding denied fomod start of the mod within MO2. But for all the optional esps that are still in the ESPFE folder of the fomod MO2 are still triggering the same error messages within the bottom message window of MO2. That error messages pointing to an esp not setting up within the fomod. All but the main esp setted up within fomods xml differ from MO2s error messages. Thats why I wrote the fomod is correct and it an MO2 issue. Also I remember on MO2 v2.3.5 I was able to install the fomod.

My setup Win 10 x64 21H1 Core i5 6600K Radeon RX 5500 XT 16GB RAM Up-to-date MO2 v2.4.2

LostDragonist commented 2 years ago

You're gonna have to be a lot more specific about what error or issue you're running into. I see no issue running that FOMOD.

Feuerkl1nge commented 2 years ago

I just realized I misunderstood the fomod requirements section of fomod creation tool and that leads into a further misunderstanding. I thought the section means essetial plugin always forced to install when installing the fomod. But of course it means the given plugin must be installed first, before installing the fomod itself. Qwinn leads the user into fog. Because the main mod is technically not required but for his fomod. Also MO2 does not deny the fomod when the pre-installed plugin-requirement is present in fomods root folder with it's corresponding xml edit. Maybe that bug is caused because of the unusual behavior of the fomod requirement. Means a plugin is required for a fomod that contains the same plugin. So something is not right there. Not sure if that is a MO2 issue or not.

For sure on MO2's site there are still wrong error messages telling you plugin are missing that are part of the mainmod, not QRVAE. So MO2 could be updated to take QRVAE into account. But just a minor issue.