Skyrim Mod Organizer Error Opening File For Writing
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Skyrim Mod Organizer Error Opening File For Writing
Source: https://www.nexusmods.com/skyrimspecialedition/mods/6194/)%EB%A5%BC?tab=posts
Posted by: gingrichlailes.blogspot.com
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al12rs
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We offer support on our Discord server.
This comment section is locked as developers can't keep up with it.
Please use our discord server to contact us for support, issue reports, suggestions etc.
Discord can be used from the browser, no need to install anything.
More expert users can report issues directly on GitHub following our issue templates.
MO2 is open source, if you are a developer, we really need help: building MO2.
MO2 supports plugins (c++ or python): writing MO2 plugins.
Please contact us on discord if you are interested.
al12rs
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Gamepass versions of the games are not supported by MO2.
Whatever Microsoft did with them made it so Mo2 can't even start them, let alone hook into them and make the VFS work.
There are no short term plans to support them. Treat them as if they were XBox games.
al12rs
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Starting from 2.4, only the installer is available. It is equivalent to the archive.
rpg38
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Due to the issues I was having along with everyone else I reverting back to the version before the new version. For a few days the previous version was working but today when hiding mods inside their textures folder mo2 would freeze and then ctd. Now trying to reinstall blended roads and as I go to install it I am greeted with a trace error report. This has never happened. I checked the settings tab to make sure fomod is set to true. Not sure what's going on as I can install a non fomod but cannot install a fomod.
edit: I checked a new install file and the files in the download match the files I currently have installed so I am really confused as to why this is happening.
al12rs
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What issues were you having along with everyone else?
If you want to help us fix these issues please report them to our discord, especially if MO2 is crashing as we really need the crash dumps and logs in those cases.
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edit: Sorry I was just frustrated, I'm mainly wondering about how to change the location of the instance
al12rs
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Depends on whether the instance is global or portable. If it is portable you can copy paste the folder and maybe update the paths of some of the executables if necessary.
For Global you can move out almost everything except the modorganizer.ini (which contains the location of the stuff you moved so MO2 can actually find them) and logs and crash dumps that need to be available as soon as possible when starting Mo2.
To actually move things you can open the paths tab of the MO2 settings. There you can find the current locations and you can define new ones. Keep in mind that Mo2 does not move the stuff for you when you change paths, you are just telling MO2 where to look, so you need to move whatever you already have manually.
Before moving things make sure to create a backup of your mod order and loadorder, or just duplicate your current profile, so that if during the move you point Mo2 to an empty folder of mods you don't loose the modorder as MO2 thinks you have deleted all your mods.
If you need more help please use discord as nexus is a pain to use as we have to check it and you can't post logs or pictures easily.
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cant have multiple portables for different games in v2.4.0
(edit) OK, i found after choosing global i can change base path.
so what the difference between global and portable?
al12rs
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You can have multiple portable instances in 2.4.0.
A portable instance is an instance that is self contained in the Mo2 folder by default. It is only accessible from that MO2 install as the modorganizer.ini is in that folder.
Global instances have their modorganizer.ini in Appdata/local/InstanceName, so they can be opened from any Mo2 installation and the Modded setup files can be kept away from the actual MO2 installation folder (easier to update rollback Mo2, test different versions etc), safer since Mo2 install files are kept separate from your mods and profiles.
2.4.0 didn't change any of that, just the interface to create instances and manage them was updated.
Keep in mind that if you open a global instance somewhere and then try to open a portable instance Mo2 will assume you want to open the Global one still. You can avoid this by adding a an empty portable.txt file in the MO2 install folder to force it always opening the portable instance and hide the instance manager.
rpg38
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Previous version was much more user friendly. This new one when I drag and drop sometimes it doesn't want to scroll while dragging, it just stops with the red circle with slash through middle. Also, when I lock an esp it doesn't matter on the this version because they still move when running loot. Some mods textures aren't loading into the game and it's the same mods I had installed last week and loaded in last week. No newly added mods to cause conflicts for mods to not show up. I have never reverted mo2 back to an older version, only updated. Can I roll back without having to reload all my mods?
Edit: I took a chance at installing an older version and if it erased my load order then so be it but it didn't. I am back at ver 2.3 with all my mods and seperators still in place.
al12rs
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We have identified a bug with the Locked Order of plugins, we will be releasing a fix in the 2.4.1 patch release with a bunch of other various fixes after they have all had some time to be tested. With so many changes there is always a chance of some things falling through our testing (we have limited time and resources).
About the scrolling while dragging, we didn't receive other reports about it for now and it seems to be working fine here. If you still experience problems with it could you drop by the discord so we can have a look at it?
Keep an eye out for 2.4.1, for updating if you are worried about your loadorders, you can make backups of them or duplicate your current profile.
rpg38
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While I was using loot it stopped responding and it closed before my load order was done being sorted. This crashed MO2 it wont start anymore. I'm not sure if this corrupted my mods and I haven't made a backup of them yet. Should I just copy folders and reinstall?
al12rs
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Come by the discrord so we can have a look at the crashdump and logs.
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I tried updating the mod organizer for skyrim se but was blocked because it could harm my device. Is there a way to fix that?
al12rs
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You should have the option to download anyways. It's an exe you are downloading from the internet so it's just being overly careful.
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I have no idea how to use Discord.
When i add a mod manually, once it's installed MO2 identifies it at an older version, based on its download date, and compared with its actual version number.
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Why can't i download mods anymore if my skyrim folder is in Program files?
I only have one drive which is just C drive and i can't move skyrim installed locations in the same drive
Sik234
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i know this may be sound noob but i have a question, but the mods dont install on the game o.O they install on mods folder, how can i install mods on Skyrim data folder???
im modding on Skyrim Se.
al12rs
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MO2 uses a Virtual File System, the mod files are showed to the game and programs that are launched from MO2, but they aren't actually in there and instead each mod is kept in its own separate folder, so no files actually overwrite each other and you don't duplicate hundreds of mods as the access to the files are simply redirected instead of being copied over.
You can explore the virtual folder with the Data tab of Mo2 or the Explore Virtual Folder executable.
You can read more about how MO2 works by reading the description (which I strongly invite you to do).
Sik234
al12rs
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CET replaces a load time dll and needs to be in the game folder before the game code even starts, problem is that the Virtual file system needs to be initialized in the game process before it starts working, but that initialization is done when the program starts executing, so after all the dlls are loaded in. Basically usvfs isn't active when CET should be getting loaded so it is skipped. CET also does mod loading when the DLL loaded, so still when the VFS isn't available.
We can't do much about this unfortunately.
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What a pity. But for Vortex, this problem is somehow solved, that is, this mod can be installed through Vortex.
Here's what's written on the mod's page: "As it stands the recommended method of installation is through Vortex. When installing through vortex, make sure to use hardlink deployment.
If you wish to install manually please read the instructions on the wiki".
I do not know what this means, but maybe it will somehow tell you the solution to this problem.
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Correct. Vortex does, provided the mod is packed so that it installs at the game root directory. Hard links work differently than vfs links. You would have the same issue in Vortex if you select vfs links as your deployment method.
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I do not use Vortex - it is inconvenient and complicated. For me, MO2 is perfect in every way.
al12rs
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Using Hard links defeats the purpose of using the Virtual File System in the first place and comes with various draw backs and an entire program needs to be written around it to make sure that everything is consistent. That is what vortex does. It allows to handle things that VFS can't, but you have files in the game folder, changing profiles takes longer, messing with the game folder directly can have bad results etc.
Basically it would probably more practical to try to change CET to make it compatible with MO2 than make MO2 compatible with what CET is doing.
Even if it isn't really CET's job to be compatible with MO2 at all.
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Yes, you are right, I also thought that it might be better and easier to change CET than MO2. Perhaps in the future it will be possible to do this, or they will do something similar to CET. I tried to install the Vortex and run CP with CET through it. But once again I was convinced that the Vortex is terribly inconvenient, clumsy. And besides, to use the same CET with Vortex, you need this extension.