Fallout 4
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VaneixusPrime

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VaneixusPrime

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  1. VaneixusPrime
    VaneixusPrime
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    Hello Everyone!

    I am sorry for my long break from the project, I still do not know when I will come back, but I have uploaded a new, rebranded, version. The rebranding is meant as means to seperate my implementation from that of Kezyma's, the creator of the first implementation of Root Builder, the standalone version. In the following days, I will be rebranding the plugin to better reflect the changes necessary to distinguish the two. I am truely sorry for the troubles a rebranding bring. I know that none likes it, but it is necessary to respect the original creator's awesome creation while also maintaining a unique identity.

    I am thankful if you would understand.
  2. GeneralJanet
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    broken, it does not load the plugin at all, it throws an error
    1. phileaschen
      phileaschen
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      me too...,mo 2.5.0

      ---------------------------
      Error
      ---------------------------
      failed to initialize plugin E:/Games/Skyrim/JueLun X -Skyrim/Mod Organizer 2/plugins/rootlinker.py: ModuleNotFoundError: No module named 'PyQt5'
      At:
        E:/Games/Skyrim/JueLun X -Skyrim/Mod Organizer 2/plugins/rootlinker.py(49): <module>
    2. shadfly
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      MO2 seems to use PyQt6 instead of PyQt5

      Maybe work if change "from PyQt5.QtCore" to "from PyQt6.QtCore" in rootlinker.py with an text editor.
  3. VensJem
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    This works for Starfield as well. Thanks!
  4. Farshnuke
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    MO2 updated but I installed Plugin Finder and was able to reinstall this mod and gat all the previously root builder installed mods working again. This anbd Plugin finder are most how MO2 plugins. Thank you to all involved.
  5. Muppkrigare
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    Hi. This is my first time using mod organisers and I can't figure out how to use it... it says "Paste into MO2's Plugin folder, usually located at MO2's Installation Directory(Not Instance folder)". 

    The file that this download has is only the .py file. Where can I get the MO2 installation file?
  6. myztikrice
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    How to diagnose this not working? Are there any logs?

    EDIT: nvm was trying with ENB dlls which apparently aren't supported yet
  7. aragonit
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    This plugin is great! I've been using it for Skyrim and I'm going to use it for Oblivion, to really separate any plugins from the game directory. Thank you for your work!!
  8. Fuzzlesz
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    Your plugin is amazing, and I vastly prefer it to Kezyma's which is more feature rich, but adds some minor issues.

    I just ran into an issue today with yours where I was generating facegen in CK and the files would be eaten entirely until I disabled root linker in mo2 settings. As in they didn't appear anywhere at all.

    The same scenario happened while I was using this xedit script and you can see in the posts there that things were just erroring out until I disabled this plugin.

    Now I've been using your plugin for months now, and all other files redirect properly, so I'm honestly just baffled lol. I'm not sure if I've done something wrong along the way, but I figure I'd bring it to your attention just in case, as I'm just entirely confused lol

    Cheers, thanks for your hard work! :D

    EDIT: Yeah, I must have something funky going on somewhere, my output directories are being ignored now with your plugin enabled. I probably janked something up when setting up the stock game folder or something. It was certainly working when I used it previously!

    The bottom plugin showing correctly in the output folder was made with your plugin disabled, and the one above showing in the stock game data folder is with your plugin enabled. This never used to do this, I swear lol. 


    I'll just spend some time bashing my head against this, and if I solve it, it may also solve the issue with the above script. Also this side of Nexus is quite... green. lol
    1. VaneixusPrime
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      Hello! Sorry for the late reply, I am thankful that someone still finds my plugin useful even with the feature-rich rootbuilder around, which is basically mine but better. but on to the problem you have, I have a basic suspicion as to why it's happening, so I have to ask for two things, first which version of Root Linker did you install, the v2 legacy or the current v3, then I would like a screenshot of the instance paths.
    2. VaneixusPrime
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      oh and as well as the folder treeof the managed mod in question!
    3. Fuzzlesz
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      Thanks for the response!

      I preferred your pugin, because Keyzma's introduces quite a delay after closing the game for everything to get settled, even with the copying of files disabled. My list is already quite large, and MO2 has slowed down quite a bit already, so it's just a bit nicer if at least one part goes smoother lol. Since I only need it for enb files, and not dlls/exes yours suits the job great!

      Clicky:
      Spoiler:  
      Show

      This is the version I'm using, I believe I had the old version but then updated once 2.4.0 MO2 came out:



      I'm using Wabbajack's Stock Game setup to keep everything confined:


      I don't have a specific mod in this case, it's a case of every output ignoring assigned folders for some reason it appears, but it's now been a few days and I've shifted my brain to other activities lol. The example in my first post edit was just a normal xEdit sessions, where I made a test patch, and it dumped it into the main folder.

      Here's my MO2 directory settings, I use in conjunction with LostDragonist's registry plugin:


      Here's the contents of the Stock Game directory:




      My gut is telling me it may not like the Stock Game folder as that's sort of a recent phenomena due to the Skyrim update, but also I could just have missed a knob I needed to turn somewhere.

      Apologies if I missed something, please let me know if you need anything else.

      Cheers!
    4. VaneixusPrime
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      have you checked if your changes are being pushed to the root overwrite folder? and you said there were errors showing up, would you mind attaching these as well? I wanna see what they're about.
    5. Fuzzlesz
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      With the xedit script that renames the facegen/voice files, the script would error because it couldn't locate the facegen, if I hid the facegen, the script successfully completed it said, and logged all the renaming of the voice files, but then.. nowhere. Nothing, gone entirely, not in any overwrite, nowhere.

      With making a patch, in my first post above both "5652" and "ewfwewf" esps (I just mashed random keys when I was making them to test) in the image were both just made as "copy record to override" into a new ESP/ESL, then saved. With your plugin, it dumped it to Data, and without it went correctly to the output I had assigned in MO2.

      I know this is pretty messy, and it seems I'm a walking edgecase everywhere I pop up, feel free to not spend too much time worrying about it if it isn't obvious or you can't reproduce, I can live on and your time is probably more valuable spent doing something else lmao. Kezyma's does work for me still, and I'm willing to just suck it up
    6. VaneixusPrime
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      I just remembered something... have you tried to perhaps to blacklist the output folders? the path you enter is the folder name in the root game directory itself, I do not remember if it worked with multilevel folders
    7. Fuzzlesz
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      oooh, like adding 'stock game' to the blacklist, where 'data' is already there? 
    8. VaneixusPrime
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      Hello sorry for the week-ish late reply, but basically yeah, they're seperated by a comma. you can type in something like "data,stock game"
    9. Fuzzlesz
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      No worries, I'll give it a shot later!

      EDIT: I'm not having much luck lol. Don't worry about it mate, I'll survive, you've wasted enough time lol
  9. overlaps
    overlaps
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    Wooooow thx so much bro.. 
    This what all hooman on earth need .. xD

    Now I can make my mod folder more messy.. in good way xD

    Suggest put this wonderfull mod on each support game..
    it will popular cos I never know this mod exist.. 

    Thx again
    1. VaneixusPrime
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      Hello! Thanks for your suggestion, but it would be difficult to maintain, since theoretically speaking that's all the games MO2 supports, which are a lot. I wish Nexus had a multi-game mod system in place so it would make my life easier and get better exposure. but nevertheless, I appreciate that you find my plugin useful!
  10. spdnexus
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    Edit (wording read a bit awkward) I am using Root Builder to manage F4SE, Buffout and some ENBs with great success. I use Photo Mode mod which creates a folder in Fallout's root called Photos. (\Fallout 4\Photos). When I snap a pic using mod it will add the screen shot into that \Photos folder.

    When I exit the game, something is moving those image files into the Overwrite Mod folder. I had thought it was MO2 doing it but they think it was root builder. If it is root builder, my question is - is it possible to set up it up so that root builder doesn't do that and just leave the image files in the \Fallout 4\Photos folder. 

    Cheers
    1. VaneixusPrime
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      hello,

      I am sorry for the late reply, but I have been working on your request the last few days, and I implemented a new version(0.0.3) that has the ability to blacklist folders' changes from being moved to the overwrite folder. Although, it is only briefly tested, so please take care with the new version, it might break something else, or the functionality might be finicky.
  11. aragonit
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    I am just done trying out some ENBs. A short walkthrough:
    Make a new empty mod in MO2, Modname is the ENB Name.
    Create a folder named "Root" in it
    Open the folder in Explorer, and copy the ENB files and directories in the Root folder.

    You can have multiple folders active, but if they overwrite each other, it won't work.
    1. VaneixusPrime
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      that's pretty good. but few notes, if you do not mind. It can overwrite each other, knowing that the highest priority(lowest on the list) will overwrite all else, including the config file. so it's usually the last one that will get loaded. and it doesn't need to be a new empty mod in MO2, any managed mod is good enough, but yeah, a new empty mod is a recommended scenario. and the name can be pretty much anything. all that the script cares about are three things. Existence of Root folder in a mod, the load priority of said mod and if it has a Data folder in Root. but in all, that's pretty good short walkthrough.

      Edit: for the overwrite part, it would be better to have the least overwrites, and no redundant/unnecessary files, you want the most conflict free experience, for the best experience.
    2. aragonit
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      I wouldn't let them overwrite each other, but just enable / disable them as needed.
      ENB testing used to be so messy... Now it's easy as pie :)

      Another point:
      Manually downloading the ENB if it doesn't have an installer (like LJOSS), open it directly after download and unzip the directory from the archive in the Mods folder of MO2. You just need to add a Root folder, and copy the files you need into it. No mess