Not sure what I'm doing wrong tried the latest then noticed this post. Then I tried the 2.4.4 and followed as it says and still ain't working so not sure if the instructions are well made for someone like myself or it's just not working for myself now. I do know manual is so much easier but doing the cleanup an other stuff are annoying but these managers are even more annoying.
Edit: So just took out the .sav and the directory and now I see the Hogwarts in the games of selecting a game.
for those having issues getting this to work, what i did was to use MO2 v2.4.4. i also tested a mod by repacking it with this file structure:
Phoenix/Content/Paks
and can confirm everything works in-game (so far).
as for loading previous saves made without MO2, simply copy/paste the "Saved" folder in "Users/[yourname]/AppData/Local/Hogwarts Legacy" to "Users/[yourname]/AppData/Local/Phoenix".
hope this helps anyone having problems. thanks for this utility. endorsed.
I'm running the latest beta build of MO2 and this doesn't seem to work. I've placed the game_hogwartslegacy.py file in B:\Mod Organizer 2\plugins\basic_games\games, but MO2 still won't recognize it with a global or portable instance.
Anyone know of a possible fix? Is it just because I'm running the latest build perhaps?
You can fix it by opening the plugin in a text editor and changing PyQt5.QtCore to PyQt6.QtCore. Asked on the MO2 Discord, and thats the solution that worked for me.
Just spent hours organizng the mods makeing file paths for unsupported ones....non of the mods actually load into my main game folder so it load the game unmodded. Not sure what to do now.
I encountered the same error (Powlars) and I am using the latest version also (1.0.1)
still getting the error even if I changed the Phoenix to Hogwarts Legacy as brengard0125 have stated
Edit: Got it working by removing the path on line 56, thus removing the array, then changing it to a single line of path using the Hogwarts Legacy instead of Phoenix
Edit 2: Apparently it works also using the Phoenix path. I just removed the array part (Line 55 and 56) and choose only one depending on what I set on the other path
Hit this same issue and can't seem to find a way around it. The .py file in the folder E:\Modding\MO2\plugins\basic_games\games, and continuously get the "not supported' pop-up.
Open this .py file with notepad and change "Phoenix" to "Hogwarts Legacy" on all three long lines of code and it will work. You might have to changes file types to all file types in the bottom right corner when searching for the file in notepad or else it wont pick it up and see it.
Well I wouldn't be to hasty to say that, early days I don't mean to be mean, but I find this Plugin mostly useless at the moment.
I say this as one of the main user support fangirls of MO, back in the day when Tannin was actively developing 32-bit MO, and tested the first iteration of the very early versions of MO2.
So it's not MO that's my issue, and the author of this plugins working with "Basic_Games" python script, though I have some quibbles about using a custom App Data Folder for saves rather than the correct location of the specific profile folder, The script does what it says on the tin
Which is absolutely zero mod management at all, and though virtualisation is Great, it's hardly needed when the mods are tree identically named files, and I don't know how well the author knows Python, but I'm simply not satisfied with "Basic Game" mentality
What made MO great, was the very fact that it provided advanced mod management, above and beyond all contenders, including Mo2, only issue is it was the Master of All BGS 32-bit games, and still is to this very.
I've always described NMM, and Vortex, as Jack Of ALL Game Engines, Master of NONE So for MO2 that would become a Jack Of ALL Game Engines, Master of ONE.
Now having said, how useless MO2 is just now, what can be done? How can we make MO2 Master of 2 Engines, and the second would be Unreal
Pak Patch mods are required by the game, and useless in MO, even load order is done by filename renaming currently. All stuff I find easier in the game just now.
I know from long experience, mod creators are useless at being mod users, back in the day, Tannin did the coding, and in those days had a full time job as well. Mo really started to improve, when the handful of us that actualltyy tested mods took over user support. Just try to find information on using Hogwarts Mods, and all you see is creating them, though we want creators, they rarely consider actually how mods work with an ever growing pile of use cases, in an overall sense, that has always been my best skill user support, of any and all sorts of mods
So basic minimum valid proof of concept is first step I'll be using comparisons to BGS Modding, as it's what MO was made for.
1 Profile Specific saves, and config files We don't need to put saves where the game finds them we do it virtually, This is the way it's done in BGS games, so why break that feature. 2 UnPak Mods or better get MO2 use the best manager for HL, and they will be loose files from the start. All that Pak conflict crap is gone 3 Loose Files in MO2 If we could use MO we might have been able to use the same File conflict whether loose or packed, BSA *Bethesda Software Archives) That one thing MO2 lost, over the strong objections of the entire support team, Tannin was pressured by big name creators to remove. Lost battle now, so loose files in MO2 it must be, that's OK. 3 Follows 2 = Load Order in MO2 now matters The way it's meant to be done 4 Follows 3, and 3 and we can now see what files conflict, and if we see that, we also can manage that 5 MO2 Hogwarts Legacy Advanced management acheived 6 Repack a Merged Mod Ever notice that _P a lot of mods are using, I wondered why they did that one, I found out, they are doing it wrong From UE 4.27 Docs
Once you have released your project, you will probably make updates to it after the initial release. This process is known as patching. Patching usually includes new content that addresses known issues, or that fixes vulnerabilities in the original release.Different Methods for PatchingThere are several methods for creating patches, but they all use one of two approaches. One approach keeps files from the original release or previous patches, but adds a pointer to new content. The other approach is to transform the content in the original build using a binary patch. Note: You can build patches in Unreal Engine 4 (UE4) for many different platforms. However, we do not support distribution of patches for your project. Each platform has their own system for uploading patch files, and for distributing those patch files to users. For information on these platform-specific distribution systems, see the documentation for that platform's Software Development Kit (SDK).Platform-Agnostic Patching MethodThere is a method for creating patches in Unreal Engine 4 that will technically work on any platform. This method packages the entire build with new content, while the changes between the two builds are placed in a sidecar file that is added to the original file. The new PAK file is labeled with a "_p" suffix. For example, if the original build file is called `MyGamesStuff.pak`, your patch file would be called `MyGamesStuff_p.pak`. Windows PatchingWindows uses the method described in Platform-Agnostic Patching Method .For more information on platform-agnostic patching, see How to Create a Patch.
Now this wasn't exactly what I read, but been doing a lot of reading of UE4 docs, and the docs are extensive. What I read was basically the same but it mentioned chunk0 is always a base game pak set up by UE4, anf this is the file I found most of the game files in, when I extracted them, and cross referencing my extraction with FModel folder layout the other paks are of specific folders here Plus we will need a fully extracted Vanilla game for file conflict Resolution, though NOT part of our merge.
This would make our "Merged pak modify the base game
So that's the basic concept, and I've been ticking off the required steps, and their's one that needed a number of mods that were incompatible. Clothing seemed to fit the bill and skirt mods specifically, and so here wheat I have Loose mods G:\ModArchives\MO\HL\ PleatedMini-Skirt_LegsOnly.7Z PleatedMini-Skirt_SkirtOnly.7Z ShortenAllFemalePlayerSkirts.7Z SkirtForAllUniforms.7Z StudentShortSkirt_1.7Z StudentShortSkirt_2.7Z StudentShortSkirt_3-Larger.7Z
Red Lines = File Conflicts
When you can see file conflicts, you can start to actually manage mods, this is MO the way it's meant to be used. It's just a proof of concept, we only see mod conflicts, it can be enough, but Loose vanilla files are best.
Game needs them pak files, only tool I've seen to add loose files to a Pak managed UE4 is by cracking the game/steam with Goldberg's Steam Emulator., there's Denuvo of course, but HL has already been cracked, as happens with popular gammes Denuvo, works well, but only when no bugger wants to crack the game, Forspoken's uncracked, that drove more sales, I'm Sure. GG. As a GOG user by choice, and via offline installer, I'm no Steam/Galaxy fangirl, but I do buy my games.
That's not a viable path anyway, but it seems the lock is baked into the shipping.exe, but that's generic info not game specific. there's definitely an engine switch, the hacky method toggles it in the exe, it may be accessible in memory, and the tool to do on the fly memory edits is cheat engine, so that way I can use it.
Another way is game uses pak files, concept is AIO mod, so our conflict resolution doesn't require files in game at All. We could just unpak games paks in a Vanilla Loose Files folder tell MO the games DAta folder is that. Adding an all in one Pak to the game doesn't really need management, file in folder will do.
Anyway this is looking much more viable, I've got the basic steps, but expect trip wires to a functioning manager. Pythons great for testing concepts, quick and dirty edits, but woefully unoptimised, so a DLL ma be required down the line. Codings not my expertise, but I can get by with many types, to get things done. broad but shallow knowledge from moodding 100s of games.
Another issue for me Is medical, I have the skills, and time, due to illness, but what was once easy, now takes much longer for me to do.
One more thing: For most mods, the data tab shows the mod name as "unmanaged", in brackets. I see a few others that show the mod name in white text. But one mod has the name in red text. Does that mean there's an issue with the mod that needs to be addressed? ... The mod does seem to be working.
If you could send me a few screenshots to further clarify that would help me assist you.
Generally, if the mod is appearing with a white name, the structure for the mod should be correct. If it's grey, it's either incorrect (or a tool using a unique directory).
Of course there may be exceptions -- but not likely. As of right now, most mods will need to be manually set until mod authors agree on a folder format and start uploading mods with support for plugins like this.
51 comments
Change the self._featureMap[] part of the HogwartsLegacyGame init to:
self._register_feature(HogwartsLegacyModDataChecker())
and it should work.
Of course you would also need to change PyQt5 to PyQt6 in the imports. I guess this author is no longer active.
Edit: So just took out the .sav and the directory and now I see the Hogwarts in the games of selecting a game.
Phoenix/Content/Paks
and can confirm everything works in-game (so far).
as for loading previous saves made without MO2, simply copy/paste the "Saved" folder in "Users/[yourname]/AppData/Local/Hogwarts Legacy" to "Users/[yourname]/AppData/Local/Phoenix".
hope this helps anyone having problems. thanks for this utility. endorsed.
Anyone know of a possible fix? Is it just because I'm running the latest build perhaps?
Can't creat an instance, someone can help ? i try many things but still can't creat :(
Actually it's more likely the plugin wasn't put in the correct spot.
But i have a new error now, already see someone with this but don't remember how to fix
still getting the error even if I changed the Phoenix to Hogwarts Legacy as brengard0125 have stated
Edit: Got it working by removing the path on line 56, thus removing the array, then changing it to a single line of path using the Hogwarts Legacy instead of Phoenix
Edit 2: Apparently it works also using the Phoenix path. I just removed the array part (Line 55 and 56) and choose only one depending on what I set on the other path
The .py file in the folder E:\Modding\MO2\plugins\basic_games\games, and continuously get the "not supported' pop-up.
This does not merge mods, you'll still need to merge with the merge tool for SQL based mods.
I don't mean to be mean, but I find this Plugin mostly useless at the moment.
I say this as one of the main user support fangirls of MO, back in the day when Tannin was actively developing 32-bit MO, and tested the first iteration of the very early versions of MO2.
So it's not MO that's my issue, and the author of this plugins working with "Basic_Games" python script, though I have some quibbles about using a custom App Data Folder for saves rather than the correct location of the specific profile folder, The script does what it says on the tin
Which is absolutely zero mod management at all, and though virtualisation is Great, it's hardly needed when the mods are tree identically named files, and I don't know how well the author knows Python, but I'm simply not satisfied with "Basic Game" mentality
What made MO great, was the very fact that it provided advanced mod management, above and beyond all contenders, including Mo2, only issue is it was the Master of All BGS 32-bit games, and still is to this very.
I've always described NMM, and Vortex, as Jack Of ALL Game Engines, Master of NONE
So for MO2 that would become a Jack Of ALL Game Engines, Master of ONE.
Now having said, how useless MO2 is just now, what can be done?
How can we make MO2 Master of 2 Engines, and the second would be Unreal
Pak Patch mods are required by the game, and useless in MO, even load order is done by filename renaming currently.
All stuff I find easier in the game just now.
I know from long experience, mod creators are useless at being mod users, back in the day, Tannin did the coding, and in those days had a full time job as well. Mo really started to improve, when the handful of us that actualltyy tested mods took over user support.
Just try to find information on using Hogwarts Mods, and all you see is creating them, though we want creators, they rarely consider actually how mods work with an ever growing pile of use cases, in an overall sense, that has always been my best skill user support, of any and all sorts of mods
So basic minimum valid proof of concept is first step
I'll be using comparisons to BGS Modding, as it's what MO was made for.
1 Profile Specific saves, and config files
We don't need to put saves where the game finds them we do it virtually,
This is the way it's done in BGS games, so why break that feature.
2 UnPak Mods
or better get MO2 use the best manager for HL, and they will be loose files from the start. All that Pak conflict crap is gone
3 Loose Files in MO2
If we could use MO we might have been able to use the same File conflict whether loose or packed, BSA *Bethesda Software Archives)
That one thing MO2 lost, over the strong objections of the entire support team, Tannin was pressured by big name creators to remove.
Lost battle now, so loose files in MO2 it must be, that's OK.
3 Follows 2 = Load Order in MO2 now matters The way it's meant to be done
4 Follows 3, and 3 and we can now see what files conflict, and if we see that, we also can manage that
5 MO2 Hogwarts Legacy Advanced management acheived
6 Repack a Merged Mod
Ever notice that _P a lot of mods are using, I wondered why they did that one, I found out, they are doing it wrong
From UE 4.27 Docs
What I read was basically the same but it mentioned chunk0 is always a base game pak set up by UE4, anf this is the file I found most of the game files in, when I extracted them, and cross referencing my extraction with FModel folder layout the other paks are of specific folders here
Plus we will need a fully extracted Vanilla game for file conflict Resolution, though NOT part of our merge.
pakchunk0-WindowsNoEditor.pak
pakchunk0-WindowsNoEditor_P.pak
This would make our "Merged pak modify the base game
So that's the basic concept, and I've been ticking off the required steps, and their's one that needed a number of mods that were incompatible.
Clothing seemed to fit the bill and skirt mods specifically, and so here wheat I have Loose mods
G:\ModArchives\MO\HL\
PleatedMini-Skirt_LegsOnly.7Z
PleatedMini-Skirt_SkirtOnly.7Z
ShortenAllFemalePlayerSkirts.7Z
SkirtForAllUniforms.7Z
StudentShortSkirt_1.7Z
StudentShortSkirt_2.7Z
StudentShortSkirt_3-Larger.7Z
When you can see file conflicts, you can start to actually manage mods, this is MO the way it's meant to be used.
It's just a proof of concept, we only see mod conflicts, it can be enough, but Loose vanilla files are best.
Game needs them pak files, only tool I've seen to add loose files to a Pak managed UE4 is by cracking the game/steam with Goldberg's Steam Emulator., there's Denuvo of course, but HL has already been cracked, as happens with popular gammes
Denuvo, works well, but only when no bugger wants to crack the game, Forspoken's uncracked, that drove more sales, I'm Sure. GG.
As a GOG user by choice, and via offline installer, I'm no Steam/Galaxy fangirl, but I do buy my games.
That's not a viable path anyway, but it seems the lock is baked into the shipping.exe, but that's generic info not game specific.
there's definitely an engine switch, the hacky method toggles it in the exe, it may be accessible in memory, and the tool to do on the fly memory edits is cheat engine, so that way I can use it.
Another way is game uses pak files, concept is AIO mod, so our conflict resolution doesn't require files in game at All.
We could just unpak games paks in a Vanilla Loose Files folder tell MO the games DAta folder is that.
Adding an all in one Pak to the game doesn't really need management, file in folder will do.
Anyway this is looking much more viable, I've got the basic steps, but expect trip wires to a functioning manager.
Pythons great for testing concepts, quick and dirty edits, but woefully unoptimised, so a DLL ma be required down the line.
Codings not my expertise, but I can get by with many types, to get things done. broad but shallow knowledge from moodding 100s of games.
Another issue for me Is medical, I have the skills, and time, due to illness, but what was once easy, now takes much longer for me to do.
Generally, if the mod is appearing with a white name, the structure for the mod should be correct. If it's grey, it's either incorrect (or a tool using a unique directory).
Of course there may be exceptions -- but not likely. As of right now, most mods will need to be manually set until mod authors agree on a folder format and start uploading mods with support for plugins like this.