Any way to repair save game files similar to Wyre Mash with Mod Organizer 2? Create an empty Mod and put tes3cmd.exe inside (alternatively, you can put it directly into your Data Files folder if you really want to, but one advantage of MO is to keep your Morrowind folder as clean as possible). Set up a new executable and select cmd.exe from your System32 folder. Set it to start in your Data Files folder. Select the Mod you just created as a target for the output files. If you just want to use the fixit command, you can set "/c tes3cmd fixit" as start argument, but you can leave it empty if you just want to start cmd within the same (virtual) folder as the tes3cmd.exe with access to your plugins.
Is there a similiar way to do this with MCP? Whenever I run MCP, the virtual folder gets all messed up and I can't get MO to "latch" back on. Starting Morrowind through MO2 launches it but uses the morrowind.ini in the base installation folder of morrowind instead of MO2 virtual ini
Hi, when I updated this plugin to the newest version, Mod Organizer no longer opens. I can't even perceive any signs that my computer acknowledges running it. Reverting to the older version I have lets me run Mod Organizer again, but I don't know how to update the plugin now.
The latest version of Mod Organizer (2.1.3) natively supports Morrowind and has a game_morrowind.dll in its plugin folder. No need for that mod anymore.
Create an empty Mod and put tes3cmd.exe inside (alternatively, you can put it directly into your Data Files folder if you really want to, but one advantage of MO is to keep your Morrowind folder as clean as possible). Set up a new executable and select cmd.exe from your System32 folder. Set it to start in your Data Files folder. Select the Mod you just created as a target for the output files. If you just want to use the fixit command, you can set "/c tes3cmd fixit" as start argument, but you can leave it empty if you just want to start cmd within the same (virtual) folder as the tes3cmd.exe with access to your plugins.
Does not work. With the "/c tes3cmd fixit" start argument (or any argument, for that matter), the cmd prompt flashes for a second then disappears and does nothing. Removing start arguments and executing tes3cmd commands from the command prompt gives me the error: "tes3cmd: creation of C:\Users\MyUsername\AppData\Local\Temp\par-41756472697573\cache-238d3945db40d84057f78ab29c40717a30020647/tes3cmd.exe failed (errno=22)"
Tried doing the manual install as suggested and running it via MO2 in a number of ways with no success. Tried running tes3cmd.exe directly through MO2; it flashes for a second and disappears, doing nothing. Tried running command prompt through MO2, both with the recommended starting arguments "/c tes3cmd fixit" and without; still get the same error "tes3cmd: creation of C:\Users\MyUsername\AppData\Local\Temp\par-41756472697573\cache-238d3945db40d84057f78ab29c40717a30020647/tes3cmd.exe failed (errno=22)". Tried running WryeMash through MO2 and having it call tes3cmd; still get the same error. EDIT: Updated MO2 to 2.1.2 and moved it to a new folder, "C:\Games" instead of "C:\Program Files" or "C:\Program Files (x86)". It works fine now.
This is absolutely fantastic. The loose files was a major pita when using mods in Morrowind. Plus it makes it easier to install mods too cause even when I extracted compressed files to the correct folder they still didn't place right.
45 comments
Create an empty Mod and put tes3cmd.exe inside (alternatively, you can put it directly into your Data Files folder if you really want to, but one advantage of MO is to keep your Morrowind folder as clean as possible). Set up a new executable and select cmd.exe from your System32 folder. Set it to start in your Data Files folder. Select the Mod you just created as a target for the output files. If you just want to use the fixit command, you can set "/c tes3cmd fixit" as start argument, but you can leave it empty if you just want to start cmd within the same (virtual) folder as the tes3cmd.exe with access to your plugins.
Is there a similiar way to do this with MCP? Whenever I run MCP, the virtual folder gets all messed up and I can't get MO to "latch" back on. Starting Morrowind through MO2 launches it but uses the morrowind.ini in the base installation folder of morrowind instead of MO2 virtual ini
Any help?
EDIT: Updated MO2 to 2.1.2 and moved it to a new folder, "C:\Games" instead of "C:\Program Files" or "C:\Program Files (x86)". It works fine now.