Reinstalling the mod shouldn't have any effect on the errors with the conditions you stated. If the scripts are not loose in the zip that NMM is extracting then it would never find them. The only way to get CK to find the scripts packed in an archive is to edit the CK ini file and under the [Archive] section add your archive file to the sResourceArchiveList value. This is the case to get the CK to find any files that are packed in a non vanilla archive.
But, if that is the solution, then I find that baffling... If I haven't done it yet for Fallout 4, then that's been the case from the beginning, but the problem only started recently (and there've been scripts only found in the archive from the start). I've been able to edit the properties in my plugin without loose .pex files for years, for both Skyrim and Fallout 4. My workflow, which I've used for multiple years, at no point involves unpacking my archive, and I don't keep loose .pex files in the .zip. (I rely on that to know at a glance which files need to be packed; if there's a loose .pex, I need to pack it.)
Even now, considering what you say, these symptoms just... Don't make sense to me. Reinstalling the exact same file through NMM, with no loose .pex files, does eventually work. What changed for me is all the sudden it stopped working most of the time (and I promise I'm not somehow adding and removing lines from my CK .ini and forgetting about it). Hell, I was using the CK without it throwing these errors, and with the ability to edit properties, for multiple hours, and then it all of a sudden started happening, without any change to my .ini or even a restart of the laptop I was working on. I just closed the CK to check something in xEdit, then reopened it, and bam, errors where none had been. And then, and only then, it started happening on my desktop. When it started, I even tried going back a mod version (again, no loose .pex files), and it worked immediately, no errors... but then stopped working right after.
Didn't work. Tried it in both the CreationKitCustom.ini and the base CreationKit.ini files, and finally in the actual game's .ini files. Additionally, I'm not finding any guides for Fallout 4 which suggest this is a necessary step, and neither CK file actually had an [Archive] section in the first place, let alone that line, but I can still load scripts from DLC in the CK. Plus, when I did add the line, it actually broke loading from the DLC, which suggests to me that without the line the CK defaults to the file name parsing that the game uses to associate archives with their plugins.
Edit: Also, have just confirmed that it will load Sim Settlements scripts from a .ba2, not loose files, with no complaint (also installed by NMM). So whatever the problem is, it's with my archive, but I have no idea how to fix it. Both archives were made with the same settings as well.
Yea I just got back to my pc and I realized Fallout 4 doesn't require that. It's supposed to load the files from the BA2 without that being necessary. I can't explain why you would suddenly have started having an issue with the loading. Unless you previously had loose files and now that they're packed they are in a wrong filename? Is the file "modname - main.ba2"? And is it uncompressed or did you compress it? I remember reading somewhere not to compress scripts in the archive. Though that may have been for Skyrim. Looking at the vanilla Fallout 4 files the script archive is not compressed though.
And is it uncompressed or did you compress it? I remember reading somewhere not to compress scripts in the archive. Though that may have been for Skyrim. Looking at the vanilla Fallout 4 files the script archive is not compressed though.
That is promising. I just checked Sim Settlements versus my own archive and indeed the Main.ba2 in Sim Settlements is not compressed at all, but mine is (with default compression). I must have missed it when I was comparing the settings earlier. I'll try repacking it with no compression when I get home today.
Interestingly, my archive has had default compression from the beginning, as far as I can tell; I just checked the very first version. Maybe compression only starts screwing up scripts after a certain file size is reached, and only intermittently, with it getting worse the more the archive grows? Mysterious.
Well, nope. I repacked my archive from scratch with no compression. Same result. I then went so far as to recompile every script and pack in files that had never been in an archive, with no compression, same result.
But the problem is, when I run CK, to see all mods in data directory,, then set files in The archive tools , it can not show virtual data directory files. (so I can only set files, in vanila data directory)
If I understand correctly I think the issue may be that Creation Kit is running Archive.exe to pack the loose files into an archive file and Mod Organizer 2 may not be hooking Archive.exe. Have you tried running Skyrim/Tools/Archive/Archive.exe directly from Mod Organizer 2 instead of running it through Creation Kit?
Why do you go through the hassle of trying to create BSAs through the CK anyway? Just run archive.exe and create your archives wherever you want, there is absolutely no need to run MO or the CK to create archives. Just create an empty folder (doesn't matter where) and name it Data, then put all the files you wanna archive in it (with the correct file structure of course) and then point archive.exe to it and compress it, done. That is all there is to it, no need for MO or CK.
First of all, PLEASE check your spelling and sentence structure, it is extremely hard to understand what you are trying to say. Secondly, CK simply calls archive.exe to create its archives, so there is no difference if you simply use archive.exe directly, it even has a GUI so it really isn't hard to use and the results are exactly the same as using the CK.
Like I said, archive.exe is perfectly stable because CK actually uses that exact archive.exe to create BSAs ... there is ZERO difference between creating a BSA through CK or through archive.exe because it is created by archive.exe either way. As for MO2, there is no point in running archive.exe through MO2, because the files you want to archive are in a separate mod folder anyway, so simply point archive.exe to that folder, create an empty "Data" folder, put all the files inside it -> archive with archive.exe.
I'm not sure, but I believe I understand what waitinfuture is frustrated with. If I understand correctly, it's not "just" about the archives. It's about running CK THROUGH MO2 that he's struggling with. At least, that's the problem "I'm having".
Obviously, using MO2, I don't put mods in the games regular "data" folder. They are stored and managed in the MO2 folders. Now, I would "LIKE" to work with the mods I have in MO2, but it can't even seem to find the main game files when I run CK through MO2.
The Wayback Machine is an initiative of the Internet Archive, a 501(c)(3) non-profit, building a digital library of Internet sites and other cultural artifacts in digital form.
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You should display only one instance of the comments archive UI to avoid using the same DOM elements in multiple places. This means, among other things, that you should not add the 'commentsArchive' button to the toolbar configuration if you provide your own custom UI for the comments archive.
For the purpose of this guide, the CKEditor Cloud Services and the real-time collaborative comments feature will be used. However, the comments feature API can also be used in a similar way together with the standalone comments feature.
Additionally, for a better user experience, as long as the comments archive is shown in the side panel, the annotations for regular comment threads will be displayed in the inline display mode. This will give the users access to the regular comment threads data also when the archive is open.
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Release 3.0.0 is a major release, the first of the Heritrix3 ("H3") series. It includes new features and issue fixes, and a significant reworking of the configuration system and user interface based on current and expected needs.
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