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The Mod Configuration Menu not working

General help and troubleshooting.
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Arkngt
Posts: 382
Joined: Fri Jun 26, 2015 7:52 pm

The Mod Configuration Menu not working

Post by Arkngt » Wed Dec 09, 2015 10:36 am

I had to reinstall FNV/TTW and F3 because the latest versions af NMM aren't backward compatible, which is highly annoying in itself IMO. Anyway, the installation of the games and of TTW went well. I've started a new game and everything seems to be working as it should.


But I can't get the Mod Configuration Menu (MCM) to work. When installing it and loading a save, I first get a message that it is installed, but when hitting Esc going to the menu, I get this message:



ERROR: The Mod Configuration Menu cannot access its menu files. Either the files are missing, an error has occurred with the NVSE plugin, or a firewall/UAC is preventing access.   You may need to reinstall the mod, update your 32-bit Visual C++ 2010 Redistributable Package, or change your firewall/UAC setting.

It's the first time I've had this issue. As for the suspected culprits the message lists:


Files aren't missing. I've checked and all files from the package are installed correctly.


It shouldn't be an error with NVSE. I've tried with both 5.02b and 5.02c and the same issue. NVSE seems to be working - it returns Version 5 when checking NVSE version with the console.


It shouldn't be a firewall issue as I get the same issue even if turning off the firewall.


It shouldn't be an UAC issue as I have the game installed outside program files, plus I've never had any such issues with my game installs as all are installed outside program files.


OK, what have I tried so far:


Making sure I'm using the latest MCM. I am using MCM 1.5 and the MCM BugFix 2 esp.


Reinstalling it several times. Using NMM, using FOMM. Same issue.


Fiddling with archive invalidation, which shouldn't be it anyway I guess, but I have ai working as it should (at least so far).


Trying different load orders. Not so much I can do there ATM as I only have TTW installed, but I've tried loading MCM last and earlier but same issue.


I read somewhere that MCM might not work if you don't have a mod that uses it, which I doubt btw, but I've tried using it with DarN's UI because of that and the same issue. Switching their load orders as well - same issue.


RoyBatty tried to help me out in the chat and he thought it sounds like a permission issue. I've tried running the loaders as administrator, but same issue (I'm using fnv4gb.exe, but same issue if using nvse_loader.exe).


He also recommended trying out the Take Ownership "app", but I get the same issue after using it to take ownership of the entire FNV folder.


I've also googled, but haven't found a solution that way either. In short, I'm pretty much stumped and have no idea how to solve it.    


»You're no match for science!« Doctor Mobius

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RoyBatty
Gary
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I think this is a bug with

Post by RoyBatty » Wed Dec 09, 2015 12:39 pm

I think this is a bug with NMM and it's new profiling system, I would place a bug report.


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Arkngt
Posts: 382
Joined: Fri Jun 26, 2015 7:52 pm

Hm, annoying if so. But how

Post by Arkngt » Wed Dec 09, 2015 4:09 pm

Hm, annoying if so. But how does the game even know that I've installed, in this case, NMC via NMM? I never launch the game via NMM. And I get this issue when installing MCM via FOMM as well.


»You're no match for science!« Doctor Mobius

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RoyBatty
Gary
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Someone else had the problem

Post by RoyBatty » Wed Dec 09, 2015 4:38 pm

Someone else had the problem a bit ago... using FOMM. I think his antivirus deleted the dll.


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Arkngt
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But the dll is there. I've

Post by Arkngt » Wed Dec 09, 2015 4:48 pm

But the dll is there. I've manually checked that all files from the package are in place. Plus I've never had such issues with my antivirus before.


»You're no match for science!« Doctor Mobius

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RoyBatty
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Just relaying what happened.

Post by RoyBatty » Wed Dec 09, 2015 10:46 pm

Just relaying what happened. :)


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Arkngt
Posts: 382
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RoyBatty wrote:

Post by Arkngt » Wed Dec 09, 2015 10:49 pm

[quote=RoyBatty]


I think this is a bug with NMM and it's new profiling system, I would place a bug report.


[/quote]


I'm beginning to think you might be right. It's completely weird. Messing around, I got it to work when using the MCM esp that comes with the main download (i.e. not the updated esp). So I installed DarN, PN, MCM and UIO again - and now it worked - and the weird thing is that I get the DarN fonts EVEN WHEN THEY AREN'T SET IN THE INI'S. That's almost spooky. And the weirdness continues: if I add the DarN fonts to the ini's as they should, I get the initial issue again, with the MCM menu not working AND messed up fonts as if they weren't added to the ini's.


No idea what's up, but I'm beginning to think it's some weirdness with the new profiling system. The new NMM is bad in other ways as well - it's only the first time you install a mod with install scripts that you get the options from the script. If you deactivate and activate again - you get the option you chose the first time automatically with no options.


Anyway, works now, weirdly.


»You're no match for science!« Doctor Mobius

Arkngt
Posts: 382
Joined: Fri Jun 26, 2015 7:52 pm

RoyBatty wrote:

Post by Arkngt » Wed Dec 09, 2015 10:52 pm

[quote=RoyBatty]


I think this is a bug with NMM and it's new profiling system, I would place a bug report.


[/quote]


I'm beginning to think you might be right. It's completely weird. Messing around, I got it to work when using the MCM esp that comes with the main download (i.e. not the updated esp). So I installed DarN, PN, MCM and UIO again - and now it worked - and the weird thing is that I get the DarN fonts EVEN WHEN THEY AREN'T SET IN THE INI'S. That's almost spooky. And the weirdness continues: if I add the DarN fonts to the ini's as they should, I get the initial issue again, with the MCM menu not working AND messed up fonts as if they weren't added to the ini's.


No idea what's up, but I'm beginning to think it's some weirdness with the new profiling system. The new NMM is bad in other ways as well - it's only the first time you install a mod with install scripts that you get the options from the script. If you deactivate and activate again - you get the option you chose the first time automatically with no options.


Anyway, works now, weirdly.


»You're no match for science!« Doctor Mobius

Why Doesn't Liberty Prime Work
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Joined: Sun Sep 27, 2015 5:16 am

What do you mean by "using

Post by Why Doesn't Liberty Prime Work » Wed Jul 26, 2017 2:06 am

What do you mean by "using the MCM esp that comes with the main download (i.e. not the updated esp)"? I'm kinda new to modding and fiddling with files in general and I can't figure out what you're saying that you did.



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jlf65
Posts: 1535
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The main archive from nexus

Post by jlf65 » Wed Jul 26, 2017 2:44 pm

The main archive from nexus contains an esp and a bunch of files for the interface. They later released a hotfix with just an updated esp in a separate arc. That's common for a lot of mods - you don't repackage ALL the files, just the ones that changed.


And UIO takes care of adding/removing the DARN fonts to/from the ini for you. By messing with that manually, you (the poster above the last) are probably mixing up UIO. User interface mods are one of those things I never do with a mod manager - you're much better off to install those manually into the game data folder directly.



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