Mo2 overwrite. robertgk2017. Mo2 overwrite

 
robertgk2017Mo2 overwrite  I have drug this into the mod multiple times, but it keeps reappearing

If you used the default install path, follow these steps: 3a. OVERWRITE FOLDER: The overwrite folder is found at the bottom of the left pane, and is used to store files MO doesn't recognise, because it doesn't know where to place them. When done, move the mod under Grass Cache - Combined. Create an empty mod in MO2. 2. . TildenJack. Switch from NMM or Vortex to MO2. This issue has occurred with more than one food mod Ive attempted to add new items, recipes, mesh and textures for. Right click it, choose Create Mod, then give it a name you'll recognise (like "profile name FNIS") and activate it. This is a MO2 problem. Sort and finalize the load order before. After Associating Bethini with MO2 and opening the ini edit tabwithin Mo2 I see 4 . Go to where it says “create files in mod instead of overwrite” and select the mod you just created in MO2. 2. ini don't go to the Documents folder. Mine are sitting in the default overwrite folder: MO2OverwriteSKSEPluginsCharGen*. The bigger the number the higher the priority of the mod. If anyone can decipher this and tell me that I need to do I'd be immensely grateful. We suggest creating a new mod out of these files by: Right-click Overwrite in left pane of MO2 and selecting Create mod; In the new pop-up window, insert SKSE Output; Click OKMO2 very specially handles files/folders structure so then script try to open srs_id. Occlusion. bat from within there. Sync plugins from left to right pane. You should have this. The werewolfmastery. MO2 could thus generate a file with the same name in a different location using the ovewrite folder. After any hotkeys are set the resulting output will be written to the overwrite folder and a mod can be created. [JSLOT] MO2overwriteSKSEPluginsCharGenPresets [RaceMenu] MO2overwriteSKSEPluginsCharGen [BodySlide] MO2overwriteCalienteToolsBodySlideSliderPresets put them all in. NET Script Framework appears to yield nothing, as the crash seems to occur before it has a chance to launch. As I stated earlier, I am used to manually modding stalker games. And if you want good performance especially in the streets of boston you'll want to check this guide out as even with the finest rig you'll probably going to run into some sort of fps drops due to how the game is built. exe, right-click on it and select "add as executable" and click OK on the new window. ini in Mod Organizer 2 Skyrimprefs. AutoModerator • 2 yr. 1 Armors & Clothes PhysicsPrevious step : 10. Otherwise you can manually move the output to a mod, or just leave it in override if you don't care about losing it. So first make sure Overwrite is empty, then run GenerateFNISforUsers through MO. When the first one landed in overwrite I went looking for what to do, finding a post that said to make a mod out of them, drag them into the mod list, done. I think it should already have a shortcut for smapi, if not. exe in. New location of Skyrimprefs. This guide shows you the details that you need to properly switch from Nexus mod manager or Vortex to the Mod Organizer 2 and leave all your problems behind. Type Grass Cache - Combined and click OK. Nemesis files will be in your overwrite folder if you did not create a nemesis ouput. Best. Morrowind shows by. Could that be a problem? Overwrite (덮어쓰기)에 있는 파일은 모드 파일을 로드할 때 최우선 순위가 되며 항상 프로필의 다른 모드를 덮어씁니다. If you don't do that then the first time you close the game all its files will be moved, for some obscure reason, under the overwrite folder inside your MO2 CP's profile, this means that everytime you start the game the overwrite folder will be moved again to the installation directory and back to overwrite after closing it; needles to say that. ago. Ordering Mods. Then select the CK executable. 3WeekOldBurrito. so your mods files never get overwritten permanently. esp? Another example, if I create a mod in Creation Kit, the new plugin will show up in the overwrite directory. ini, falloutcustom. What the DynDOLOD log shows is that there is no Grass Cache Fixes. ini" In INI file you could specify:. Tsukino_Stareine • 2 yr. When the plugins are generated, records from the last plugin that is the winning overwrite are copied to create the DynDOLOD plugins and Occlusion. Then simply check select the empty mod you created, and any files that executable outputs will save to your new empty mod instead of the overwrite folder. In MO2 you can edit the executable to output to a specific mod, which is the recommended method. Now we can go back to MO2. The fact that the files end up in Overwrite is probably because MO2 cannot ascertain which mod they came from. Otherwise it's the same. ini" If you are using MO2 - it will be here - "MO2overwriteSFSEPluginsSaveTweaks. esp plugin then needs to be enabled. In the dialogue name the mod "BodySlide Output". 2: In MO2, if you run a tool through MO2 that replaces an already existing file, this replaces the original file. Confirm that the SkyrimTogetherReborn folder is gone from these two folders: C:ModdingMO2mods C:ModdingMO2overwrite. This section of the guide walks you through three steps; creating an empty mod in MO2 for the cleaned files, cleaning the files and lastly moving the cleaned files to the created empty mod. Files created from Zedit will be in MO2 only. Sort the left pane by priority. Sort mods within each separator based on how I want them to overwrite. i drag and dropped the nemesis archive into my mo2 downloads, installed it, launched it, it gave me an error, which i ignored. This way you control exactly what is changed and how by intercepting it for inspection and manual sorting/placement into the very robust virtual file system that this software creates to protect your actual Fallout installation. . hope I explained this in a simple manner. esm - Cleaned". 4. Great for those making a new modlist or those who desperately need to organize their current one. I should take that file and move it into the Bijin AIO mod folder and let it replace the existing . 11 still has some oddities regarding WB on some systems. Generally you want to move files out of Overwrite into either the mod that generated the files or into a new mod immediately after the files are created. 3) Run bodyslide in MO2. Delete the content of. ENB & ReshadeNext step : 11. Create a MO2 install folder out of the overwrite and call it Game Junk or anything you want. They all go to MO2 Overwrite, or path that you have set for output content in MO2. 1. my overwrite folder has a lot of crap in it. The one aspect of Mod. I found that useful just to keep that portion out of the overwrite. Check Overwrite Steam AppID and enter 202480 in the textbox Click Modify Click Close Now try to run Creation Kit and hopefully (crossing fingers) it actually runs this time. Down at the bottom. I just don't want to spend time comparing hundreds of individual conflicts I'd rather just let MO2 overwrite and be done with it. As for the SKSE output, I personally always make an empty mod in MO2, call it SKSE Output and drag&drop the SKSE files in there, keep it activated and keep it last in the left window of MO2. I know that ENB is not a regular mod, so I followed a tutorial which instructed me to copy all but the text files into my SSE directory, which I did. I think its not the MO2's problem, but rather the applications. This leads to the famous pop up that asks me wether I want to merge, overwrite or rename the file. Then check conflict mods webpage for lods. 0 Contains a path template which may simplify the process for some. What Does It Mean? How Does It Work? Let's Break It Down_____ 📑. Check the "Create Files in mod instead of overwrite" box and find BodySlide Overwrite in the drop-down. For what you want, make sure SIMM is a higher priority in the left pane than Noble. I'm fairly new to using MO2 and I've installed quite a few mods using it. If you have multiple profiles (for instance, I have 2x profiles for Ordinator + 2x profiles for Requiem), you should keep the "Overwrite" folder empty to avoid any confusion/conflict. For MO2 users I seem to have it working this way: Click on your gears icon in MO2, set up the creation kit tool. You should also have an "SSEEdit Output" mod toward the bottom of the left pane. In this example, the mod contains a number of sub-folders for different options. In that folder find GenerateFNISforUsers. Create 2 Empty Mod Folders in MO2. mo2의 강점 1은 스카이림 원본 파일을 건드리지 않는다 2. Your tool needs to be set up properly and started from within MO2. I have also tried looking in the Local Appdata folders of MO2 but no luck yet. You can use them as-is. The MO2 overwrite folder is pretty much as the name suggests, anything in that folder overwrites everything else in the mod list. We want to create a readable structure so MO2 will install both the desired meshes folder and the desired plugin. exe is in the same folder as SkyrimSE. Thank you! I have a two quick queries. Right click it, choose Create Mod, then give it a name you'll recognise (like "profile name FNIS") and activate it. This is simply an extra step compared to NMM. Now you go to the bottom of the left pane. The warning about files in the Overwrite folder is just to let you know you have unorganized files in your setup. I found that useful just to keep that portion out of the overwrite. This can be overcome by creating an MCM menu in the vanilla games data folder and copying each mods MCM there. Any other behaviour you may have seen with any tools run from either MO or MO2 were in error, this is how it is supposed to work. Meanwhile, MO2 has the same level of complexity regardless of how many mods you hae installed. 🗂️ Playlist | How to Use Mod Organizer 2 | Patreon | Help Me Continue | is showing up completely blank. Uses improvised "sub-folders" for nice structure and to see relevant mod conflicts. you can also create an empty mod and specifiy that mod as an output for the . use a unique meshfile name or the foldername of the bookofuunp folder compare the hits you get in the mo2 mod folder. In the spirit of preserving the integrity of your installed Fallout 4 and your mods, you don't want Bodyslide to touch them. #8. A hopefully headache free introduction to MO2 and BiRaitBec's extensive Fallout 4 modding guide. Go to your executables drop down menu and select edit. Usually, you can just leave these files in the overwrite and ignore the warning. The typical rule of MO2 is that whatever is at the bottom overwrite what at the top. Setting Core Affinity to improve performance (courtesy of Aerialvas) Simplest method: Download your Creation Club mods while running the game through MO2. They will overwrite all mods with plugins (unless for some weird reason the mod has a plugin but uses loose files) anyway, so they might as well come after the last left sorted mod with plugins and before your Merged and Bashed patches. Overwrite is a default destination "mod". ini. After running it everything it generates will be in Overwrite. The three situations where I've seen a need to move stuff out of overwrite are: New esp's made by xEdit or xEdit scripts. One of them has a dropdown menu of its own that lets you create an empty mod folder. Let Nemesis proceeds. Click the chevron button that appears to the right of the file name and select Overwrite File from the menu. The "Overwrite" folder is an "always on" folder - whatever it's inside will always be loaded. What i do to keep the overwrite empty at all i times so i dont miss anything is, i have Nemesis write to a mod "Nemesis Output" and xEdit cache to a mod. Give it a name, maybe "ZZZ - FNIS", and enable it. 方法1.インストール時にディレクトリを調整. At this point you can just install the texture and be fine because the loose texture will overwrite the one in the bsa. While the cache-files created by running SSEedit and appearing in /overwrite/ are irrelevant then it comes to 1, 2 and frequently 3, these cache-files will still trigger a warning in MO2's upper right corner and having zero warnings is the main. The left panel will determine which files will be directly overwritten : textures, meshes, scripts (sometimes esp files if you downloaded the translation or body conversion of a mod for example) : anything file in a mod's Data folder. exe and launch it. Co. Here's a more in-depth explanation. go into 'edit' from MO2's dropdown menu, and make sure to check the option of 'creating files in 'this mod' instead of overwrite'. bat as an executable in MO2. However, I can virtually guarantee you'll have a ton of flickering in-game. Thanks! Run Wrye Bash and create a bashed patch. Posted. 3 Details This is an. Launch the game. Create a single mod from Overwrite (right-click Overwrite > Create Mod), which only removes the warning and doesn't actually tidy up the files. There are no sliders, no ability to choose anything. The problem Mod Organizer flagging Creation Club downloaded files as overwrite files. I had a similar issue running with MO2 with 1. go into 'edit' from MO2's dropdown menu, and make sure to check the option of 'creating files in 'this mod' instead of overwrite'. 3. An esp file called "WaterDoesDamage" is created and stored in my MO2 overwrite folder. The way MO2 adds new files is to follow three rules: If the file already exists in a mod then that file will be overwritten, nothing will appear in Overwrite. Differently named BSA's in MO2 (and Vortex) always follow plugin load order. When done right click on overwrite and select Open in. . ago. You can configure each tool to use a different folder if you want to. Try and unpick everything and manually distribute it to those output mods. Click on the Open List Options icon above the left panel (tools icon) and select Create Empty Mod. Link to MO2 Screenshot of it in action. MO will then update files there instead of putting them into overwrite again. 3: In MO1, if you run a tool through MO1 that replaces an. 76 Posted January 15, 2017 I'm finding the latest MO2 very smooth and efficient for my Skyrim SE - almost back to the good old days. doesnt matter if its log files, preset files or simple mod. if you click the executable drop down menu in MO2 you will see "explore virtual folder' click that, then run. Then drag the mod you want to overwrite below the other mod. The installation guide on nexus says: just install it and overwrite it? it simply adds a translation text file, that should be in the main mods translation folder instead of beeing listed as a seperate mod (i was even deleting some translation files from the og mod of a language i dont speak). So if you want a mod to overwrite everything, it's priority will be like 400, at the bottom. Go to MO2 and open the big dropdown on the right, and click edit. I've not been having any problems using SKSE through MO2 with my regular mods installed through the organizer. Paste into MO2's Plugin folder, usually located at MO2's Installation Directory (Not Instance folder) Enjoy! How to Use: Create or use an. This allows modifying the game's configuration files without. If it's just a simple retexture (and the ESP is indeed empty), then yes, you're perfectly safe unpacking the BSA. Add the following arguments: -sse. okay, i have some free time. "Skyrim Special EditionDataMO2 SSEoverwriteMO2 SSEoverwrite" within, it has its own overwrite folder, with its own meshes, leading to the path of the armor that i tried to create, but with a missing mesh. Inside it there's another folder called config containing a file named MWSE. And then: - RIght panel Data tab > Scroll do target folder. It is always the last thing priority-wise, so anything inside it will overwrite any conflicting mods, hence the name. MO2 Overwrite question . Go to the Downloads tab in MO2. The # symbol is simply used to keep the separators at the top in the mods folder. Go over to the right pane and click on the Data tab. Make sure in, MO2, Nemesis is outputting it's files into a unique mod not it's self or the overwrite folder, make sure precision creatures mod is above Nemesis and it's output mod in the left hand pane of MO2 If you're not using MO2 I can't help you, I have no idea about Vortex only that is loves creating issuesTHX gonna try this. "Launch [Wrye Mash] through MO". esp and no Grass Cache Fixes. Left side is install order. Create a folder named "Root" in it. This is a bad place for it, because some modding tools have strict running orders and having content there can mess them up. I would open the overwrite folder (but do not expand any subfolders) and drag the SKSE folder on top of Powerofthree's Tweaks. Then run the game from outside Mo2, install the CC mods, close the game, open MO2, make sure the CC mod plugins are activated and run. If you do this, every time you run FNIS, it'll automatically create the files in that new folder you made, instead of 'overwrite'. Not permanently though. . The order in the sentence is the same as the install instructions. Often, when I install a compatibility patch, an optional file or an update for a mod, Mod Organizer 2 names them with the same name as the mod they are patching, updating etc. There's a practice currently in use in Wabbajack installs in which the game install is nested in the MO2 folder itself, which keeps that particular game root folder unique to that MO2 install / mod list. Note the actual order of overwrite, with the bottom bullet being the one to override, and the top bullet being overridden: ESM "Master Files" ESP/ESL "Plugin Files" (Can use LOOT suggestions) Mod files (Uses MO2 Priority Order) Overwrite (aka loose files, overrides everything else)That's the whole point of MO2 you don't overwrite anything you just move the mod whose got the files you want to be the conflict winners below the files you want to ''overwrite'' , in the left section pane just drag and drop, it even comes with a thunder icon that when you click it tells you exactly which mod it is conflicting with / overwritting files from. Create a MO2 install folder out of the overwrite and call it Game Junk or anything you want. Drag the whole "scripts" folder that show up in the "overwrite folder menu. NET Script Framework. MO2 was initially started by Tannin, the creator of the original Mod Organizer, to take care of 64-bit games such as Fallout 4. walkswithwolf • 3 yr. The location of the MO2 folder depends on how you configured and named the installation of MO2 and the active instance. What is "Overwrite"? After you launch your game once, you will start to notice there is a red "Overwrite" at the bottom of your mod/addon list. Uses improvised 'sub-folders' for nice structure and to see relevant mod conflicts. If you don't want this behaviour, Bodyslide offers the ability to output to a custom folder. If you do this, every time you run FNIS, it'll automatically create the files in that new folder you made, instead of 'overwrite'. Could be a nice addon in instructions to point that, as I find cleaner/better to not let the overwrite folder getting clogged with outputs from multiple tools, and always "create separate mod" from it when tools finished. wSkeever for the cover image style everyone loves. EStrock wrote: Thanks for the tip Legend! I got it to work in MO2 with the same value. I used vortex and the settings saved but then the menu didn’t pop up. You can set this to a custom empty mod in MO2 if you want to. If anyone is struggling to find where the option is to do this, you have to go to your modify executables screen in MO2 (there's a button at the top, or you can select "edit" from the dropdown menu of executables to reach. To get rid of all of the mods you've downloaded/installed, click on the change instance button in the top-left, choose Manage Instances. Since we only have the first PCEA mod right now, the engine will pick that up and generate the output. ModGroup file into your USSEP mod. Page 358 of 371 - FO4Edit - posted in File topics: When using with mod organizer 2, I keep getting an empty folder named fo4edit cache in my overwrite folder. MO2 should capture and dump anything written to "data" into the overwrite folder if an output mod is not already configured in the MO2 apps list. Mod Organizer doesn't actually overwrite any files, hence Mod Organizer needs to set priorities for the mods you use, and decides which files from which mods to use. Don't do that. dds, the order of mod 1 and mod 2 doesn't matter. You can have multiple folders active, but if they overwrite each other, it won't work. If you install/remove new animation next time. Wait for it to finish. . Mainly for MO2 users to prevent the INI from repeatedly generating in their Overwrite folder. esp into the same or different new mod folder as desired. Login Store. NET Script Framework can create crash dump files under NetScriptFrameworkCrash*. It was just working a few days ago, but I had to turn all my mods off for a second to test compatibility between two other mods that were throwing a fit. Clear 'Group Filter' select 'Choose Groups' and check on CBBE Vanilla Outfits or CBBE Reduced. Create another new empty mod in MO2 and name if after your own mod. In bodyslide go to settings. Then drag SIMM to a higher priority than Noble. Launch the game. If you don't, create one and. Find the mod you want to reinstall and right-click it, then. Repeat original step 2 and navigate back to BodySlide. BSA and mod 2 include B. I've tried uninstalling the game and deleting all local files that remained then reinstalling. ; Done! Run the game as usual by selecting and running Oblivion from the dropdown menu. Things in Overwrite will always take precedence in case of conflicts so it’s usually good to keep it clean of anything that isn’t a log file. py. i was using nmm and now i have to switch to mo2, but if all of my mods be in same folder it would be easier to keep track, and im honestly fine with the whole overwriting. ModOrganizer uses a Virtual File System to apply mods to your game, rather than writing files directly to your Skyrim folder. Maybe you've discovered by now - the Overwrite folder is where MO2 will put everything that a tool produces when run from the executables menu. Also if you use MO2 and run CK through MO2 then the created script (pex) will be instead placed in MO2's overwrite folder, so the original script (pex) will not be changed in this case. It should now be able to properly see the bodyslide meshes of your installed mods. 3. I recommend, though it isn't strictly necessary, to clear the Overwrite folder before beginning the cache. For me it fixes by puting it in MO2overwriteingamedataconfigspluginsspatial_anomaliesGo to file>manage instances. Click apply and OK. -Issue overwrite folder in MO not showing files that are in the Directory -Loot not showing more than main and DLC files NOTE: IF you are using NMM and just trying this out then you will in most likelihood have unexpected results, you need to start with a clean installation of FO4 to reduce the chance of errors. A lot of the ideas behind these separators were heavily inspired by Highly Detailed MO2 Separators by XilaMonstrr. It is always the last thing priority-wise, so anything inside it will overwrite any conflicting mods, hence the name. You can configure each tool to use a different folder if you want to. Give it a name, maybe "ZZZ - FNIS", and enable it. 4. From there copy the line of "Target", all of it including the quotes. If it's same computer but different disk you can use Steam to move SSE for you and in this case you don't need to re-install SKSE etc. Question about MO2 and Bodyslide. Mod organizer 2 is a tool many of you may know from bethesda modding as the best mod manager for those games. Create a mod from overwrite folder called "tes4ll". You can also right click on mods and click send to bottom/ send to top with bottom overwriting everything and top overwriting nothing. Parse Archives: MO2 settings -> Workarounds -> Parse Archives (experimental). OLD out of date documentation maintained by MO2, abou. Vortex has all its information split up onto different screens. As MO2 creates a virtual file system according to the current profile and mod order each time it runs an external program - including Skyrim of course, the on-the-fly created files are kept in a safe location acting as repository as well as to overwrite the base structure (to reflect changes without compromising the base mods). If it's on your Skyrim Directory and not in overwrite, you can fix it by opening the Overwrite window in MO2, opening the Skyrim game folder, click and drag the Bashed patch onto the overwrite window so it's copied into it, delete it from the Skyrim directory, then create the mod from Overwrite as normal. In the normal Windows file system, the Overwrite directory exists in. Leave the rest of the settings as default and click "Next" a few times, then "Install" to install. Once its done, zip and install the contents of the output folder as a mod just as do do with the DynDOLOD output. 2. 5. Ok I'll check that but this, but are you saying that mods in MO2 can overwrite the . ENB & Reshade. 6 Posted July 17, 2019 I've been modding SSE using MO2. I move the esp. copy/paste the the tes4lodg stuff in there, then run the . ini don't go to the Documents folder. Lesskarr Wolf. A nicely organized and coherent system to organize your Skyrim SE mods in MO2. Meshes should overwrite Vanilla and mods unless the mod indicates otherwise. The way MO2 adds new files is to follow three rules: If the file already exists in a mod then that file will be overwritten, nothing will appear in Overwrite. IGNORE THIS STEP. MO2 Overwrite Folder. My MO2 overwrite is empty because I've set everything to output to appropriate folders. If the file does not exist in any mod but the executable has a "Create files in mod" defined in its configuration then the file will be sent to that mod instead of Overwrite. Wabbajack is a powerful tool that can manipulate data in ways previously unseen to automate user. VaneixusPrime supporterHere is a tip to help keeping new files from dumping into the Overwrite folder in MO2. 1: In MO, if you run a tool (or the game) through MO and this tool creates a completely new file (and not a replacement), this new file is put into the /overwrite/-folder. MO2 Overwrite folder??? i dont know what to do. When a mod, application or other tool run via MO's VFS implementation attempts to create or update a file, it gets redirected to the Overwrites folder. This means, in Vortex it's just as easy to pick the "winner" from 2 or 10 mods supplying the same file. I have moved CBBE to the bottom of my load order. This has always been MO's behaviour, MO or MO2. (or changes to vanilla files) will be copied to overwrite. Go to 'Group Filter' select 'Choose Groups' and check on CBBE Bodies. Delete "Shader Cache" folder from the "~Data" folder, or in the case of MO2: from the MO2 "overwrite" folder if it exists therein. Another way of describing it is if you had texture files for an object at the bottom of your mod list and different textures in the. hkx files of many-many mods (I have over 1300 mods set with hudreds of custom animations. By !HotCakeX. Doesn't seem to have anything to do with these settings loader mods by maskedrpgfan. But most of the time, if a *. When set up properly, tools like xedit, bodyslide, FNIS, Wrye Bash and all the rest will generate output to the left pane Overwrite Folder. Getting Started. So files = left pane, plugins (records) = right pane. Vortex has all its information split up onto different screens. Like when you have a mod that creates an ini settings file or log file during the game it will go to Overwrite after you close the game, then you have to put that file into the. But still better practice to split them into mods grouping stuff together. I have drug this into the mod multiple times, but it keeps reappearing. Greg. e. 設定:表示言語、ゲームフォルダのパス、「Nexus Mods」への連携などを設定できます。 通知:Modの導入に問題が発生した場合、右下に発生している問題の数が表示されます。 ツール:Modの導入に必要なツールを選択し、「実行」を押すとツールが起動されます。. MO2 puts files in Overwrite when it doesn't know where to put them, so you need to move them out yourself and put them in the mod folder that they're supposed to be in. For example, you could change the FO4LODGen executable to point its output argument to your MO2 Overwrite folder and simply create the mod from there. It does however have issues like any other bethesda title. Download MO2 and install it in a folder of your choice. The last time I created the grass mod and added it to MO2 everything listed in overwrite was listed in this mod, not just the grass cache folder. 2. 3. Left is plugin load order. If you don't call the folder that you redirect SSEEdit. also can find your virtual data folder in the MO2 folder called explorer++ and explorer++. etc. Install the Community Shaders dependent shader features that you wish to use. If you go to edit executables in MO2, there's an option when you click bodyslide to output to a mod instead of overwrite. Then click on the drop down menu for the executables, selecting Edit, then the executable you want. Rightclick on the bar overwrite, check the folder > open in explorer, you should have a file called meshes. What I do is create an empty mod, called "override stuff", and drop those in there and be done with it. PC SSE - Help. You can also set a predetermined build. Extra note I use my Game Junk folder for any mods that generate files during the game. Reinstall the mods, or ignor the triangle? Help Showing 1 - 8 of 8 comments whatamidoing Feb 11, 2020 @. I just realized the logo mesh was being overwritten by one that somehow ended up in my overwrite folder (MO2) *facepalm*. 1. If that's the only folder in Overwrite then it should be.