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Mod Organizer

MO Mod Organizer how to use MO Bethesda Elder Scrolls Fallout Mod manager

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#21
wizek1d

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I have been using it on and off for about a year now with Oblivion and Skyrim.  Some things work well and others can sometimes be a headache.  You have to understand that it installs everything in folders (basically extracts the zip file into a data folder with the mod name then points to this location) and creates virtual paths to files that it passes through to the game. The game doesn't really know this is happening - which is good and bad.  

 

So if one mod expects to patch another mod they may not work correctly since they do not reside in the same folder.  They reside in two separate isolated folders.  An example of this would be something like the multiple mods that drop FNIS files for Skyrim.  To get FNIS to work I eventually had to copy the INI files into the base game DATA folder to where it would normally reside.  If I didn't, updating the FNIS configurations would do nothing since the files do not exist where it thinks they should.  The user update for FNIS would always show zero definition files.

 

Also on patches you have to manually merge the contents in the parent folders or create a patched/combined folder for that specific mod.  Then have MO load that as the mod.

 

It can take a little work, but once you have it set up and working it does its job well.  The game folder remains almost untouched and you can add/remove mods at will.  You can create groups of mods and enable/disable them for different situations.  Like one group for just a base game and a second one that includes all of your Lovers enhancements.  You could click between them easily using the mods sets in MO.  Done right it will virtually eliminate having to ever reinstall the base game again.

I don't think I've had a problem like that with Mod Organizer before, what the program does is takes the mod files from the separate folders and links them to this one big folder to emulate a normal skyrim data folder, so all the patchers and things with dependencies should still function normally. Any patch files produced is placed in the overwrite location as shown here:

46v7W.png

From there you can produce a separate folder for the patch or just leave it. 

You can also edit your FNIS ini files through the data tab. 

 

Are you using v0_99_1 or v0_12_9 of Mod Organizer? 


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#22
bob11

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I need to edit and compile a script from an existing mod.  Running notepad++ through MO and trying to compile from within doesn't work, as the script is in mod organizer's directory.  As I don't want to bundle the game with extras, is there a way to compile through MO?


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#23
AwfulArchdemon

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I need to edit and compile a script from an existing mod.  Running notepad++ through MO and trying to compile from within doesn't work, as the script is in mod organizer's directory.  As I don't want to bundle the game with extras, is there a way to compile through MO?

Now that's a good question. :) Have you tried opening a command prompt after clicking "open in explorer" and choosing the mods files? You could always add a .bat file. Might not be the answers you're looking for, but in all the forums I've read about Mod Organizer, I've never seen that question asked, and I've never tried that myself. I've always just done things like that directly to the mods files, outside of MO. You would get the best answer from the mod's creator, Tannin42. He's been answering questions on Nexus' MO thread.


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#24
AwfulArchdemon

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As I've previously mentioned, you can import NMM mods. Attached File  MO25.jpg   262.51KB   4 downloads In that same window, you can also edit your skyrim.ini and your skyrimprefs.ini. Attached File  MO26.jpg   255.08KB   2 downloads

 

I like to install all my mods "manually", in MO. That means, I do not use fomods. I repackage them for MO, but you DO have the option to run fomod installers on MO, just like NMM. To do this, you'll need the [Optional] NCC file download on MO's [Files] tab of the Nexus download page. Attached File  MO27.jpg   171.96KB   7 downloads

 

You can add a shortcut to your Toolbar, Desktop, or Start Menu. Attached File  MO28.jpg   260.58KB   5 downloadsAttached File  MO30.jpg   24.56KB   5 downloads This comes in handy if you don't have any reason to actually open MO, and just want to run FNIS, SKSE, or any other programs, without opening MO and choosing it from the [Program Bar].


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#25
Ashal

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I need to edit and compile a script from an existing mod.  Running notepad++ through MO and trying to compile from within doesn't work, as the script is in mod organizer's directory.  As I don't want to bundle the game with extras, is there a way to compile through MO?


Just install mods you need to compile directly in the Skyrim folder like normal. As long as Mod Organizer doesn't have it's own version of the mod, it won't overwrite it when launching with MO.

I install all my mods through MO, but I do all the work on SexLab directly out of the data folder, haven't had any problems.
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#26
bob11

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I need to edit and compile a script from an existing mod.  Running notepad++ through MO and trying to compile from within doesn't work, as the script is in mod organizer's directory.  As I don't want to bundle the game with extras, is there a way to compile through MO?


Just install mods you need to compile directly in the Skyrim folder like normal. As long as Mod Organizer doesn't have it's own version of the mod, it won't overwrite it when launching with MO.

I install all my mods through MO, but I do all the work on SexLab directly out of the data folder, haven't had any problems.

 

Yes, that's the issue I have, I wanted to compile a Sexlab script, but unless all scripts are in the data folder, trying to compile from within MO doesn't work.  I just made temporary copies in the data file, compiled, then deleted the temps and moved the script to sexlab's folder in MO.  That's a crude solution though.  I was hoping for something more elegant from inside MO.


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#27
Ashal

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just leave all mod dependencies for the mod your working on in the data folder, so install sexlab and your own mod to data and work like normal. Don't load creation kit from MO either, load it directly as well.

Mod organizer shouldn't ever come into the equation except when starting skyrim in order to test something.
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#28
AwfulArchdemon

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In Mod Organizer, you have a list of mods on the left column. Your .esp files will be on the right column. You'll see little +/- icons next to mods when you activate them, as previously stated. When you use MO, these overwrites have not actually happened yet. They are a "preview" of how the information will be read by your game when you run it. The files will never reach your data files, as they do in NMM. This means that the chance that files will be "left over" after installation is removed. Your game will run it's files, and your MO will "temporarily" (for lack of a better word) add the mod's information to the game using it's own path. It is referred to as a "virtual path", and it's the safest way to use a mod.

 

Programs like Creation Kit, NifSkope, Blender, Photoshop, etc are better left out of MO. MO can run all kinds of stuff, but not necessarily at their "full potential". Editing and compiling are an example of this limitation.

 

MO has a tab on the right called [ Downloads ], that keeps track of the mods you've downloaded from Nexus. If you ever accidentally "remove mod" from MO, this makes for an excellent back-up. Attached File  MO30.jpg   224.07KB   2 downloads

 

By right-clicking a mod, you will see a list of options appear. From here you can enable all mods at once. I wouldn't recommend doing that, if you just toss a ton of mods in MO, which is why it is good to remember to create more than one profile. I have many.

 

One of the options that appears is "Remove mod".Attached File  MO32.jpg   257.13KB   2 downloads If you click that, and confirm that you want to go through with it, your mod disappears from existence. Therefore, always download mods into a desktop folder, for backup purposes.

 

Another option is "reinstall mod". Attached File  MO33.jpg   259.76KB   2 downloads If you downloaded the mod directly to MO from Nexus, you can reinstall, and rename your mods right there and then. You have the option to rename any mods anytime by doing 1 of 3 things:

1)clicking the mod in MO to highlight it, and clicking again to turn the mod's title blue, indicating that you're now in edit mode

2)right-clicking the mod and clicking "rename mod..."

3)opening the mod "in explorer" and right-clicking the mod from within MO's files.


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#29
bob11

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just leave all mod dependencies for the mod your working on in the data folder, so install sexlab and your own mod to data and work like normal. Don't load creation kit from MO either, load it directly as well.

Mod organizer shouldn't ever come into the equation except when starting skyrim in order to test something.

The main point in using MO over anything else is keeping the skyrim installation as clean as possible.  Adding stuff into data, especially something as heavily scripted as sexlab, beats the purpose.  CK through MO is running pretty well, at least for the minor changes I make here and there.


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#30
AwfulArchdemon

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MO is not designed to be the glue that holds Skyrim together. You want your mods installed safely? Use MO. You want to edit the mods you downloaded, do it manually.

 

MO is not a mod editing tool, it is a mod organizer. It can do absolutely anything if you know exactly how it works, but if you do, you'll realize that the option you're looking for would need to be added as a plugin. As far as I know, Tannin42 is not adding such a feature in the near future, though it may happen eventually. Who knows.

 

Mod Organizer is already top-notch. I just hope I can help with all issues quickly. I'd hate to see negative posts regarding my best friend. :cool:  I'll try my best! armscrossed.gif


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#31
bob11

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MO is not designed to be the glue that holds Skyrim together. You want your mods installed safely? Use MO. You want to edit the mods you downloaded, do it manually.

 

MO is not a mod editing tool, it is a mod organizer. It can do absolutely anything if you know exactly how it works, but if you do, you'll realize that the option you're looking for would need to be added as a plugin. As far as I know, Tannin42 is not adding such a feature in the near future, though it may happen eventually. Who knows.

 

Mod Organizer is already top-notch. I just hope I can help with all issues quickly. I'd hate to see negative posts regarding my best friend. :cool:  I'll try my best! armscrossed.gif

Well, the edits work though xP Sure they're basic but who cares :P


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#32
AwfulArchdemon

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@bob11, if anything goes wrong with MO's primary functions, please inform me, and I will do my very best to resolve your problems.

 

Anything else, anything I haven't posted here yet (your problem, for example), I will eventually figure out, and post here. I am ever diligent, and further developments are being made (secret), so please be patient, while I solve them. I don't know EVERYTHING about MO, because I did not create it, but rest assured, all questions will certainly be answered, to the best of my ability.

 

Thank you.

AwfulArchdemon post-111270-0-63892500-1366289101_thumb.


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#33
bob11

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@bob11, if anything goes wrong with MO's primary functions, please inform me, and I will do my very best to resolve your problems.

 

Anything else, anything I haven't posted here yet (your problem, for example), I will eventually figure out, and post here. I am ever diligent, and further developments are being made (secret), so please be patient, while I solve them. I don't know EVERYTHING about MO, because I did not create it, but rest assured, all questions will certainly be answered, to the best of my ability.

 

Thank you.

AwfulArchdemon post-111270-0-63892500-1366289101_thumb.

BTW, is it better to use the 0.12.9 stable, or go for the .99 beta?  Is the beta stable enough and does it have important features I'm missing?


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#34
AwfulArchdemon

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I've heard no complaints about the Beta, however I use the 12_6 w/ 12_9 update.

 

Feel free to test (I endorse Tannin42's work) and report bugs. I could likely still give you excellent feedback, considering my source. I'd be surprised of things didn't work even better for you!  Also, I see myself using it soon. :P


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#35
AwfulArchdemon

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About the Beta version of MO, it's quite likely that I'll be making my LL/MO plugin for that version. I need to check to see if that's a good idea, but it makes sense, because the Beta will evolve into his new version soon enough I'm sure, and I wouldn't mind releasing it on the newest possible version right away.

 

In case you didn't know, I'll be creating a plugin for MO, and the topic thread for it can be found here.


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#36
Dorryn

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Hello there.

 

This is my first post here so sorry to kind of barge in like this but as a fervent user of MO I cringed when I saw this :

 

[...] be sure to say "NO" if it asks if you'd like to unpack the .bsa (if it has 1 or 2).

 

Now why would you not unpack your BSAs when using MO? The purpose of a BSA is to keep files confined within an archive so the data folder doesn't become a mess. It's useful with NMM but MO already confines every mod into their own folders so there's no point in not unpacking a bsa (unless they have another use I don't know about).


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#37
AwfulArchdemon

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A bsa can be removed ever-so-easily. I said to say 'NO' because the mods I was using recently have all been updated (of course), and many of them like to use bsa's, instead of their previous esp's, etc, and I was noticing that some things weren't working properly. I then reinstalled real quick, and said no to unpacking, and sure enough, everything worked. Remember, even not unpacking .bsa files puts them in a "virtual path".


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#38
AwfulArchdemon

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Mod Organizer! by Tannin42

 

Attached File  Mod Organizer.jpg   234.08KB   3 downloads 

 

MO is righteous. MO loves you. MO will guide you.

 

 

 

 

 

 


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#39
Dorryn

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A bsa can be removed ever-so-easily.

 

So can a folder, which is why I don't see the point. But if keeping the bsa makes things work better for you then that's a good reason.
 


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#40
AwfulArchdemon

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Why wouldn't I keep the bsa, if that's the feature in the mod that was added? If what I need is the bsa, I would 'unpack' it...why??


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Also tagged with one or more of these keywords: MO, Mod Organizer, how to use MO, Bethesda, Elder Scrolls, Fallout, Mod manager