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I figure there's no such thing as too much info, so I decided to go in to detail on How to Use MO 1st thing's 1st... Here's Mod Organizer: Full version l l V Mod Organizer v1_2_18-1334-1-2-18.7z Hotfix for those who need it (1.2.18) l l V process_blacklist.txt-1334-1-2-18.7z Full version l l V Mod Organizer v1_3_8-1334-1-3-8.7z Use this to update from version 1.3.5 - 1.3.10 to 1.3.11 l l V Mod Organizer v1_3_11 update-1334-1-3-11.7z Full version l l V Mod Organizer v1_3_11-1334-1-3-11.7z Note: If you use version 2.1.2 of the Unofficial Skyrim Patch, you must use version 1.3.8+ of MO. Here's Mod Organizer 2: Specifically for Fallout 4 Full version l l V ModOrganizer2.7z Note: This is in Alpha (Alpha 3). Bug I've found: MO2 may crash every time you install a mod, yet the mods will work in-game. May not happen to you, but happened to me and a friend of mine. MO2 can also be downloaded from its home on github. Alpha 4 is now available, but as I don't tend to upload installers here, you'll just need to click the github link above. If requested, I can upload it here. _____________________________________________________________________________________________________________________ Note: Some versions have been deleted because they had issues. Others were deleted because I did not have enough allotted attachment space to upload every single version. If you want an old version, just PM me and I'll get it to you. Sorry for the inconvenience. I know it looked nice having every version listed, but I simply got cut off from uploading after a certain number of versions. Hopefully, it's possible to get an extension on available attachment space. If not, old versions will disappear when a new one becomes available. _____________________________________________________________________________________________________________________ You can install it anywhere. Installing to the C: (anywhere) may put unnecessary stress on a SSD (Solid State Drive), wearing it out quickly, if you use a lot of mods. Not much to worry about on a HDD, but leave MO and Skyrim out of your Program Files (x86) DIR. Windows can cause issues if they are there. I love this thing, and I have everything running from it: Creation Kit, SKSE, FNIS, WryeBash, BOSS (now called LOOT), TES5Edit, even Steam! (that one was just for fun. don't do it ). Hell, you can probably run NMM with it! btw, you will have to run SKSE and FNIS using MO. If you don't know how that's done, here ya go: Open MO, and click the tab on the top right, which for you should say <Edit...> Once you've properly installed FNIS, enter a 'Title', click 'Binary' and click the [ ... ] icon on the right Add the information shown. Remember, anything you add to MO has to "Start in MO". My SKSE doesn't appear to be located in MO, but simply manually installing it and choosing to run it "through MO", it works perfectly when I run it using MO As for the warning you got about data on the top level when you get the warning, you need to use the window to search the files inside (data, textures, etc) and locate any .esp's, .esm's, and .bsa's in there (usually just a .esp and/or .bsa), and drag it to the 'top' folder, and drop it there. Same with Meshes and Textures, but almost all mods will already have that right. This takes it out of the file it was in, and puts it in the very 1st folder that opens when you use MO, thus getting MO to recognize it. It's much easier than I'm making it sound, and once you've done it, you'll always be able to install mods using MO. When you do this, you'll get a message saying "Looks Good!". Obviously, you're ready to rock after that. Don't forget to run FNIS (using MO) after you install everything, or nothing will work. Always start your game by running SKSE (MO). Install and run LOOT to make life easier. Remember, after you run LOOT (MO ) you may need to manually arrange some things, but it's rare. Note: If you're having problems using BOSS with MO, switch to LOOT. That is BOSS' new name. Missing ESPs Another very handy feature of MO is the ability to hover over a save file in the 'Saves' tab to see what mods other saves are missing, should you wish to load an older game, perhaps with a different character you previously used. If you have all the mods you used for that playthrough installed to MO still, you can right-click a save, and choose 'Fix mods...' from the 2-option mini-menu that pops up. This will activate the ESPs that were used during that saved playthrough, and save you a lot of time locating the mods you used on the save. Load order not correct when using a new version Remember to click Priority on the top right tab of the left pane if your load order seems incorrect. Change log Should you wish to use the same icon I use for my MO, here it is: Deleted the MO icon, because it is now part of MO. MO can do anything. MO knows all. MO is everywhere... FAQ And no, I most certainly didn't make this mod! It is called Mod Organizer by Tannin. All credits are given at the bottom of the spoiler. Mod Organizer Logo and icon were created by HeavyDude. Thank you! Update: What's better than a FAQ? Another FAQ! The LoversLab Mod Organizer FAQ Team has complied a FAQ specific to the questions I've been getting on this thread. As such, I will be updating it when certain questions that aren't already answered in the original are being asked repeatedly. Thank you for the support, Team! F.A.Q. How to . . . -Get FNIS to work: For crying out loud, install it as a mod, and find the executable in the 'Data' tab of MO's menu by right-clicking and choosing 'Add to Executables'. - Get Bodyslide to work: Install it as usual. Note that if you look in it, you'll see no recognizable (by MO) data in it. Fuck it. Install it anyway. When you do, MO will give you the standard warning that there is "no game data on top level". Fuck that too. When it's installed, navigate the 'explorer' to the Bodyslide.exe, and add it as an executable. When you run it, it will overwrite the .nif files you chose to alter, so have a copy of your mod-to-be-altered beforehand. Load Bodyslide, and make your desired alterations to your body or clothing. If you altered a body, the body mod you are using will have it's files overwritten, and the new info will go to that folder, in place of the original, overwriting it. If you altered a shirt, for example: The new files will replace the files inside the mod the shirt was in. If the shirt you altered was one from the game itself, the files will go to Overwrite, if no installed mods have files with the same name as the files you are saving. (*unlikely situation indeed) If you have 2 mods that alter the same files, which happens in addons and fixes, the mod MO loaded last (the addons/fixes) will contain the new files. It will not overwrite game files when using MO. MO would never let that happen. Anything that would normally go to Skyrim\Data will go to Overwrite instead, with a file path created for you. *Note: The Unofficial Patches alter clothing and armor, so if you use the Patches (and you should), those may be the mod locations for the newly altered files. You should learn file names, and where they will go before you commit to changes, and, if you're smart, you already know MO installs an extraction of your mod, so the original remains untouched. You can choose 'Reinstall mod' to load the unchanged mod, if you need to remake your Bodyslide project. This is why it's good to keep all Oblivion, Skyrim, or Fallout mods in their own folder, and not move their locations. If you move a mod from it's original location (where it was when you first installed it), MO will give an error, as MO does not search your computer for the mod. It only searches the same folder it installed from last time. The file names will remain unchanged, so there will be no indication that the changes were made, aside from the file date. You will see that when looking at the actual file, and looking at the second tab labeled [ Date modified ]. You will have no Textures (.dds) showing in your render unless you add the mod's textures to the folder you are getting your meshes (.nif) from when making changes in Bodyslide; ie, in the same folder the body or clothing you're changing stores it's files. - Get CK to compile: I shall borrow a quote from Administration: { "cmd": [ "C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\Papyrus Compiler\\PapyrusCompiler.exe", "$file", "-op", "-f=TESV_Papyrus_Flags.flg", "-i=C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\Data\\Scripts\\Source;C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\Data\\Scripts\\Source\\Dawnguard;C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\ModOrganizer\\mods\\SexLab Framework\\scripts\\Source;C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\ModOrganizer\\mods\\SexLab - Aroused\\scripts\\source;C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\ModOrganizer\\mods\\FNIS Behavior\\scripts\\source;C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\ModOrganizer\\mods\\NetImmerse Override\\Scripts\\Source;$file_path", "-o=$file_path\\..\\" ], "file_regex": "(^.*\\.psc)\\(([0-9]*),([0-9]*)\\)", "selector": "source.papyrus" } Word on the street is, there may or may not be a 'Wrapper' in the making that allows you to compile scripts without any more ridiculous errors from Papyrus. I shall provide more on this later... ...and here it is: MO Skyrim Tool Launcher Use MO Skyrim Tool Launcher to run things like CK, Nifskope and other programs that once didn't work with MO. Thanks go out to CGi and the APPS Dev Team. (Wasn't easy keeping it a secret ) - Get HDT to work: Just take all files out of the included 'data' folder, make a 'new folder', and name it "HDT". Put all of the files from the 'data' folder and put them in the new HDT folder. Zip that folder, and install to MO. It's the classic "repacking for MO" technique that you need to know if you've downloaded a file from Nexus, but want to use MO to run it. - Get SkyRe to work: I have repackaged SkyRe for MO and uploaded to 4shared here: MO SkyRe - Get ENB to work: ENB core files need to be in the main Skyrim folder, so MO can't do anything about that. If it has textures or .esps, like some ENB presets have, however, those can be loaded through MO. You just load it up like a mod, uncheck all enb core files, set the data folder in a way that the .esp and textures are in the correct filepath and, once it's installed, enable it normally like any other mod. - Get SkyProc mods to work: Install the mod. In the data tab, search for skyproc patchers/mymod/mymod.jar (example skyproc patchers/asis/asis.jar) Add it as executable - Use Caliente's Texture Blender: Install the mod. In the data tab, search for CalienteTools/TexBlend/TexBlend.exe (Refer to Bodyslide FAQ for false 'no game data on top' error; also, many other Caliente Texture Blender mods use different paths and folders, take a look at the mod itself). Add it as executable - Use MultiXwm: Install the tool as a mod (why not). You will get a warning because it has no textures, meshes, or anything else MO would recognize. Install it regardless. Navigate to the MultiXwm.exe in 'mods', and add it as an executable. When you run it, it will tell you it cannot find the output path. That's because you need to add it yourself. Go to ModOrganizer\mods\MultiXwm\, and create a new folder, and name it 'output'. Then run MXwm. Be sure to click the file so it's selected/highlighted before you press Start. It should give you no error, and should have a msg saying it 'Finshed'. You will now see your sound file in the output folder, in \mods\MultiXwm\output\ - Get Dual Sheath Redux to Work: Team: ritualclarity bob11 Lother eifrag gvman3670 Want a copy so you don't have to keep coming to this page? Here: MO FAQ.rar Do you have Microsoft Word? Here: ModOrganizer_FAQ_MS_WORD_2014.docx How about a pic to save? (Dual Sheath Redux not in the FAQ download) Coming soon: Mod Organizer Strategy Guide MO has an official support thread found on the S.T.E.P. forums. Here is the Official MO Support Thread. MO was released on the Nexus, so you can always ask questions on Tannin42's Nexus page as well. That is where MO is first released, then I upload to LL. And, of course, you can ask questions right here on this thread. Here are a few tutorial videos from deathneko11: Here is MO's sourceforge page. MO on Skyrim G.E.M.S.. MO's original download page on Nexus. MO's Issue Tracker. Note: Use this Issue Tracker link to go to the Bug Genie, where bugs are reported. My thread here on LL is to solve things that are not bugs, and have solutions that do not require altering MO's files. Note 2: The tracker has been moved to here. MO is all over the web. If you simply Google Mod Organizer, you'll get pages of results.
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Description: Meant to be associated with files like NiFs, ESPs, ESMs and the like. Actually every file type you want. it was mainly created to fix some flaws between NiFSkope and MO, where associating MO+NiFSkope with NiFs would never allow you to load a file from a mod that you installed in MO, as access to those directories is locked for enabled mods when MO is started and the called program is handled by MO. To accomplish this, the program emulates the virtual path, by replacing MOs mod folder with Skyrims data path. Example: - Source file = C:\MO\Mods\APPS\Meshes\Architecture\APPS\FirePlace.NiF - Fixed path = C:\Steam\SteamApps\Common\Skyrim\Data\Meshes\Architecture\APPS\FirePlace.NiF As a result this only works for mods, that are installed in MO. if the source file is not part of a mod that's installed in MO, then path emulation is not available. And by design, this programs let's you choose from a multiple of programs (if configured) with a simple double click on a file, this program is associated with. Other functions: Configuration: The GUi: To-Do: installation: Updating from earlier versions: Note: The program can work without MO (disabling its MO support), but then looses it's main functionality it was created for. You'll still have the comfort of calling any program (that's configured in this programs iNi) available with a simple double click on a file, this program is associated with. Feel free to post bug reports, suggestions or questions. ©CG! A.P.P.S. Dev Team-
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OK. MO issues, but awesome news!
Storms of Superior posted a blog entry in GitcheGumee's Development Blog
OK, so I'll start with the good news first: I have a rig that can handle the intense ENB, 4k textures, NPC mods, script-heavy mods, and numerous mods. This means that it will also be worth getting back into working on some mod projects. Now for the issues: I copied and pasted my MO installation to an external hard drive. MO does not show any mods, even though they are definitely in MO's "mods" folder. What I'm looking for now is a way to detect those mods. I haven't been able to find any MO function to do that. Any help? Thanks for reading. Update: it appears that the issue is with the new computer, not MO. My old computer has all of the mods visible in MO, but the new one does not. I'm using the same installation with both computers. -
View File Description: Meant to be associated with files like NiFs, ESPs, ESMs and the like. Actually every file type you want. it was mainly created to fix some flaws between NiFSkope and MO, where associating MO+NiFSkope with NiFs would never allow you to load a file from a mod that you installed in MO, as access to those directories is locked for enabled mods when MO is started and the called program is handled by MO. To accomplish this, the program emulates the virtual path, by replacing MOs mod folder with Skyrims data path. Example: - Source file = C:\MO\Mods\APPS\Meshes\Architecture\APPS\FirePlace.NiF - Fixed path = C:\Steam\SteamApps\Common\Skyrim\Data\Meshes\Architecture\APPS\FirePlace.NiF As a result this only works for mods, that are installed in MO. if the source file is not part of a mod that's installed in MO, then path emulation is not available. And by design, this programs let's you choose from a multiple of programs (if configured) with a simple double click on a file, this program is associated with. Other functions: Configuration: The GUi: To-Do: installation: Updating from earlier versions: Note: The program can work without MO (disabling its MO support), but then looses it's main functionality it was created for. You'll still have the comfort of calling any program (that's configured in this programs iNi) available with a simple double click on a file, this program is associated with. Feel free to post bug reports, suggestions or questions. ©CG! A.P.P.S. Dev Team Submitter APPS Dev Team Submitted 03/22/2015 Category Other Requires Special Edition Compatible
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Moderators, please feel free to move this to a better location if needed. The attached file is a downloadable PDF with photos and a more detailed instruction for those that need added guidance. The Mod Tutorial – Installation of SKSE Scope of tutorial: Cover the basic installation of SKSE from download to installation as well as load order configuration in MO. This tutorial only covers the installation into MO if you wish MO to control the conflicts with scripts that SKSE installs. ( advised) Still needs to have the correct files installed into the Skyrim folder manually. (everything but the data folder.) Drag and drop into the same folder where you see TESV and "Data" folder. Drag and drop into the same folder where you see TESV and "Data" folder. Requirements: Steam Skyrim Mod Manager SKSE It is assumed for this tutorial that you have a functional installation of Skyrim and Mod Manager ( MO ). Step one: Download Download SKSE. Current version as this tutorial is 1.7.1. Select the 7z archive version For this tutorial I am saving it to the desktop. You can save it anywhere just remember where you downloaded it. Step two: Installation Open MO. Click on the top left icon that looks like a CD. Select that and then click “Open”. You should see the program name to the left of the “Open button”. Now a new windows opens and is giving a warning “No game data on top level”. This indicates that the structure of the install folder is wrong and MO doesn’t know what to do with it. If it is installed like this SKSE won’t work. We need to make some changes. This is because there are files in the SKSE download that you don't need. One thing I like to do is go to the top drop down menu where you see SKSE and rename it to a name that is easy to remember and manage For this tutorial I am using Skyrim Script Extender (SKSE v 1.07) as the name. Click on the file and expand. Right click on the “Data” folder and “Set Data Directory” Now you have a comment on the bottom of that window “Looks good”. Select “OK” button to the right of that and the mod will be installed. Step three: Fixing the Load order. Drag that file up to where you want it or change the "Priority" number to where you want it in the order.Step four: Use SKSE You are now ready to use that tool that you just installed. Make sure you use the “SKSE” option left of the “Run” button.Step five: Praise MO Yea MO!!!!
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