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Found 11 results

  1. Do they have their official development forums somewhere? I like to keep track to see whats going on on modding scene but seems its hard to find some information on this 2. Google is not helping much...
  2. Bad Fni's Installation

    So im having trouble getting fni's to work. First time using it So the selab page said that fni's should say "Reading SexLab" It does not. I think it has somthing to do with overwriting as ALL of my plugins show up when i click the overwrite button on mod loader, as well as the fni's folder. This is what it says when I run fni's: >>Warning: Bad installation. Generator not run from a Skyrim installation directory.<< FNIS Behavior V6.3 7/22/2017 11:10:23 PM Skyrim: ??.?? - E:\SteamLibrary\steamapps\common\Skyrim\ (Steam) Generator: E:\SteamLibrary\steamapps\common\Skyrim\data\FNIS Behavior 6.3\Data\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe Skeleton(hkx) female: Default (99 bones) male: Default (99 bones) Reading FNISBase V6.3 ... All Anim Lists scanned. Generating Behavior Files ... 0_master usage: 1.1 % ( 0 paired, 0 kill, 0 alternate animations) Alternate Animation mods: 0 sets: 0 total groups: 0 added file slots: 0 alternate files: 0 Creature Pack not installed 47 animations for 1 mods successfully included (character) 1 Warning(s). halp please Here is a screenshot of the overwrite thing and just one of the mod orginizer. I can send more if need be as I am at my computer right now.
  3. So I'm taking the plunge into modding again, but I needed to get some facts down. I know NMM used to utterly wreck saves and load orders, and I've never been sure as to what to use to install my mods. I appreciate any help!
  4. I've not played Skyrim since I overmodded it and got tired of troubleshooting. With the release of SSE and finding that it is free for me to download I decided this may be a good time to jump in again. While it is extremely new at this point and many mods are still being modified I'm curious which mod manager is the manager of choice now. I recall three different managers previously: Mod Organizer, Wrye Bash, and Nexus Mod Manager. In the past I used Mod Organizer primarily but I see that it hasn't been updated for a few months now (on Nexus). I also used Wrye Bash for a short time in conjunction with Mod Organizer. I've not used Nexus Mod Manager but from what I've read so far it is a decent manager. So are one of these the go-to manager these days or is there another? Baloo Ice
  5. Overwrite

    Hi guys, I just used my Bodyslide and batch builded, and now I got new meshes files to Overwrite, where do i drag the files? Don't want to mess up....
  6. I've downloaded the Funnybizanimations as a source for another mod but now that i have it, it wont let me install it via the Nexus Mod Manager because of an error and it wont even tell me why I've already looked up if there was an install tuto on the downloadsite but it ain't it doesn't even state which of the 3 files i need for User and which one is the modders resource if somebody could give me a manual for it i would be gratefull^^ its the only mod not working properly inbetween 200 others
  7. APPS - Framework

    Version 1.1.7b

    5,168 downloads

    Description The APPS - Framework is a collection of tools and settings mainly aimed for modders while allowing players to change how mods interact with the functionality this framework is providing. The current release is a beta version. Although the code was tested for bugs and odd behavior, we want to encourage modders to write little test plugins which make use of the framework in order to have a larger test base and see if the code is stable enough. Also, we would like the users to test the interface and let us know if they are missing something which should be included in the MCM menu. Installation Just download the the main file and install it with your Mod Manager of your choice. If you want to test the functionality and want to see how to use the framework itself we recommend to download the test package as well. The framework requires you to have PapyrusUtil and SkyUI installed. Modules Info Manager For modders: This module allows you to make use of a more convenient way to push infos, warnings and errors from your mod through the framework. You can choose what kind of messages you want to provide and how you want to provide them. For players: For each and every mod which is redirecting messages through the framework you can set up how you want to be informed. You can just accept what the mod author has set up or change the settings to your liking. You are even able to completely disable logging for your game session (a game session is valid until closing the game) while in-game. So, if you want just to play and don't care about any error output you can do so. And if you change your mind you can also turn it back on, on the fly. Init/Uninstall Manager For modders: If your mod needs to set up some things before it can be fully activated, you can pass the framework your init quest. It will then be displayed for the player in the MCM menu in a list, together with all the other init quests from other mods. The ordering of this list can be easily changed through the menu. Mods' init quests will be chained and called one after another to allow for a more safe way to init your mod. You can be sure that every mod, which allows their initialization process to be handled by the framework, does not interfere with your initialization. You can also provide a tooltip to let the player know if your mod needs to be placed in a specific order. The more mods support this way of initializing , the less bugs will happen through this critical stage of the mod because it will be more unlikely that the Papyrus engine will skip some of the code due to technical reasons. Also, since the player can set up them in a specific order (and if the order is setup the way your mods need it) you can make sure that your mod will be installed after or before certain mods, if you require it. You can also provide the framework with an uninstall quest so you don't have to write an extra MCM menu just for deinstalling your mod. For players: You can change the order in which mods should be initialized. You can build an initialization chain for them or you can manually initialize them. You have control over when these mods should be initialized. Relationship module For modders: This module allows you to create versatile relationships and combine it with the Skyrim's internal relationship system. Or you can decide to make those working independent from each other. Relationship points are from -499 to 499 and represent a similar structure as the vanilla system. With this module you are able to add or subtract relationship points which are calculated against a multiplier. The default multiplier value going from 0 - 100/-100 is 1.0 while from 100 to 200/-100 to -200 is 0.5. That means if you add 100 points to an actor this would result in 100 points if the current rank is 0 and 50 points if the current rank is 1. You can set a sync mode between this system and the vanilla system. Values are: 0 - disabled, 1 - from RS mod to vanilla only, 2 - from vanilla to RS only, 3 - both ways. The sync mode can be set globally which will then be applied to every actor. You also can set on specific actors which does overwrite the global setting. For example: You set global sync mode to 0 but also set a local sync mode for Heimskr to 3. The local value wins and ignores the global value. You also can fine tune the relationship multipliers globally/locally. Same rules applies as above. A multiplier must be a positive float number and can be set for each rank to rank. All those settings are regulated by priorities. You can change the values as you like, but if your mod has not the highest priority, your changes will not be applied. The user decides, which mod he wants to have the highest priority. Your values will be saved and when the priority order changes and your mod is now on the highest priority your changes will be applied immediatly w/o needing an interaction from your mod. Only one mod can have the highest priority at all time. Let's say there is Mod A and Mod B. Mod A has the highest priority and changes local relationship multipliers on different actors, nothing else. Mod B changes the global relationship multiplier and a local relationship multiplier which conflicts with one of the changes of Mod A. What happens now, that the global relationship multiplier will be applied from Mod B (because Mod A hasn't set any global relationship multipliers) and all of the local relationship multipliers are applied by Mod A including the one which conflicts with Mod B. ---- You can change the relationship points two ways: One way is with the function ModRelationshipPoints() which applies the multiplier and the second one is by using the function SetRelationshipPoints() which sets the relationship to to passed value w/o modifiers. You also can ask the framework for how many relationship points are needed for the next or previous rank. Those functions can be used by any mods w/o registering to the module in the first place. You only need to register your mod if you are planning to change the default settings. For players: You can set up the priority order and have the control about which mod should change the values. In the next mini releases we will work on the MCM menu, where you can see, what the mods do change exaclty and use those informations to arrange the priority order. Documentation The documenation can be seen here: https://github.com/heromaster/APPS---Framework/wiki/ Permissions - You are not allowed to upload this file to other sites under any circumstances - You can convert this file to work with other games as long as you credit us as the creator of the file - You are allowed to modify our files and release bug fixes or improve on the features so long as you credit us as the original creator - You are allowed to use the assets in this file without permission as long as you credit us - You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
  8. APPS - Framework

    View File Description The APPS - Framework is a collection of tools and settings mainly aimed for modders while allowing players to change how mods interact with the functionality this framework is providing. The current release is a beta version. Although the code was tested for bugs and odd behavior, we want to encourage modders to write little test plugins which make use of the framework in order to have a larger test base and see if the code is stable enough. Also, we would like the users to test the interface and let us know if they are missing something which should be included in the MCM menu. Installation Just download the the main file and install it with your Mod Manager of your choice. If you want to test the functionality and want to see how to use the framework itself we recommend to download the test package as well. The framework requires you to have PapyrusUtil and SkyUI installed. Modules Info Manager For modders: This module allows you to make use of a more convenient way to push infos, warnings and errors from your mod through the framework. You can choose what kind of messages you want to provide and how you want to provide them. For players: For each and every mod which is redirecting messages through the framework you can set up how you want to be informed. You can just accept what the mod author has set up or change the settings to your liking. You are even able to completely disable logging for your game session (a game session is valid until closing the game) while in-game. So, if you want just to play and don't care about any error output you can do so. And if you change your mind you can also turn it back on, on the fly. Init/Uninstall Manager For modders: If your mod needs to set up some things before it can be fully activated, you can pass the framework your init quest. It will then be displayed for the player in the MCM menu in a list, together with all the other init quests from other mods. The ordering of this list can be easily changed through the menu. Mods' init quests will be chained and called one after another to allow for a more safe way to init your mod. You can be sure that every mod, which allows their initialization process to be handled by the framework, does not interfere with your initialization. You can also provide a tooltip to let the player know if your mod needs to be placed in a specific order. The more mods support this way of initializing , the less bugs will happen through this critical stage of the mod because it will be more unlikely that the Papyrus engine will skip some of the code due to technical reasons. Also, since the player can set up them in a specific order (and if the order is setup the way your mods need it) you can make sure that your mod will be installed after or before certain mods, if you require it. You can also provide the framework with an uninstall quest so you don't have to write an extra MCM menu just for deinstalling your mod. For players: You can change the order in which mods should be initialized. You can build an initialization chain for them or you can manually initialize them. You have control over when these mods should be initialized. Relationship module For modders: This module allows you to create versatile relationships and combine it with the Skyrim's internal relationship system. Or you can decide to make those working independent from each other. Relationship points are from -499 to 499 and represent a similar structure as the vanilla system. With this module you are able to add or subtract relationship points which are calculated against a multiplier. The default multiplier value going from 0 - 100/-100 is 1.0 while from 100 to 200/-100 to -200 is 0.5. That means if you add 100 points to an actor this would result in 100 points if the current rank is 0 and 50 points if the current rank is 1. You can set a sync mode between this system and the vanilla system. Values are: 0 - disabled, 1 - from RS mod to vanilla only, 2 - from vanilla to RS only, 3 - both ways. The sync mode can be set globally which will then be applied to every actor. You also can set on specific actors which does overwrite the global setting. For example: You set global sync mode to 0 but also set a local sync mode for Heimskr to 3. The local value wins and ignores the global value. You also can fine tune the relationship multipliers globally/locally. Same rules applies as above. A multiplier must be a positive float number and can be set for each rank to rank. All those settings are regulated by priorities. You can change the values as you like, but if your mod has not the highest priority, your changes will not be applied. The user decides, which mod he wants to have the highest priority. Your values will be saved and when the priority order changes and your mod is now on the highest priority your changes will be applied immediatly w/o needing an interaction from your mod. Only one mod can have the highest priority at all time. Let's say there is Mod A and Mod B. Mod A has the highest priority and changes local relationship multipliers on different actors, nothing else. Mod B changes the global relationship multiplier and a local relationship multiplier which conflicts with one of the changes of Mod A. What happens now, that the global relationship multiplier will be applied from Mod B (because Mod A hasn't set any global relationship multipliers) and all of the local relationship multipliers are applied by Mod A including the one which conflicts with Mod B. ---- You can change the relationship points two ways: One way is with the function ModRelationshipPoints() which applies the multiplier and the second one is by using the function SetRelationshipPoints() which sets the relationship to to passed value w/o modifiers. You also can ask the framework for how many relationship points are needed for the next or previous rank. Those functions can be used by any mods w/o registering to the module in the first place. You only need to register your mod if you are planning to change the default settings. For players: You can set up the priority order and have the control about which mod should change the values. In the next mini releases we will work on the MCM menu, where you can see, what the mods do change exaclty and use those informations to arrange the priority order. Documentation The documenation can be seen here: https://github.com/heromaster/APPS---Framework/wiki/ Permissions - You are not allowed to upload this file to other sites under any circumstances - You can convert this file to work with other games as long as you credit us as the creator of the file - You are allowed to modify our files and release bug fixes or improve on the features so long as you credit us as the original creator - You are allowed to use the assets in this file without permission as long as you credit us - You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms Submitter APPS Dev Team Submitted 10/29/2014 Category Framework & Resources Requires PapyrusUtil, SkyUI Special Edition Compatible  
  9. LoversLab Mod Manager?

    Hi there. Well after i thought through a few things, i somehow came to the idea, that it should be possible for Loverslab to have its very own Modmanager for Mods that are getting uploaded and updatet here. Since Loverslab has its own "Database", why not make a program that always suggest an update for the mod, if the modder,artist, animator, etc. uploaded a new file to the Loverslab database. I mean you can search for mods who are uploaded by lets say blabla. If he now uploads a new version of his body mod, you get a small annotation in the LL-Modmanager, which you can click and it redirects you to the mod. Maybe even downloads it for you as well, just like the <Put the pooty Sitename here> Mod Manager does already. As i said. We have our database. We have people here who really can do magic. Why not give it a try? I would go right ahead and try it myself, but i neither do have the knowledge, nor do i have the time for it right now to learn to do it. Thanks so far for reading this little topic. See ya. Derethevil.
  10. 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!!!!
  11. Mod Organizer

    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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