Search the Community
Showing results for tags 'mod organizer 2'.
-
I'm used to modding Skyrim LE/SE & Fallout 4 with Nexus Mod Manager & Oblivion with OBMM. But now I'm trying my hand at New Vegas & by using Mod Organizer 2 for the first time since I'd like to try transitioning away from NMM for future games & will never attempt Vortex. My goal here is to fix up the classic Bethesda-ness of its games as well as add all the lewd shiet this site great for that my other games already got. Problem is MO2 really weird for me, like not having physical files in the game folder to start with. I'm following this guide to get Sexout stuff working since apparently the pinned one in the Sexout section is supposedly older & people have warned me away from FOMM unlike when I got to Oblivion with OBMM. I would like someone to confirm for me I'm doing this right & answer some questions about stuff I'm having issues with. 1. To make mods overwrite each other, is it as simple as making sure the load order priority is correct similar to NMM or are there extra steps? I've simply been installing the mods simply through the manager & checking them active in the left window & leaving it at that, it has not say popped up a window asking me to confirm any overwrites like NMM does. So far mods like MCM & others are working, but not sure how it will work for mods that need to overwrite each other like body mods, texture mods, etc. (Yes Archive Invalidation from MO2 is active) 2. If I want to manually overwrite a specific file from a mod with something else like I do with the physical files in my Skyrims (example: a different creature body than Skyrim's MNC or a different body for a custom NPC besides what it came with), is that possible with MO2 despite it all being virtual files? 3. Some mods like New Vegas Anti Crash say to check if it installed properly by checking for a log file it generates but it doesn't generate one for me in either the mod folder MO2 has or the game's folder. Game played fine for an hour of screwing around though so not sure what to do about it. 4. Is the Nexus API stuff MO2 has necessary? It keeps popping out errors about me not doing that stuff yet but I download all mods manually anyways before chucking them into managers so I just don't see the need. ^So far the only questions I can come up with right now as I haven't gotten to Sexout stuff, body & texture mods or anything else game changing yet. Would appreciate any help I can get as MO2 is making me feel like a baby modder again lmao Current load order: modlist.txt (weird its in reverse lmao)
-
Hey guys, I'll be as direct as possible with a bit of humor (which is funny to me), I'm running Skyrim Classic, I've always used Vortex because of the friendly interface and it's easier to do things like overwrite items but due to my game it was unplayable I decided change mod manager going to MO2, it's been 3 days and 3 days trying to explore these lands. I researched and watched some videos from YouTubers on how to do the necessary things in mo2, I went to some reddits related to Skyrim and with people who went through this. first problem is like in the first print shown overwriting files: The second is how to resolve these conflicts, because what I did was just play the mods there: I hope it's not too much to ask, but any information is welcome, I have a dear diary paper (interface) and my font is white, how can I fix it? I know that for some this may seem stupid, if only remembering, it's only been 3 days since I've been learning how to use such a tool and Thank you
-
The guide is effectively version agnostic. There are instructions to identify your game version as well as pointers to get compatible files regardless of previous, current or future versions. If you want to mod the game from scratch check the patch notes for the game and see if there has been a recent update. If that's the case it's very likely this newest version isn't fully supported by mods yet. You can look into downgrading your game version to the previous stable one or waiting a few weeks for full mod support. Other than that you should be okay following this guide, as long as you apply the recommended practices detailed in it. If you're on a version previous to 1.6.1130 you must use this mod to avoid crashes. You don't need it if you're on 1.6.1130 or later versions of the executable. The purpose of this guide is to provide a comprehensive source of information for newcomers. If you follow the steps described here you'll end up with a basic set of mods covering the requirements (plus some recommendations) to use Sexlab and its additional mods. On top of that I hope by following the instructions given here you'll be able to grasp the fundamental concepts about installing mods and using the different tools available to further tweak your game. This was made with Skyrim Special Edition ("Skyrim SE" or "SE" from now on) in mind. Some of the instructions or complete sections may not apply to regular or Legendary ("LE") Skyrim . And of course most mods won't work if you use the SE versions in a LE game. For Skyrim LE I recommend you to check the Conglomerate blogs. This guide is heavily centered around Mod Organizer 2. If you prefer to use Vortex it won't be of much use to you. I'm not aware of a similar guide made with Vortex in mind, but there is a good video series on how to use Vortex. That would be the starting point. After that you'll need to check the mods you intend to use. Always verify you're installing all the requirements and that the mods you're getting are compatible with SE. Preparations - The required and the recommended stuff A computer with Windows 10 or higher and Internet access is implied. Steam and the game "The Elder Scrolls V: Skyrim Special Edition" acquired in your Steam account. Pirated copies of the game are not supported (against site rules and also some mods won't work so don't waste your time). Game Pass/Microsoft Store versions of Skyrim cannot be freely modded (so again don't try, just go for the Steam version). The GOG version has some mod support (check this thread for more info). But I won't buy and test this personally so it's not something I'll cover here. Any program capable of zipping and unzipping files in .rar, .zip and .7z format. 7-Zip is a free program that does all of that. Recommended: enable the Windows Explorer setting to see file extensions, this may be useful to confirm you're following the instructions using the correct files: Press the ˅ ˄ buttons in the top bar of any folder to expand the settings. Go to the "View" tab. Enable the "File name extensions" setting. You can revert back this setting at any time, as I think most people are used to have file extensions hidden. Recommended: If you're not a premium user in nexusmods you may have noticed that when you press any of the download buttons you're redirected to a new page and you have to click in another download button to finally get the file you want to download. Here is a simple fix for this nuisance of a webpage design. You'll need to install a browser extension and add a little script to it. This script will only help you with the extra redirect mentioned before, it doesn't grant premium benefits. Install the Violent Monkey browser extension (for Chrome) - (for Firefox). Go to this link. A new Violent Monkey tab will open with the script ready to be added. Press "Confirm installation" and close said tab. The script will be active while you navigate the nexusmods site and skip the additional redirect 99% of the times you want to download something. Source. The guide - Download and recommended usage MO2 & Other Tools.pdf If you want to share this guide with others please don't upload the pdf directly. Instead link this thread. That way people can download the latest version directly from here and read the rest of the information. To open the guide you can use any PDF reader. Most web browsers work for this too: simply get the pdf file and drag it to your preferred browser. It will open as any other page and you'll have zoom buttons, middle click to open links and so on. The first page has an Index, click in any title to go there immediately. The header of every page has a "[Return to Index]" button. Currently the guide covers the following points: 01. Steam settings and Skyrim SE installation 02. Mod Organizer 2 - The first look 03. Skyrim Script Extender 04. Minimal modlist 05. LOOT 06. FNIS 07. BodySlide 08. Into the game 09. Mod Organizer 2 - A second look 10. (Optional) Enhancing graphics - Post-processing effects 11. Updating Skyrim SE, SKSE and mods 12. Locating your files + Quick tool recap 13. Final words Each section will get you closer to the final goal. Just take your time and read all the instructions. I've tried to be as descriptive and direct as possible, using screenshots of my own setup to show the different settings and features used. The way the sections are listed is 100% intentional. So don't try to skip one or do them in a different order. You'll have a better experience if you fully read the instructions the first time and go one step at a time. The current setup can be installed and tweaked in about 4-6 hours (give or take, depending on your knowledge of the tools used here, and the wait times if you can't download mods at full speed). So don't rush it, and aim to learn more than just imitate. Changelog
-
View File Karryn's Prison - Mod Organizer 2 Integration Plugins Mod Organizer Integration Plugins Collection of plugins to allow better integration of mods with Mod Organizer 2. Installation Download latest release (section Packages > mod-organizer-integration-plugins.zip) Extract content of the archive to the root of Mod Organizer 2 Plugins GitGud Package Tracker Plugin allows to track the latest versions of mods from GitGud. On launch it checks the latest versions for all gitgud mods (given that mod creator distributed mod with required metadata). Also checks the latest version of a mod right after it's successful installation. Example For example we have non-nexus mod: If mod contains required metadata you should see the following behavior. When mod is up-to-date: When mod is outdated: For mod creators To receive MO2 notifications about new versions of the mod (without any need in nexusmods approvals) can be achieved by including metadata inside mod archive. To achive that at the root of mod archive create file meta.ini with section [Plugins] and attributes GitGud\projectId, GitGud\releaseId and GitGud\fileId. Example of meta.ini file for release https://gitgud.io/madtisa/cc-sk-compatibility-mod/-/releases/1.0.0 [Plugins] # GitGud project id (number, required) GitGud\projectId=19426 # Release version of mod (string, optional for now, but will be used in future) GitGud\releaseId=1.0.0 # File identifier - the name of file in the release (string, optional for now, but will be used in future) GitGud\fileId=CC-SK Compatibility Mod.zip Project id can be found on main project folder: Release and file ids on related release page: Karryn's Prison Plugin The plugin adds support for Karryn's Prison game. Without it you won't be able to use MO2 to manage Karryn's Prison mods. Internal Metadata Extractor The plugin allows to store mod metadata (e.g. modName, version) inside mod package. By default MO2 overrides modName and version of non-nexus mods: After installing the plugin name and version of mod can be specified inside mod archive: For mod creators All stardard MO2 metadata properties can specified inside mod archive. For example, to specify mod default name and mod version you should add meta.ini file with following content: [General] # Suggested mod name on installation (string) modName=CC-SK Compatibility Mod # Version of the mod. Won't be overriden by MO2 if specified version=1.0.0 Before installation file meta.ini will be extracted as archive MO2 metadata (as if immitating nexus download) and metadata will be used in process of installing mod and preserved after. Also useful metadata attributes: directURL - required for creating wabbajack modlists url - custom url to package page hasCustomURL - indicates whether it's a non-nexus mod category - List of mod categories etc... Submitter madtisa Submitted 11/25/2022 Category Misc Adult Mods Requires Mod Organizer 2
- 7 replies
-
- mo2
- mod organizer 2
-
(and 2 more)
Tagged with:
-
I've got two profiles that I'm actively using in SSE -- one with SexLab and one with FlowerGirls. Both run fine, but I'm finding something odd when switching between them. If I don't run FNIS again every time I switch back and forth, all the characters T-pose. I have separate FNIS Files mods for the two profiles, so they shouldn't be using the same files at any time. And FNIS is dumping the aa2 & PCEA2 pex files in the correct directory each time. (I have Generate FNIS set up to create files in mod rather than overwrite under Modify Executables in MO2.) But clearly something else is getting updated, or overwritten, when I launch the game. Anyone know what those other files might be, and if there's a way I can separate those by profile as well? The two profiles shouldn't be affecting each other: they're using different body mods, entirely different animation schemes, and so on. But something is persistent, and I can't figure out what it is. I can keep doing this every time I switch profiles: I'm not proud...or tired. But it feels like something that should be fixable, so I want to fix it.
-
- flowergirls
- sexlab
-
(and 3 more)
Tagged with:
-
- 3 replies
-
- skyrim se
- mod organizer 2
-
(and 2 more)
Tagged with:
-
What the title says. I've recently reinstalled all my sex mods to work on Mod Organizer 2 so I can have multiple mod profiles and keep my install clean, but I'm having an issue that never appeared until now. All genitals, breasts, butts and such will stretch if the player character or NPCs move. It's like they remain static as if there is t-posing happening. Sex animations make it look the worst as the physics-enabled body parts will extend to where the parts would be if they were in a standing position. As far as I'm aware, I'm not missing anything. I've removed the outdated HDT and XPMSE versions from the All-in-one mod, so I'm unsure what's going on.
- 3 replies
-
- technical help
- bug
-
(and 6 more)
Tagged with:
-
I am trying to install Thuggyfied Modlist however i need some help. I need the picture of the Left Panel of MO2, so that i can understand which mods are being overwritten. I am following [AAF] Up-To-Date Adult oriented setup guide (12/Feb/2021) for Sex mods instead of Thuggyfied version of sex mods. If anyone is following Thuggyfied Modlist, please help me.
-
So I've been trying for 2 days straight now to get sexlab + breast physics + all the added animations to work for my Skyrim. For reference I'm using LE. Right now breast physics do not work in sex scenes. Male actors do not have any penis meshes whatsoever. It's just invisible or they're still wearing clothing. And finally, some of the animation packs do not animate properly. For example: missionary standing up instead of laying down. I've never been so frustrated with Skyrim in my life. I hope someone here can help me. I have a feeling I'm installed the wrong animation packs or my load order is screwed up... this is my first time ever using sexlab and all these components so bear with me. Here's a screenshot of my mods and load order currently. If you can help PLEASE let me know. Here's my plugins and load order images: https://imgur.com/gallery/RUXywhQ
- 5 replies
-
- help
- information
-
(and 2 more)
Tagged with:
-
Hi sorry if this is accidentally a repost but I'm not sure if I can download Wicked Whims in modnexus though the Mod Organizer 2 software. While at it, I feel a bit overwhelmed with the download/installation process; where should I begin? Thanks for taking your time.
- 5 replies
-
- help
- mod organizer 2
-
(and 2 more)
Tagged with:
-
Version 2.1.0
2,001 downloads
Mod Organizer Integration Plugins Collection of plugins to allow better integration of mods with Mod Organizer 2. Installation Download latest release (section Packages > mod-organizer-integration-plugins.zip) Extract content of the archive to the root of Mod Organizer 2 Plugins GitGud Package Tracker Plugin allows to track the latest versions of mods from GitGud. On launch it checks the latest versions for all gitgud mods (given that mod creator distributed mod with required metadata). Also checks the latest version of a mod right after it's successful installation. Example For example we have non-nexus mod: If mod contains required metadata you should see the following behavior. When mod is up-to-date: When mod is outdated: For mod creators To receive MO2 notifications about new versions of the mod (without any need in nexusmods approvals) can be achieved by including metadata inside mod archive. To achive that at the root of mod archive create file meta.ini with section [Plugins] and attributes GitGud\projectId, GitGud\releaseId and GitGud\fileId. Example of meta.ini file for release https://gitgud.io/madtisa/cc-sk-compatibility-mod/-/releases/1.0.0 [Plugins] # GitGud project id (number, required) GitGud\projectId=19426 # Release version of mod (string, optional for now, but will be used in future) GitGud\releaseId=1.0.0 # File identifier - the name of file in the release (string, optional for now, but will be used in future) GitGud\fileId=CC-SK Compatibility Mod.zip Project id can be found on main project folder: Release and file ids on related release page: Karryn's Prison Plugin The plugin adds support for Karryn's Prison game. Without it you won't be able to use MO2 to manage Karryn's Prison mods. Internal Metadata Extractor The plugin allows to store mod metadata (e.g. modName, version) inside mod package. By default MO2 overrides modName and version of non-nexus mods: After installing the plugin name and version of mod can be specified inside mod archive: For mod creators All stardard MO2 metadata properties can specified inside mod archive. For example, to specify mod default name and mod version you should add meta.ini file with following content: [General] # Suggested mod name on installation (string) modName=CC-SK Compatibility Mod # Version of the mod. Won't be overriden by MO2 if specified version=1.0.0 Before installation file meta.ini will be extracted as archive MO2 metadata (as if immitating nexus download) and metadata will be used in process of installing mod and preserved after. Also useful metadata attributes: directURL - required for creating wabbajack modlists url - custom url to package page hasCustomURL - indicates whether it's a non-nexus mod category - List of mod categories etc...-
5
-
- mo2
- mod organizer 2
-
(and 2 more)
Tagged with: