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3 hours ago, HyperonicX said:

Installing the program is fine. It's just moving everything to MO2 that has been a nightmare.
Not only are there so many mods I need to move over, there's also this "unregistered mod" list with all of my old mods on it. I can't do shit with that list.
 

And going back to NMM after the fiasco has gotten me nowhere too. I can't even use LAL anymore, let alone any mod period.

 

Skyrim is one of my absolute favourite games, and now I can't even play it!

the "unregistered mod"  list are mods that are still in the data directory.  Only vanilla stuff should be in the data directory.  You have two options, reinstall those mods (preferred), or create folders for these mods in MO2's mods directory and move the mods there.

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1 hour ago, Tr_veller said:

 

by any chance did you export a mod list from NMM (or backup the installation) at any time?

 

You can install mods into MO2 directly from the pc rather than download again - it will complain about missing mod info but you can fix that by a right click and 'download info' for those that have it. Your home baked mods can be zipped up and added manually using the same method.

 

I did the move over to MO2 and after *completely* screwing my installation one time - I did a total reinstall from scratch and I'm now running over 300 mods in a rock solid installation. I can drop in LL mods if I want a diversion whenever I like knowing full well just unticking (sorting and FNISing) gets me back to a known working installation. It's a complete pain when starting as everything is so different, and you NEED to integrate Loot, FNIS, Bodyslide et al INTO MO2 to have them work properly... but I would not go back now, it really is WAY easier to try out mods knowing full well they simply do not mess up the game folder (with the obvious SKSE exceptions)

 

Oh just make sure you are running the portable version and set your paths outside of %appdata%

 

 

Actually you can create any folders in the MO2 mods folder and copy files into those folders.  So any homegrown mods are not a problem, no need to zip them up unless you want to.  Even preexisting mods you can do this way.  The archives are really just a convenience for distribution.

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Going to drop this here for the benefit of those who might need some help with modding Skyrim properly:

 

https://www.reddit.com/r/skyrimmods/new/

 

On the right hand side of the main page there are several links to information on how to get set up properly for Modding Skyrim.  Both SE and LE.  Not gonna lie, modding Skyrim properly takes a bit of work, but it is worth it.  This subreddit is also very helpful, so do not hesitate to ask questions there.

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4 hours ago, Racoonity, Serah said:

 

NMM's problem isn't stability as much as being limited.

You can only install mods in the game's directory and overwrite them.

 

With MO2 you install all mods in separate folders, which are temporarily merged in a virtual one when you start the game through it.

This allows you to switch the overwriting mods as will by a simple drag & drop, to see all conflicting files by double clicking and so much more!

100% a lot more experience now, my first mod build was terrible, couldn't play 10 minutes without a CTD or something!

 

I was planning on waiting for ZAP 9 before doing a clean install, so I'll probably move over to MO2 once T.ara releases ZAP 9 :D 

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3 hours ago, Tr_veller said:

 

by any chance did you export a mod list from NMM (or backup the installation) at any time?

 

You can install mods into MO2 directly from the pc rather than download again - it will complain about missing mod info but you can fix that by a right click and 'download info' for those that have it. Your home baked mods can be zipped up and added manually using the same method.

 

I did the move over to MO2 and after *completely* screwing my installation one time - I did a total reinstall from scratch and I'm now running over 300 mods in a rock solid installation. I can drop in LL mods if I want a diversion whenever I like knowing full well just unticking (sorting and FNISing) gets me back to a known working installation. It's a complete pain when starting as everything is so different, and you NEED to integrate Loot, FNIS, Bodyslide et al INTO MO2 to have them work properly... but I would not go back now, it really is WAY easier to try out mods knowing full well they simply do not mess up the game folder (with the obvious SKSE exceptions)

 

Oh just make sure you are running the portable version and set your paths outside of %appdata%

 

 

I honestly have no idea what was going on or what I did. All I know is that shit happened, I got stressed and ultimately gave up on it.

 

I'm just saying "fuck it" and starting 100% fresh with MO2.

 

2 hours ago, slvsaris said:

the "unregistered mod"  list are mods that are still in the data directory.  Only vanilla stuff should be in the data directory.  You have two options, reinstall those mods (preferred), or create folders for these mods in MO2's mods directory and move the mods there.

I'm so confused.

2 hours ago, slvsaris said:

Going to drop this here for the benefit of those who might need some help with modding Skyrim properly:

 

https://www.reddit.com/r/skyrimmods/new/

 

On the right hand side of the main page there are several links to information on how to get set up properly for Modding Skyrim.  Both SE and LE.  Not gonna lie, modding Skyrim properly takes a bit of work, but it is worth it.  This subreddit is also very helpful, so do not hesitate to ask questions there.

Thanks for the link. Hopefully it'll come in handy.

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5 minutes ago, Lekefeno said:

i pressed twice the same button but it just stops the light for a few seconds then i can press the buttons again. is that normal ?

It may pause the buttons after each sequence of 3 (regardless of which of 3 you press), when it makes an attempt to start the gears. Many different things can happen if you fail to guess it right, for example igniting floor on fire or turning off roof lamp. I'm not sure i understand the question?

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20 minutes ago, Zaflis said:

It may pause the buttons after each sequence of 3 (regardless of which of 3 you press), when it makes an attempt to start the gears. Many different things can happen if you fail to guess it right, for example igniting floor on fire or turning off roof lamp. I'm not sure i understand the question?

Yeah, but is it the way to get the maiden ending (pressing twice the same button) ? Sorry if im not clear enough ^^ 

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13 minutes ago, hahaha123123 said:

? Is the boiler room the one with 6 valves 3 on each side, water come out upon turning the valve?

yes it is but to fail you need to fail the 3 Button at the end. The consol which stands in the Oil is the final consol. 

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I'm still getting the same problem as before. Sign the papers, then nothing happens. 

I did notice different conversation with the guard outside when I had just this mod and its dependents installed. He tells me to leave, I ask to see the inside and then the scenario starts. 

If I load my other mods, he's not as mean and is actually polite, I can say I'm  looking for a job and he gives the call leading back to the sign the papers then nothing.  

Both level one characters fresh games. 

Guessing some other mod is messing with things, but no clue which one and would rather play the game for a while than try to blindly figure out mod issues. 

*shrugs*

I'll have to wait until my data cap rolls over next month to do a reinstall and try MO2. 

I'm keeping my eyes on this mod though and don't want to just play a test run with a level one character with just this mod. I'd rather wait and be surprised in a full playthrough with this mod as part of it. 

Cheers.

 

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14 hours ago, slvsaris said:

Actually you can create any folders in the MO2 mods folder and copy files into those folders.  So any homegrown mods are not a problem, no need to zip them up unless you want to.  Even preexisting mods you can do this way.  The archives are really just a convenience for distribution.

 

'tis true, but you can't 're-install' if you need to as there is no installation package (as in you have to leave MO2 to move the files around.

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I'm finally getting things sorted. It's been a slow process, but I'm getting there.

MO2 isn't too bad, now that I'm actually getting somewhere with it.

 

I've installed a fair few mods, but there is still much to be done, mostly my own private mods, which are quite large and complicated. I've done one, but I still have another big one to do. Luckily it's not as widespread as the first one was.

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59 minutes ago, Tr_veller said:

 

'tis true, but you can't 're-install' if you need to as there is no installation package (as in you have to leave MO2 to move the files around.

You do not need an install to put a mod in MO2, period.  All MO2 does is extracts whatever archive you point it to into its mod directory.  This is not rocket science, it is plain simple file handling.  Yes, having things packed up nicely allows you to keep backups.  Mods come packaged this way to reduce size, as do all application distributions. To "reinstall" you just have to copy back the backup you should have made :P  I am not saying archive files are not useful and should be avoided, I was merely commenting on how any mod can be copied around and dropped into MO2 without having an "install". 

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19 minutes ago, HyperonicX said:

I'm finally getting things sorted. It's been a slow process, but I'm getting there.

MO2 isn't too bad, now that I'm actually getting somewhere with it.

 

I've installed a fair few mods, but there is still much to be done, mostly my own private mods, which are quite large and complicated. I've done one, but I still have another big one to do. Luckily it's not as widespread as the first one was.

Feel free to ask questions if you need help.  We don't bite unless asked to!

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38 minutes ago, Pornucopia said:

Is there any kind of list to catalogue what mods are and aren't compatible with this? There are a lot of bondage mods for Skyrim, and I'm worried a lot of them might conflict.

 

Every mod which adds dialogue lines to all npcs is a possible quest-breaker, such as Deviously Cursed Loot, Deviously Enslaved Continued, ...

In any case, we are trying to make DCL as much compatible as possible: we managed to prevent solicitation and bondage dialogues, but not device comments, so they'll need to be disabled until we manage to find a fix.

 

Possible F.A.Q.:
Q: Can you add compatibility for this mod, please?

A: Only if we like it and we plan to use it in our playthroughs.

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12 hours ago, Grimdolly said:

I'm still getting the same problem as before. Sign the papers, then nothing happens.

The mod doesn't lead you with quest objective arrows and such. After writing papers and signing it with the ink, doing it in the way she tells you, you can head in towards the closed doors. The other person in the cage should open them when you get close enough.

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