Jump to content

Recommended Posts

Posted

This part of MO has always eluded me for some reason. Does the left panel really have to reflect the same load order as the right panel ?? Some mods in my list does not use esm/esp but still active in the left panel but in the right panel. So in all the left panel is always different then my right panel load order.

It just depends on what depends on what. If an esp depends on another to work, the dependent mod comes after. The left pane doesn't necessarily need to be in a specific order. That all depends on which mod alters which textures/meshes/etc from the other. Some mods are esp only, so they only need to worry about coming after the one that was loaded when using CK. That may be a zip though, so it doesn't matter what order that is in at all in the left pane. Hopefully I'm explaining well.

Posted

This part of MO has always eluded me for some reason. Does the left panel really have to reflect the same load order as the right panel ?? Some mods in my list does not use esm/esp but still active in the left panel but in the right panel. So in all the left panel is always different then my right panel load order.

 

 

 

This part of MO has always eluded me for some reason. Does the left panel really have to reflect the same load order as the right panel ?? Some mods in my list does not use esm/esp but still active in the left panel but in the right panel. So in all the left panel is always different then my right panel load order.

It just depends on what depends on what. If an esp depends on another to work, the dependent mod comes after. The left pane doesn't necessarily need to be in a specific order. That all depends on which mod alters which textures/meshes/etc from the other. Some mods are esp only, so they only need to worry about coming after the one that was loaded when using CK. That may be a zip though, so it doesn't matter what order that is in at all in the left pane. Hopefully I'm explaining well.

 

The deck of cards concept. Those items lower are the ones that will win with there is a conflict. Those above are the looser. Bottom card wins. In this case the bottom mods win. The only reason for moving mods up or down is conflicts, which do you want to win, or show in the game. The Left and Right are separate both ways to get the game "just right". 

Posted

 

This part of MO has always eluded me for some reason. Does the left panel really have to reflect the same load order as the right panel ?? Some mods in my list does not use esm/esp but still active in the left panel but in the right panel. So in all the left panel is always different then my right panel load order.

 

 

 

This part of MO has always eluded me for some reason. Does the left panel really have to reflect the same load order as the right panel ?? Some mods in my list does not use esm/esp but still active in the left panel but in the right panel. So in all the left panel is always different then my right panel load order.

It just depends on what depends on what. If an esp depends on another to work, the dependent mod comes after. The left pane doesn't necessarily need to be in a specific order. That all depends on which mod alters which textures/meshes/etc from the other. Some mods are esp only, so they only need to worry about coming after the one that was loaded when using CK. That may be a zip though, so it doesn't matter what order that is in at all in the left pane. Hopefully I'm explaining well.

 

The deck of cards concept. Those items lower are the ones that will win with there is a conflict. Those above are the looser. Bottom card wins. In this case the bottom mods win. The only reason for moving mods up or down is conflicts, which do you want to win, or show in the game. The Left and Right are separate both ways to get the game "just right". 

 

 

The only type of mod that comes to my mind where this is necessary is Follower Mods.

If you have 2 or more mods that modify the same NPCs, the winning mod should be the same for left and right pane.

Follower mods alter NPC records as well as corresponding head meshes. They have to match.

Posted (edited)

The only type of mod that comes to my mind where this is necessary is Follower Mods.

If you have 2 or more mods that modify the same NPCs, the winning mod should be the same for left and right pane.

Follower mods alter NPC records as well as corresponding head meshes. They have to match.

Only for Skyrim. That is not necessary in Oblivion, Fallout 3, or Fallout New Vegas, and does not appear to be necessary for Fallout 4 either. And even in Skyrim, a follower mod is not necessarily changing the head at all, so it still might not matter. Edited by zippy57
Posted

 

The only type of mod that comes to my mind where this is necessary is Follower Mods.

If you have 2 or more mods that modify the same NPCs, the winning mod should be the same for left and right pane.

Follower mods alter NPC records as well as corresponding head meshes. They have to match.

Only for Skyrim. That is not necessary in Oblivion, Fallout 3, or Fallout New Vegas, and does not appear to be necessary for Fallout 4 either. And even in Skyrim, a follower mod is not necessarily changing the head at all, so it still might not matter.

 

 

Well if you install a mod that has papyrus and install Sexlab etc. One will override the other, same with various Ghost armors in Fallout NV as well. Which one do you want? I have dozens or more conflicts that have to be resolved to make sure the game presents the files I want. This is what the Left Side is for.

 

Run the game find a texture isn't quite what you want.. check the conflicts and move the mod with the assets you want up or down to resolve the conflicts.

 

However I will agree to a point because many of the mods have exactly or very close files that for the most part don't matter. However in some cases like with what I do I have patches (esp/esm) that I install to test.. (fertile breeder Sexout Breeder etc) and I can leave the old esp out. The new one will win because it is lower.

 

It might not be needed for many, however it is a very useful feature that some might need or wish to take advantage of.

Posted

 

 

This part of MO has always eluded me for some reason. Does the left panel really have to reflect the same load order as the right panel ?? Some mods in my list does not use esm/esp but still active in the left panel but in the right panel. So in all the left panel is always different then my right panel load order.

 

 

 

This part of MO has always eluded me for some reason. Does the left panel really have to reflect the same load order as the right panel ?? Some mods in my list does not use esm/esp but still active in the left panel but in the right panel. So in all the left panel is always different then my right panel load order.

It just depends on what depends on what. If an esp depends on another to work, the dependent mod comes after. The left pane doesn't necessarily need to be in a specific order. That all depends on which mod alters which textures/meshes/etc from the other. Some mods are esp only, so they only need to worry about coming after the one that was loaded when using CK. That may be a zip though, so it doesn't matter what order that is in at all in the left pane. Hopefully I'm explaining well.

 

The deck of cards concept. Those items lower are the ones that will win with there is a conflict. Those above are the looser. Bottom card wins. In this case the bottom mods win. The only reason for moving mods up or down is conflicts, which do you want to win, or show in the game. The Left and Right are separate both ways to get the game "just right". 

 

 

The only type of mod that comes to my mind where this is necessary is Follower Mods.

If you have 2 or more mods that modify the same NPCs, the winning mod should be the same for left and right pane.

Follower mods alter NPC records as well as corresponding head meshes. They have to match.

 

 

Thanks and i also found a mod for mod organizer to help me sort the left panel:

 

http://www.nexusmods.com/skyrim/mods/71625

Posted

Thanks and i also found a mod for mod organizer to help me sort the left panel:

If you just make the left panel match the right panel you are completely defeating the purpose of having both panels. You are much better off manually dealing with the conflicts.
Posted

You can also just copy the mod list into the current profile you desire (or all of them) and it should sort them accordingly. So you only have to work on one "master" and just update the rest with copy paste. This is for the left side. Right side should be by LOOT.

Posted

I am now able to install MO.. Version 2.0.4 haven't installed or tested the game yet with the mods installed but at least now It works with Win7x64 in installation. One thing I don't like is the addition to my user/appdata/local/ModOrganizer/game. I should be prompted where I want the default installs to go to not after it is installed. Even after changing it to the game folder these folders just keep on popping up and the ModOrganizer configuration file is there. If I reload the OS I would have to reconfigure these folders yet again instead of just copying the MO folder with the mods I have to now chase over to my app data to find that config file to back that up as well.

 

I like the new setup to a point where it recognizes the game I am playing and setups the folders accordingly so that all the games can be managed by one source of MO installation files and all just don't want it on my C drive.. That is crazy.. Maybe in a few years when SSDs are 1, 2. or 4 terrabytes but now when most only have 64, 120 or 256 (myself) for he OS drive filling up just one games folder of mods (25gigs) is a massive size given to mods and filling up 25gigs for 2, 3, or even 4 games at ~25 gigs it would take the entire drive.

 

A simple prompt when installing where the folders would be defaulted would be great. Doubt that would be difficult or even very complex.

 

I understand this version is very Alpha. I hope this issue is changed later when it becomes more mainstream and the various serious issues and bugs are resolved.

Posted

Yeah, I've been wondering if should put an installer on the OP. Traditionally I've avoided that. I've been considering waiting for the beta at least to post another version.

Posted

Yeah, I've been wondering if should put an installer on the OP. Traditionally I've avoided that. I've been considering waiting for the beta at least to post another version.

 

I agree with the waiting. This isn't quite ready for prime time at least on my system. The installer needs a bit more work and tweaking along with other parts of the MO. Hopefully soon. For themost part I am using the most current released version for the other games. Might have to use NMM for Fallout 4 until this is resolved. At least I am very happy that I can install it now that is great progress. The rest is just simple bug fixes :P.

 

For suggestion perhaps have the installer add to *whereever* however prompt where you want your game files installed (settings, mods, profiles etc) so that it can be easy to backup. This way MO can be instlaled to the OS drive, the data files needed to operate the game mods (settings etc downloads and such) can be placed on a separate drive. MO itself is tiny it is the files you use that is large. Having these two separate would be fine so that someone can have the massive mod collection MO allows on another drive and if the OS got installed.. well just point to that directory on that drive and have MO auto update. Like the setup it currently has with the Modorganizer/game/mods, profiles, downloads, settings etc. for example ModOrganizer/FAllout 4/Mods, Profiles, downloads etc. Modorganizer/Skyrim/mods, profiles, downloadsd settings etc. One central location for the mods which will also remove them from the game folder and centralizing them which would allow easier backups and in case something happens with the STeam game... nothing will happen to the files. Which happened to me in the past. Also keep the game folder / drive cleaner.

 

IN any case there is still a bunch of work on this current version (alpha) and I am sure Tannin would agree this should wait.

  • 2 weeks later...
Posted

I'm using MO for F:NV and I decided to install Athletic Body BnB and I'm having a problem. Yes, it's the infamous 'Black Panties bug'. At first glance I thought it was Archive Invalidation's fault, but some people had told me that the bug may be caused by adding a skin before the mesh.

I haven't installed any body skin UNLESS Mikoto Beauty Pack counts as a skin. I also tried to move meshes.bsa above skin.bsa in the archives tab, but nothing...

Fix?

Posted

Mo will show you conflicts in the conflicts panel. Search through those and find what mods are conflicting the meshes / textures for the body you are using. Then play with the order by moving them up and down until you get the fix. This can be done for any conflicts you suspect you have. In the end you can even selectively "hide" the file that is causing you problems for future and aid in keeping the files the way you want them to be (order wise).

  • 2 weeks later...
Posted

Mod Organizer: Raiders of the Lost External Harddrive

 

OK. So I think I can't configure MO to run Skyrim from the Steam folder when I have everything rounded up on my ext HD. I tried to browse for the proper path, but then the folder I need doesn't show anything but other folders; no executables. Is there a workaround for this?

 

post-279248-0-34378700-1457471552_thumb.jpg

 

post-279248-0-10391600-1457471800_thumb.jpg

 

So why is MO wanting me to select a folder to manage instead of the TESV launcher?

  • 2 weeks later...
Posted

Mod Organizer: Raiders of the Lost External Harddrive

 

OK. So I think I can't configure MO to run Skyrim from the Steam folder when I have everything rounded up on my ext HD. I tried to browse for the proper path, but then the folder I need doesn't show anything but other folders; no executables. Is there a workaround for this?

 

attachicon.gifMO error.JPG

 

attachicon.gifMO error 2.JPG

 

So why is MO wanting me to select a folder to manage instead of the TESV launcher?

Sorry, I'm rarely here anymore. I have always had MO in my Skyrim folder before firing it up, so Skyrim was already recognized. Maybe you just need to select the Skyrim folder, not its executable. I just moved everything from my comp to an ext HDD as well, but I haven't tried to use MO on it yet. Still moving stuff. Wouldn't surprise me if you got it working by now though.

Posted

Mod Organizer: Raiders of the Lost External Harddrive

 

OK. So I think I can't configure MO to run Skyrim from the Steam folder when I have everything rounded up on my ext HD. I tried to browse for the proper path, but then the folder I need doesn't show anything but other folders; no executables. Is there a workaround for this?

 

attachicon.gifMO error.JPG

 

attachicon.gifMO error 2.JPG

 

So why is MO wanting me to select a folder to manage instead of the TESV launcher?

 

That is just what MO is doing now. It did it to my game recently when I restored an old Copy of Skyrim (backup) to play. I had to select the folder instead of the .exe as before (at least I believe I did before :P) Just choose the game folder and it will find what it needs inside it.

 

Posted

I tried to browse for the proper path, but then the folder I need doesn't show anything but other folders; no executables.

Because you are choosing a folder, not an executable, thus there is no reason to display executables.

So why is MO wanting me to select a folder to manage instead of the TESV launcher?

Because, as specified in the screenshot you included, more than the launcher is required.
Posted

I dont know if this is the right place to ask this but my problem seems to be MO related.

 

So here´s the funky deal. I tried to replace body meshes to one of my skyrim race mods, but when i open the mesh with nifskope it´s the earlier body mesh. And here in lies the funkyness, if i cut and paste the whole character assets folder to another location and then open up the meshes wit nifskope they are the new meshes i created, but when i then move the character assets folder back into the MOs mod folder from where i moved it the meshes then revert back to the original again.  I have tried first deleting the original meshes and then copy/cut and paste, and just copy/cut and when prompted replaced the meshes. This has happened once before with another mod (Mod Organizer that time too) and is not limited to body meshes only. I tried searching for this problem but to no avail, so if anyone has any idea what causes this or even what this is i would be eternally grateful.

Posted

Grab the assets you want from MO mods folder. Drag them somewhere to work on them..When finished zip it up and have Mo install it. Make sure it is below the old version (check the conflicts to be sure file structure is great). Play. This will overwrite the old version, allow you to test, then delete the previous version you no longer want. You should be able to do what you are doing however it is best to keep it simple and work with the "MO way"..

 

I have extracted mods/grabbed folders from MO.. ripped them apart on the desktop to grab what I want to make a "patch" out of and any edits or customization and zipped them up and installed them again and made sure they were below the originals.. It worked each and every time.

 

Working IN MO.. can be tricky as MO might be keeping some records and unless you have MO shut completely down it might be reverting back something.. Not sure.

 

OH.. and if you do decide to edit the files directly with MO active .. make sure you start the program with MO through the tools. Not independently. (like working on a mod) Still not advised. I like keeping a folder on the desktop or somewhere to work on then zip up files as needed. (non mod content creation that is. )

Posted

Grab the assets you want from MO mods folder. Drag them somewhere to work on them..When finished zip it up and have Mo install it. Make sure it is below the old version (check the conflicts to be sure file structure is great). Play. This will overwrite the old version, allow you to test, then delete the previous version you no longer want. You should be able to do what you are doing however it is best to keep it simple and work with the "MO way"..

 

I have extracted mods/grabbed folders from MO.. ripped them apart on the desktop to grab what I want to make a "patch" out of and any edits or customization and zipped them up and installed them again and made sure they were below the originals.. It worked each and every time.

 

Working IN MO.. can be tricky as MO might be keeping some records and unless you have MO shut completely down it might be reverting back something.. Not sure.

 

OH.. and if you do decide to edit the files directly with MO active .. make sure you start the program with MO through the tools. Not independently. (like working on a mod) Still not advised. I like keeping a folder on the desktop or somewhere to work on then zip up files as needed. (non mod content creation that is. )

 

Well this works, hadnt really thought that nifskope would also need to be started through MO. Still bugs me though what causes this, tried again today and had no problems directly modifying the files. Another way I found out works is to open what ever it is you want to use to replace something else and save-as into the directory overwriting the old file. Thanks for your help :)

Guest endgameaddiction
Posted

That's pretty strange  why it would even do that. I always just swap assets in the mods folder without any issues. Could it be maybe admin rights? I can't think of anything else that would do something strange like that.

  • 2 weeks later...
Posted

Don't beat me up for such a simple question, I just switched to MO from NMM and I have to ask when you install a mod that overwrites a previous mod do I hit merge or replace?

For example, is you use SMIM and you add another mod that have to overwrite some things in SMIM, if I hot replace does it just replace the small files in the mod or the whole mod?

 

Edit : Disregard, I did some more searching and found my answer here....http://forum.step-project.com/topic/3113-installing-mods-with-mo-merge-replace-or-rename/

Posted

http://www.loverslab.com/topic/60320-butt-ton-of-mods-and-sudden-ctd-on-startup/

 

Someone was mentioning allot of crashes.Then i saw his list number, isn't MO suppose to stop the game from running when you exceed the 255 esp/esp ? I remember when i had 260 mods MO would not even load skyrim till start getting this number down to 255 esm/esp.

 

From what I am aware even the base game will not allow you to run more than 255, though from what I remember it will allow the game to get to the load screen it just will not go further.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...