Knightmare23 Posted December 27, 2013 Posted December 27, 2013 yup, hopefully they will make it fully compatible with MO in the next update/s as it is listed in their to-do list.
hryh23k9823u Posted December 29, 2013 Posted December 29, 2013 Derp. I disabled the promt that ask you to extract or maintain the .bsa files, and Im having problems with some scripted mods. Thing is that I dont know how to re-enable the prompt or disable the automatic .bsa extraction xD Â Herp. Â Nevermind, configuration button, general, reset dialogs.
h38fh2mf Posted December 29, 2013 Posted December 29, 2013 How do I use BOSS with this? Â Also I can't open the mods in CK?
sci fi samurai Posted December 29, 2013 Posted December 29, 2013 How do I use BOSS with this?  Ditto. I have BOSS installed, but I'm having trouble getting it to run through MO.  I click the drop down menu to the left of Run. Click <Edit...> and locate the BOSS.exe in the Binary type box. Click OK and the menu closes, but BOSS isn't present in the drop down menu.  Is there something else I need to do first?  Thanks.
h38fh2mf Posted December 29, 2013 Posted December 29, 2013 Oops nevermind about CK it's in the list where SKSE is chosen.
h38fh2mf Posted December 29, 2013 Posted December 29, 2013 How do I compile scripts with MO ? It says everything is missing, doesn't even know what referencealias is.
h38fh2mf Posted December 29, 2013 Posted December 29, 2013 Ok I thought I could force myself to like this program but I hate it so much I can't do it. It doesn't add the files to skyrim so I can never edit anything or even compile scripts without installing with NMM anyway. Also it makes bodystudio and boss usage much more difficult.
bob11 Posted December 29, 2013 Posted December 29, 2013 Ok I thought I could force myself to like this program but I hate it so much I can't do it. It doesn't add the files to skyrim so I can never edit anything or even compile scripts without installing with NMM anyway. Also it makes bodystudio and boss usage much more difficult.  You just create a script compilation folder, copy all the required files in (like skyui source, skse source and all the skyrim scrips folder in there.  Change the skyrim Papyrus bat file to point to and compile in that directory.  Once you're done compiling, copy the new scripts into their relevant mods in MO and try again.  The script folder doesn't take up much space, so you're not really wasting much.  That's how I edit sexlab related mods including the framework.  If the edit can be done with CK or TES5edit, I run those from inside MO.  Not sure why you have a problem with BOSS, you just use the dropdown menu, choose Edit, give a title, point to the .exe file, click Add, and it should be there.  I haven't tried outfit studio yet to check what it's doing.  Bodyslide does work though.    How do I use BOSS with this?  Ditto. I have BOSS installed, but I'm having trouble getting it to run through MO.  I click the drop down menu to the left of Run. Click <Edit...> and locate the BOSS.exe in the Binary type box. Click OK and the menu closes, but BOSS isn't present in the drop down menu.  Is there something else I need to do first?  Thanks.   As above, click Add instead of OK. Â
h38fh2mf Posted December 29, 2013 Posted December 29, 2013 Seems like a lot of extra work for no reason. Â Even with all the crashes NMM is easier to use and takes less of my time which I thought was the whole point of the program.
AwfulArchdemon Posted December 29, 2013 Author Posted December 29, 2013 Until you realize that NMM installation has overwritten textures and meshes files that can't be recovered without backtracking to the beginning, and reinstalling a ton mods, and ending up with the same damn problem.  With MO, files being overwritten are no longer an issue. It may take a bit of studying, but once you've learned MO, it's way better than anything out there. Have you ever used Wryebash? You need to do a bit of studying there too, but that doesn't mean no one should use it, and it certainly doesn't mean NMM is the answer. On the contrary; NMM is the problem that MO has solved. I haven't used NMM in many months. Not since before this thread was started in August.  Read the thread. How many people absolutely love MO, and hate NMM? It's just a bit of learning. If you think MO is difficult to use, by all means, stick with NMM. When you get stuck with CTDs, or missing textures, and you're going nuts trying to find out what the hell is wrong, just remember that those problems would never have happened if you had just learned MO, and used it.  And about CK...you can use it without MO! It's not necessary to use MO to run CK, but it can be done, if you know how. bob11 has graciously pointed out how that's done. Thank you bob11 . Let's say, for example, you want to make an esp. CK puts it in the data folder. Simply do what you want done, go find your new esp in the data folder, rar or zip it, take the esp out (if you want), and use the new rar file as a mod to be installed into MO.  MO is not necessary to run CK properly, but I use CK in MO. I have no issues whatsoever with MO, and I never really have.         MO is your friend   MO is your family  MO is the future
bob11 Posted December 29, 2013 Posted December 29, 2013 Seems like a lot of extra work for no reason. Â Even with all the crashes NMM is easier to use and takes less of my time which I thought was the whole point of the program. Â The point of this program is to keep your Skyrim data folder as clean as the day it was created, show you mod synergies and overwrites, allow you to prioritize which mod overwrites which file without actually losing any files in the process, without having to reinstall anything, and install/uninstall mods without fearing something got left over SOMEWHERE in the Data folder or that the wrong file was removed. Â It also allows you to decompress bsa on mod installation and use loose files instead, plus it has profiles just in case, and .ini files per profile so your normal .ini files aren't edited.
sci fi samurai Posted December 29, 2013 Posted December 29, 2013 Thanks for the help bob11 Â As for the whole MO vs NMM, I can't really comment. Been playing Skyrim for about a month, and modding less than that. Been using the MO the whole trek, though. No complaints.
RitualClarity Posted December 30, 2013 Posted December 30, 2013 Lets not forget the profiles. They also contain saves. This means that you can copy and paste setups and experiement with new mods without even touching the game you were playing. If you want to see how a mod will work or a new upgrade. Copy - add new name - make sure the mods are selected - then play. If you don't like the results delete the profile and start back on the old game. Those custom .ini files can be a life saver when you are testing some tweak as well. Tweak an old profile that you are board of or copy a test and use it. If you like it copy the new ini to the rest of the profiles as needed or desired. Â There is a bigger learning curve. True. There are steps that are required that are tedious at first ... true... In the end you have protection of your modded game. A needed feature for Skyrim with all the Save issues that can occur with mods. Â Â
hryh23k9823u Posted December 30, 2013 Posted December 30, 2013 Ok I thought I could force myself to like this program but I hate it so much I can't do it. It doesn't add the files to skyrim so I can never edit anything or even compile scripts without installing with NMM anyway. Also it makes bodystudio and boss usage much more difficult. Â All the stuff is right there, but instead of being in the 'data' folder, is in the 'mod' folder inside the Mod Organizer folder... In fact, you dont even need to navigate to that folder, right click any installed mod and you can open its folder directly and edit any stuff you want xD Â Â Â Seems like a lot of extra work for no reason. Â Even with all the crashes NMM is easier to use and takes less of my time which I thought was the whole point of the program. Â The point of this program is to keep your Skyrim data folder as clean as the day it was created, show you mod synergies and overwrites, allow you to prioritize which mod overwrites which file without actually losing any files in the process, without having to reinstall anything, and install/uninstall mods without fearing something got left over SOMEWHERE in the Data folder or that the wrong file was removed. Â It also allows you to decompress bsa on mod installation and use loose files instead, plus it has profiles just in case, and .ini files per profile so your normal .ini files aren't edited. Â Â I think its something even more important, and its that mods are never mixed, unlike manual installations or NMM that mix all the mods in its default folder (all scripts in the script folder, all meshes in meshes folder, etc.), with MO all mods are separated and its actually easier to modify stuff with MO. Another very important function is than you can easily check the resulting virtual 'data' directory and see what mod is actually adding each file (let's say manequinactivatorscript.pex, I can easily say than this is being provided by unofficial skyrim patch, and its red so means its overwritting the same file which would be provided by another mod, and MO tells me that this would be unofficial hearthfires patch, and if I want to use the one from this mod I only need to drag and drop it under the other mod...) Â Well in conclusion its just an example but it's all so HUGE advantages in every single aspects and no disadvantage at all that really, really its worth putting some effort and getting rid of NMM definetively. Â As for how install BOSS, or any other executable, before pressing 'OK' click on 'Add'. Same when you want to modify an executable, you press 'Modify', then click 'Ok'
HeavyDude Posted December 30, 2013 Posted December 30, 2013 Seems like a lot of extra work for no reason. Â Even with all the crashes NMM is easier to use and takes less of my time which I thought was the whole point of the program. Â The point of MO is that you don't have to reinstall Skyrim every time you want to change the mods you play with. It's very easy to make the mod configurations you want to play with, via profiles. So I can play with certain mods in one playtrough/save, and easily switch profiles to switch to another playthrough/save. Â It doesn't touch your Skyrim folder at all, and if you keep backups of mods its dead easy to reinstall them and only choose to install the files you want from it (comes handy when installing texture packs). Most conflicts can be resolved in MO itself (mostly for textures) via the override function; in NMM you can overwrite textures OR not, then if you change your mind you have to reinstall; in MO you just change the load order. Â It takes some work to get the hang of it, but its a Mod ORGANIZER, so it makes it easier to do just that, to organize mods. NMM is a nightmare beyond a certain point and I'll never go back.
hryh23k9823u Posted December 31, 2013 Posted December 31, 2013 Just a little update about how to install Bodyslide 2 and Outfit Studio in Mod Organizer. I never had issues but then I updated just today (just realized I was outdated lol) and then the problems appeared. To avoid both crash and 'need elevation' thing and propertly have Bodyslide 2 in MO: Â -Install Bodyslide 2 through Mod Organizer (in the installer, drop 'CalienteTools' outside Data and make sure its checked. Once installed, right click on it and click 'Ignore missing data' if you're worried about it appearing greyed out, its normal since MO doesnt recognize 'CalienteTools' as a default Data directory.) -Drag and Drop the mod under the original Bodyslide mod, to override it's old Bodyslide.exe and other necessary files for Bodyslide 2 to work. -Right click the mod again, Open Folder and set Bodyslide.exe to run as administrator. You need to set Mod Organizer to run as administrator aswell. -Do not install through the 'Configure Executables' tool. Instead, go to the Data tab on the right, navigate throgh the virtual directory to CalienteTools/Bodyslide/Bodyslide.exe (make sure again the provider is 'Bodyslide 2 and Outfit Studio' that should appear in red). Right click on Bodyslide.exe and 'Add as executable'. -That's it. Â Well in my case it's how I install anything that comes with an executable (FNIS, SkyProc's, etc.), however this time the program crashed without setting both MO and Bodyslide 2 to run as administrator, and if I hooked Bodyslide 2 through the 'Configure Executables' tool, I had the 'need elevation' stuff.
AwfulArchdemon Posted January 2, 2014 Author Posted January 2, 2014 Happy New Year!  from  Mod Organizer!
Leeeeeroy Posted January 2, 2014 Posted January 2, 2014 i'll give it a try, but wanted to know if it works with oblivion as well? i want to get rid of nmm on my pc
RitualClarity Posted January 3, 2014 Posted January 3, 2014 It is suppose to work with Oblivion however I personally haven't used it for Oblivion yet. You may need to follow the instructions for OBMM because some mods need that to install. There should be instructions on this on mods main wiki. You can actually use other "tools" as well like wyrebash and such.
AwfulArchdemon Posted January 3, 2014 Author Posted January 3, 2014 i'll give it a try, but wanted to know if it works with oblivion as well? i want to get rid of nmm on my pc Yes. It works fine with Obl. A tad more complicated than using MO with Skyrim, but that's just because the files for Obl mods aren't usually packed for MO, and a lot of them are OMODs. Â I use MO for Obl and Skyrim. Haven't tried it for Fallout 3/NV yet.
Guest Posted January 3, 2014 Posted January 3, 2014 Loving this so much more than NMM. Question about FNIS, I always have this in my Overwrite folder after running it. Â Â I noticed this post about the Tools folder: Â Â After screwing around with FNIS and MO, I realized something. I've suggested that people install FNIS manually, but it appears that's not necessary. Â When you 'extract' the 'FNIS Always Necessary' files, you don't have to put everything in you data directory. The only thing you need is the 'tools' folder. Copy that from the FNIS 'Always Necessary' files, and paste it into your Skyrim\data folder. The just use MO for the rest. You don't need to manually install the 'Spells' mod manually. You don't even have to install the Creatures Pack manually. Just Get the 'tools' folder into Skyrim\data, and install everything else into MO like normal. Â This makes it really quick and easy to uninstall FNIS, for new versions/updates. Â So I tried it, but I still have those Overwrite files (I know it wasn't meant to, but it involved the folder). So then I tried this method: Â However, I suppose the more important part is how to deal with the temporary files generated in the "overwrite" folder and here's what I do: Â 1. Run GenerateFNISforUsers and then refresh the mod list once, so that you can see the temporary files generated in the "overwrite" folder. 2. Right click on the "overwrite" section at the bottom of the mod list and then choose "Sync to Mods" and you should be able to see FNIS in "Sync To" drop down menus for at least a couple of files. Click OK. Doing this will move the three newly generated HKX files into the FNIS mod folder. The game will read those files from within the FNIS mod folder so it's important that you enable FNIS (and FNIS Creature Pack if you installed it). 3. We don't really need the rest of the files in the overwrite folder (bunch of XML and TXT files), so simply delete them. Although, make sure that what you're going to delete were indeed generated by FNIS. Â The three steps above is what you should do whenever you install a new mod that requires you to run FNIS. Â This seemed to me the best possible way to keep the game's Data folder clean and the installed mods isolated from each other. Â HTH. Â But the sync options only showed up for two of the files. The rest wouldn't let me select anything. Â Long story short, I've always just been dragging the files from the Overwrite file to the FNIS mod in the list after every update. Â Also just had an SKSE/Plugins/StorageUtil.save pop up in the Overwrite. Not sure where to put that.
AwfulArchdemon Posted January 3, 2014 Author Posted January 3, 2014 Hmmm, I just did the same thing. Meshes and tools came back after generating. I emptied my overwrites folder entirely. I took my storageutil thingy out. It might come back. idk. Never messed with this stuff before. Looks like the same thing happens to me. Having any problems? How is FNIS installed for you now?
hryh23k9823u Posted January 3, 2014 Posted January 3, 2014 If you install FNIS through MO all behavrious files should be placed inside FNIS, if you install FNIS outside MO, let's say in your 'Data' folder, their files will be placed inside 'Overwrite'. Not that it matters, however.
RitualClarity Posted January 3, 2014 Posted January 3, 2014 Are you stating that the normal files locations are wrong here with FINIS.? There needs to be a different places for the files to be loaded to not get them installed in the overwrite folder?
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