hryh23k9823u 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? I'm just saying that if you install FNIS through Mod Organizer (using its installer and then having FNIS in your mod list), the behaviours will be generated inside the mod folder (although temporary logs will be placed inside 'tools' in Overwrite), and if you instal FNIS manually outside MO (let's say inside skyrim/data), the behaviours will be placed in Overwrite. But it doesn't really matter having them in Overwritte (unless you run multiple savegames with diferent mods), it's more 'clean' to have the generated behaviours (and same for any mod that comes with a batcher patch) inside the proper Fnis mod in Mod Organizer. That way only the temporal logs will be placed in Overwrite, they dont conflict if you run mutiple profiles; or do as AwfulArchdemon suggest and install FNIS through MO, but move 'tools' to the actual skyrim/data
Deedlit Posted January 4, 2014 Posted January 4, 2014 lol just now founded that section of forum, bit late... http://www.loverslab.com/topic/24836-going-resinstall-skyrim-and-need-help/ , now using MO, toke me ages till fix fnis, but all things working now and learned at least how dnt mess too much with MO, but if ppl have tips or a starter im glad.
wayra Posted January 4, 2014 Posted January 4, 2014 Scripting and MO is complicated to me, I get that you can't really run compile scripts in MO-creation kit. So for scripting you have to use the creation kit outside MO, but the problem with that creation kit outside of MO is that you can't load the various mods you installed. So that means you have to directly install Sexlab.esm and any mods/masterfiles into the skyrim/data directory. But interestingly, any directly installed mods can be loaded through the MO-creation kit. Am I getting the gist of it? Is there any easier way to consolidate the mods in data directory and the mods in the virtual directory created by MO?
hryh23k9823u Posted January 4, 2014 Posted January 4, 2014 Scripting and MO is complicated to me, I get that you can't really run compile scripts in MO-creation kit. So for scripting you have to use the creation kit outside MO, but the problem with that creation kit outside of MO is that you can't load the various mods you installed. So that means you have to directly install Sexlab.esm and any mods/masterfiles into the skyrim/data directory. But interestingly, any directly installed mods can be loaded through the MO-creation kit. Am I getting the gist of it? Is there any easier way to consolidate the mods in data directory and the mods in the virtual directory created by MO? How do you run CK through MO? Hooking it through the "Configure Executable" button, or through the virtual "Data" folder?
AwfulArchdemon Posted January 4, 2014 Author Posted January 4, 2014 Scripting and MO is complicated to me, I get that you can't really run compile scripts in MO-creation kit. So for scripting you have to use the creation kit outside MO, but the problem with that creation kit outside of MO is that you can't load the various mods you installed. So that means you have to directly install Sexlab.esm and any mods/masterfiles into the skyrim/data directory. But interestingly, any directly installed mods can be loaded through the MO-creation kit. Am I getting the gist of it? Is there any easier way to consolidate the mods in data directory and the mods in the virtual directory created by MO? bob11 said this few post ago: 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.
Guest Posted January 4, 2014 Posted January 4, 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? Right now I have the Tools in the actual Data folder, and the rest in MO. When you take the storageutil out, where do you place it? Animations are working great, but saving is crashing the game. I need to test if that is mod related or what.
AwfulArchdemon Posted January 4, 2014 Author Posted January 4, 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? Right now I have the Tools in the actual Data folder, and the rest in MO. When you take the storageutil out, where do you place it? Animations are working great, but saving is crashing the game. I need to test if that is mod related or what. It has to be. When I took my storeutil.save thingy, I placed gently in the Recycle Bin.
Guest Posted January 4, 2014 Posted January 4, 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? Right now I have the Tools in the actual Data folder, and the rest in MO. When you take the storageutil out, where do you place it? Animations are working great, but saving is crashing the game. I need to test if that is mod related or what. It has to be. When I took my storeutil.save thingy, I placed gently in the Recycle Bin. Hah, thanks.
hryh23k9823u Posted January 4, 2014 Posted January 4, 2014 But really, the CK stuff, it doent see the virtual 'data' folder if you hook it from there instead of "Configure Executable Button"? Or it needs to go forcefuly in the Skyrim main root?
AwfulArchdemon Posted January 4, 2014 Author Posted January 4, 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? Right now I have the Tools in the actual Data folder, and the rest in MO. When you take the storageutil out, where do you place it? Animations are working great, but saving is crashing the game. I need to test if that is mod related or what. It has to be. When I took my storeutil.save thingy, I placed gently in the Recycle Bin. Hah, thanks. Disclaimer! I didn't say to do it! I just said that's what I did! I'd just leave it alone for now, until I can confirm it's not a big deal. If I have any problems at all, you'll be the 1st to know (assuming you're the 1st to read my reply here). So far, all gravy.
AwfulArchdemon Posted January 4, 2014 Author Posted January 4, 2014 But really, the CK stuff, it doent see the virtual 'data' folder if you hook it from there instead of "Configure Executable Button"? Or it needs to go forcefuly in the Skyrim main root? Why wouldn't you put CK in the skyrim dir?
hryh23k9823u Posted January 4, 2014 Posted January 4, 2014 But really, the CK stuff, it doent see the virtual 'data' folder if you hook it from there instead of "Configure Executable Button"? Or it needs to go forcefuly in the Skyrim main root? Why wouldn't you put CK in the skyrim dir? To install it through Mod Organizer in its virtual directory. A simply way to have your compilations inside a 'CK' mod in MO.
AwfulArchdemon Posted January 4, 2014 Author Posted January 4, 2014 And that works??? I've certainly never tried that before.
hryh23k9823u Posted January 4, 2014 Posted January 4, 2014 And that works??? I've certainly never tried that before. It should work... Unless CK needs to be in the same folder than tesv.exe But what bugs me is its compilations not falling inside "Overwrite", it should be the logical place, and comes handy cause "Overwrite" has this function to compilate mods.
AwfulArchdemon Posted January 4, 2014 Author Posted January 4, 2014 And that works??? I've certainly never tried that before. It should work... Unless CK needs to be in the same folder than tesv.exe But what bugs me is its compilations not falling inside "Overwrite", it should be the logical place, and comes handy cause "Overwrite" has this function to compilate mods. As tempting as it sounds, I'll just run like I do now, until I find reasons to compile shit. Then I might be tempted to install CK as a "mod". Afterall, MO is coming out with a new, beautiful* version soon (*you'll see what I mean).
hryh23k9823u Posted January 4, 2014 Posted January 4, 2014 And that works??? I've certainly never tried that before. It should work... Unless CK needs to be in the same folder than tesv.exe But what bugs me is its compilations not falling inside "Overwrite", it should be the logical place, and comes handy cause "Overwrite" has this function to compilate mods. As tempting as it sounds, I'll just run like I do now, until I find reasons to compile shit. Then I might be tempted to install CK as a "mod". Afterall, MO is coming out with a new, beautiful* version soon (*you'll see what I mean). You dont tell me virtual "skyrim/data"?? That'd be just awesome as hell. Also I thought in automatically removing the innecesary Data folder and place the proper folder directly on top (in virtual <data>)
AwfulArchdemon Posted January 4, 2014 Author Posted January 4, 2014 And that works??? I've certainly never tried that before. It should work... Unless CK needs to be in the same folder than tesv.exe But what bugs me is its compilations not falling inside "Overwrite", it should be the logical place, and comes handy cause "Overwrite" has this function to compilate mods. As tempting as it sounds, I'll just run like I do now, until I find reasons to compile shit. Then I might be tempted to install CK as a "mod". Afterall, MO is coming out with a new, beautiful* version soon (*you'll see what I mean). You dont tell me virtual "skyrim/data"?? That'd be just awesome as hell. Also I thought in automatically removing the innecesary Data folder and place the proper folder directly on top (in virtual <data>) "Unnecessary 'data' folder"?
hryh23k9823u Posted January 4, 2014 Posted January 4, 2014 And that works??? I've certainly never tried that before. It should work... Unless CK needs to be in the same folder than tesv.exe But what bugs me is its compilations not falling inside "Overwrite", it should be the logical place, and comes handy cause "Overwrite" has this function to compilate mods. As tempting as it sounds, I'll just run like I do now, until I find reasons to compile shit. Then I might be tempted to install CK as a "mod". Afterall, MO is coming out with a new, beautiful* version soon (*you'll see what I mean). You dont tell me virtual "skyrim/data"?? That'd be just awesome as hell. Also I thought in automatically removing the innecesary Data folder and place the proper folder directly on top (in virtual <data>) "Unnecessary 'data' folder"? Yeah I mean, you know some modders releases theyr files like data/meshes/pornarmor/nastycurias_1.nif for example, and when installing through MO, you have to manualy move the real stuff "/meshes/..." outside data, cause you dont want <data>/data/meshes/... So automatically deting the 'delincuent' folder you'd make millions of mods 'MMO Installable' instead of 'MMO installable by droping the content out of data, and unchecking data" xD Well, the virtual skyrim/data isnt gonna be, is it?
bob11 Posted January 4, 2014 Posted January 4, 2014 And that works??? I've certainly never tried that before. It should work... Unless CK needs to be in the same folder than tesv.exe But what bugs me is its compilations not falling inside "Overwrite", it should be the logical place, and comes handy cause "Overwrite" has this function to compilate mods. As tempting as it sounds, I'll just run like I do now, until I find reasons to compile shit. Then I might be tempted to install CK as a "mod". Afterall, MO is coming out with a new, beautiful* version soon (*you'll see what I mean). You dont tell me virtual "skyrim/data"?? That'd be just awesome as hell. Also I thought in automatically removing the innecesary Data folder and place the proper folder directly on top (in virtual <data>) "Unnecessary 'data' folder"? Yeah I mean, you know some modders releases theyr files like data/meshes/pornarmor/nastycurias_1.nif for example, and when installing through MO, you have to manualy move the real stuff "/meshes/..." outside data, cause you dont want <data>/data/meshes/... So automatically deting the 'delincuent' folder you'd make millions of mods 'MMO Installable' instead of 'MMO installable by droping the content out of data, and unchecking data" xD Well, the virtual skyrim/data isnt gonna be, is it? Eh... You can always select the second Data folder, right-click and set it as data folder.
hryh23k9823u Posted January 4, 2014 Posted January 4, 2014 And that works??? I've certainly never tried that before. It should work... Unless CK needs to be in the same folder than tesv.exe But what bugs me is its compilations not falling inside "Overwrite", it should be the logical place, and comes handy cause "Overwrite" has this function to compilate mods. As tempting as it sounds, I'll just run like I do now, until I find reasons to compile shit. Then I might be tempted to install CK as a "mod". Afterall, MO is coming out with a new, beautiful* version soon (*you'll see what I mean). You dont tell me virtual "skyrim/data"?? That'd be just awesome as hell. Also I thought in automatically removing the innecesary Data folder and place the proper folder directly on top (in virtual <data>) "Unnecessary 'data' folder"? Yeah I mean, you know some modders releases theyr files like data/meshes/pornarmor/nastycurias_1.nif for example, and when installing through MO, you have to manualy move the real stuff "/meshes/..." outside data, cause you dont want <data>/data/meshes/... So automatically deting the 'delincuent' folder you'd make millions of mods 'MMO Installable' instead of 'MMO installable by droping the content out of data, and unchecking data" xD Well, the virtual skyrim/data isnt gonna be, is it? Eh... You can always select the second Data folder, right-click and set it as data folder. Lol, live one day longer and you'll learn another of the Wonders of Mod Organizer Omnipotens!
AwfulArchdemon Posted January 4, 2014 Author Posted January 4, 2014 I'm back. Leave it to Lother to have more awesome questions, and bob11 to have more awesome answers. I'm all over this site. Sorry I don't always get here right away, but this really is a pretty great support thread. Thanks guys. I can't wait for the next MO version!
wayra Posted January 4, 2014 Posted January 4, 2014 I'm back. Leave it to Lother to have more awesome questions, and bob11 to have more awesome answers. I'm all over this thread. Sorry I don't always get here right away, but this really is a pretty great support thread. Thanks guys. I can't wait for the next MO version! This thread is great, I think it would be pretty cool if someone with the qualified authority/expertise (*cough Awfularchdemon* cough) to write a guide on how to setup MO with CK for modders/scripters.
AwfulArchdemon Posted January 4, 2014 Author Posted January 4, 2014 I'm back. Leave it to Lother to have more awesome questions, and bob11 to have more awesome answers. I'm all over this thread. Sorry I don't always get here right away, but this really is a pretty great support thread. Thanks guys. I can't wait for the next MO version! This thread is great, I think it would be pretty cool if someone with the qualified authority/expertise (*cough Awfularchdemon* cough) to write a guide on how to setup MO with CK for modders/scripters. I'm already on top of that, actually. Let me just confer with my 'council' before all of my plans are put in motion. (video game-speak, gotta love it)
Deedlit Posted January 4, 2014 Posted January 4, 2014 can someone guide on that? got that msg inside skyrim.ini : [GeneralWarnings]SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.its a regular thing with MO? or theres a wy to find the warnings.txt? tried and dnt find that Edited: looks like got fixed, i was down from 58-60 fps to 22, removed a "bug fix" from nexus and goes all cool again, still the same msg at skyrim.ini, but now got my fps back, so if can be correct (the skyrim.ini at my docs and the one at profiles of MO have same msg) im glad.
RitualClarity Posted January 5, 2014 Posted January 5, 2014 Eh... You can always select the second Data folder, right-click and set it as data folder. Still good to look over the mods to make sure the files are what you want before importing them to MO. I use manual quite often and find I have created an habit of using that tool even though it is advised to allow MO to do the works it's self. Keep in mind if someone created a folder structure that isn't properly structured then they might have other issues that you might want to look at.
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