gvman3670 Posted February 20, 2014 Posted February 20, 2014 What's the advice on how to install things and in which order? I guess the first is SKSE? or is it BOSS? can BOSS be installed through MO? then FNIS, FNIS creature and spells? through MO or not? Is SKSE the only mod that requires to be installed without using MO? what about CBBE, bodyslide and bodyslide 2? I will write everything up as I go and post the result as a how-to. That is... if I ever get it to work, LOL. Install SKSE manually and ignore SkyUI's warning it generates (it merely doesn't find it in the virtual directory so it can be ignored as long as you know you installed SKSE). I installed FNIS mods manually then set the FNIS Generator tool as an executable inside of MO. Works perfectly. Set BOSS as an executable inside of MO. This orders your .esm and .esp files in the virtual directory. You can still set what "over-reads" what in the left pane, though. I don't use Bodyslide so I can't help there, but it seems as though it "should" be able to be set up in MO.
bob11 Posted February 20, 2014 Posted February 20, 2014 ok, I am now trying to install SKY UI and it complains about not seeing SKSE... any ideas? You're running SKSE instead of Skyrim Launcher through MO I take it?
gvman3670 Posted February 20, 2014 Posted February 20, 2014 To download from Nexus you have to click the tools icon at the top to go into "settings". Click the "workarounds" tab. In there you'll see "NMM Version", and this needs to be set to the most current version of NMM (which is now 0.47.3). Then it should download from Nexus just fine, but I just download manually anyway.
wayra Posted February 20, 2014 Posted February 20, 2014 still haven't figured out how to create mod dependencies. Any help? Mod dependencies? Elaborate. I want to make an NPC follower (for my own use) in the creation kit. I want to use the raven witch armor and also give my npc followers some spells from the apocalypse spell package. In order to do that I have to make my npcfollower.esp file dependent on the other ravenwitcharmor.esp and the spellpackage.esp. So I am using Wyre Bash to do this, I launch Wyre Bash through MO, however whenever I choose to "add masters" or "esmfying self", I get an error saying that my esp file is not in the data directory. (and as you all know the esp files are stored in MO's directory)
RitualClarity Posted February 20, 2014 Posted February 20, 2014 ok, I am now trying to install SKY UI and it complains about not seeing SKSE... any ideas? It should be able to see it if you installed it manually. Also there is a post here on this thread (posted on your old thread as well) related to FINIS installation based on what the OP does. Post #601. A little work but he claims it is the best way he knows how to do it. EDIT: wait I remember warnings a well. You can ignore those warnings so long as you are sure that SKSE is indeed installed properly. I remember that it did sort of freak me out when I saw that the first time..
RitualClarity Posted February 20, 2014 Posted February 20, 2014 still haven't figured out how to create mod dependencies. Any help? Mod dependencies? Elaborate. I want to make an NPC follower (for my own use) in the creation kit. I want to use the raven witch armor and also give my npc followers some spells from the apocalypse spell package. In order to do that I have to make my npcfollower.esp file dependent on the other ravenwitcharmor.esp and the spellpackage.esp. So I am using Wyre Bash to do this, I launch Wyre Bash through MO, however whenever I choose to "add masters" or "esmfying self", I get an error saying that my esp file is not in the data directory. (and as you all know the esp files are stored in MO's directory) I believe you have to run Wyre Bash outside of MO. It may be the same as with GECK and other game creation tools. When you start getting into complex functions it freaks out and refuses to work properly. If you are up to an experiment perhaps copy the needed files into your overwrite folder while you are working on the mod in question and see if WyreBash can then see it properly. If it don't work.. no problem just delete it out of your overwrite folder. Something to do until you get some other answers and shouldn't hurt anything. It is just needed to make the dependency or "master" in WyreBash.
manarak Posted February 20, 2014 Posted February 20, 2014 ok, I am now trying to install SKY UI and it complains about not seeing SKSE... any ideas? You're running SKSE instead of Skyrim Launcher through MO I take it? yes... I installed SKY UI anyway, ignoring the warning. it worked.
RitualClarity Posted February 20, 2014 Posted February 20, 2014 Make sure that when you start a game "profile" with mods that require SKSE that you start the game with the SKSE launcher.
AwfulArchdemon Posted February 20, 2014 Author Posted February 20, 2014 Now, go down to the 'overwrite' tab on MO's main menu (all the way at the bottom on the left). Right-click it to pull up a small menu, and click 'create mod...'. This will put the 'tools' folder and all that FNIS generated into a mod, and you can then activate that mod in MO. No more 'overwrite' info. Are you saying that if it is installed this way it won't create more files in the overwrite folder when you re-run FINIS with changes ? If so I might be playing Skyrim sooner than I thought. Nope. When it says 'generate', it means it. Right now, FNIS is made to generate it's info in a "manual install" way, so right to the data folder. I haven't tried to figure out how to redirect FNIS' generated info to the virtual directory yet. Then again, I'm not MO's or FNIS' creator. Should be totally possible though. That's a question for the almighty Fore. I can't wait to know how to alter FNIS myself. Those classes are probably like a year or 2 away though. All in good time my friend. I have mega-geniuses for teachers, and some students fit that description as well. Those students are just there to get the credentials to land a pro career in game design. Without the piece of paper saying they know everything, they'll never get hired by a big game company like Bethesda. Short version: each time you run FNIS, the 'overwrite' folder gets the 'tools' and 'meshes' folder back. I'm not sure if SKSE will get it's info back in 'overwrite' each time you run it though. I've only recently (just now) made a mod of SKSE (not necessary, but I like to have fun with MO).
AwfulArchdemon Posted February 20, 2014 Author Posted February 20, 2014 Give me a moment Labsters. I'm reading 20 replies to MO and unpacking and organizing my schoolwork at the same time (just got back...I'm hungry too It's been a long-ass day).
AwfulArchdemon Posted February 20, 2014 Author Posted February 20, 2014 Anyone else use this with Fallout 3 and Windows XP? It works for a few mods a few times, then starts exploding for no discernible reason. The error in the log is INFO (22:35:52.0765): Windows Exception (c0000005). Origin: "C:\Program Files\Bethesda Softworks\Fallout 3\Fallout3.exe". Last hooked call: unsigned long __stdcall GetFileAttributesW_rep(const unsigned short *) At that point, it won't work even if you switch off all the mods back to the basic game. The only thing that DOES work is to delete the whole damn folder and start from scratch. That eventually gives the same error and has to be deleted as well. Using v1.1.1. Have you tried running the game through MO without mods for a little while to see if it works fine? How long does it usually take for the crash? Also, and more importantly, do you have your game installed to it's default file path? Meaning, did you just click install when you originally got the game, or did you 'browse..' and pick a different installation destination? If you just installed it without choosing it's path, move your game to a different installation destination. I use C:\Games\Steam\...
RitualClarity Posted February 20, 2014 Posted February 20, 2014 Now, go down to the 'overwrite' tab on MO's main menu (all the way at the bottom on the left). Right-click it to pull up a small menu, and click 'create mod...'. This will put the 'tools' folder and all that FNIS generated into a mod, and you can then activate that mod in MO. No more 'overwrite' info. Are you saying that if it is installed this way it won't create more files in the overwrite folder when you re-run FINIS with changes ? If so I might be playing Skyrim sooner than I thought. Nope. When it says 'generate', it means it. Right now, FNIS is made to generate it's info in a "manual install" way, so right to the data folder. I haven't tried to figure out how to redirect FNIS' generated info to the virtual directory yet. Then again, I'm not MO's or FNIS' creator. Should be totally possible though. That's a question for the almighty Fore. I can't wait to know how to alter FNIS myself. Those classes are probably like a year or 2 away though. All in good time my friend. I have mega-geniuses for teachers, and some students fit that description as well. Those students are just there to get the credentials to land a pro career in game design. Without the piece of paper saying they know everything, they'll never get hired by a big game company like Bethesda. Short version: each time you run FNIS, the 'overwrite' folder gets the 'tools' and 'meshes' folder back. I'm not sure if SKSE will get it's info back in 'overwrite' each time you run it though. I've only recently (just now) made a mod of SKSE (not necessary, but I like to have fun with MO). Well I guess I can work with that as well. If I have FINIS running and decide to have different configurations / mods running. Bow on back walking etc, I can run the FINIS for "each profile" created. Then pack the resulting files created by FINIS then click that creation in that particular profile. For example. Female thief profile. Set it up with the proper desirable walk and other animations which by the way might conflict or overwrite other animations. Run FINIS with that configuration... Pack up the resulting files for that profile named lets say. FNIS - Female Thief. Click on it and have it work for me. If I run another one with different sets of animation or choices, skeletons etc. I can created FINIS -Profile Name Here. click on it and be safe. Just have to be aware to do this each time I have to change the animations for each profile. Sounds about right? The reason I asked is I am interested in using MO for all the features. .ini config and different base mods. I see no reason to limit myself with one choice or another. I can run the same profile with various different choices of mods, bodies, and yes animations. This is the whole reason I am interested in MO.
AwfulArchdemon Posted February 20, 2014 Author Posted February 20, 2014 still haven't figured out how to create mod dependencies. Any help? Mod dependencies? Elaborate. I want to make an NPC follower (for my own use) in the creation kit. I want to use the raven witch armor and also give my npc followers some spells from the apocalypse spell package. In order to do that I have to make my npcfollower.esp file dependent on the other ravenwitcharmor.esp and the spellpackage.esp. So I am using Wyre Bash to do this, I launch Wyre Bash through MO, however whenever I choose to "add masters" or "esmfying self", I get an error saying that my esp file is not in the data directory. (and as you all know the esp files are stored in MO's directory) Check it out.
Rabblerouser Posted February 20, 2014 Posted February 20, 2014 Grrrrrrr! So I fear this might have to do with my power going out, but NOT SURE. ModOrganizer.log and some MOEsomething file was caught in the crossfire when the PC ran CHKDSK. Is that an issue?
AwfulArchdemon Posted February 20, 2014 Author Posted February 20, 2014 Well I guess I can work with that as well. If I have FINIS running and decide to have different configurations / mods running. Bow on back walking etc, I can run the FINIS for "each profile" created. Then pack the resulting files created by FINIS then click that creation in that particular profile. For example. Female thief profile. Set it up with the proper desirable walk and other animations which by the way might conflict or overwrite other animations. Run FINIS with that configuration... Pack up the resulting files for that profile named lets say. FNIS - Female Thief. Click on it and have it work for me. If I run another one with different sets of animation or choices, skeletons etc. I can created FINIS -Profile Name Here. click on it and be safe. Just have to be aware to do this each time I have to change the animations for each profile. Sounds about right? The reason I asked is I am interested in using MO for all the features. .ini config and different base mods. I see no reason to limit myself with one choice or another. I can run the same profile with various different choices of mods, bodies, and yes animations. This is the whole reason I am interested in MO. @RC: Yup. Just load that profile, and if FINIS ( ) is an active mod there, and you packed the generated data in there, it'll just use that. You'll want to make separate 'FNIS' mods (FNIS1 for one profile to activate, and FNIS2 for a different profile, etc) for each profile though. Just the 'tools' and 'meshes' folders will do for those, as that's what you'll generate each run. Naturally, MO will remember which one you had active, and be ready to rock when switching to that profile. Still, if you run FNIS when using that profile, you'll get a new generation in your 'overwrite'. Just means pack it into your mod again.
AwfulArchdemon Posted February 20, 2014 Author Posted February 20, 2014 Grrrrrrr! So I fear this might have to do with my power going out, but NOT SURE. ModOrganizer.log and some MOEsomething file was caught in the crossfire when the PC ran CHKDSK. Is that an issue? Only one way to find out. I sure never had that happen to me. Let me know if you see any screw-ups when running MO now. If you see problems happen, you may want to tell me what that MO log says.
RitualClarity Posted February 21, 2014 Posted February 21, 2014 Well I guess I can work with that as well. If I have FINIS running and decide to have different configurations / mods running. Bow on back walking etc, I can run the FINIS for "each profile" created. Then pack the resulting files created by FINIS then click that creation in that particular profile. For example. Female thief profile. Set it up with the proper desirable walk and other animations which by the way might conflict or overwrite other animations. Run FINIS with that configuration... Pack up the resulting files for that profile named lets say. FNIS - Female Thief. Click on it and have it work for me. If I run another one with different sets of animation or choices, skeletons etc. I can created FINIS -Profile Name Here. click on it and be safe. Just have to be aware to do this each time I have to change the animations for each profile. Sounds about right? The reason I asked is I am interested in using MO for all the features. .ini config and different base mods. I see no reason to limit myself with one choice or another. I can run the same profile with various different choices of mods, bodies, and yes animations. This is the whole reason I am interested in MO. @RC: Yup. Just load that profile, and if FINIS ( ) is an active mod there, and you packed the generated data in there, it'll just use that. You'll want to make separate 'FNIS' mods (FNIS1 for one profile to activate, and FNIS2 for a different profile, etc) for each profile though. Just the 'tools' and 'meshes' folders will do for those, as that's what you'll generate each run. Naturally, MO will remember which one you had active, and be ready to rock when switching to that profile. Still, if you run FNIS when using that profile, you'll get a new generation in your 'overwrite'. Just means pack it into your mod again. I was thinking the generated profiles created would be separate mods. Are you stating to keep it rolled up in *copied* FNIS mods instead?
Rabblerouser Posted February 21, 2014 Posted February 21, 2014 Oi. Losing the ModOrganizer.log meant I had to redo ALL of the settings (NMM version workaround, Nexus login). It also prompted me for the tutorials. And I had to reset the columns (showing Nexus ID, installation date, had to recheck "Compact" in Downloads). Thank goodness it was all logs. Would've hated if it affected a mod.
AwfulArchdemon Posted February 21, 2014 Author Posted February 21, 2014 @RC: You want it to generate it's data in the virtual folder, right? You also want it to generate those files into a specific profile folder every time you run it in that profile, and keep it just there, in that specific folder, and also have it generate any new runs into the other profile when you switch to that one and run? Can't help you there. That's beyond my talents. I don't know how to redirect it like that. I'd throw that one at Tannin if I were you. @RR: Oh, you lost your logs? My bad. I thought it just gave you an error log or something. You lost your loadorder.txt and your modlist.txt? Those are in your profiles. It's an excellent idea to keep those texts backed up. Those will keep your order right and your set mods active.
RitualClarity Posted February 21, 2014 Posted February 21, 2014 @RC: You want it to generate it's data in the virtual folder, right? You also want it to generate those files into a specific profile folder every time you run it in that profile, and keep it just there, in that specific folder, and also have it generate any new runs into the other profile when you switch to that one and run? Can't help you there. That's beyond my talents. I don't know how to redirect it like that. I'd throw that one at Tannin if I were you. Thanks. I believe if I just roll the generated files into the a *mod* inside of the profile. I just have to pay attention to it each time I generate a new FINIS. If the generated files aren't anywhere but the *mod* MO would present it to the game engine and only that one. That should work. I will just have to *play with MO a bit.. " I doubt that Tannin would be interested in this. I don't think MO would be redirecting files around. It sort of defeats the purpose of MO.
AwfulArchdemon Posted February 21, 2014 Author Posted February 21, 2014 @RC: You want it to generate it's data in the virtual folder, right? You also want it to generate those files into a specific profile folder every time you run it in that profile, and keep it just there, in that specific folder, and also have it generate any new runs into the other profile when you switch to that one and run? Can't help you there. That's beyond my talents. I don't know how to redirect it like that. I'd throw that one at Tannin if I were you. Thanks. I believe if I just roll the generated files into the a *mod* inside of the profile. I just have to pay attention to it each time I generate a new FINIS. If the generated files aren't anywhere but the *mod* MO would present it to the game engine and only that one. That should work. I will just have to *play with MO a bit.. " I doubt that Tannin would be interested in this. I don't think MO would be redirecting files around. It sort of defeats the purpose of MO. I meant making generated FNIS files go strait to the virtual path, instead of it's normal 'overwrite' (data) folder when ran. That's more of a FNIS thing anyway. Yay MO!
AwfulArchdemon Posted February 21, 2014 Author Posted February 21, 2014 I'm gonna get that pic tattooed on my back. (not really...but maybe )
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