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Does anyone have any experience with installing SOS Schlongs of Skyrim through MO ?? i tried doing it manually but i am getting a lot of crashes when SOS is equipped.

Did you install like this?

 

Edit: Just be sure to put these files in a folder called SOS or something, zip that folder, and install into MO.

 

You'll need the 'meshes' folder in each of those options. Merge all of them, and put the meshes folder in the SOS folder, and zip that.

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Yeah, I get it. I do it with some, too. Even package up several related items/mods into one easy to install package. But with SoS I just ran the installer and it worked perfectly. So I don't see how it would be an issue since apparently MO can handle that just fine.

 

Not sure which version I am using, though. It's version 1.0.11 I guess.

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Does anyone know what the current update procedures are, if you want to update ModOrganizer from 1.06 to say 1.1.1 ??

Just add all mods to the new MO (cut/paste or move) in 'mods', and add the modlist.txt and loadorder.txt from your current profile to the new MO profile. You could just move your old mods and profile folders to the new MO before even firing it up.

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Hello again, everyone! I have a question about how MO works in regards to things like Bodyslide.

 

From what I understand, MO uses whatever version of a particular file is "loaded" last, kind of like how load orders in NMM will cause parts of mods to overwrite each other. Does it do this by comparing the file path? Or by the file name?

 

The reason I ask is because really enjoy using the Lunari race, which stores it body meshes in a folder specifically for that race. So if MO overwrites based on the file path, I'll need to generate the bodyslide meshes for both vanilla races and for the Lunari race (which is how it normally works, so no big problem). But if it does it by file name, then I'd only have to generate the ones for my "Bodyslide Output" mod, and it should apply to all races, both vanilla and custom.

 

Just curious, as the latter method saves me a step when I go in and make my final adjustments to the bodies in bodyslide.

 

Thanks for any advice!

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From what I understand, MO uses whatever version of a particular file is "loaded" last, kind of like how load orders in NMM will cause parts of mods to overwrite each other. Does it do this by comparing the file path? Or by the file name?

 

It does this by comparing 'load order'. No actual overwrite takes place. Just "last read" type of load happens,

 

The reason I ask is because really enjoy using the Lunari race, which stores it body meshes in a folder specifically for that race. So if MO overwrites based on the file path, I'll need to generate the bodyslide meshes for both vanilla races and for the Lunari race (which is how it normally works, so no big problem). But if it does it by file name, then I'd only have to generate the ones for my "Bodyslide Output" mod, and it should apply to all races, both vanilla and custom.

 

I haven't used Lunari for a long time. :sleepy: I just remember that I had some problem, and switched to super-modded "vanilla" race.

 

(Ahem!) But to answer your second question, from what I just read about it, it will use your body, meaning everyone else will too. Only your textures and meshes should be custom., but your body should be everyone's body.

 

Same rules as usual should apply to Bodyslide.

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Earlier in this thread I saw that two people had discussed a method for running caliente's Tex Blend from MO. Made a folder named Textures, unzipped the blender inside that. Place both in a folder named, "Tex Blend" or whatever, then point the MO executable at it. 

 

I've been unable to get this to work. If anyone could help me figure this out I would be appreciative. Would also love to understand how I edit the XML for blending custom textures as well.

 

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Earlier in this thread I saw that two people had discussed a method for running caliente's Tex Blend from MO. Made a folder named Textures, unzipped the blender inside that. Place both in a folder named, "Tex Blend" or whatever, then point the MO executable at it. 

 

I've been unable to get this to work. If anyone could help me figure this out I would be appreciative. Would also love to understand how I edit the XML for blending custom textures as well.

 

Why make it complicated and maybe overwrite other textures. Do it externally and copy it to overwrite or as a new mod in MO.

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today after fail inumerus times to replicate my chars at ck to do like standalone followers (damn, i m trying that for ages) i decided move to racemenu because that have the function to export, so after relearn the slides names and what that do (you should be happy of being a english native speaker, belive when you are not its bit confuse when a slide do same thing of another but have a diffente name) i tried replicated one of many chars, almost there atm, so i decided export the head just to test (i was thought redo fine tuning later when seen if works well at ck that), and for my surprise i cant find wheres the damn exported head.

*** Resume***

Anyone know where goes the exported head of Racemenu from expired if you are using Mod Organizer? (im using 3-4 profiles if that matters, 2 playing atm, and 2 just for tests)

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About overwrite folder question/doubts:

im using racemenu now because that export heads, and its saving at /modorganizer/overwrite/data/skse/plugins/chargen

my question is: its that safe? because im using various profiles with others body also, its dnt have risk to getting overwrited if i change profiles and use chargen again?

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About overwrite folder question/doubts:

im using racemenu now because that export heads, and its saving at /modorganizer/overwrite/data/skse/plugins/chargen

my question is: its that safe? because im using various profiles with others body also, its dnt have risk to getting overwrited if i change profiles and use chargen again?

Get it out of there and make a mod out of it. No sense in keeping it in a place like that.

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Btw, sorry I've been gone so long. I've been at school obviously, but I also spent days fixing my car (new convertible top and battery), and I've been working on the new update for HA. I f***ed up and made a stupid newb mistake; I made xvc the active file before I exported the meshes/textures, so now my dumb ass has to go to xvc and move the files to HA :P.

 

While I'm off topic, I have another adoptable kid made in Solitude. So far she's perfect.

 

On topic, my homework's done, and my car's finally fixed, so I've truly got all weekend to help with MO. It's driving me nuts that I haven't been able to study MO more, and post replies. I actually tried to log on to LL\MO during Digital Color Theory class, but it wouldn't let me :D. LL is a blocked site at my school :(. Pretty weird, since I've seen porn show up when looking for different kinds of art (Game Art & Design) :blush:.

 

Anyway, I'm drifting off topic one last time to mention I'm assembling a team at school to do some group mod projects. We've got some pretty awesome ideas too B).

 

On topic, YAY MO!

 

Oh yeah, and before I forget, this thread has moved from #7 on Google's Mod Organizer search to #6! :lol: 

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so i need do a zip the folder /data/skse/plugins/chargen? because racemenu is already a mod. Doing that , will keep my presets also preserved and when i do newers presets will that keep the new ones also without risk of loss? sorry about that trouble its because asked expired about where is saved at mod organize and hes dnt know , so later i founded that at \modorganizer\overwrite\... , and i got kinda scared of loss everything .

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so i need do a zip the folder /data/skse/plugins/chargen? because racemenu is already a mod. Doing that , will keep my presets also preserved and when i do newers presets will that keep the new ones also without risk of loss? sorry about that trouble its because asked expired about where is saved at mod organize and hes dnt know , so later i founded that at \modorganizer\overwrite\... , and i got kinda scared of loss everything .

 

False! If you make the overwrite folder (or a part of it with exported files) a MOD and it is loaded while exporting again, it will overwrite inside the MOD instead of overwrite. MO will overwrite inside loaded Mods when they provide the file which is being overwritten.

Solution: After every export back up the files somewhere else.

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^

^

Just make a follower, save as an esp, open the follower's folder, and find the meshes and textures. Take note of the names of the face meshes/textures in that folder, rename the one's you exported to those exact names (008134.nif, or whatever), and replace the one's in the newly created mod follower with the one's you exported earlier when making your PCs. They'll look just like your created PCs.

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so if i do like that its correct? look at attach.

so at end i need copy ea preset and nifs to another folder or not, got in doubt because 2 answers for same question.

 

Edited: Auto anwered my question, doing like i do with the attach that still saving at overwrite\skse\plugins\CharGen

so at end dnt exist a better and safe way for that? i was using ece inside MO and that still saving my presets at my docs, changed to racemenu because face export, but its goes kinda risk if i forgot a file there and keep going to overwrite, if someone can help with that im glad.

Save Preset Face.zip

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AwfulArchdemon, good to see that you are able to ballance live with MO.. :D

Yea.. MO ! :)  (beginnig to look like that is a MO chant here..lol)

 

On another note for you MO experts. I am setting up my games drive with the various mods and such (on my gaming rig that is) and wondered if there are any concerns with Oblivion use and MO. Other than an OMOD file (one with scripts for installation like file goes here, select next, goes there that sort of thing) All other files should work with MO natively. (simple extract and install )

 

Second question for Oblivion fans.. A OMOD file is a simple zip file and could be extracted without harm provided it don't have scripts to aid or make choices during installation.

 

Basically I am prepared to process them through OBMM ( on my backup computer provided it don't die) to create mods that can then be reworked and packages back into forms for MO and my gaming computer and future use. Just want to cut down on preparing them.

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AwfulArchdemon, good to see that you are able to ballance live with MO.. :D

Yea.. MO ! :)  (beginnig to look like that is a MO chant here..lol)

 

On another note for you MO experts. I am setting up my games drive with the various mods and such (on my gaming rig that is) and wondered if there are any concerns with Oblivion use and MO. Other than an OMOD file (one with scripts for installation like file goes here, select next, goes there that sort of thing) All other files should work with MO natively. (simple extract and install )

 

Second question for Oblivion fans.. A OMOD file is a simple zip file and could be extracted without harm provided it don't have scripts to aid or make choices during installation.

 

Basically I am prepared to process them through OBMM ( on my backup computer provided it don't die) to create mods that can then be reworked and packages back into forms for MO and my gaming computer and future use. Just want to cut down on preparing them.

 

 

I never went over the process for turning OMODS and FOMODS into a tutorial. I don't know that I can do it now though, as it's my BIRTHDAY, and I'm F***ED up. WOOOOOOOO!!!!!

 

At any rate, I had a pretty good birthday, so I'll wake up tomorrow ready to create some helpful additions (after some aspirin) to my "How to", but please don't expect to my new tutorial to be finished tomorrow (I have English class' homework to finish).

 

I will help whenever possible! :cool: Yay MO!

post-111270-0-19725400-1397184514_thumb.jpg

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