Deedlit Posted April 21, 2014 Posted April 21, 2014  1- Open that Zip (its complete fnis with creatures, i know you got, but try that one. 2- Copy entire Data Folder to your skyrim data 3- Open skyrim laucher let actived FNISspells.esp, dnt run fnis or skyrim just active that and close the laucher 4- Now open mod organizer Go at Gear like simbol click at that and choose Binary and got at you \Data\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe and close. Its done just that.  Deedit, please remove this file (FNIS Full.zip) immediately  I have not given permission to re-distribute FNIS in any way, and this applies to you and this site as well. So please adhere to this.  ah sorry i just tried help the guys.
RitualClarity Posted April 21, 2014 Posted April 21, 2014 Deedit. Threw another rep at you .. just because. I moved back to MO v1.1.1 and FNIS v5.01 and it gave me now errors in the installation process. I get a strange Command prompt screen that pops up during the FNIS animation check but now I get zero errors or issues. Haven't played testing the animations yet. I am running Sex-lab v135 which didn't work before with the previous updated FNIS. I might test and put an older version of the Spell animations as well. Â The issue is hard to say which was at fault. MO or FNIS however FNIS didn't like the installation of my Steam as it stated I was running it from a non valid Steam Directory. I had since re-downloaded and verified Skyrim multiple times. For some reason it had to re-download several of the files again and again. 3 gigs this time, 2 gigs next time 5 gigs the next. it was weird. However after several attempts of verifying the game it works without any updated (other than that 768 mb update it constantly wants to do which it did before when FNIS and other mods worked just fine. ) Â So far no errors that aren't expected. (mods overwriting others etc. File priorities and the such. ) Â Now the problem. The newest version of MO (patched of course) wouldn't load the SkyUI 4.1. It gives some strange error r/t NMM files. Â I never gotten the C:\ FNIS prompt. I usually got the colorful prompt. Oh well it works great now. Don't really care. Perhaps I was doing it wrong before (direction) even though it worked.
AwfulArchdemon Posted April 22, 2014 Author Posted April 22, 2014 Poor RC. Always something . I'm not seeing any errors. I'm also not seeing any version numbers. Did you investigate the file path after installing it, or did it just not install at all? Â About C: with FNIS: that's the same thing I had going on when I first started using MO. Observe in this big-ass pic: Â Â It'll be fine. Your binary must be locating your cmd like mine did. It's fine. Just no pretty orange picture. It's okay. I like the C: . Reminds me of...command prompts. Yay command prompts! Â (I'm such a f***ing nerd!)
RitualClarity Posted April 22, 2014 Posted April 22, 2014 Yea that post to Deedit was to tell him that it worked. I am using a version of MO just before the current one. As for FNIS I am using an older one. Â # This file was automatically generated by Mod Organizer.+SexLabMatchMaker.Rev6+sexlab necro 0.04A+Lockpick Pro v2 by KenneyWings+Equip more Rings (8)+SexLabFramework.v135+FNIS Creature Pack 4.1+FNIS Behavior V5_0_1 -- ALWAYS necessary+SkyUI+SKSE 1.07 MO Â Â Not to much on the load order there. However I have just started. The old FNIS didn't like my Skyrim install. It kept on saying that it wasn'ts run from a valid Steam installation directory. Â My current FNIS is showing the same .. well similar config as yours so it should be good. Before it wasn't the same. Might have been messing that up. Â I am going to stick with the older version awhile since most of the mods work with it and I need to use MO a bit more to get more comfortable with it. Pehraps after the next upgrade of MO I will upgrade that as well. As I see it I am not really loosing out on much with the most recent version. Â Â I do have a general question... IN regards to FNIS (notice I am spelling it correctly... at least for now... ) Â The question is is it safe to delete the Overwrite folder in-between configurations. In other words, So long as I configure / run FNIS before the game is played it should be OK. I am 99% sure however ...
AwfulArchdemon Posted April 22, 2014 Author Posted April 22, 2014 Yea that post to Deedit was to tell him that it worked. I am using a version of MO just before the current one. As for FNIS I am using an older one.  # This file was automatically generated by Mod Organizer. +SexLabMatchMaker.Rev6 +sexlab necro 0.04A +Lockpick Pro v2 by KenneyWings +Equip more Rings (8) +SexLabFramework.v135 +FNIS Creature Pack 4.1 +FNIS Behavior V5_0_1 -- ALWAYS necessary +SkyUI +SKSE 1.07 MO   Not to much on the load order there. However I have just started. The old FNIS didn't like my Skyrim install. It kept on saying that it wasn'ts run from a valid Steam installation directory. http://www.loverslab.com/topic/20492-mod-organizer/page-61#   My current FNIS is showing the same .. well similar config as yours so it should be good. Before it wasn't the same. Might have been messing that up.  I am going to stick with the older version awhile since most of the mods work with it and I need to use MO a bit more to get more comfortable with it. Pehraps after the next upgrade of MO I will upgrade that as well. As I see it I am not really loosing out on much with the most recent version.   I do have a general question... IN regards to FNIS (notice I am spelling it correctly... at least for now... )  The question is is it safe to delete the Overwrite folder in-between configurations. In other words, So long as I configure / run FNIS before the game is played it should be OK. I am 99% sure however ... Yup. All good.  btw, OP was edited a bit. Check out the last sentence . 0 Â
RitualClarity Posted April 22, 2014 Posted April 22, 2014 I did downgrade and I still had some problems. I instead chose to use the previous full version and it works fine.
Rayblue Posted April 22, 2014 Posted April 22, 2014 Â Â It kept on saying that it wasn'ts run from a valid Steam installation directory. Â Â Well, that's because of Fores' personal stance on intellectual property. Â Â From what I learned, after FNIS generating the needed animations from within MO, you move the finished animations from Overwrite to an empty mod folder, say, "FNIS Generated"; this folder will be recognized by MO, and once activated on the mod list, should be loaded after FNIS Main itself.
RitualClarity Posted April 22, 2014 Posted April 22, 2014    It kept on saying that it wasn'ts run from a valid Steam installation directory.   Well, that's because of Fores' personal stance on intellectual property.   From what I learned, after FNIS generating the needed animations from within MO, you move the finished animations from Overwrite to an empty mod folder, say, "FNIS Generated"; this folder will be recognized by MO, and once activated on the mod list, should be loaded after FNIS Main itself.  Well.... I have a valid Skyrim install so that isn't the problem with intellectual property. Might have been an problem with the Steam folder itself. It seem to work fine (however I am using one version down from both MO and FNIS. Works fine now and don't want to run into any more issues right now.  Thanks Rayblue, I believe I saw that somewhere before. I assume that with that process the animations actually become a mod in and of itself so that unless something changes in the load order (added animation mods etc) It should be safe and sound there. Makes sense. Will be useful later when I have multiple profiles with possible different animations. I can create the mod with the resulting animation files and save it and run it with the profile and should be good to go. That is when I figure out what mods I want with what and finalize the various load orders I would like to use. (If this was FNV it would be a whole lot easier as I understand the various mods .. Throwing some rep for that answer Rayblue.  My question before was more along the lines of testing. I am running various animation mods and such playing with the load orders/ mods/ and textures and such. I wanted to be sure that 1) I didn't hurt the FNIS . that is delete something that was irreplaceable. and 2) Running FNIS would refresh the animations completely.  Reason or logic. I didn't want any remnants there that could cause problems later with the animations. Basically like a clean install of the mods and games. If I understand this correctly the files in the Overwrite file should only be those added after running FNIS and save to remove provided that FNIS is re-ran again with the mods currently selected.  All seems to be working installing and even changing without any problems... Yea MO. Â
Molevalence Posted April 22, 2014 Posted April 22, 2014 Day 2 of using MO and I got the hang of it partially. I can install mods now for the most part and even install most mods that MO does not recognize. (Non Nexus Mods) just trying to figure out overwrites and I will be in the clear. Â
AwfulArchdemon Posted April 22, 2014 Author Posted April 22, 2014 ^ After this, you'll know all there is to know about file paths too. Repackaging should be on your "things to learn" list next, if you're not already doing it. It's as simple as this: anything in the data folder of mods packed for NMM is the path MO takes, so look inside a mod packed for NMM. Data is always the 1st thing you'll see when extracting a mod meant to be used with NMM. Everything in data is what you want to put into a folder of your choosing; ie. make a new folder, name it Fingerbang, or whatever the mod's name is, and download Fingerbang. Extract it, and open it. Inside, there is a folder named data. open data. Everything in there should be moved into the new Fingerbang folder. Zip that folder, and install into MO. You have just repacked a mod meant for NMM to be used with MO instead.
Molevalence Posted April 22, 2014 Posted April 22, 2014 I will most definitely try that out. I think I found my first mod too to try. The 700 eyes. That thing is very stubborn and written in Asian so that will make it more the difficult.
RitualClarity Posted April 22, 2014 Posted April 22, 2014 ^ After this, you'll know all there is to know about file paths too. Repackaging should be on your "things to learn" list next, if you're not already doing it. It's as simple as this: anything in the data folder of mods packed for NMM is the path MO takes, so look inside a mod packed for NMM. Data is always the 1st thing you'll see when extracting a mod meant to be used with NMM. Everything in data is what you want to put into a folder of your choosing; ie. make a new folder, name it Fingerbang, or whatever the mod's name is, and download Fingerbang. Extract it, and open it. Inside, there is a folder named data. open data. Everything in there should be moved into the new Fingerbang folder. Zip that folder, and install into MO. You have just repacked a mod meant for NMM to be used with MO instead. Â Â I will most definitely try that out. I think I found my first mod too to try. The 700 eyes. That thing is very stubborn and written in Asian so that will make it more the difficult. One problem is with that is those that have FMODs or various scripts that require interaction to get the files to the correct locations during installation. Repacking them.. a little more complex. Example are .. do you want x or y breast, A, B or C legs etc.
gvman3670 Posted April 23, 2014 Posted April 23, 2014 No need to repack those with FOMODs, though. Just install them the same way you would while using NMM. That's what the NCC is for if I remember correctly.
RitualClarity Posted April 23, 2014 Posted April 23, 2014 Â Just install them the same way you would while using NMM Â My response to the thought of using NMM.... Â If it ever came down to having to use the mod and NMM I think I wouldn't use the mod. Seriously. Unless I can fix some old computer to sacrifice to the NMM GODSÂ that be so that I don't screw up my main computer. Â On second though.. no.. I will learn how to repack that sucker... No sacrifices for me. Â Â Â
gvman3670 Posted April 23, 2014 Posted April 23, 2014 Repacking is easy enough. Just saying that MO can install mods that use a third party app to choose options. I am running a couple mods like that right now.
RitualClarity Posted April 23, 2014 Posted April 23, 2014 Yep, repacking is easy enough. Manually placing different options into the data folder that was controlled by a script prompts not so much. However doable. I will avoid NMM as much as possible and only use it for those few cases that I can't figure out any other way to prepare the mods and install it on my old laptop. Then promptly uninstall it again when done getting what I needed from it. Not that NMM is bad I just don't like what has been done in the past and how they handled situations like upgrading from FOMM. Its a long story.
bob11 Posted April 23, 2014 Posted April 23, 2014 Why not disable the fomod installer completely and let MO install it using whatever other installation method it can pull? Works for me most of the time. Â Although I kinda dropped Skyrim, only run it to check some mods rather infrequently now. Â I just thought I'd check cause of the whole recent sexlab upgrade. Â That, and waiting for the Unibody release.
RitualClarity Posted April 23, 2014 Posted April 23, 2014 Bob11. That is currently what I have done. It works that way with SkyUI 4.1. I don't have the NMM manager and it loads correctly .. at least he version before the last one. Â There are some issues with the recent Sexlab upgrade. If you look at the change log it can be exciting however not all the mods have been brought up to compatibility with Sexlab 1.50 yet. It seems as if 1.39 works quite well, at least for me. I will wait until it has to be upgraded like MO and even FNIS. I have to start getting use to and test out lots of nice Skyrim mods to get a feel for what I want in a Skyrim game.
Deedlit Posted April 23, 2014 Posted April 23, 2014 that why im not upgrading to 1.50 till at least the mods i use got upgrade too.
RitualClarity Posted April 23, 2014 Posted April 23, 2014 that why im not upgrading to 1.50 till at least the mods i use got upgrade too. Â If Deedit isn't upgrading yet.. I made the right decision... Â
Deedlit Posted April 23, 2014 Posted April 23, 2014 Â that why im not upgrading to 1.50 till at least the mods i use got upgrade too. Â If Deedit isn't upgrading yet.. I made the right decision... Â Â lol sounds like im a perv !!! ... its true xD
RitualClarity Posted April 23, 2014 Posted April 23, 2014 Â Â that why im not upgrading to 1.50 till at least the mods i use got upgrade too. Â If Deedit isn't upgrading yet.. I made the right decision... Â Â lol sounds like im a perv !!! ... its true xD Â Â You may be a perv, but you are a genus perv.. lol. Don't need any of the added drama of mod issues... Â
gvman3670 Posted April 24, 2014 Posted April 24, 2014 I'm still running 4.1 FNIS and 1.35 SexLab. There were a lot of upgrades close together and I had it working so perfectly that there was no need or urge to update it yet.
RitualClarity Posted April 24, 2014 Posted April 24, 2014 So far FNIS Behavior V5.0.1 is working quite well with 1.35. I haven't loaded it up with other SexLab mods yet other than Matchmaker, and Sexlab necro just for testing. MO is so great. I have had so many profiles in the last week or so I forgot what was going on with whom... lol.
MisterSkilly Posted April 26, 2014 Posted April 26, 2014 Hello!I want to export data files from Mod organizer (the Data tab on the right) but when I select (textures in my instance) and select save in file, it creates a .bsa file with about 6KB size, which can't be possible since I'm running quite a few texture mods.How can I extract files from my currently active (virtual) skyrim data folder? I know I could copy the files from every mod in the /mods folder, but that seems enormous.Thanks!
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now