Akzyra 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! What are you trying to do exactly? If you select "Write to file..." then it will list all files and from what mod they are: data\- Remove Better Vampires -.bat (Better Vampires) data\AchieveThat.bsa (Achieve That) data\AchieveThat.esp (Achieve That) data\AMB Glass Variants Lore.esp (aMidianBorn Book of Silence - Armors) data\aMidianborn_Skyforge_Weapons.esp (aMidianBorn Book of Silence - Weapons) .....
MisterSkilly Posted April 26, 2014 Posted April 26, 2014 I'm trying to pack them into the original Skyrim - Textures.bsa because I've heard of one of the Nexus moderators (before he banned me) that that would decrese VRAM usage, in his case 700MB (WOW!)I did it manually, thanks anyways. Currently repackaging, 40 minutes remaining. (With my i7 4770k, 4.2GHz!) I'll post the improvements here when I'm done.
RitualClarity Posted April 26, 2014 Posted April 26, 2014 I don't think that is what you want to do.. MO prompts you with a question on if you want to extract the BSA files.. That is something you do with NMM or FOMM (for Fallout ) etc. Not when using MO or at least as far as I know it is irrelevant with MO. Anyway. You can do almost the same thing from the left panel (MOD Name. by right clicking it and open in explorer. You can do practically anything you want in that window including dragging the files out and arranging them then creating a BSA. Be very careful of the size of the BSAs. Too big can cause other texture issues at least with FNV example as I learned awhile back testing various BSA packing tricks.
MisterSkilly Posted April 26, 2014 Posted April 26, 2014 I don't think that is what you want to do.. MO prompts you with a question on if you want to extract the BSA files.. That is something you do with NMM or FOMM (for Fallout ) etc. Not when using MO or at least as far as I know it is irrelevant with MO. Anyway. You can do almost the same thing from the left panel (MOD Name. by right clicking it and open in explorer. You can do practically anything you want in that window including dragging the files out and arranging them then creating a BSA. Be very careful of the size of the BSAs. Too big can cause other texture issues at least with FNV example as I learned awhile back testing various BSA packing tricks. As it looks like BSAopt has some issues packaging, can you recommend any other ways to pack files into a bsa?
RitualClarity Posted April 26, 2014 Posted April 26, 2014 A small annoyance with MO. I keep getting a small black box of text stating failure in updating mods on the bottom middle of the manager. I must be missing something in the configuration to stop that. Also are we suppose to be packing these loose files into a BSA?. If so no problem I have done the same for my fallout games in the past and really enjoyed the stability over loose files.
AwfulArchdemon Posted April 27, 2014 Author Posted April 27, 2014 No, you don't need to pack them in a bsa. I haven't made a single one. About the update failure message, you mean the message that comes periodically stating MO failed to update Nexus mod data? If so, I've been getting it for a while, and it's a Nexus thing.
RitualClarity Posted April 27, 2014 Posted April 27, 2014 Nothing I can do about that huh. Nexus bugging me again. I didn't think it was necessary. Steps stated that it was even good to remove the BSA's for Skyirm. MO takes care of that behind the scenes so I don't worry about it one way or the other. Dam Boss isn't working. When I actually would like it and BUM to work for a game they go off and decide to quit. Years and Years I didn't need them and when I finally decide to use them.. poof. I have been trying to get it to work with downloading master lists and such but no luck. This brings me to my next question. When loading profiles the mods get all out of wack. Is there some procedure to make sure that they are loaded in the same general load order as the default. .. That is the reason for the default profile in my opinion. I tried various priorities and such and just ended up messing things up more . So now I have to manually go and reorder the load orders each time I create a profile. I am creating lots of profiles as I test mods. Since Skyrim don't like anyone removing mods. Got some idea. I just finished repacking what I have and have about 60 or so mods ready to go. I have the unofficial patches, FNIS and some other nice mods to tryout. Some armors and even a female body (not male yet. They all are built like the Michelin man. The swords disappear in their back.. not good) If curious I have the one from diamonize. I liked his work with fNV so I am using his for Skyirm. I not attached to it. I just don't want women that look like they have two floatation devices on their chest where their arms clip magically through their breast. Something reasonable.
AwfulArchdemon Posted April 27, 2014 Author Posted April 27, 2014 All out of whack, eh? So random each time, I take it? Default has no say in how other profiles load. Each is a separate profile. The only thing I've seen mess up a load order is someone closing MO before it loads the green bar. That, and clicking tabs at the top by accident, like mod name, flags, etc, which gets people all kids of confused sometimes . Using the newest version?
RitualClarity Posted April 27, 2014 Posted April 27, 2014 Oh, let me be clear. It don't change after I have configured it. I was wanting to have some sort of stability when creating a new profile so that I didn't have to go and customize the load order and tweak the mods order again, and again, and again, and again, and again, get the issue? . I rather go through half a dozen Helgan starts than to have to sit and reconfigure each new profile every time I create one. Perhaps there is something I can do with the .txt files in the profiles.
AwfulArchdemon Posted April 27, 2014 Author Posted April 27, 2014 Yeah, really. See if maybe it says something different in your txt files than what you're trying to do. In that case, you'd actually have to type in which mods you want active, but seriously, that should be so unnecessary. Does it show the same wrong order each load?
Bewe Posted April 27, 2014 Posted April 27, 2014 Hi, I plan to give my computer a fresh install and of course also for Skyrim. Reading the feedbacks on it its very tempting to use this instead of NMM. Just wondering are there any current major bugs? And also is there a way to transfer the mod data such as the current version and stuff onto MO? Or do I have to redownload all the mods from nexus?
AwfulArchdemon Posted April 27, 2014 Author Posted April 27, 2014 You could take all mods right out of NMM, and install them to MO, or do like almost everyone on this thread has done, and redownload, just to be all caught up on versions. No major bugs, but if you want to do some heavy modding, I'd do it outside of MO for the most part, and install after you've made your mod.
James Bond Posted April 27, 2014 Posted April 27, 2014 I switched over to Mod Organizer yesterday and I have a few questions for anyone how might be willing to help. 1.) If you are editing a Mod Organizer installed mod, through the Creation Kit that's launched via Mod Organizer, do the changes get applied to the zipped file that is saved in Mod Organizer's "download" file, or will they only be applied to the applicable mod that's in the "mod" folder? Note: I'm trying to figure out how to back up a mod. I don't want to un-install it through Mod Organizer and have the mod potentially revert to it's original state when the mod was first installed. 2.) Is there a way to edit scripts using the Creation Kit when a mod is opened up through Mod Organizer? I can't get any script to compile because Mod Organizer seems to be preventing the script from being altered or maybe just saved. 3.) Can anyone point me to instructions on how to setup LOOT to run through Mod Organizer?
RitualClarity Posted April 27, 2014 Posted April 27, 2014 Yeah, really. See if maybe it says something different in your txt files than what you're trying to do. In that case, you'd actually have to type in which mods you want active, but seriously, that should be so unnecessary. Does it show the same wrong order each load? No. I copied the txt files from the default and pasted it into the other profiels and all was good. II had been creating a "NEW" profile when I really should have been "COPY" the default or favored profile. This will be great going forward as now I can create custom base profiles, copy them, and name them my character. Quick effective and flexible. For those that are using MO and have to do a lot of work when creating a new profile, just copy the profile input a new name, make any necessary tweaks and play.
gvman3670 Posted April 27, 2014 Posted April 27, 2014 I am running three profiles right now and each is it's own race, has it's own body type and each has it's own textures and clothing/armor. But starting a new one just requires checking the mods you'll want/need then running BOSS and fine tuning the load order (then running FNIS of course).
RitualClarity Posted April 27, 2014 Posted April 27, 2014 I haven't had BOSS on my machine. Now BOSS can't be updated through its system. BOSS wants to update the master list when it first starts... So I don't have BOSS. I will have to do my copy thing until Tannin updates MO with the new Load Manager in the future. I was trying yesterday even manually installing the masterlist but it still didn't want to work properly with BUN where I could set my mods custom for those that aren't part of BOSS. Oh Well. When I get settled into Skyrim like many of you and know the mods and what I want all nice and settled I won't have any problems going forward with what is what or testing to see if I like this or that. It would only be maintenance. Much like FNV and FO3 for me now.
Magnus Thorek Posted April 27, 2014 Posted April 27, 2014 You can disable the Masterlist Update by unchecking the box in BOSS GUI or set bUpdateMasterlist as false in boss.ini
James Bond Posted April 27, 2014 Posted April 27, 2014 I switched over to Mod Organizer yesterday and I have a few questions for anyone how might be willing to help. 1.) If you are editing a Mod Organizer installed mod, through the Creation Kit that's launched via Mod Organizer, do the changes get applied to the zipped file that is saved in Mod Organizer's "download" file, or will they only be applied to the applicable mod that's in the "mod" folder? Note: I'm trying to figure out how to back up a mod. I don't want to un-install it through Mod Organizer and have the mod potentially revert to it's original state when the mod was first installed. 2.) Is there a way to edit scripts using the Creation Kit when a mod is opened up through Mod Organizer? I can't get any script to compile because Mod Organizer seems to be preventing the script from being altered or maybe just saved. 3.) Can anyone point me to instructions on how to setup LOOT to run through Mod Organizer? Here's the script compilation error that I get. "<unknown>(0,0): unable to locate script yyyRacialDrowAuraPlayer" I can even remove the script and re-add it, but when trying to compile the CK is probably checking for the script in the regular Skyrim --> script file, rather than in the virtual location setup by Mod Organizer. Has anyone been able to use the CK to compile scripts when launching through Mod Organizer? Thanks!
AwfulArchdemon Posted April 27, 2014 Author Posted April 27, 2014 @James Bond: I've only seen changes happen to the active mod, not the one in downloads. I'm figuring out this compile scripts through MO right now (ongoing investigation). The question has been asked, but I haven't complied anything through CK yet, or at least, nothing that gave me an error, so I need to learn too, as I don't think the question has been answered yet. Here are some others asking the same question: http://forums.nexusmods.com/index.php?/topic/1222165-mcm-menu-what-am-i-doing-wrong/ http://www.loverslab.com/topic/20492-mod-organizer/page-2 I'm sure there are more. For now, just compile with C++ or Notepad++ (or CK if you want) or something outside of MO. It might be something Tannin's working on for the next release. Not sure, but I hope so. What's LOOT? A mod? Like this? A program? (there are so many...)
James Bond Posted April 28, 2014 Posted April 28, 2014 @James Bond: I've only seen changes happen to the active mod, not the one in downloads. I'm figuring out this compile scripts through MO right now (ongoing investigation). The question has been asked, but I haven't complied anything through CK yet, or at least, nothing that gave me an error, so I need to learn too, as I don't think the question has been answered yet. Here are some others asking the same question: http://forums.nexusmods.com/index.php?/topic/1222165-mcm-menu-what-am-i-doing-wrong/ http://www.loverslab.com/topic/20492-mod-organizer/page-2 I'm sure there are more. For now, just compile with C++ or Notepad++ (or CK if you want) or something outside of MO. It might be something Tannin's working on for the next release. Not sure, but I hope so. What's LOOT? A mod? Like this? A program? (there are so many...) LOOT is the new BOSS. It stands for Loading Order Organization Tool. I think BOSS version 3 had so many big changes that they decided to rename it. Here's a link if you want to check it out. https://github.com/loot/loot/releases
RitualClarity Posted April 28, 2014 Posted April 28, 2014 You can disable the Masterlist Update by unchecking the box in BOSS GUI or set bUpdateMasterlist as false in boss.ini Thanks I will have to look into that.
Bewe Posted April 28, 2014 Posted April 28, 2014 You could take all mods right out of NMM, and install them to MO, or do like almost everyone on this thread has done, and redownload, just to be all caught up on versions. No major bugs, but if you want to do some heavy modding, I'd do it outside of MO for the most part, and install after you've made your mod. Ok thanks I'll try that out after my clean installs
AwfulArchdemon Posted April 28, 2014 Author Posted April 28, 2014 @James Bond: I've only seen changes happen to the active mod, not the one in downloads. I'm figuring out this compile scripts through MO right now (ongoing investigation). The question has been asked, but I haven't complied anything through CK yet, or at least, nothing that gave me an error, so I need to learn too, as I don't think the question has been answered yet. Here are some others asking the same question: http://forums.nexusmods.com/index.php?/topic/1222165-mcm-menu-what-am-i-doing-wrong/ http://www.loverslab.com/topic/20492-mod-organizer/page-2 I'm sure there are more. For now, just compile with C++ or Notepad++ (or CK if you want) or something outside of MO. It might be something Tannin's working on for the next release. Not sure, but I hope so. What's LOOT? A mod? Like this? A program? (there are so many...) LOOT is the new BOSS. It stands for Loading Order Organization Tool. I think BOSS version 3 had so many big changes that they decided to rename it. Here's a link if you want to check it out. https://github.com/loot/loot/releases Thanks for the link. I haven't used BOSS for so long I didn't even know LOOT existed. I heard someone else mention it before but I thought it was a mod . I'll have to see what's up with it. So many things to do...
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