RitualClarity Posted May 1, 2014 Posted May 1, 2014 Yep there is intelligence on other planets. .. yet how the hell do you set the vcr clock? lol Testing would indeed be easier like that. Of course, each member of the testing team would need to have the same mods. With MO a collection of mods is the easy part. If you don't have one or two the individual can send or link it to you. = furthering your collection of various mods. This with a collection of the versions you can pretty much play any game with any mod or combination of mods available. Some would be harder such as EMB's etc. That in itself isn't hard to overcome. .. You zip up the SKSE, The EMB's (set up with the proper settings .ini etc ). CK and any other tools that go onto the actual game folder (can't be installed through MO) separately. Then delete said game after testing. Reinstall from backup. Verify cache, extract each of your tools one at a time to the game folder. clicking yes to any overwrites. A few minutes later your game folder is back to normal. If you want to be lazy just combine all the tools into one zip folder to install when doing this. The previous way was so to be able to add whatever version of the tools you need. Easy peasy mac and cheesy.
AwfulArchdemon Posted May 1, 2014 Author Posted May 1, 2014 hey guys, I found a way to link loverslab mods inside MO not as fancy like 'visit on nexus' feature but its better than nothing what do you think?? Gotta love this thread . That just made my day . +1 cred points.
AwfulArchdemon Posted May 1, 2014 Author Posted May 1, 2014 Yep there is intelligence on other planets. .. yet how the hell do you set the vcr clock? lol Testing would indeed be easier like that. Of course, each member of the testing team would need to have the same mods. With MO a collection of mods is the easy part. If you don't have one or two the individual can send or link it to you. = furthering your collection of various mods. This with a collection of the versions you can pretty much play any game with any mod or combination of mods available. Some would be harder such as EMB's etc. That in itself isn't hard to overcome. .. You zip up the SKSE, The EMB's (set up with the proper settings .ini etc ). CK and any other tools that go onto the actual game folder (can't be installed through MO) separately. Then delete said game after testing. Reinstall from backup. Verify cache, extract each of your tools one at a time to the game folder. clicking yes to any overwrites. A few minutes later your game folder is back to normal. If you want to be lazy just combine all the tools into one zip folder to install when doing this. The previous way was so to be able to add whatever version of the tools you need. Easy peasy mac and cheesy. VCR: You just have to enroll in VCR college . What? There's no such thing!? ...we're doomed . All the rest: At this point, MO seems almost too good to be true . Good thing it is true. All good shit RC. I'm almost ready for the FAQ, but I'll need to go to the pad and add what's left, and I have no intention of doing that right now. I've been working on a million different mod-related things since the moment I got home from school today, so I'm sitting on my ass and playing Mass Effect for a while. Been "working" for like 5 hours strait now. Be back later. May the MO be with you.
AwfulArchdemon Posted May 1, 2014 Author Posted May 1, 2014 @RC: Works just fine. I keep it installed by dragging it right into MO 'mods', and the red x serves as it's icon (as far as I'm concerned). I'm gonna fill this MO bats file way up. Pretty soon, MO will be all I need to use my computer .
James Bond Posted May 1, 2014 Posted May 1, 2014 I'm really liking Mod Organizer. Here's a few questions if anyone can help me. 1.) Does anyone know if there is a setting that allows one to disable the option to delete mods in the download folder, when right clicking on the mods that have been loaded? The "Delete" and "Delete All" are just a mouse slip away from the "Remove from View" option. I would like to keep all of my mods in the MO download folder and if they were hard to acquire or their mod author has been banned from the nexus, then not having to worry about accidentally deleting them would really be helpful. EDIT: After some further thought, I found that this issue is not a big deal because the deleted files just go to one's recycle bin, so they're very easy to get back. 2.) Since you cannot successfully compile scripts while launching the creation kit through mod organizer, I've installed the mod needing edited the normal way -- straight into the data folder. Unfortunately, there are other mods that I'd like to use simultaneously while working on the mod needing edited (like SkyUI), but they're all installed through MO. My problem is that if I launch the game through MO, then the mod being worked on doesn't launch. If I launch through MO, then the game doesn't load the mod needing edited. Basically, is there a way to get MO mods and regular mods installed in that data folder to both run at the same time? EDIT: I'm being an idiot today. The mod that was put into the data folder just needed it's ESP activated in Mod Organizer.
gvman3670 Posted May 2, 2014 Posted May 2, 2014 I'm really liking Mod Organizer. Here's a few questions if anyone can help me. 1.) Does anyone know if there is a setting that allows one to disable the option to delete mods in the download folder, when right clicking on the mods that have been loaded? The "Delete" and "Delete All" are just a mouse slip away from the "Remove from View" option. I would like to keep all of my mods in the MO download folder and if they were hard to acquire or their mod author has been banned from the nexus, then not having to worry about accidentally deleting them would really be helpful. EDIT: After some further thought, I found that this issue is not a big deal because the deleted files just go to one's recycle bin, so they're very easy to get back. 2.) Since you cannot successfully compile scripts while launching the creation kit through mod organizer, I've installed the mod needing edited the normal way -- straight into the data folder. Unfortunately, there are other mods that I'd like to use simultaneously while working on the mod needing edited (like SkyUI), but they're all installed through MO. My problem is that if I launch the game through MO, then the mod being worked on doesn't launch. If I launch through MO, then the game doesn't load the mod needing edited. Basically, is there a way to get MO mods and regular mods installed in that data folder to both run at the same time? EDIT: I'm being an idiot today. The mod that was put into the data folder just needed it's ESP activated in Mod Organizer. 1) Yeah, recycle bin. And I don't keep my archives in MO anyway, but have a folder in Documents to store the ones I wanna' keep. 2) Yup, you're being a dufus head today.
medic975 Posted May 2, 2014 Posted May 2, 2014 I keep all mods, you never know when one's going to get discontinued or gets it's version updated to something I really don't like.
RitualClarity Posted May 2, 2014 Posted May 2, 2014 Yep there is intelligence on other planets. .. yet how the hell do you set the vcr clock? lol Testing would indeed be easier like that. Of course, each member of the testing team would need to have the same mods. With MO a collection of mods is the easy part. If you don't have one or two the individual can send or link it to you. = furthering your collection of various mods. This with a collection of the versions you can pretty much play any game with any mod or combination of mods available. Some would be harder such as EMB's etc. That in itself isn't hard to overcome. .. You zip up the SKSE, The EMB's (set up with the proper settings .ini etc ). CK and any other tools that go onto the actual game folder (can't be installed through MO) separately. Then delete said game after testing. Reinstall from backup. Verify cache, extract each of your tools one at a time to the game folder. clicking yes to any overwrites. A few minutes later your game folder is back to normal. If you want to be lazy just combine all the tools into one zip folder to install when doing this. The previous way was so to be able to add whatever version of the tools you need. Easy peasy mac and cheesy. VCR: You just have to enroll in VCR college . What? There's no such thing!? ...we're doomed . All the rest: At this point, MO seems almost too good to be true . Good thing it is true. All good shit RC. I'm almost ready for the FAQ, but I'll need to go to the pad and add what's left, and I have no intention of doing that right now. I've been working on a million different mod-related things since the moment I got home from school today, so I'm sitting on my ass and playing Mass Effect for a while. Been "working" for like 5 hours strait now. Be back later. May the MO be with you. Which mass effect are you "working".? @RC: MO bats.jpg Works just fine. I keep it installed by dragging it right into MO 'mods', and the red x serves as it's icon (as far as I'm concerned). I'm gonna fill this MO bats file way up. Pretty soon, MO will be all I need to use my computer . Ahh, I see what was done.. I was thinking of one big batch.. Cool. I am a bit old school. had to many mods dissappear I desire: A screenshot with all spoilers open of the main page discription. Web link Screen-captures (only for those mods that have locations and such for future references) Any other personal notes and such. I perfer to do this "off line" As you can see this is just light references. Shouldn't be a major problem MO's virtual filing system is quite large and so far very few have even gone close to maxing it. I'm really liking Mod Organizer. Here's a few questions if anyone can help me. 1.) Does anyone know if there is a setting that allows one to disable the option to delete mods in the download folder, when right clicking on the mods that have been loaded? The "Delete" and "Delete All" are just a mouse slip away from the "Remove from View" option. I would like to keep all of my mods in the MO download folder and if they were hard to acquire or their mod author has been banned from the nexus, then not having to worry about accidentally deleting them would really be helpful. EDIT: After some further thought, I found that this issue is not a big deal because the deleted files just go to one's recycle bin, so they're very easy to get back. 2.) Since you cannot successfully compile scripts while launching the creation kit through mod organizer, I've installed the mod needing edited the normal way -- straight into the data folder. Unfortunately, there are other mods that I'd like to use simultaneously while working on the mod needing edited (like SkyUI), but they're all installed through MO. My problem is that if I launch the game through MO, then the mod being worked on doesn't launch. If I launch through MO, then the game doesn't load the mod needing edited. Basically, is there a way to get MO mods and regular mods installed in that data folder to both run at the same time? EDIT: I'm being an idiot today. The mod that was put into the data folder just needed it's ESP activated in Mod Organizer. 1) Don't trust that at all. Having the downloads and such in the folder (like I will do even for non Nexus mods) isn't the only thing needed. You need to back up MO or at least that folder just like other back up procedures . The concept in my mind of leaving them there is for ease of access and use, not archival in the sense of the word. The recycle bin can loose your files if the files are two large or the paths are too long. It is a very rare thing but if you loose the last copy available of a version of a mod no longer offered .. you will be pissed. Just saying. 2) trust me.. many here have done idiot things with MO as they get use to using it. It is the nature of the game. MO is unlike other mod managers that we are use to and it is bound to happen as the way one processes and works with MO is different . Don't beat yourself up about it. PLUG WARNING: AwefullArchDemon is working on this issue and soon will have some "goodies" for the MO community. There are others here that have helped with the thread that have been in communication.. I am only mentioning this because he has mentioned it earlier. It is going to help LL members a lot.
AwfulArchdemon Posted May 2, 2014 Author Posted May 2, 2014 @Bond...James Bond: Everyone's right. Download your mods manually to a folder of your choosing. Somewhere they'll always be available, and somewhere you'll remember easily. My dl folder is called "Skyrim Reborn", and it has a cool custom icon. I've only used used MO to download mods to see if it worked right. It does, and after that, I just left it alone. Cool option to have, but there's no safer way than to download them into a nice, secure file somewhere, and install via import. Maybe have 2 copies. That's what we modders do. Always nice to have a backup plan or 2. @RC: No, I was "working" on a world of typing; Had to go help a guy on FNIS' thread on Nexus, which required me to finally upgrade MO and FNIS, and tweak my 4shared uploads, and respond here to MO, and plenty of PM's, and I relocated some stuff to my D:, since my comp is on the verge of freezing from way too much info (got like 12 games on this bitch, all with tons of mods), a bunch of other online stuff, including simply studying MO a bit (fucking love MO), and going over old posts here, and reviewing other MO notes I made in various folders (we're talking about a project, people), and tons of other stuff, so it was certainly "work", not just playing or modding Mass Effect. I played a bit afterwards to get away from it all. btw - I'm on ME 2. Just beat 1 a couple days ago (first time on PC). I'm "good" for this playthrough. While we're giving plugs, I have Bioware games on my future MO support list . Key word is "future". I'm in pretty deep with 2 different Photoshop classes this term, so that's where most of my time will be spent for now. It's a GOOD thing though. Anything that helps me mod better is worth putting some MO stuff on pause for a bit. That's what LL's all about, afterall . I'd like to thank you all for putting this thread at #4 on Google's Mod Organizer search (currently, but fluctuates from #2 to #6). It seems page 2 is the popular page on this thread . Thank you loyal MO lovers!
RitualClarity Posted May 2, 2014 Posted May 2, 2014 I was referring to your break from actual work playing ME.. lol. Saving the universe is hard work.. Good work and great diversion when you are neck high in other RL issues.
D_ManXX2 Posted May 2, 2014 Posted May 2, 2014 Does anyone know why suddenly fnis would break if moved out of the override folder ?? i made many profiles without problems now with the latest sexlab and new profile everytime i make a new download file profile sexlab v1.54 create everything like fnis bashpatch and move it out of the override the fnis gets reset and when skyrim loads no sexlab animations works . rebuilding fnis and keeping it override fixes this.
gvman3670 Posted May 2, 2014 Posted May 2, 2014 Does anyone know why suddenly fnis would break if moved out of the override folder ?? i made many profiles without problems now with the latest sexlab and new profile everytime i make a new download file profile sexlab v1.54 create everything like fnis bashpatch and move it out of the override the fnis gets reset and when skyrim loads no sexlab animations works . rebuilding fnis and keeping it override fixes this. I've seen this before and never figured out the "why" of it myself. So my fix has been to just keep the FNIS output in the overwrite folder and run the FNIS generator whenever I switch profiles. This has worked flawlessly so I plan on just continuing doing it unless I can find a better way that's more dependable.
eifrag Posted May 2, 2014 Posted May 2, 2014 mine didnt FNIS made 2 files inside my overwrite folder: tools\GenerateFNIS_for_Users meshes
D_ManXX2 Posted May 2, 2014 Posted May 2, 2014 Thanks, yes i manage to find what was causing it. As i stated i use many different profiles, i just accidentally used the wrong profile for my current game. So everytime i was updating fnis and put in the right profile i was still using the wrong profile so it was resetting my fnis settings again. Anyway that will teach me to make sure the profile is the correct one before doing anything else.
AwfulArchdemon Posted May 2, 2014 Author Posted May 2, 2014 I was about to be confused. I've had no problems ever with MO (except 1 SkyUI error I couldn't figure out on my own a long time ago). If anyone plans on running FNIS soon, or in the near future (this mostly applies to newbs, since you'll be installing mods frequently), just leave FNIS' generated files in 'overwrite'. When you've found a harmony in your mods, and won't be installing new ones that require you to run FNIS, right-click 'overwrite' and choose 'create mod...', and name it FNIS.
RitualClarity Posted May 2, 2014 Posted May 2, 2014 Thanks, yes i manage to find what was causing it. As i stated i use many different profiles, i just accidentally used the wrong profile for my current game. So everytime i was updating fnis and put in the right profile i was still using the wrong profile so it was resetting my fnis settings again. Anyway that will teach me to make sure the profile is the correct one before doing anything else. Character name - Sex - Race - class Benny the knife - Male - Brenton - Warrior Juela the sneak - female - agorian - thief assassin No more problems with profiles ... !
RitualClarity Posted May 2, 2014 Posted May 2, 2014 Does anyone know why suddenly fnis would break if moved out of the override folder ?? i made many profiles without problems now with the latest sexlab and new profile everytime i make a new download file profile sexlab v1.54 create everything like fnis bashpatch and move it out of the override the fnis gets reset and when skyrim loads no sexlab animations works . rebuilding fnis and keeping it override fixes this. I've seen this before and never figured out the "why" of it myself. So my fix has been to just keep the FNIS output in the overwrite folder and run the FNIS generator whenever I switch profiles. This has worked flawlessly so I plan on just continuing doing it unless I can find a better way that's more dependable. I do the same now. It is usually safe and reliable. I sometimes delete the files for recreation and it seems to work fine. (for new mods and data to prevent mixing the files up) I was about to be confused. I've had no problems ever with MO (except 1 SkyUI error I couldn't figure out on my own a long time ago). If anyone plans on running FNIS soon, or in the near future (this mostly applies to newbs, since you'll be installing mods frequently), just leave FNIS' generated files in 'overwrite'. When you've found a harmony in your mods, and won't be installing new ones that require you to run FNIS, right-click 'overwrite' and choose 'create mod...', and name it FNIS. What if you are running different profile and different animation mods? Does it matter? Can you get away with running one FNIS with all the mods activated and then run profiles without those.. Curious aliens would like to know..
AwfulArchdemon Posted May 2, 2014 Author Posted May 2, 2014 Not if they're different animation mods on each profile. You need each FNIS generation to be in that profile, which is where Create Mod comes in handy. I just run each time I switch profiles, but I very rarely switch profiles. I try to dedicate myself to beating the game with each profile before I switch to a different game, simply because I haven't been testing lately.
RitualClarity Posted May 2, 2014 Posted May 2, 2014 I thought if you run the FNIS before you start the profile it would updated the profile correctly, regardless of the animations used. So long as you run it before you start a game (profile) to be sure it is correct like gvmnn states here I haven't been able to test it because I don't have many animations. I haven't even moved to body slide or xp skelly. yet. (still beating MO and putting it through its paces. learning)
gvman3670 Posted May 3, 2014 Posted May 3, 2014 My profiles don't all use the same SL mods (with some overlapping, though) and I just run FNIS each time I switch.
AwfulArchdemon Posted May 3, 2014 Author Posted May 3, 2014 @RC: I thought you were trying to use one generation (in overwrite) for each profile even if they used different anim mods...did I misread? Obviously, running FNIS each time you switch profiles will give you the OK to play.
D_ManXX2 Posted May 3, 2014 Posted May 3, 2014 I thought if you run the FNIS before you start the profile it would updated the profile correctly, regardless of the animations used. So long as you run it before you start a game (profile) to be sure it is correct like gvmnn states here I haven't been able to test it because I don't have many animations. I haven't even moved to body slide or xp skelly. yet. (still beating MO and putting it through its paces. learning) What i mean was this i make normal profile and named it say: D_ManXX2 then i use bash patches fnis and other skyproc etc.. and everything is put into override folder. I zip these file now as Profile Override D_ManX2 and put that into downloads and activate the file Mod Organizer now i can safely delete all content from override folder. My mistake previously was i used D_ManXX2 profile but the zip used was named somewhat differently so it was using all content from different profile. So that is why fnis was constantly resetting for my current profile.
RitualClarity Posted May 3, 2014 Posted May 3, 2014 @RC: I thought you were trying to use one generation (in overwrite) for each profile even if they used different anim mods...did I misread? Obviously, running FNIS each time you switch profiles will give you the OK to play. Well yes and no. Yes currently I am trying to use the same profile but re-runing them when I change games which now is about every 5 or 10 hours of game play. Not long but not so fast either. In the end I would like to create if needed ( might not even need it) a profile that can be different from the others if I decide to have some radically different animations or mods from the normal ones. Likely I will settle into a main "core" batch of mods and just add one or two as time allows and play with them in a profile and then move on keeping them or eliminating them. I really like the profile option of MO. Thanks on the clarification on the Running FNIS I just wanted to be sure so that when I add or test some other animation mods I can be sure that I won't mess up a favorite profile. I am soon going to stop playing with the mods and do a good playthrough with the game and I don't want to mess it up. Now I can have my cake and eat it too... Yea MO! I thought if you run the FNIS before you start the profile it would updated the profile correctly, regardless of the animations used. So long as you run it before you start a game (profile) to be sure it is correct like gvmnn states here I haven't been able to test it because I don't have many animations. I haven't even moved to body slide or xp skelly. yet. (still beating MO and putting it through its paces. learning) What i mean was this i make normal profile and named it say: D_ManXX2 then i use bash patches fnis and other skyproc etc.. and everything is put into override folder. I zip these file now as Profile Override D_ManX2 and put that into downloads and activate the file Mod Organizer now i can safely delete all content from override folder. My mistake previously was i used D_ManXX2 profile but the zip used was named somewhat differently so it was using all content from different profile. So that is why fnis was constantly resetting for my current profile. I had the same issue awhile back. I got confused with the created folder and thought I did something wrong.. Now that doesn't happen so much with me now with MO. Most mistakes are user errors. I like this idea D_Manxx. With Skyrim being so sensitive with mods and scripts running I could use this to prepare a profile. Do my work. Test it out a bit and then wip out a mod out of the Overwrite folder. Excellent way of keeping everything together. The past two or three days I have been trying to figure out which mod is still adding things to the overwrite folder when I play the game besides FNIS. It was annoying. Now with this it isn't. Yes it is likely has been mentioned before but my big green head just wasn't capable at that time to understand (comprehend) the idea properly. I could always go back and work a bashed patch and such just drop it into the created MoD. Keeping the Overwrite folder clean and tidy helping minimizing mistakes between profiles. However Most times I imaging that people are running essentially the same mods between the profiles anyway so I don't know how much use they would get out of this idea.
nutluck Posted May 4, 2014 Posted May 4, 2014 Ok today i decided to switch to MO, for the most part it has been going well but ran into a few problems. The big one is FNIS. I have read several posts about it but I don't know if I am being dumb but I don't get it. No matter what I do I keep getting the red text warning about No Game Data on Top Level. At that point I don't know what I am suppose to do, I just don't get it. Having a similar issue with mods that are just animations like 360 walk, I am wondering if I should not use manual and use the installer it comes with instead of manual install. I see the upside of MO but I will be honest I find it a hell of a lot more confusing to use than NMM ever was.
gvman3670 Posted May 4, 2014 Posted May 4, 2014 For the 360 walk I'd just use the installer. Or try this set of walk/run animations that have it built in. This is what I use myself and combined with one of red1313's standing idles, 3ukalipto archer, and the Catwoman crawl sneak it is really cool. I just put that all into one folder, named it, zipped it, and installed it with MO. Super simple and took less than 5 minutes.
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