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Posted

OK, well kinda working on this on and off as lots of other RL things going on, but....

I installed my Succubus Race mod and then made a zip of the "corrected" meshes and textures and called it Succubus HDT corrections.

Same with Ningheim Race mod. 

I need to make a "corrections" mod for the vanilla body meshes for HDT and then THAT's done.

Still haven't pulled in any clothing or armor mods, but ...... baby steps. I'm learning how this works and if I screw up a profile I can just make another one once I have stuff figured out.

 

I need to install SexLab and a pregnancy mod to make sure all of the bodies are squared away. And More Nasty Critters to check creature animations and put FNIS through its paces.

 

QUESTION:

Can you COPY a profile that has most of what you need and a few things you probably don't and then add/subtract mods to/from it?

 

That would make building another profile a lot easier.

Posted

@chajupa:

 

About all your questions:

 

SKSE scripts, or any scripts folder, would normally go into the data folder. Anything that would normally go into the data folder ought to be installed without a data folder. The 'Data' folder has no place in MO. So just make a folder called SKSE_scripts (or something like that), and put 'scripts' in it. Zip the SKSE_scripts folder up, and install into MO. I repeat, 'Data' has no place in MO.

 

The reason is, MO has it's own virtual 'Data' folder automatically. If you install a mod that has 'Data' in it, you'll see MO's 'Data' at the top of the tree, and then another 'Data' right below it, and you'll get a message saying "no game data on top level". Dragging 'scripts', 'meshes', 'textures', 'esp' and 'esm' files, 'sound', etc etc to MO's 'Data' at the top (the one that is always there, not the added 'Data' folder) will give a "Looks good" message.

 

MO dislikes the 'Data' folder, and so do I. :P

 

About the left and right pane, the left pane is where your mods are listed. The right pane is where your plugins and master files are listed. The plugins come from the installed mods on the left. If you open a mod (that uses a plugin and/or master file) in explorer (right-click, 'Open in Explorer'), you'll see the plugins and masters in there (right away if it's installed right), and they will be listed in the right pane once the mod's activated (left pane).

 

To replace meshes/textures in a mod, create all necessary folders ( example - meshes\armor\DarkLilith\nif file here) and zip them up to be installed to MO. If you want to replace them once-and-for-all, as corespore said, just open the mod you already have and copy/paste - replace/overwrite the old nif with the new one you want.

 

Always keep a backup of your mods somewhere for emergency situations. :exclamation:

 

About HDT:

 

- Get HDT to work:
 
Just take all files out of the included 'data' folder, make a 'new folder', and name it "HDT". Put all of the files from the 'data' folder and put them in the new HDT folder. Zip that folder, and install to MO. It's the classic "repacking for MO" technique that you need to know if you've downloaded a file from Nexus, but want to use MO to run it.
Posted

And about the last question, You can make a new profile with all the same mods in it by just creating a new profile using MO's 'profile'\<manage> option. Everything will be in alphabetical order though, so you want to copy/paste the load order.txt from the old profiles folder to the new one. Fire up the new one and you'll see they're all in order now. Make wanted changes then to the new profile.

Posted

QUESTION:

 

Regarding saves. I would LOVE to be able to start a few characters using my default profile which has like.... nothing modded .... and then at some point take that character and load them in a profile that has a certain set of mods. If I use the "local saves" feature of MO so that I only see saves associated with that (modded) profile, then I'm assuming I won't even be able to SEE my characters fresh out of Helgen which were made "clean" using the unmodded profile.

 

Can that "local saves" feature be turned on and off at will? So like.... turn it OFF in a modded profile so I can see my clean start characters, load a game in that modded profile, start the (formerly unmodded) character, SAVE them once the mods configure, then turn ON the local saves so when I select that modded profile again I see the character I saved while the modded profile was active but not the save (of the same character) from the UNmodded profile?

 

Am I making sense?

 

This way I could, for example, start a Succubus Race character named Suki using the unmodded profile.

THEN, I could PLAY her in several different profiles with each having its own set of mods. And when I load those modded profiles I's only see the Suki saves that fit the profile I've selected.

 

AND..... observations.... loking for input on these...

 

Hmmmmm.... I tried Bodyslide and it didn't look right. It was missing "pieces" like the dropdown for slider groups. The outfit dropdown was there. And the presets dropdown was there, but ...... I'll have to try and figure that one out.

 

Other than that.... I'm kinda diggin' MO. 

 

Oh and FNIS warns that it's not being run from the data something tools folder, but it is. :)  Seems to still be working. I'm trying to get most of the basics down and I have to say I'm kind of surprised at the number of mods I had installed that I wasn't USING but had to leave them installed so it wouldn't break the saves they were in.

 

 

Posted

QUESTION:

 

Regarding saves. I would LOVE to be able to start a few characters using my default profile which has like.... nothing modded .... and then at some point take that character and load them in a profile that has a certain set of mods. If I use the "local saves" feature of MO so that I only see saves associated with that (modded) profile, then I'm assuming I won't even be able to SEE my characters fresh out of Helgen which were made "clean" using the unmodded profile.

 

Can that "local saves" feature be turned on and off at will? So like.... turn it OFF in a modded profile so I can see my clean start characters, load a game in that modded profile, start the (formerly unmodded) character, SAVE them once the mods configure, then turn ON the local saves so when I select that modded profile again I see the character I saved while the modded profile was active but not the save (of the same character) from the UNmodded profile?

 

Am I making sense?

 

This way I could, for example, start a Succubus Race character named Suki using the unmodded profile.

THEN, I could PLAY her in several different profiles with each having its own set of mods. And when I load those modded profiles I's only see the Suki saves that fit the profile I've selected.

 

AND..... observations.... loking for input on these...

 

Hmmmmm.... I tried Bodyslide and it didn't look right. It was missing "pieces" like the dropdown for slider groups. The outfit dropdown was there. And the presets dropdown was there, but ...... I'll have to try and figure that one out.

 

Other than that.... I'm kinda diggin' MO. 

 

Oh and FNIS warns that it's not being run from the data something tools folder, but it is. :)  Seems to still be working. I'm trying to get most of the basics down and I have to say I'm kind of surprised at the number of mods I had installed that I wasn't USING but had to leave them installed so it wouldn't break the saves they were in.

 

Regarding saves: Just copy them in the Explorer, from "Mod Organizer\profiles\Profile1\saves" to "Mod Organizer\profiles\Profile2\saves". Needs local saves turned on. But you really need to be carefull about mods if you have them on and then not in a different profile.

You can use "Transfer Save". On Default don't use "Local Saves". Then you can transfer the global saves to the "Local Save" Profiles. But Copying is faster and more control IMO.

Posted

OK, well Bodyslide was an easy enough fix. I installed Bodyslide2 and fixed the "modify executable" to point to the BodySlide2 executable and VOILA! Fixed. Seemes the version of Bodyslide that came with the CBBE body replacer I was using is an older version of Bodyslide.

 

My vanilla NPCs didn't have HDT working despite the fact that I had created a "Vanilla HDT meshes" mod. 

Seems that my little mod was being overwritten by CBBE body replacer.

THEN I discovered I just had to drag my vanilla HDT meshes mod after the CBBE mod and.... VOILA! Now my mod overwrites the CBBE mod and body parts are bouncing once again! :)

 

Posted

Let me see if I got this strait:

 

You want to use the default profile for only the succubus race (right?), and have that save available on other profiles by just ticking and unticking the local saves option, so you can use her in other saves?  Right?

 

Why not just use the 'Transfer saves' option? ;) Sounds like you may be making MO more complicated than it is. :D

 

But to answer your unusual question...yes. Ticking and unticking it brings your saves in and out of view.

 

FNIS should give no errors. How did you decide to install it?

 

Edit: Crap, Akzyra kinda ninja'd me. :P

Posted

 

 

 

QUESTION:

 

Regarding saves. I would LOVE to be able to start a few characters using my default profile which has like.... nothing modded .... and then at some point take that character and load them in a profile that has a certain set of mods. If I use the "local saves" feature of MO so that I only see saves associated with that (modded) profile, then I'm assuming I won't even be able to SEE my characters fresh out of Helgen which were made "clean" using the unmodded profile.

 

Can that "local saves" feature be turned on and off at will? So like.... turn it OFF in a modded profile so I can see my clean start characters, load a game in that modded profile, start the (formerly unmodded) character, SAVE them once the mods configure, then turn ON the local saves so when I select that modded profile again I see the character I saved while the modded profile was active but not the save (of the same character) from the UNmodded profile?

 

Am I making sense?

 

This way I could, for example, start a Succubus Race character named Suki using the unmodded profile.

THEN, I could PLAY her in several different profiles with each having its own set of mods. And when I load those modded profiles I's only see the Suki saves that fit the profile I've selected.

 

AND..... observations.... loking for input on these...

 

Hmmmmm.... I tried Bodyslide and it didn't look right. It was missing "pieces" like the dropdown for slider groups. The outfit dropdown was there. And the presets dropdown was there, but ...... I'll have to try and figure that one out.

 

Other than that.... I'm kinda diggin' MO. 

 

Oh and FNIS warns that it's not being run from the data something tools folder, but it is. :)  Seems to still be working. I'm trying to get most of the basics down and I have to say I'm kind of surprised at the number of mods I had installed that I wasn't USING but had to leave them installed so it wouldn't break the saves they were in.

 

 

 

Regarding saves: Just copy them in the Explorer, from "Mod Organizer\profiles\Profile1\saves" to "Mod Organizer\profiles\Profile2\saves". Needs local saves turned on. But you really need to be carefull about mods if you have them on and then not in a different profile.

You can use "Transfer Save". On Default don't use "Local Saves". Then you can transfer the global saves to the "Local Save" Profiles. But Copying is faster and more control IMO.

 

 

Understood about caution with saves. I was thinking along the lines of only ever moving a "clean" character to a modded profile. Never moving a save from moddedProfile-1 to moddedProfile-2 as that would probably .... almost certainly... cause issues I'm trying to avoid by installing MO in the first place :)

 

So my own "conditions" for moving a save would be that the profile I'm moving TO must have ALL of the same mods as the profile I'm moving FROM and can have additional mods.

 

But that's a save MOVE. Which means my clean character save is no longer in the default profile. Can you COPY a save from one profile to another?

 

Example:

Create Suki using Default Profile (unmodded, local saves OFF)

COPY Suki from default (global?) to Profile 1 (which has local saves ON) to follow a Player Succubus Quest kind of play

COPY Suki from default (global?) to Profile 2 (which has local saves ON) to gather followers and become a whore army

etc.... different types of plays using the same original character

Posted

Let me see if I got this strait:

 

You want to use the default profile for only the succubus race (right?), and have that save available on other profiles by just ticking and unticking the local saves option, so you can use her in other saves?  Right?

 

Why not just use the 'Transfer saves' option? ;) Sounds like you may be making MO more complicated than it is. :D

 

But to answer your unusual question...yes. Ticking and unticking it brings your saves in and out of view.

 

FNIS should give no errors. How did you decide to install it?

 

Edit: Crap, Akzyra kinda ninja'd me. :P

 

I installed FNIS as a mod... straight up. 

It WORKS, but has 1 warning and when I scroll up in the text box of FNIS (where it shows what it's registering and stuff) I see the warning is about it not being run from the data tools folder, when I can see that it is clearly running from there according to MO.

Posted

Of course you can copy a save. Just go to a profile's 'saves' folder, copy the save you're looking for, and paste it to the 'saves' folder in the other profile.

 

And don't worry about the FNIS error. It's right, you don't have FNIS in the data folder. It's more of an observation than a warning. :P

 

------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

 

So you all know, I'm back in school as of Monday, so I won't be around quite as often, due to my inconvenient class schedule this term. No real time to be at home, and I don't use my laptop for anything but notes at school.

 

I'll jump on LL whenever I can. Weekends are always available.

Posted

OK, maybe a dumb question here...

 

Regarding saves:

I HAD local saves OFF for both Default profile (the unmodded one) and Profile 1 (modded)

 

If I turn local saves ON in Profile 1 I don't see any saves listed. I assume this means if I now launch from that Profile I'll only be able to start a new character.

If I look at Default profile (local saves for that one are OFF) I see all the saves listed, but if I use explorer to look at the profiles, only Profile 1 (modded) has a saves folder and it is empty (expected). 

Default profile doesn't have a saves folder at all.

 

So where are my saves? :)

 

DOH!

I'm dumb.

They're in the default location where SKyrim saves saves. :)

 

If I copy a save from there, do I copy the .ess AND the .skse for that save into the MO profile\saves folder?

 

Posted

OK, maybe a dumb question here...

 

Regarding saves:

I HAD local saves OFF for both Default profile (the unmodded one) and Profile 1 (modded)

 

If I turn local saves ON in Profile 1 I don't see any saves listed. I assume this means if I now launch from that Profile I'll only be able to start a new character.

If I look at Default profile (local saves for that one are OFF) I see all the saves listed, but if I use explorer to look at the profiles, only Profile 1 (modded) has a saves folder and it is empty (expected). 

Default profile doesn't have a saves folder at all.

 

So where are my saves? :)

 

DOH!

I'm dumb.

They're in the default location where SKyrim saves saves. :)

 

If I copy a save from there, do I copy the .ess AND the .skse for that save into the MO profile\saves folder?

 

Yeah you need BOTH. If you had used "Transfer Saves" in Manage Profiles it would have worked too.

 

Posted

OK, just posting this as a MO n00b for other MO n00bs. I've seen the term "repack for MO" before but I can't say I've ever seen it described in detail, so.... here goes....

 

Now that I sort of understand how MO works, I'm spending some time going through my mods and "repacking" them for MO.

 

Not sure I'm going to repack ALL of them because frankly, MO will give you the option to NOT use the data directory when installing a mod. You get a file tree with the warning that there's no mod info at the top level (MO doesn't like "data" directories as it virtualizes "data") So I can install something like Amazing Follower Tweaks just by telling MO I want to install from an archive (I have the original AFT zip file from when I downloaded it from Nexus with NMM) and it will open a dialogue and let me drag everything OUT of the mods data folder and uncheck a couple boxes and.... done.

 

BUT.... I have some follower mods (Sophia, Eryniel Elf, Mirai, and a few more) that I went into their meshes and stuff and gave them new bodies and enabled HDT and.... you get the idea. SO...

 

I created a folder called Repack-for-MO

 

I open the zip (or rar) for.... let's say, Sophia.... unzip it into a folder just for doing this sort of this. Make a new folder inside that "working" folder and name it something like, Sophia-repack-HDT.

 

Now I copy folders OUT of the unzipped Sophia mod's data folder and paste them into my Sophia-Repack-HDT (so now there's no "data" folder in this Sophia-repack-HDT folder). Then I go into my previous Skyrim data folder (you did save yours someplace, right?) and I copy my modified meshes, textures, whatever and paste them into the Sophia-Repack-HDT folder in the appropriate places.

 

Now back out of the Sophia-Repack-HDT folder so I can see it in the explorer window, right-click, select Winzip (yeah I use winzip for this....easy), select Add to Sophia-repack-HDT.zip, and..... done!

 

Now drag that zip file to your Repack-for-MO folder. Now you can install it into MO easily and in a way that MO understands immediately so no screwing around dragging things and unchecking things.

 

AND... you now have an MO-friendly archive and you still have your original mod archive.

 

This is one of those things that takes about 50 times longer to describe than to actually do. The first repack took me about 5 or 10 minutes because I was figuring out the process as I went along. Second one took me about 2 minutes tops. I don't HAVE to repack everything, but I CAN repack things if I want even if I've already installed them from the original archive. So I have them for later if I want them. 

 

your original mod probably had a file structure something like this:

 

data

---something.esp

---meshes

-----actors

-------character

----------character-name

-------------mesh files

---textures

-----actors

-------character

----------character-name

-------------texture files

 

The folder for your repack has no data folder and would look more like this:

 

something.esp

meshes

---actors

-----character

--------character-name

-----------mesh files

textures

---actors

-----character

--------character-name

-----------texture files

 

EDIT * 

AND... I'm finding that on a "normal" mod archive where I haven't changed anything like meshes or textures or whatever.... this process is super fast because I unzip the orriginal, open the data folder, CNTRL+A to highlight everything, paste that into my working folder, rezip and done. MAYBE 30 seconds. So it will take me a while to go through over 100 mods and decide #1 what I'm really keeping, and #2 which ones I want to repack right away.

 

I need to hang on to my old Skyrim\data folder for a while as I go back to it occasionally to "steal" a custom mesh, or skeleton, or whatever for repacking. But there are only just so many mods that I really have to repack with customization so at some point I won't need to be revisiting that old skyrim\data folder and I'll be able to get rid of it (I zipped it as a CYA move before I started this adventure).

 
Posted

OK I have a rather specific question about a particular mod and how best to "manage" it.

 

Apropos

 

The description database is a rather extensive collection of text files and I'm constantly "tinkering" with them to add or change descriptive text displayed during sex or to add new sections as gooser continues to develop Apropos and add support for various scenes between various types of partners.

 

Should I just keep the unzipped folder I used for repacking, make my edits in there, rezip, uninstall/reinstall using the newly repackaged and edited mod?

 

OR.... should I make a "patch" mod that only contains the text files and edit them there and rezip, uninstall/reinstall that patch?

 

I'm kinda leaning toward just editing the files in the working folder of the mod and reinstalling it after I edit it.

 

Suggestions?

Posted

QUESTION:

 

Regarding saves. I would LOVE to be able to start a few characters using my default profile which has like.... nothing modded .... and then at some point take that character and load them in a profile that has a certain set of mods. If I use the "local saves" feature of MO so that I only see saves associated with that (modded) profile, then I'm assuming I won't even be able to SEE my characters fresh out of Helgen which were made "clean" using the unmodded profile.

This way I could, for example, start a Succubus Race character named Suki using the unmodded profile.

THEN, I could PLAY her in several different profiles with each having its own set of mods. And when I load those modded profiles I's only see the Suki saves that fit the profile I've selected.

 

Wow. Easy fix. No opening the MO folder. NO transferring of saves, load orders, mods list and the such.

 

Open MO.

Create a new profile "Succubus-Base"

Play your "Succubus-Base" profile until you reach a point where you want to add mods.

Stop Skyrim

Open MO

Open the profiles

select the "Succubus-Base"

Copy

A name prompt will come up. Name it properly. "Succubus - Name" ( format makes it easier to find with multiple profiles)

Open your new Profile and make whatever changes you need. Run FINIS, LOOT etc. Add the mods you want active and then

Make sure your new profile is active and start the game.

Later if you need to add or test or make choices. ( deviations in game like Become vampire quest line or fight vampire quest line) you can just copy that great profile and play both sides. . No need to start over and with this process you can then activate the mods desired. Like in the example Better Vampires and such so that one profile ( the one where you are a vampire) has this mod active and the other don't. :D Yea MO

 

Oh chances are on the copy of a current run through very little changes would be needed. :)

 

Why do this.

You have many profiles. The are named according to your play style. Can copy the profiles at any point. You can just create a very basic profile that just has you leaving Helgan. The key point in this is your Default is well Default. Make the order of the mods and how they have to be running ( overrides and such, Universal ini settings and the such) so that when you move over a fresh copy you have a .. well fresh copy with out any issues. No saves. This also prevents the need to open up MO and mess around inside minimizing your potential for messing something up or moving a list or .txt file to the wrong profile.

 

Using the tools available through MO should always be the first option used by those not familiar with the function and design of MO. As you can see the tools to do what you want is already available through MO without having to mess with files or leaving files through out the system ( local saves)

Posted

I've copied saves from the Skyrim default location to MO and only took the ".ess" save files. And that worked perfectly. MO only saves .ess files itself so that's why I tried using only those and it works. I don't even know if MO will read the ".skse" saves properly or not. :lol:

Posted

I moved both before I started the profile copy methods. I didn't trust that it would work properly without having both. Nice to hear it works well with only the .ess files.

Posted

OK, this is starting to shape up. Really didn't take all that long considering I only work at it for short periods. 

 

I did manage to get a continuous load screen. :)

 

I was activating all of the Devious Devices (assets, integration, and expansion) plus 2 followers all in one shot. (heheheh.... hey I gotta push a little to see how it all works)

 

I disabled the followers and tried again and it loaded fine. I'll do those followers one at a time.

 

I still have to get my head around the transfer saves, local saves, copy profile stuff. I would prefer to do it like you said, from INSIDE MO and not go out to explorer and "push" stuff. If MO can do it all, that's the way I want to do it. I'll figure it out. This is going to make my life so much easier. I'm a "tinkerer". I was always the first kid on the block to come out with a screwdriver whenever anybody came home with a new toy. So being able to have several profiles and different play styles is like...... heaven!

 

I was going into NMM and turning off mods and turning others on depending on which character I wanted to play. That gets old real fast and I screwed up more than one save adding and removing stuff.

Posted

I like MO for lots of reasons.

 

One cool thing I found I could do is recolor stuff after the mod was already installed into MO. Just go into MO's mod folder, access the textures files in there that you want to change with GIMP/Photoshop, recolor stuff and overwrite. Then the next time I launch the game the items are recolored or retextured and if I don't like it I can replace that file or just reinstall the mod.

Posted

OK, this is starting to shape up. Really didn't take all that long considering I only work at it for short periods. 

 

I did manage to get a continuous load screen. :)

 

I was activating all of the Devious Devices (assets, integration, and expansion) plus 2 followers all in one shot. (heheheh.... hey I gotta push a little to see how it all works)

 

I disabled the followers and tried again and it loaded fine. I'll do those followers one at a time.

 

I still have to get my head around the transfer saves, local saves, copy profile stuff. I would prefer to do it like you said, from INSIDE MO and not go out to explorer and "push" stuff. If MO can do it all, that's the way I want to do it. I'll figure it out. This is going to make my life so much easier. I'm a "tinkerer". I was always the first kid on the block to come out with a screwdriver whenever anybody came home with a new toy. So being able to have several profiles and different play styles is like...... heaven!

 

I was going into NMM and turning off mods and turning others on depending on which character I wanted to play. That gets old real fast and I screwed up more than one save adding and removing stuff.

 

You can copy any profile and make another one from that point. The saves, ini settings etc. Then all you need to do is make any minor changes you want for that profile and play. I have done it many times. It works like a charm. I only open MO up when I have a problem or forget something and need to manually change something or add something. etc.

 

You can also use these "profiles" to create one that has the patch or upgraded mods. Test them in that profile and then continue or return to the original if the upgrades don't work. NO muss no fuss. If they work you can delete the old ( original ) profile that you used and only use the current "upgraded one".

 

Profile tool is a powerful tool not mentioned to much in the benefits of MO. Mostly people mention the protection of the Data folder and the drag and drop conflict resolutions. Both of these are great but the profile options really make MO a choice that cannot be overlooked.

 

Finally running the "profies" based on your play through you cannot mess up a save so long as you create a new profile for test/play. The original will be safe and sound. You can mess with the mods to your hearts content.

 

For this to work all mods are installed into the "Default" profile. and arranged the way it is needed ( for override purposes) Then if there are active profiles that need to use that mod..fix those.. Neat option is find the location where the mod should be. Note the number besides that mod ( since all are designed to have the same numbers ) and open your other profile click on it and change it to the number you desired. It will move to the proper order .. No messing or copying the load.txt and such from other profiles. ;).. Now all your mods in all your profiles match the same mod orders . unless you have a reason to change them for a particular mod :). In any case the mod would jump close to the location where it belongs... easy.

 

My process.

Default.

Create a new profile .. RaceMale - Name - description.   or  RaceFemale - Name - description etc.

Lets say I create a OrcMale - Bo'durg - Warrior and later decide to choose a vampire option in Dawnguard and a non-vampire option

OrcMale - Bo'durg - VampireWarrior or OrcMale - Bo'durg - VampireHunter   As you can see easy fix and can then copy profiles any way I desire as many variations as I want. Keep in mind that you can use even past saves as a starting point. Intead of him becoming a warrior.. Move back to a previous save before choosing that and go to riftin and become a theif. OrcMale - Bo'durg - Thief. :D

 

You can see that this process or some similar process can allow you many variations of Succbus playthrough. With not one time having to open MO to make any manual changes. :D

 

Practice a bit. Keep the Profiles even if you decide to not use them. I would add Old right to the end. If ever you want to copy the profie and create a new one based off the playthrough .. just copy, name and start from some save that is appropriate.

 

MO even has an option to "fix mods"  in the "save" tab. Just click on that and it will give you the missing mods that you need with that mod. Helps you figure out what is missing. If it is something simple and won't hurt the save.. continue. If it is something that has to be "killed' start it with that mod and kill the processes and then make a new clean save.

 

As AwefularchDemon would say...

Yea MO!

 

Posted

Oh man.... ANOTHER reason to love MO.

Remember when I said I managed to get a continuous load screen?

I took care of that by not trying to activate so many mods at once. I cut out a couple of follower mods and that fixed THAT problem.

Save loaded.

Now I want to add those followers.

Activate Sophia

Load save.... CTD!  

 

Look in MO at the conflict info for Sophia.

She was overwriting a SkyUI script. So I moved her up to load BEFORE SkyUI and let SkyUI overwrite HER script.

Load save..... game loaded WITH Sophia activated no problem.

AND.... MO lets me right-click on Sophia's mod and add a note! So now I have a visible reminder to load her BEFORE SkyUI in that left pane.

 

This is freakin' awesome. 

 

My game was so screwed up before I was at a point where I had to load a clean, unmodded save to start the game and then load a modded save from there. 

OK.... sorry if I get excited over stuff the more seasoned MO users already know. 

I'm kinda .... awestruck. Like.... this is how it's SUPPOSED to be. 

 

Now I'm kicking myself for putting this off.

Posted

Yeah, for every bit a pain it can be to make the switch in the end it pays off a hundred fold in convenience and features. 

 

Funny thing is, it wasn't painful! :)  Now, granted I had worked myself into a position of having already played through so I didn't have any high level characters I cared about, but if you can move a save from the default global saves into MO ... AND it will tell you if any mods are missing (I see that note area when I hover over a save), then theoretically you should be able to do this even if you have higher level characters. :)

 

Right now he is at 10 fold... LOL.

 

10 fold and LEARNING! heheheh.

SOoooo  many possibilities now. 

 

I have to decide where to STOP with what is becoming my base profile.... that profile where you install all the stuff you'll ALWAYS want in a profile. Keep that one and then use it to make other profiles to which I can ADD more stuff.

 

QUESTION:

Regarding a mod that gets an update...

 

Let's say I have 5 profiles (profile1, profile2, profile3, etc..... and, no, I won't really be naming them that)

EACH of those profiles has a mod called ThisMod Version 1

 

Now ThisMod Version 1 gets updated and the new version is ThisMod Version 1.2

 

I would COPY a profile, deactivate ThisMod Version 1 in the newly copied profile (profile6) and then install ThisMod Version 1.2?

I know you follow the author's recommended update procedure, but for the sake of simplicity ThisMod Version 1 will just get replaced by ThisMod Version 1.2

 

 

NOW.... ThisMod Version 1.2 will show up in the left pane of all of my profiles, but it isn't activated except for profile6 where I'm testing it. So none of those other profiles even KNOW about ThisMod Version 1.2 as they're all still running ThisMod Version 1

 

Is that a pretty accurate assessment of how an update would work?

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