chajapa Posted July 14, 2014 Posted July 14, 2014 You guys have WAAaaay too much time on your hands..... I'm noting categories on my mods, and putting notes in where appropriate. Still nowhere near done installing mods but nice that I can install what I have and just let it sit un-activated until I get into the profile where I want to use them. I'll add more mods tomorrow.
AwfulArchdemon Posted July 14, 2014 Author Posted July 14, 2014 This is your first time modding skyrim? If so, things are going very smoothly for you indeed.
chajapa Posted July 14, 2014 Posted July 14, 2014 No I got Skyrim at christmas time (gift from my son via a Steam gift card). Played through with 2 different characters, then found SexLab. I modded (and UNmodded) using NMM and as you can imagine, it got to a point where it was extremely hard to manage. Checking and unchecking mods in the list so I could play this save or that save and corrupting saves and getting combinations of mods that just crashed Skyrim with no REAL indication as to why (except papyrus logs which sometimes helped). I understand the file structure of Skyrim. MO modifies things a little in order to manage things, but..... wow.... it does so many things I had only WISHED I could do before. So I had to get the hang of what MO wants. Once you start using it, it's not hard. It's just different.... and much much better than NMM. And I really think anyone planning to go "Beyond Vanilla" in Skyrim should be using this instead of NMM. Yeah, I know... that's what you've been saying all along. I might be old, but I can still learn stuff. heheheh
RitualClarity Posted July 14, 2014 Posted July 14, 2014 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. 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 Is that a pretty accurate assessment of how an update would work? The easiest thing to do if you want to run separate version of the same mod in different profiles would to be to just keep different version in your mods list and activate the one you want in each profile. For example, i currently am using two versions of Racemenu. One is activated in one profile and the newest version is what I'm running in a my latest playthrough. Since one of my playthroughs has about 600 hours of playtime i don't want to erase it, but the latest version of Racemenu isn't compatible with the much older version i'm using in that profile. However, once i finish a few more mission and quests and round out a few more mods testing i will most likely erase that old profile and move on. Having the different versions at my disposal makes it easier to go back and test something even in the oldest of my saves. I'm sure there's some option for what your asking about but sometimes the easiest path is the best. Like what Corespore stated. However differently stated .. When you install a mod. Different versions or patches don't matter. They are installed separate. This means you can activate any one of them or all of them. Yes even if you have multiple versions of the same mod. you will only overwrite the one above it. No harm. Now when you have the Default set up perfectly with all the mods so that they can override the proper mods when activated and use the number of the mod as mentioned before you can : Copy the profile Say profile2 and name it say Profie2TEST. and when you activate the mod ( remember they are in proper order. Patches below etc ) you can select the newer version of the mod.. leaving the old version sitting there unactivated. Neat HUH? Or if it is a patch even easier just select that mod. Remember mods are separate. Keep them separate when you install them and you can activate ANY COMBINATION of them. Replace old versions Say SexLab 1.50 with the newer one SexLab 1.52B and just click on that one. Now lets go one step further. Say there is a conflict on a mod and you need to remove it but aren't sure of the issues r/t removal of the mod ( saves corruption and such) Well you can copy that profile again and unclick that mod and play / test the mod until you are sure that is where you want to go. Have old versions of a mod that isn't compatible with the newer mods? No problem use the older ones. In fact I plan on keeping the entire load order the same regardless of updates for each copy of my profiles ( except confirmed fixes of course and only after testing them) This way I can have a good reliable stable game and just keep on playing that one until I am board and the mods become completely obsolete.
inwardedward Posted July 14, 2014 Posted July 14, 2014 Can you uninstall mods with Mod Organizer? Can't figure it out
Karin Posted July 14, 2014 Posted July 14, 2014 you can delete mod if you want complete remove it, or if you want keep it but dont use it,untick it
chajapa Posted July 14, 2014 Posted July 14, 2014 OK I haven't been able to figure this one out yet... QUESTION: Regarding sorting load order The internal LOOT version in MO is 0.5.0 My External LOOT version is 0.6.0.... in other words, it's newer! Is there a way to get that Sort button in MO to use the newer version of LOOT so I don't have to run it externally?
chajapa Posted July 14, 2014 Posted July 14, 2014 AND.... another question... Regarding FNIS I should run the FNIS for Users in EACH profile, correct? AND... I followed the instructions for installing FNIS in the STEP-project. It works, but it has me creating/installing an "FNIS Output" mod and says every time I run FNIS for Users I should drag the files out of Overwrite and drop them into that FNIS Output mod. Is the Overwrite unique to each profile? And if so, is it really necessary for me to drag and drop those FNIS-generated files every time I run FNIS?
Akzyra Posted July 14, 2014 Posted July 14, 2014 AND.... another question... Regarding FNIS I should run the FNIS for Users in EACH profile, correct? AND... I followed the instructions for installing FNIS in the STEP-project. It works, but it has me creating/installing an "FNIS Output" mod and says every time I run FNIS for Users I should drag the files out of Overwrite and drop them into that FNIS Output mod. Is the Overwrite unique to each profile? And if so, is it really necessary for me to drag and drop those FNIS-generated files every time I run FNIS? It is not unique. One Overwrite for all profiles. Hope there will be Overwrite per Profile in future. IF you use only one Profile and/or the same animations you can let them stay. If you want you can run FNIS/ReProccer/etc. and move the contents of overwrite to a new mod. Repeat with each profile and activate the mod with the right contents for each profile (ex. "Overwrite - Ultra Modded", "Overwrite - Testing")
chajapa Posted July 14, 2014 Posted July 14, 2014 AND.... another question... Regarding FNIS I should run the FNIS for Users in EACH profile, correct? AND... I followed the instructions for installing FNIS in the STEP-project. It works, but it has me creating/installing an "FNIS Output" mod and says every time I run FNIS for Users I should drag the files out of Overwrite and drop them into that FNIS Output mod. Is the Overwrite unique to each profile? And if so, is it really necessary for me to drag and drop those FNIS-generated files every time I run FNIS? It is not unique. One Overwrite for all profiles. Hope there will be Overwrite per Profile in future. IF you use only one Profile and/or the same animations you can let them stay. If you want you can run FNIS/ReProccer/etc. and move the contents of overwrite to a new mod. Repeat with each profile and activate the mod with the right contents for each profile (ex. "Overwrite - Ultra Modded", "Overwrite - Testing") OK. Not like it's a huge deal I guess. Once I get this main profile configured I should be pretty well set. Then I'll create the FNIS Output files with names unique to their respective profiles and everything should be hunky dory Thanks!
chajapa Posted July 14, 2014 Posted July 14, 2014 AHHH.... damn... I see. The instructions for FNIS were having me create an FNIS Output mod from Overwrite, but that almost assumes that FNIS is the only thing writing to Overwrite. HDT creates stuff in Overwrite at least once that I can see (in skse\plugins) I had some difficulty in resolving this because I could SEE that FNIS generated new stuff into Overwrite, but I had that skse folder in there as well and it WAN'T put there from running FNIS. So unless you keep an eye on Overwrite, there doesn't appear to be a way to tell which tool put the info into Overwrite (was it HDT, FNIS, Fuz Ro D'Oh?) If I create an Overwrite-profile_name for each profile, I can dump the Overwrite into there at the end of using a profile. Yeah, an Overwrite per profile would eliminate this inconvenience
gvman3670 Posted July 14, 2014 Posted July 14, 2014 You can make your own overwrite for each profile. Just start each profile, run all the executables, then make a mod from it with the profile's name in it. But having it done automatically would be awesome.
chajapa Posted July 14, 2014 Posted July 14, 2014 Well.... enough babbling from me for a while I think. This is starting to get easier and easier. I repacked a bunch of stuff, disassembled, edited and repacked some others, and now I'm pretty much down to just picking a place to live I like the Paradise Valley Underground Bath House, but it's kinda..... busy. In my previous installation using NMM I had 4 houses because I could never make up my mind. I probably want to trim that down a bit. I just need room for up to 4 followers. Maybe more... I switch 'em out. Anyways..... main profile about done. Played a bit. Tested a bit. Tweaked a bit. MO is making it easy I really appreciate the help with answering my dumb n00b questions.
RitualClarity Posted July 14, 2014 Posted July 14, 2014 Unless you really never plan on using that mod again I would just unclick it. When unclicked it won't show up on the right side ( the mods list) which is presented to the game through MO. It will do no harm sitting there on the right side unclicked. I have a few that I don't know I will use again so I keep them around. Also older versions when not used might be needed again because another mod might not work as well with the newer version.
RitualClarity Posted July 14, 2014 Posted July 14, 2014 OK I haven't been able to figure this one out yet... QUESTION: Regarding sorting load order The internal LOOT version in MO is 0.5.0 My External LOOT version is 0.6.0.... in other words, it's newer! Is there a way to get that Sort button in MO to use the newer version of LOOT so I don't have to run it externally? use the extension ( where the SKSE is located top right) and select edit. Create a name in this case Loot in the box that pops up. Then navigate to the Loot that you have installed and select the exe. Now you can run Loot outside of MO. It was the way that was done before Loot was integrated into MO. It works well ( so far)
chajapa Posted July 14, 2014 Posted July 14, 2014 OK I haven't been able to figure this one out yet... QUESTION: Regarding sorting load order The internal LOOT version in MO is 0.5.0 My External LOOT version is 0.6.0.... in other words, it's newer! Is there a way to get that Sort button in MO to use the newer version of LOOT so I don't have to run it externally? use the extension ( where the SKSE is located top right) and select edit. Create a name in this case Loot in the box that pops up. Then navigate to the Loot that you have installed and select the exe. Now you can run Loot outside of MO. It was the way that was done before Loot was integrated into MO. It works well ( so far) Yup.... that's what I've been doing. Running it externally. Not really a problem. It's just that button is so darn..... I mean.... right there. Seems a shame to have to go external
Regallag the Perv Posted July 14, 2014 Posted July 14, 2014 I'm having a technical problem and I want to get to the papyrus log. I've been looking at how to make sense of what it shows, but it's a moot point because I can't find it. Can some one please pretend like I'm an idiot (that part shouldn't be hard) and tell me all the steps needed to find the papyrus log when I use MO?
RitualClarity Posted July 14, 2014 Posted July 14, 2014 If you set up the skyrim INI correctly in MO you should get the Papyrus log in My Games>Skyrim>Logs>Script> select the latest one. If it is very large and your problem is repeatable try starting the game from or near the point which is the problem. Helps with reporting. It isn't in MO. If it isn't set up.. Choose the icon on top of MO which looks like a puzzle with one red piece. Ini editor > Skyriim.ini> [Papyrus] Make sure the section looks like this [Papyrus] fPostLoadUpdateTimeMS=500.0 bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=0
Buddy Christ Posted July 15, 2014 Posted July 15, 2014 Sorry, if it has been explained already, but I only read something about it at page 15 and didn't find a solution until page 29.... Then I realized that there were 50 more pages and after spending most of the night trying to figure the stuff out, I didn't feel awake enough to keep reading So, here's my thing: I installed Bodyslide 2 and after hitting a snag or two when trying it, I finally managed to find the mistake. The date folder is the data folder not the data data folder Now Bodyslide works and I am happy with it. The next thing is the following: I wanted to use this Mod: http://www.nexusmods.com/skyrim/mods/25259/? (Remodeled Armor for CBBE Bodyslide and TBBP HDT by ChronoTrigger77) But for the life of me, I can not get it to work with the Batch Build Option When I create bodies with Bodyslide, run FNIS and start the game, the body is there. After building a batch with the preset for CT77, the meshes in the Filetree of the armor mod are updated (all the .nif-files show the time of batch building) Inside the Filetree is another Caliente Tools folder, containing several other folders. I thought, this would be no problem, since it comes after Bodyslide and therefore should overwrite the files. And it probably does, since when I loaded the test save, the previous body model (I made one in SSH, so that I can see, if Bodyslide works) was reduced to normal size. And when I tried to put on some clothes (well onto the char, of course ) I was back at the desktop. From the dark ages (when I used NMM), I knew that this happens, when the batch building didn't work. So I tried again, this time with different load order, first the armor mod, then Bodyslide. It didn't help. I copied the whoe Caliente Tools folder from the armor mod into the Bodyslide folders, so that I would have the presets at the right place. Sadly, this didn't work as well. So I checked the ShapeData folders in the Bodyslide folder and the folder Caliente Tools in the Armor Mod folder. The .nif in there weren't updated. This seems to be the problem, I tried to use the Bodyslide folder and all the Armor Mod data from a backup from NMM times, where I knew the armor was working with the Bodyslide body. But this didn't work out as well. Neither Bodyslide, nor the batch building write anything in Overwrite. So far only FNIS wrote into it and I always pull the folders into the FNIS mod (loaded before Bodyslide and Remodeled Armor) Can anyone help me get this batch building running? I might retry the copying from the backup, maybe I messed up the directories and it will work. Well, I would say, it should work, right? I created the whole .nifs and presets and if I copy them into the mod folders in MO, it should work... But if anyone knows, how to run the batch building for the armor set (or batch building in general) in MO, I would be one happy camper
AwfulArchdemon Posted July 15, 2014 Author Posted July 15, 2014 You can export the new meshes anywhere you want. Just go to the overwrite file path in your MO when choosing where to export your nif files. Or, create a mod by making a new folder and naming it whatever you want, and send your export to it to be zipped and added to MO. Edit: Whoops, that's for OS. I haven't done it yet, but I'm thinking you can set the xml to send your saved file wherever you want. <OutputPath>meshes\actors\character\character assets</OutputPath> (CalienteArmorRef.xml)
Buddy Christ Posted July 15, 2014 Posted July 15, 2014 You can export the new meshes anywhere you want. Just go to the overwrite file path in your MO when choosing where to export your nif files. Or, create a mod by making a new folder and naming it whatever you want, and send your export to it to be zipped and added to MO. Edit: Whoops, that's for OS. I haven't done it yet, but I'm thinking you can set the xml to send your saved file wherever you want. BS output.jpg <OutputPath>meshes\actors\character\character assets</OutputPath> (CalienteArmorRef.xml) Thank you for the quick reply I am probably too tired right now to make heads or tails out of it, I guess, I will give it another look when I had some sleep ^^ But so far it looks like ancient greek to me hehe
chajapa Posted July 15, 2014 Posted July 15, 2014 How MO handles Skyrim.ini and SkyrimPrefs.ini Infinite Load question... character created in a default profile that I THOUGHT was pretty basic. When I went back to it I realized it had FNIS spells in it and ......anyways... Created a couple of profiles with SexLab and a bunch of other mods. Armor mods, house mods, added Lunari, Ningheim and Succubus Race, stuff like that. I COPIED my save (using MO's "Transfer saves") from the original profile to the modded profile. Infinite Load CNTRL+ALT+DEL and kill Skyrim Relaunch MO, modded profile, start game I start new new game in the modded profile, let it run up to just before character creation and save it and then load the transferred save and it loads. Exit completely Restart MO, Launch the modded profile, try to load that transferred save..... infinite load cntrl+alt+del kill skyrim try again... this time I use that modded profile, start game, and first I load the save of that new game, immediately after it loads I ESC, Load, the transferred save. It loads fine Now... I'm thinking this is a memory allocation issue and I vaguely recall editing a couple things in my ini files back when I was first starting to mod Skyrim. Now I've MOVED my Skyrim installation, done the "verify cache" thing with Steam and it APPEARS to have rewritten my ini files when it did that. I thought I read that MO only reads the ini files when it CREATES a profile. So if I change an ini file... it will only affect those profiles created AFTER the change. Is that an accurate understanding? I'm reasonably sure the ini files were overwritten when I moved my Skyrim install location and did that verify thing because I had papyrus logging ON and when I went and looked at the ini files from within MO, papyrus logging was OFF. If I have to re-edit the ini files, I think that means I have to redo some stuff in MO. I'd rather do it now while I'm still getting started rather than figuring it out several levels (and profiles) from now. Any help or suggestions welcome
Akzyra Posted July 15, 2014 Posted July 15, 2014 Sorry, if it has been explained already, but I only read something about it at page 15 and didn't find a solution until page 29.... Then I realized that there were 50 more pages and after spending most of the night trying to figure the stuff out, I didn't feel awake enough to keep reading So, here's my thing: I installed Bodyslide 2 and after hitting a snag or two when trying it, I finally managed to find the mistake. The date folder is the data folder not the data data folder Now Bodyslide works and I am happy with it. The next thing is the following: I wanted to use this Mod: http://www.nexusmods.com/skyrim/mods/25259/? (Remodeled Armor for CBBE Bodyslide and TBBP HDT by ChronoTrigger77) But for the life of me, I can not get it to work with the Batch Build Option When I create bodies with Bodyslide, run FNIS and start the game, the body is there. After building a batch with the preset for CT77, the meshes in the Filetree of the armor mod are updated (all the .nif-files show the time of batch building) Inside the Filetree is another Caliente Tools folder, containing several other folders. I thought, this would be no problem, since it comes after Bodyslide and therefore should overwrite the files. And it probably does, since when I loaded the test save, the previous body model (I made one in SSH, so that I can see, if Bodyslide works) was reduced to normal size. And when I tried to put on some clothes (well onto the char, of course ) I was back at the desktop. From the dark ages (when I used NMM), I knew that this happens, when the batch building didn't work. So I tried again, this time with different load order, first the armor mod, then Bodyslide. It didn't help. I copied the whoe Caliente Tools folder from the armor mod into the Bodyslide folders, so that I would have the presets at the right place. Sadly, this didn't work as well. So I checked the ShapeData folders in the Bodyslide folder and the folder Caliente Tools in the Armor Mod folder. The .nif in there weren't updated. This seems to be the problem, I tried to use the Bodyslide folder and all the Armor Mod data from a backup from NMM times, where I knew the armor was working with the Bodyslide body. But this didn't work out as well. Neither Bodyslide, nor the batch building write anything in Overwrite. So far only FNIS wrote into it and I always pull the folders into the FNIS mod (loaded before Bodyslide and Remodeled Armor) Can anyone help me get this batch building running? I might retry the copying from the backup, maybe I messed up the directories and it will work. Well, I would say, it should work, right? I created the whole .nifs and presets and if I copy them into the mod folders in MO, it should work... But if anyone knows, how to run the batch building for the armor set (or batch building in general) in MO, I would be one happy camper You can export the new meshes anywhere you want. Just go to the overwrite file path in your MO when choosing where to export your nif files. Or, create a mod by making a new folder and naming it whatever you want, and send your export to it to be zipped and added to MO. Edit: Whoops, that's for OS. I haven't done it yet, but I'm thinking you can set the xml to send your saved file wherever you want. BS output.jpg <OutputPath>meshes\actors\character\character assets</OutputPath> (CalienteArmorRef.xml) I would use the setting from the "Config.xml": <GameDataPath>D:\Mod Organizer\mods\Bodyslide 2 Output\</GameDataPath> With this you can set up a Mod in MO that is the Output folder. There is also the problem of generated NIFs overwriting others if they are loaded. Can't explain good, English nit first language, so an example: - You have an armor mod for Bodyslide 2. Inside it's folder is the BS2 Data and the "Meshes" and "textures" folder. - You generate this armor in Bodyslide 2 for you body. - The New NIF won't be in Overwrite because the NIF from the Armor Mod was loaded and gets overwritten. - The New NIF is inside "Meshes" of the Armor Mod. Same happens with the Body. The new Body files are probably inside the CBBE mod.
Buddy Christ Posted July 15, 2014 Posted July 15, 2014 Thank you all for your help (by the way Akzyra, english is not my first language as well, so no worries ) I tried different load orders with the armor mod and Bodyslide. But since I spent so much time trying to figure it out, I switched back to UNPB for a bit (blessed be the MO profiles ) , since I acutally wanted to play it again hehe. Now I have a body ready, have some armor mods and *hurr* can't get SL set up correctly. Guess I have to retrace my way from the CBBE Profiles. I actually activated a few, checked if they worked, copied the profile and did it again, until I had it all up and running. Since I am sloppy, I didn't delete the "steps-profiles", now I can check, which order I used there hehe..
AwfulArchdemon Posted July 15, 2014 Author Posted July 15, 2014 How MO handles Skyrim.ini and SkyrimPrefs.ini Infinite Load question... character created in a default profile that I THOUGHT was pretty basic. When I went back to it I realized it had FNIS spells in it and ......anyways... Created a couple of profiles with SexLab and a bunch of other mods. Armor mods, house mods, added Lunari, Ningheim and Succubus Race, stuff like that. I COPIED my save (using MO's "Transfer saves") from the original profile to the modded profile. Infinite Load CNTRL+ALT+DEL and kill Skyrim Relaunch MO, modded profile, start game I start new new game in the modded profile, let it run up to just before character creation and save it and then load the transferred save and it loads. Exit completely Restart MO, Launch the modded profile, try to load that transferred save..... infinite load cntrl+alt+del kill skyrim try again... this time I use that modded profile, start game, and first I load the save of that new game, immediately after it loads I ESC, Load, the transferred save. It loads fine Now... I'm thinking this is a memory allocation issue and I vaguely recall editing a couple things in my ini files back when I was first starting to mod Skyrim. Now I've MOVED my Skyrim installation, done the "verify cache" thing with Steam and it APPEARS to have rewritten my ini files when it did that. I thought I read that MO only reads the ini files when it CREATES a profile. So if I change an ini file... it will only affect those profiles created AFTER the change. Is that an accurate understanding? I'm reasonably sure the ini files were overwritten when I moved my Skyrim install location and did that verify thing because I had papyrus logging ON and when I went and looked at the ini files from within MO, papyrus logging was OFF. If I have to re-edit the ini files, I think that means I have to redo some stuff in MO. I'd rather do it now while I'm still getting started rather than figuring it out several levels (and profiles) from now. Any help or suggestions welcome Ah, you got caught in the script trap. If anything at all is going on incorrectly at the time you save, or autosave, or quicksave, you will sometimes be left with the same script errors you had before continuing to reload. You must always be vigilant for svript errors by simply pressing ~ to pull up the console. You'll see recently ordered commands show up on the screen if sex should start (sex position names will be shown), and if you set up all debugs for all mods to active, you'll find out what's wrong without having to learn papyrus_0.log. In fact, looking more into your line of questioning, I'd say this matter will be solved via PM. This can happen even with MO! Do you hear me everyone? It's still possible, as papyrus is a confusing bastard, with unexplainable problems!! Skyrim+scripted mods+save=risk. If you see something wrong, don't just keep going and think a load will save you later. Worst case scenario: Uninstall a suspicious mod, and see if you get the positive, expected change you wanted. If not, use common sense (or MO ) to figure out which mod could cause a problem. Remember, if you get into a jam, using the cleanup option in SexLab solves damn there any problem. (and please don't forget TES5Edit) Also, most SL mods have an uninstall feature of their own, provided you haven't had an issue, ignored it, and saved, thinking you'd troubleshoot it on LL.
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