Rayblue Posted August 3, 2014 Posted August 3, 2014 Has anyone tried to change uGrids while using MO? Like going back from 7 to 5? I'm not sure if I have to open skyrim.ini in the active profile or use the one found in My Documents...
myztikrice Posted August 3, 2014 Posted August 3, 2014 Has anyone tried to change uGrids while using MO? Like going back from 7 to 5? I'm not sure if I have to open skyrim.ini in the active profile or use the one found in My Documents... Always the Skyrim.ini and SkyrimPrefs.ini in the relevant profile folder.
Rayblue Posted August 3, 2014 Posted August 3, 2014 Thanks, I'll try that. uGrids=7 isn't quite for me because of performance hits... EDIT: it worked!
Androktone Posted August 3, 2014 Posted August 3, 2014 Ritual Clarity and Awful Archdemon: I have a feeling I was misunderstood. The second paragraph was about things I did to MO, which clearly (or not) means that I'm nof afraid of learning curve. I learnt to use very complex programs, making MO, in comparison, very, very simple. However... and... I forgot what I wanted to say... Too hot in here... Something about convincing potential users that MO is NOT complex. I fail to do that... often? usually? on saturdays only? As if people thought I was lying to them. I blame bullshitting, wrong advices, unclear guides and video games.
RitualClarity Posted August 3, 2014 Posted August 3, 2014 Most people simply want to install mods and play. And yes, MO is easy to use with Skyrim, if you don't mind some quirks and bugs here and there, but still, people may have other things to do than this "slight learning curve". And by the way, it's not so slight with MO and Fallout New Vegas. In fact, most people who come to MO from NMM want to just install and play. Even so, those people learn MO too. And file paths, packaging...all that. With all those options...it's too tempting not to "press buttons". Plus, plenty of mods are packed for NMM, and people will eventually force themselves how to repack them. And they'll be glad they learned that stuff later for sure. I'm curious what is the reason the MO thread can't (must not?) be stickied. I don't know. I just got a "no", basically. Maybe later. I could start a poll or something I guess. Still, everyone's answer's gonna be "yes, pin MO", but that doesn't mean it'll happen. My guess is if a bunch of people start threads asking for MO help, and everyone keeps being redirected here, maybe it'll become kinda necessary. We don't need 20 threads popping up when someone searches for MO answers. Plus it just gives moderators more threads to have to monitor. Imagine how LL would have looked if SD wasn't pinned. There'd be threads everywhere! Might be that you aren't the creator of the program. ?. That and there was an "official" thread for this here as well. However I think it got overlooked and ignored. Could be wrong. Ritual Clarity and Awful Archdemon: I have a feeling I was misunderstood. The second paragraph was about things I did to MO, which clearly (or not) means that I'm nof afraid of learning curve. I learnt to use very complex programs, making MO, in comparison, very, very simple. However... and... I forgot what I wanted to say... Too hot in here... Something about convincing potential users that MO is NOT complex. I fail to do that... often? usually? on saturdays only? As if people thought I was lying to them. I blame bullshitting, wrong advices, unclear guides and video games. I understood your comment. Just made a counter argument that there are people that do in fact want to just load mods. I just want to load mods and play the game on occasion. MO allowed me to do this with the trade off of a slight learning curve. I consider it slight. Others might consider it more of a challenge. Indeed some of the more complex mods like Body Slide is complex to get right for those who don't understand the mod much less how MO works. Yes using other games even games such as Fallout require a bit more experience with Mo and solving the various problems. In those case I just advise them to use FOMM or OBMM ( for oblivion) to make their lives easier. AS they use MO they will get more comfortable and use to the mechanics and how it works and eventually if they desire they can use it for almost any game. Oh and about the unclear video game and guides. You can always make one. I did. SCR resources folder for SCR. It has solved most of the newer members problems. I get nothing but complements ( for the most part) from the newer users and yes even those members here that are moders that used the tutorial. You can do the same. Takes a few minutes. Easy as typing on your computer and export to a PDF or just right into the post. If you are curious I have a link in my Sig to that post. I might even start to play around ( have been playing around with) the idea of creating a LL tutorial of MO. Much like my minor ones for FOMM Simple steps and such to get the basics done. Focusing on Skyrim of course. Not only because it is the easiest to get working with MO but because the other games are supported by different managers here on LL. Out of respect I would focus my attention on Skyrim. Unless I get each and every possible problem solved from the other games r/t the mods and managers here.. or the community converts to MO. ( which I doubt very much)
AwfulArchdemon Posted August 3, 2014 Author Posted August 3, 2014 I might even start to play around ( have been playing around with) the idea of creating a LL tutorial of MO. Much like my minor ones for FOMM Simple steps and such to get the basics done. Remember this? Coming soon: Mod Organizer Strategy Guide I have procrastinated a bit, but it's still coming. Looks like round 2 , RC. MO Team, assemble! @Androktone: I gotcha. I was basically just agreeing with you. My point was that even newbs will learn more than they expected to about modding when using MO. It's actually kind of an unavoidable learning curve, not because we need to learn all the things we know about MO and mods, but because we inevitably learn a lot from using MO. It's kind of "accidental", but totally worth it. I like it. It tricks people into learning mod file structure, paths, and other things. MO's a crafty professor.
RitualClarity Posted August 3, 2014 Posted August 3, 2014 I have procrastinated a bit, but it's still coming. Looks like round 2 , RC. MO Team, assemble! Wonder twins unite... um.. well.. different forum... Anyway jokes aside I think I understand more than I ever did about MO and its work. If I can get off my green but and start loading FOMM I can start working on my understanding of FNV/ FO3 issues and make a decent contribution on that subject as most here are very knowledgeable on Skyrim. I think I figured a easy way to install the HUDs and other mods like those without all that complex steps. Still have to test it out better before commenting. @Androktone. There have been members here that have posted and then were directed to their "conflicts' section of MO. They see that there is something they want and then easily fix it by moving it down below the mod that is overriding the files of choice. They learn then and there indirectly how mods override each other. I previous .. recent post I explained how the "left side" worked related to mod installations to someone that came from NMM and understood the process of mod installations but got confused on the "MO process" which he / she learned was basically the same except " exposed" and more flexible.
AwfulArchdemon Posted August 3, 2014 Author Posted August 3, 2014 If I can get off my green but and start loading FOMM I can start working on my understanding of FNV/ FO3 issues and make a decent contribution on that subject as most here are very knowledgeable on Skyrim. I play Obl now, and I should fire up FNV again sometime soon. I want an excuse to play it again, and figuring out MO's quirks with it will be good for tech support. I want to move this thread out of Skyrim and into the general section, but I need to know a bit more about FNV. I only played the game for like 40 hours or something. Mostly mod testing before I even got MO.
RitualClarity Posted August 4, 2014 Posted August 4, 2014 40 hours... that isn't play time. That is play time. This is also only the time that Steam recognized and not taking into account the time on xbox before I moved to PC...However that time was using NMM or FOMM not MO.
RitualClarity Posted August 4, 2014 Posted August 4, 2014 Only thing is while there I didn't spend very much time with my cousins... They were just too hard to get ahold of..
Rayblue Posted August 4, 2014 Posted August 4, 2014 If I can get off my green but and start loading FOMM I can start working on my understanding of FNV/ FO3 issues and make a decent contribution on that subject as most here are very knowledgeable on Skyrim. I play Obl now, and I should fire up FNV again sometime soon. I want an excuse to play it again, and figuring out MO's quirks with it will be good for tech support. I want to move this thread out of Skyrim and into the general section, but I need to know a bit more about FNV. I only played the game for like 40 hours or something. Mostly mod testing before I even got MO. Tried FNV with MO, and saw that Texture Optimizer works while running within MO's structure, and optimized textures are copied to Overwrite. Some FOMOD-packed mods require FOMM to install and activate, for them to work properly. I would prefer to unpack them and copy to a folder just like a Skyrim mod. HUD mods are a bitch to install and config, especially when trying to chain them up with uHUD, firing up the game and to find that MCM tells that it has too many menu entries (in contrast, Skyrim MCM automatically installs MCM-aware mods). I tried to use some HUD mods and after about three hours of trying to fiddle the assembly, activating, editing, reordering... I told myself, like, fuck this shit and just removed most of the HUD mods save for Advanced Recon Gear (night vision).
RitualClarity Posted August 4, 2014 Posted August 4, 2014 Ray blue. Did you try installing them into a custom folder in MO? LIke when you install the first one in the required list ( of course have to install them in proper order so that they can see and overwrite and change files as needed) Except with the name change it to one like " HUDMOD" and then install all the subsequent mods into that folder by changing the mod and allowingit to overwrite the previous mod entries .. much like it would in FOMM/ Just an idea I have been kicking around for some minor fixes. The FOMM issue where some mods have to be installed into the folder through FOMM is script issues and NMM isn't able to handle those mods properly. They are rare but a pain in the ass when you find them. Others silently fail. Are you using FOMM through MO? Then packing up the resulting files into a mod. Also if HUD gives you problems with installing this is the way to do it. Use FOMM through MO. Install all the mods. They should appear in the Overwrite folder. When finished packaged them up into a HUD mod and done. Can do the same with other FOMM related mods. I believe the Official FOMM is the best for this purpose. The only problem is at the end FOMM has a hissy fit because it don't see the mods anymore.
johnny2by4 Posted August 4, 2014 Posted August 4, 2014 i've been using NMM since i started modding skyrim, and have stuck by it for quite a while. but i'm finding that i am swapping around mods a lot and would love some of those benefits taht MO offers (multiple profiles, better management of overwriting files) so how hard would it be to swap from NMM to MO when i've got 250+ mods set up almost perfectly with NMM? i'm guessing i would have to uninstall and reinstall everything, which because i am very ocd would probably take me a couple days. also, this works for other games like NV and oblivion right? would really love to have one mod program for all my bethesda games.
Akzyra Posted August 4, 2014 Posted August 4, 2014 i've been using NMM since i started modding skyrim, and have stuck by it for quite a while. but i'm finding that i am swapping around mods a lot and would love some of those benefits taht MO offers (multiple profiles, better management of overwriting files) so how hard would it be to swap from NMM to MO when i've got 250+ mods set up almost perfectly with NMM? i'm guessing i would have to uninstall and reinstall everything, which because i am very ocd would probably take me a couple days. also, this works for other games like NV and oblivion right? would really love to have one mod program for all my bethesda games. A new install with re downloading all mods would be the best IMO. No Need fo Uninstall. Just Wipe Skyrim Directory Clean. NMM list won't change and you see what you need to install via MO. Yes it works for other games. You need a separate install of MO for each Game.
johnny2by4 Posted August 4, 2014 Posted August 4, 2014 i've been using NMM since i started modding skyrim, and have stuck by it for quite a while. but i'm finding that i am swapping around mods a lot and would love some of those benefits taht MO offers (multiple profiles, better management of overwriting files) so how hard would it be to swap from NMM to MO when i've got 250+ mods set up almost perfectly with NMM? i'm guessing i would have to uninstall and reinstall everything, which because i am very ocd would probably take me a couple days. also, this works for other games like NV and oblivion right? would really love to have one mod program for all my bethesda games. A new install with re downloading all mods would be the best IMO.No Need fo Uninstall. Just Wipe Skyrim Directory Clean. NMM list won't change and you see what you need to install via MO. Yes it works for other games. You need a separate install of MO for each Game. hmm, could i just take the folder all the original zip/rar mod files are in from NMM and use those, or should i really redownload them all after a fresh skyrim install? either way i guess it will give me some incentive to try out new mods, maybe a different body mod since CBBE is getting a bit boring. is there a good resource/video somewhere that shows you how to use MO similar to gophers videos for NMM?
gvman3670 Posted August 4, 2014 Posted August 4, 2014 hmm, could i just take the folder all the original zip/rar mod files are in from NMM and use those, or should i really redownload them all after a fresh skyrim install? either way i guess it will give me some incentive to try out new mods, maybe a different body mod since CBBE is getting a bit boring. is there a good resource/video somewhere that shows you how to use MO similar to gophers videos for NMM? You can remove the NMM mod folder and save it. Then install them into MO from that folder (install as an archive option in MO). MO is best added to a clean installation, though, since most of MO's appeal is a clean Skyrim/data folder. The very first post of this thread had two videos for MO users. Watch them and it will be easy to get started.
RitualClarity Posted August 4, 2014 Posted August 4, 2014 Fresh clean updated install for the win. You shouldn't have to reinstall any mods every again. Just click and unclick active or not and move the files up and down to solve conflicts. Now for my tech issue. For some strange reason FNIS is throwing up a invalid directory error. I have installed it several ways ( the various ways needed) and I had it properly installed before when I was experimenting with MO before moving completely over to MO for Skyrim. I just can't figure it out. I even moved MO back to the Skyrim Directory ( where the exe is) to see if it was that. It had been on a root of the drive outside of the game folder. I even reinstalled Steam to the location of choice to see if that was the issue ( some registry issue where FNIS is seeing some issue) I am sure it is something simple. Yes the paths are correct and functional. I get it to start. Even tried with Administrator mod with FNIS.. I have now moved to doing crazy exotic things to try to figure out the issue.
gvman3670 Posted August 4, 2014 Posted August 4, 2014 I've had FNIS throw an error before and the next time I tried it it worked perfectly. So go figure. I haven't figured out why it does that once in a while either. It just fails, I close FNIS, run it again from MO and it works. No rhyme or reason, just pure randomness.
RitualClarity Posted August 4, 2014 Posted August 4, 2014 It didn't fail once on the first try or so. It constantly fails. Doesn't really matter anymore... Seems fucking Steam changed the way they process files. They delete everything in the game folder when you remove the game to reload it. That's right each and every file that you customize, add, change or place including MO folder .. Delete. Nothing left. Not even the folder. Nada, Zero, Zilch. No it isn't a glitch. I tested it with other unmodded games. Added a few files to it and .. poof when deleted from Steam game. Before they would stick around. Not any fucking more. I would suggest everyone move their MO out of Steam ASAP. Place it anywhere else but in there. Steam cannot be trusted anymore. If they remove everything, next thing they will be removing modding files when you verify cache. I lost all the work I did on my MO Steam game the last couple of days. It was beautiful. Now what I have is just crap in comparison and I don't have the energy or patience to fool around with that to get it where it was just now.
AwfulArchdemon Posted August 5, 2014 Author Posted August 5, 2014 +1 cred points, RC. Not because I "like" the post (I fucking hate it!), but because it's valuable info. I'm sorry for your loss. I wonder why the change? I'm sure as hell glad you let me know that before shit happened. I would cry like a little girl if I lost my MO and all it's info. This shit is going on my OP.
RitualClarity Posted August 5, 2014 Posted August 5, 2014 Somebody should double check the current updated Steam version to be sure. Check some game that isn't modded and put a file any file into the folder and see it not only disappear but the entire folder disappear. That is just bullshit. There is no reason for this to happen. If it is verified by other sources just to be sure. There is only one reason to do this .. and that is to fuck with the modders and tweakers and such of games. Removal of the game files is just fine for the normal game user. There is no reason for them to remove the entire fucking folder except to fuck with the modders. I know they are aware people load mods into those folders and spend great deal of time doing so... I hope this isn't true across the board. I still hope it was something just strange or wrong with my computer and I am on some twilight zone episode. Otherwise this is just fucked. But no problem. I can fuck them right back. I just need the info. I will go back to manually installing from zip files, creating BSA files from mods and shit like that. . Using some manager outside of the dam folder and they can delete or fuck with any file, delete ,, repair, etc short of screwing with the file itself. ( that would get the game companies to sue their asses for sure). Its going to take me a shit ton of time to set the files up for this as it has been quite some time since i have done this and all those files are so fricking old they are useless. ( possibly even corrupt from bitrot if I still have any of them on my backup drives). What is a good stable program for creating BSA files for SKyrim. Also with Skyrim ( as opposed to previous games) you can place scripts and such into BSA safely as well ? Correct.
AwfulArchdemon Posted August 5, 2014 Author Posted August 5, 2014 Pending... Anyone else have this issue? I'm not going through with it. It's on the OP, so now I almost hope you're right.
RitualClarity Posted August 5, 2014 Posted August 5, 2014 Here is the version of the Steam Client that caused this trouble. I would back up everything as they also might in a process of "verifying" remove any non game files as well. Don't know as I don't now have a modded game to try that on. AwefulArchdemon. I am pretty sure this is a done deal. I repeated it on several other non modded games. When you remove the game files the entire fucking game folder goes POOF!. If you have an older version of Steam this might not be the case. Don't updated until there are good ( separate) backups of your game. Don't rely on Steam to back up your mods and stuff.
Akzyra Posted August 5, 2014 Posted August 5, 2014 Here is the version of the Steam Client that caused this trouble. I would back up everything as they also might in a process of "verifying" remove any non game files as well. Don't know as I don't now have a modded game to try that on. Steam Client Version.PNG AwefulArchdemon. I am pretty sure this is a done deal. I repeated it on several other non modded games. When you remove the game files the entire fucking game folder goes POOF!. If you have an older version of Steam this might not be the case. Don't updated until there are good ( separate) backups of your game. Don't rely on Steam to back up your mods and stuff. I have the same Steam version and tested it with Binding of Isaac and Oblivion. I added some text files and after removing the game via Steam they are still there. Oblivion: the Mods and OBSE still there. Maybe an issue on your side. But better keep it in OP so guys learn to backup
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