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Posted

Hi, I'm trying to install bodytypes, the mod contains empty folders and I need some of them, but MO doesn't install them. Is there a way to force it to install them anyway?

Well, you could combine all needed files before installing (pack for MO, of course), or you could install the mod, open in explorer, and go copy the files inside the 'data' folder (from the unzipped mod files) and paste them into the explorer you opened. It's cheating, but in this unique case, necessary.

 

The meshes and textures files are empty, so fill them with info before installing, or after, in the explorer. (silly how this one works...)

Posted

 

Hi, I'm trying to install bodytypes, the mod contains empty folders and I need some of them, but MO doesn't install them. Is there a way to force it to install them anyway?

Well, you could combine all needed files before installing (pack for MO, of course), or you could install the mod, open in explorer, and go copy the files inside the 'data' folder (from the unzipped mod files) and paste them into the explorer you opened. It's cheating, but in this unique case, necessary.

 

The meshes and textures files are empty, so fill them with info before installing, or after, in the explorer. (silly how this one works...)

 

 

OK, this is what I wanted to avoid but it seems I have no other choice. I don't understand why MO skip empty folders in the first place, I mean, they don't hurt. Weird. Thanks for the help. :)

Posted

 

 

Hi, I'm trying to install bodytypes, the mod contains empty folders and I need some of them, but MO doesn't install them. Is there a way to force it to install them anyway?

Well, you could combine all needed files before installing (pack for MO, of course), or you could install the mod, open in explorer, and go copy the files inside the 'data' folder (from the unzipped mod files) and paste them into the explorer you opened. It's cheating, but in this unique case, necessary.

 

The meshes and textures files are empty, so fill them with info before installing, or after, in the explorer. (silly how this one works...)

 

 

OK, this is what I wanted to avoid but it seems I have no other choice. I don't understand why MO skip empty folders in the first place, I mean, they don't hurt. Weird. Thanks for the help. :)

 

 

Sounds like another request.. Add folder to Mods list option... lol.

 

Posted

You know that part on Page One where you say ---


You can install it anywhere. Installing to the C: (anywhere) may put unnecessary stress on a SSD (Solid State Drive), wearing it out quickly, if you use a lot of mods. Not much to worry about on a HDD, but leave MO and Skyrim out of your Program Files (x86) DIR. Windows can cause issues if they are there.

 

When I installed Skyrim (from the disk I purchased at GameStop) to the ProgramFiles (x86) where it wanted to go by default, it wouldn't run.  When I installed it directly (C > Steam > et cetera > Skyrim) it ran perfectly, and has for the last three years.  The computer I have was state of the art for the time (2011) and was purchased specifically to be able to play Skyrim, with a souped up processor and graphics card and a few other tweaks, and the then-latest version of Windows7.  And it flat out refused to run Skyrim under any circumstances until I moved it.  I asked around back then and discovered I wasn't the only one with the problem, by any means.

 

But there are a lot of mod and utility authors out there who somehow believe if your Skyrim stuff isn't installed to C > ProgramFiles, that you must have hacked or cracked Skyrim.  I can think of one very specific example that has to do with animations and with updating and "consistence checking" such animations.

 

Trouble is, since these folks believe this, if you hava a problem with their program and send them screenshots or logs or whatever showing that your Skyrim stuff isn't where they think it should be -- they not only may refuse to help you, some of them will actually report you to site administration as a hacker and get you banned from a given site or forum.

 

Is there any way to make this information more widely known?

Posted

You know that part on Page One where you say ---

You can install it anywhere. Installing to the C: (anywhere) may put unnecessary stress on a SSD (Solid State Drive), wearing it out quickly, if you use a lot of mods. Not much to worry about on a HDD, but leave MO and Skyrim out of your Program Files (x86) DIR. Windows can cause issues if they are there.

 

When I installed Skyrim (from the disk I purchased at GameStop) to the ProgramFiles (x86) where it wanted to go by default, it wouldn't run.  When I installed it directly (C > Steam > et cetera > Skyrim) it ran perfectly, and has for the last three years.  The computer I have was state of the art for the time (2011) and was purchased specifically to be able to play Skyrim, with a souped up processor and graphics card and a few other tweaks, and the then-latest version of Windows7.  And it flat out refused to run Skyrim under any circumstances until I moved it.  I asked around back then and discovered I wasn't the only one with the problem, by any means.

 

But there are a lot of mod and utility authors out there who somehow believe if your Skyrim stuff isn't installed to C > ProgramFiles, that you must have hacked or cracked Skyrim.  I can think of one very specific example that has to do with animations and with updating and "consistence checking" such animations.

 

Trouble is, since these folks believe this, if you hava a problem with their program and send them screenshots or logs or whatever showing that your Skyrim stuff isn't where they think it should be -- they not only may refuse to help you, some of them will actually report you to site administration as a hacker and get you banned from a given site or forum.

 

Is there any way to make this information more widely known?

Hey, what's up Alla. ;)

 

That "specific example" knows about the file path change thing, and the warning about Skyrim not coming from a "legal" directory. Mostly, the "cracked" accusation comes from people who have their game in a directory like E:\Steam Library\The Elder Scrolls V, and places like that.

 

Steam\SteamApps\common is what's important. That's what the legal game looks for.

 

If anyone is still saying the default installation folder is the only "legal" installation path don't know what they're talking about, and will likely run into "unexplainable" mod issues.

 

And if someone reports you for having Skyrim in C:\Games\Steam\SteamApps, or E:\Better Place\Steam\SteamApps, and administration actually goes through with banning you over it, it's administration that made the stupid mistake. They really should know better if they're admin of a modding site. <_<

Posted

 

And if someone reports you for having Skyrim in C:\Games\Steam\SteamApps, or E:\Better Place\Steam\SteamApps, and administration actually goes through with banning you over it, it's administration that made the stupid mistake. They really should know better if they're admin of a modding site. <_<

 

 

Now you know why I have pretty much stopped going to that "other" site and just stay here on this one where the moderators know what they're doing.

Posted

When I installed Skyrim (from the disk I purchased at GameStop) to the ProgramFiles (x86) where it wanted to go by default, it wouldn't run. 

 

BTW, "Program Files (x86)" doesn't do good for any games installed to that directory. And yes, Steam does allow you to relocate it legitimately to another drive and running it will reconfigure itself properly.

Posted

I started using different bodytypes in the last couple of days and realized that it is easier for me to manage my mods with several installations of MO (yes, I know.... I am strange that way ;) )

So after having two MO installations on my drive F: (the one where my Steam folder is as well) for 7BO and UNPBO, I created three more on my drive D: (more space there) for ADEC and UNP and today for CBBE (wanted to give it a try again as well :) )

 

ADEC and UNP were working fine from D:, but after setting up CBBE I couldn't start Bodyslide 2 although I had done exactly as posted on the page for it. It just crashed right away with an error message. I had a conversation with Cusnius about it and after some searching we both were a bit stumped. So in a last attempt, I copied the MO CBBE directory over to F:, after one error message "Cannot load resources from 'file:/F%3a/res/BodyslideFrame.xrc", because I realized that my Skyrim is on drive F: so the F%3a caught my eye.

 

After doing that I adjusted the file paths and did the "add as executable" for Bodyslide in the VDF again. Started Bodyslide through the drop down menu on the right and it worked.

 

I am not sure, where the error lies, but it seems that MO can't adjust the path for Bodyslide correctly.

Could you guys look into it?

 

 

Posted

You know.. you can just redirect the Profile to the folder that you want inside the single MO. Same goes with Downloads...;).. You shouldn't need to have multiple loads of MO to do the same thing. Create a profile/downloads etc for each job that you are doing and then just open the settings in mo and click on advanced and change(find) the folder you want and click on it.. It is that easy. Those files will be the only files that MO sees. Saves space and only requires a few clicks to get up and running

Posted

 

When I installed Skyrim (from the disk I purchased at GameStop) to the ProgramFiles (x86) where it wanted to go by default, it wouldn't run. 

 

BTW, "Program Files (x86)" doesn't do good for any games installed to that directory. And yes, Steam does allow you to relocate it legitimately to another drive and running it will reconfigure itself properly.

 

 

eg https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129

 

Makes it easy to transfer across new versions of Windows as well.

Posted

You know.. you can just redirect the Profile to the folder that you want inside the single MO. Same goes with Downloads... ;).. You shouldn't need to have multiple loads of MO to do the same thing. Create a profile/downloads etc for each job that you are doing and then just open the settings in mo and click on advanced and change(find) the folder you want and click on it.. It is that easy. Those files will be the only files that MO sees. Saves space and only requires a few clicks to get up and running

 

I know there is an easier way, but I just checked, my original MO folder was at 80 GB already. I kind of lost my way with all the mods in there ^^

 

The way I do it now I have a shortcut for every MO on my desktop, I just doubleclick it and off I gooooo :)

Posted

So after checking back into Skyrim's mod scene after.. months.. I'm back to ask.

 

Is Mod Organizer compatible with HDT yet? Since apparently HDT requires some convoluted , difficult process just to get started, and MO couldn't run NifScope or something.

 

Or has HDT simplied or MO changed to accomodate HDT?

A guide would be helpful if it is possible.

Posted

 

You know.. you can just redirect the Profile to the folder that you want inside the single MO. Same goes with Downloads... ;).. You shouldn't need to have multiple loads of MO to do the same thing. Create a profile/downloads etc for each job that you are doing and then just open the settings in mo and click on advanced and change(find) the folder you want and click on it.. It is that easy. Those files will be the only files that MO sees. Saves space and only requires a few clicks to get up and running

 

I know there is an easier way, but I just checked, my original MO folder was at 80 GB already. I kind of lost my way with all the mods in there ^^

 

The way I do it now I have a shortcut for every MO on my desktop, I just doubleclick it and off I gooooo :)

 

 

Actually... The easier way is the way you are doing it.. ;). The cheaper way (space on the hard drive) is the other way I mentioned.

Posted

So after checking back into Skyrim's mod scene after.. months.. I'm back to ask.

 

Is Mod Organizer compatible with HDT yet? Since apparently HDT requires some convoluted , difficult process just to get started, and MO couldn't run NifScope or something.

 

Or has HDT simplied or MO changed to accomodate HDT?

A guide would be helpful if it is possible.

- 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

 

- 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.

 

Now, it's been half a year since I even tried.. and I hate to say this, but I kinda forgot about most of the process. I just remember something told me to go into NifScope and you couldn't run Nifscope through MO.. which make it impossible for me.

 

It's been half a year, so I've forgotten.. and I'm.. not sure what context your instructions are for.

 

Again, I hate to ask this, but could you give me a step-by-step guide on how to install HDT and its dependencies?

I never got to fully understand how to install HDT without MO. So installing it WITH MO, is like going straight to learning to drive while in the middle of a race.

 

Body: UNP Blessed

Skeleton: xp32 Maximum Skeleton (though data tab's "Conflicts" shows UNP BLESSED BODY- UNPB REDUX in red, so I'm assuming the data from the body mod has higher priority).

 

The lovely thing about MO is I can reinstall these whenever I like, so I can set the Blessed body to BBP, TBBP or whatever.

 

 

OR!..  better yet.. should I ask this in the HDT sub-forum?

I dunno. HDT has the HDT know-how. But you guys have the MO know-how.

 

Posted

It installs the exact same way as every other mod. I don't know about running nifscope through MO, I just fiddle with the meshes I need to and save them in a 'mod' folder specifically for edits. The nifscope thing you're talking about is in the hdt forums. (and there's links to that in my sig, the second one has hdtm download and more in depth information than  just the pic tut.) It's much better than it was in the summer, people have figured out what does what. If you just want female collisions, you inject into the female head. Injecting the male hands nifs gives you more. (with the proper hdtm.xml added in) Injecting the female head you want to put the path straight to the hdtphysicsyadayadayada.xml (never can remember that whole thing) It's not really as hard as it seems. Though trying to do it the first couple times with every mod installed is a test in personal patience in not jumping off the nearest tall building. It took me 3 days before I gave up the first time ( in the summer) And I tried off and on a few times before I figured out what worked and what didn't. Problem is, HDT varies depending on your own setup. That's why there isn't a one size fits all.

 

I'd suggest making sure you're using Groovs xpmse. It's up to date and fixes a lot of the flubs of the original skeleton and he's doing some really neat things with expired and racemenu to make things more streamlined.

Posted

 

 

- 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.

 

Now, it's been half a year since I even tried.. and I hate to say this, but I kinda forgot about most of the process. I just remember something told me to go into NifScope and you couldn't run Nifscope through MO.. which make it impossible for me.

 

It's been half a year, so I've forgotten.. and I'm.. not sure what context your instructions are for.

 

Again, I hate to ask this, but could you give me a step-by-step guide on how to install HDT and its dependencies?

I never got to fully understand how to install HDT without MO. So installing it WITH MO, is like going straight to learning to drive while in the middle of a race.

 

Body: UNP Blessed

Skeleton: xp32 Maximum Skeleton (though data tab's "Conflicts" shows UNP BLESSED BODY- UNPB REDUX in red, so I'm assuming the data from the body mod has higher priority).

 

The lovely thing about MO is I can reinstall these whenever I like, so I can set the Blessed body to BBP, TBBP or whatever.

 

 

OR!..  better yet.. should I ask this in the HDT sub-forum?

I dunno. HDT has the HDT know-how. But you guys have the MO know-how.

 

NifSkope plays no part in HDT's installation.

 

http://www.loverslab.com/topic/25482-setup-step-by-step-setup-basics-for-hdt-physics-extension/

 

Haven't touched it since before getting HDT, and I've had HDT for TBD-E and UNPB. I have collision for UNPB, but it doesn't work for TBD-E. I don't use CBBE, but I assume it works fine for that too.

 

 

Use the XP32 Maximum Skeleton Extended from here on LL, and it'll have plenty of options for you to choose from. Don't have any other body-related mods installed. This skeleton is fully compatible with any and all things you'll want to do.

 

DL HDT, and unzip it. Open 'hdtPhysicsExtensions v14.28' and rename the 'data' folder to HDT-v14.28, and zip it. Take that zip out of the folder you're in, and put it in your favorite mod storage folder, to be installed to MO.

 

Manual installation is just as easy for it, since it only adds 3 files to the skse\Plugins folder, and they all say htdPhysicsExtensions. Easy as hell to take out or replace.

Posted

 

Use the XP32 Maximum Skeleton Extended from here on LL, and it'll have plenty of options for you to choose from. Don't have any other body-related mods installed. This skeleton is fully compatible with any and all things you'll want to do.

I have version 1.93.. I believe it is from here but could actually be from the Nexus. Should I change it to the most current version? So far everything seems to work fine but will start to add some more complex builds later. I almost have everything perfect and stable as all hell. :D. Now to screw that up with new and crazy things.. lol..

Posted
I have version 1.93.. I believe it is from here but could actually be from the Nexus. Should I change it to the most current version?

 

Just so long as you've read the big-ass yellow print :P. I've got 2.04 myself. Can't verify the new one will work perfectly or screw your shit up, but I suspect everything will be A-OK. Report success! :)

Posted

I've read it but that don't mean I understood it.. ;).

 

Thanks I think I will hold off on installing that version as I am almost done with my current edition of MO/Skyrim.. :D. Then copy it and make sure I have a nice solid backup etc. Then I can experiement more on Skyrim/MO or move to Fallout .. Likely move to Fallout. Might have some more first hand info for your documentations (along with corespore) on Fallout and its issues and setups by the beginning of Next year. Hey I gotta play Skyrim a bit. Haven't really finished it.. Got to about level 40 once or twice but not much above that.

Posted

So your MO's doing fine?

 

Is everyone's MO okay? :D Going to go hand Tannin some documentation of my own, and I gotta get back on the grind too when the new MO's out. Gotta be ready for issue reports! Hopefully there will be none. ;) Psh! Yeah fucking right! :D This is Skyrim we're talkin' about here. Nothing works 100% for this goddam game! :angel:

 

 

 

 

 

 

All Praise Be Unto MO

Posted

When this thread officially expands to cover Fallout 3 and New Vegas, a description of how to get the Wrye Ports to work through Mod Organiser would be very helpful, for People unaware of the STEP Guide.

 

Title - Wrye Flash

Binary - C:\Python27\pythonw.exe 

Start In - C:\Games\Steam\SteamApps\common\Fallout 3 goty\Mopy 

Arguments - "C:\Games\Steam\SteamApps\common\Fallout 3 goty\Mopy\Wrye Bash Launcher.pyw"

 

This is how I have My Executable registered for the Fallout 3 Game of the Year. The difference for New Vegas is the name of the Game in the filepaths.

Posted

When this thread officially expands to cover Fallout 3 and New Vegas, a description of how to get the Wrye Ports to work through Mod Organiser would be very helpful, for People unaware of the STEP Guide.

 

Title - Wrye Flash

Binary - C:\Python27\pythonw.exe 

Start In - C:\Games\Steam\SteamApps\common\Fallout 3 goty\Mopy 

Arguments - "C:\Games\Steam\SteamApps\common\Fallout 3 goty\Mopy\Wrye Bash Launcher.pyw"

 

This is how I have My Executable registered for the Fallout 3 Game of the Year. The difference for New Vegas is the name of the Game in the filepaths.

 

Nice. I assume this is so that bash patches can be made to help conflict resolutions once you use the almighty MO to resolve all the conflicts.. :D

 

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