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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

 

 

Merging Levelled Lists is what Wrye Bash was designed for. Being able to decrease the amount of Active esp files is just an added bonus.

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I really hoped that Mod Organizer would make my life a little bit easier but I find that I'm missing something fundamentally important. I find that even though all my ESPs and files are in mod organizer, it has an awful trouble working the scripts. I reinstalled SKSE (as per gooser's video on youtube) but my papyrus just goes nuts when I load a game and I get a CTD after selecting a load file (or starting a new game) which I think only becuase I'm not getting something quite right, LOL!

 

The only thing I can think of it the priority isn't quite on par. There is a lot of "missing script" errors and "cannot be bound because <NULL form>" errors. Anyone perhaps able to pinpoint something that maybe I've missed as I'm head desking thinking it's right in front of me and I can't see it?

 

 

 

[12/04/2014 - 01:28:04AM] Papyrus log opened (PC)
[12/04/2014 - 01:28:04AM] error: Native function GetUseSound in empty state does not match existing signature on linked type Potion. Function will not be bound.
[12/04/2014 - 01:28:04AM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)
[12/04/2014 - 01:28:04AM] Memory page: 128 (min) 512 (max) 76800 (max total)
[12/04/2014 - 01:28:06AM] Cannot open store for class "dlc1scwispwallscript", missing file?
[12/04/2014 - 01:28:06AM] Cannot open store for class "DLC2BenthicLurkerFXSCRIPT", missing file?
[12/04/2014 - 01:28:06AM] Cannot open store for class "hdtHighHeelEffect", missing file?
[12/04/2014 - 01:28:06AM] Cannot open store for class "hdtHighHeelShoes", missing file?
[12/04/2014 - 01:28:06AM] ERROR: Unable to bind script MoreNastyCrittersAlias to MoreNastyCritters (33000D62) because their base types do not match
[12/04/2014 - 01:28:07AM] Cannot open store for class "RL_VersionChooser", missing file?
[12/04/2014 - 01:28:07AM] Cannot open store for class "daymoyl_playervalidatequestalias", missing file?
[12/04/2014 - 01:28:07AM] Cannot open store for class "daymoyl_QuestTemplate", missing file?
[12/04/2014 - 01:28:07AM] Error: Unable to link "daymoyl_QuestTemplate" - the parent of "xpoIntegration".
[12/04/2014 - 01:28:07AM] ERROR: Unable to bind script xpoIntegration to xpoIntegration (76041A3B) because their base types do not match
[12/04/2014 - 01:28:07AM] Cannot open store for class "SLSDDi_CowScript", missing file?
[12/04/2014 - 01:28:07AM] Cannot open store for class "SLSDDi_MilkBra", missing file?
[12/04/2014 - 01:28:07AM] Cannot open store for class "SLSDDi_PlayerREF", missing file?
[12/04/2014 - 01:28:07AM] Cannot open store for class "SLSDDi_MilkDrip", missing file?
[12/04/2014 - 01:28:07AM] Cannot open store for class "SLSDDi_SuctionVibrate", missing file?
[12/04/2014 - 01:28:07AM] Cannot open store for class "daymoyl_MonitorScript", missing file?
[12/04/2014 - 01:28:07AM] ERROR: Unable to bind script defeatdatrigger to DefeatPlayerQST (82000D62) because their base types do not match
[12/04/2014 - 01:28:07AM] Cannot open store for class "TOWK_QF_BMQ01_0400287F", missing file?
[12/04/2014 - 01:28:07AM] ERROR: Unable to bind script TOWK_QF_BMQ01_0400287F to BMQ01 (8D00287F) because their base types do not match
[12/04/2014 - 01:28:07AM] Cannot open store for class "TOWK_QF_BSCollar_040048D7", missing file?
[12/04/2014 - 01:28:07AM] ERROR: Unable to bind script TOWK_QF_BSCollar_040048D7 to BSCollar (8D0048D7) because their base types do not match
[12/04/2014 - 01:28:07AM] ERROR: Unable to bind script SLSDDi_CowScript to  (7F006420) because their base types do not match
[12/04/2014 - 01:28:14AM] ERROR: Unable to bind script DLC2WaterScript to alias Water on quest DLC2TTF2 (0401AAC8) because their base types do not match
[12/04/2014 - 01:28:14AM] warning: Property AshSpawnAttachChancePercent on script DLC2AshSpawnAttackChanceScript attached to alias Player on quest DLC2Init (04016E02) cannot be initialized because the script no longer contains that property
[12/04/2014 - 01:28:14AM] ERROR: Unable to bind script sslNSLAnimationAlias to alias SexLabNSLAliasToPlayer on quest SexLabQuestNSLAnimations (3C004338) because their base types do not match
[12/04/2014 - 01:28:14AM] ERROR: Property zzArmorThievesGuildKarliahCuirass on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002DEC) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzArmorOrcishCuirass on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002DE0) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzArmorGuardCuirassRiften on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002DD2) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzClothesCollegeRobesCommonVariant1 on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002DFC) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzArmorSteelCuirassA on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002DE4) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzArmorFalmerCuirass on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002DCD) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzClothesChef on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002DF4) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzArmorGuardCuirassMarkarth on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002DD1) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzClothesJarl03_var1 on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002E0E) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzArmorCompanionsCuirass on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002DC4) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzClothesCollegeRobesCommon on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002DFB) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzArmorNightingaleCuirassPlayer03 on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002DDF) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzClothesPrisonerTunic on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C003382) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzClothesFarmClothes04 on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002E03) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzClothesMournersClothes on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002E1B) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzClothesMinerClothesVariant on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002E15) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzArmorScaledCuirassB on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002DE3) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzArmorImperialCuirass on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002DD8) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzClothesMonkRobes on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002E16) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzArmorPenitusCuirass on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002DE1) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzClothesFarmClothes03 on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002E01) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzClothesChild02 on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002DF6) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzArmorBanditCuirass3 on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002DC2) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzArmorElvenLightCuirass on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002DCC) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzArmorThievesGuildCuirassPlayer on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002DEB) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzArmorDragonplateCuirass on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002DC6) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzArmorGuardCuirassSolitude on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002DD3) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzClothesMonkRobesColorBrown on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (5C004888) cannot be bound because <NULL form> (5C002E17) is not the right type
[12/04/2014 - 01:28:14AM] ERROR: Property zzArmorGuardCuirassHjaalmarch on script 

 

 

 

I can post the load order if needed (incase something in that is causing it).

 

Going to look at Wyre Bash (cause I really want profiles, that's my main reason for trying MO).

 

Thanks for any wise eyes. ^^

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Nothing but errors in that spoiler :P Switch MO to the default profile (hopefully you left that one alone, and didn't activate anything). Then fire up the game without mods, and see if it works.

 

Also, did you install your mods right? :D Not just a drag 'n drop to the mods folder?

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Hm before I start I'm sorry if my questions are answered already (I just didn't found it in the quick search):

 

I plan on switching from NMM to MO and for that I have a few question:

 

  1. I saw the feature to view missing .esp in a save, would it also show with diffrent profiles (if a mod isn't activate in a certain profile)?
  2. I noticed the import function from nmm to mo. So far the copy function describte as stable(?) and if I'm corectly I would need to deactivate all mods in nmm after this? Or would it be better to start from an fresh installation of skyrim (I have around 200 running .esp and manually edit some files)?
  3. Is mo capable to show if a mod from loverslab was updated (would be nice if it had the function I won't even care if I had to manual download it from the loverslab-page just a reminder that there is an update)

 

 

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Hm before I start I'm sorry if my questions are answered already (I just didn't found it in the quick search):

 

I plan on switching from NMM to MO and for that I have a few question:

 

  1. I saw the feature to view missing .esp in a save, would it also show with diffrent profiles (if a mod isn't activate in a certain profile)?
  2. I noticed the import function from nmm to mo. So far the copy function describte as stable(?) and if I'm corectly I would need to deactivate all mods in nmm after this? Or would it be better to start from an fresh installation of skyrim (I have around 200 running .esp and manually edit some files)?
  3. Is mo capable to show if a mod from loverslab was updated (would be nice if it had the function I won't even care if I had to manual download it from the loverslab-page just a reminder that there is an update)

 

1. Yes. I have five Profiles that share the same Saved Games, the missing esp files do show in the Profiles. I play with CBBE, and all new Saves made before updating My other Profiles with Clothing Mods will show the missing esp files on the Save.

2. I never used NMM

3. We would like this feature, but it does not exist yet. 

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Nothing but errors in that spoiler :P Switch MO to the default profile (hopefully you left that one alone, and didn't activate anything). Then fire up the game without mods, and see if it works.

 

Also, did you install your mods right? :D Not just a drag 'n drop to the mods folder?

 

Yeah I just thought this morning that I will go and tick a few then test. I think I either have a mod that is incompatible with MO or when setting folders I may have missed one. I will do that at the weekend as it was just the early hours and I couldn't think, LOL. Thanks for responding. 

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To my second question:

 

I do a clean install is probably better anyways.

 

Edit: reinstall finished and MO on working so far. I just have a question is there is a way to let MO start steam silently (without the window)? It is annoying that everytime I click on "Run" MO opens the Steam menu on fullscreen and I have to close it to hit the ok button (and yes I already have steam running and I'm loged in)  <_<

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Hm before I start I'm sorry if my questions are answered already (I just didn't found it in the quick search):

 

I plan on switching from NMM to MO and for that I have a few question:

 

  1. I saw the feature to view missing .esp in a save, would it also show with diffrent profiles (if a mod isn't activate in a certain profile)?
  2. I noticed the import function from nmm to mo. So far the copy function describte as stable(?) and if I'm corectly I would need to deactivate all mods in nmm after this? Or would it be better to start from an fresh installation of skyrim (I have around 200 running .esp and manually edit some files)?
  3. Is mo capable to show if a mod from loverslab was updated (would be nice if it had the function I won't even care if I had to manual download it from the loverslab-page just a reminder that there is an update)

 

1. Answered

 

2. The only things "unstable" about MO are:

  • Running with XP
  • 'Reinstalling mods' with installers
  • A strange warning from FNIS, with no negative side-effects except for the warning itself
  • Nexus issues with updating mods
  • (correct me if I forgot something)

I would reinstall fresh. I recommend that to all who are just starting. If you've never modded your game, then it's totally fine to use MO right away without reinstalling Skyrim.

 

3.Actually, it might be in the making, but I really need to get back to Tannin on that. For now, it's not a feature MO has.

 

 

Nothing but errors in that spoiler :P Switch MO to the default profile (hopefully you left that one alone, and didn't activate anything). Then fire up the game without mods, and see if it works.

 

Also, did you install your mods right? :D Not just a drag 'n drop to the mods folder?

 

Yeah I just thought this morning that I will go and tick a few then test. I think I either have a mod that is incompatible with MO or when setting folders I may have missed one. I will do that at the weekend as it was just the early hours and I couldn't think, LOL. Thanks for responding. 

 

No mod is incompatible with MO. B)

 

To my second question:

 

I do a clean install is probably better anyways.

 

Edit: reinstall finished and MO on working so far. I just have a question is there is a way to let MO start steam silently (without the window)? It is annoying that everytime I click on "Run" MO opens the Steam menu on fullscreen and I have to close it to hit the ok button (and yes I already have steam running and I'm loged in)  <_<

Do you have something funny going on in your game binary? Do you start with the game's exe, or SKSE? Can you post your binary, and your 'Start In", along with any arguments you may have added? Somehow, it's running the Steam.exe every time you run...whatever it is you're running. Only Skyrim itself should be turning Steam on, and only when it's off, and only once, unless you choose to Exit steam (obviously).

 

Please don't tell me we have a new bug...though this seems impossible without something specifically calling the Steam.exe, which MO does not do, unless you tell it to.

 

I've run a great many things with MO in my day...

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To my second question:

 

I do a clean install is probably better anyways.

 

Edit: reinstall finished and MO on working so far. I just have a question is there is a way to let MO start steam silently (without the window)? It is annoying that everytime I click on "Run" MO opens the Steam menu on fullscreen and I have to close it to hit the ok button (and yes I already have steam running and I'm loged in)  <_<

Do you have something funny going on in your game binary? Do you start with the game's exe, or SKSE? Can you post your binary, and your 'Start In", along with any arguments you may have added? Somehow, it's running the Steam.exe every time you run...whatever it is you're running. Only Skyrim itself should be turning Steam on, and only when it's off, and only once, unless you choose to Exit steam (obviously).

 

Please don't tell me we have a new bug...though this seems impossible without something specifically calling the Steam.exe, which MO does not do, unless you tell it to.

 

I've run a great many things with MO in my day...

 

 

Hm I start SKSE and did installed it like descripted there: http://www.loverslab.com/topic/35697-the-mod-tutorial-installation-of-skse-v1/

StartIn pointed at SKSE and the binary (I assume Skyrim folder?) is the fresh installed Skyrim + SKSE launcher.

It asked me at first if I want to start steam and go on with "remember the answer" and "yes". I did reinstalled MO and this time I chose "remember the answer" and "no" (this time I just thought "fuck it" steam started at win start so no need for that).

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Ah sry my fault I meant binary (and it looks exactly the same as your screens.)

 

But I did reset the gui and I will always get the question if I click run:

post-420799-0-08120500-1417735274_thumb.jpg

 

If I would click on "Remember selection" and "yes" it would always maximized steam upon run. If I click on "no" it won't.

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Ah sry my fault I meant binary (and it looks exactly the same as your screens.)

 

But I did reset the gui and I will always get the question if I click run:

attachicon.gifmessage.jpg

 

If I would click on "Remember selection" and "yes" it would always maximized steam upon run. If I click on "no" it won't.

What OS do you use? Windows 7? XP? I feel like I'll need a bit of info from you, so this may go to PM.

 

A new script's up on the Nexus. It fixes the annoying issue of MO using FOMM installers that didn't recognize you had other mods installed (IE Project Nevada not recognizing the Cyberware module was installed, etc.). Anyone tried it yet?

Can you be more specific? (like what is it called?)

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Haven't tried it. Been playing DAI. Looks pretty darn useful. I'll try it sometime.

Been using it today. It works like a goddamn charm. It's insanely useful and pretty much makes any FOMM/FORK installing obsolete.

 

 

Is there anything other than the instructions that you need to do ?

Also does someone need to tell it to use this or does it do it automatically. I only briefly looked it over.

 

If it does do the job well perhaps Tannin might want to include it into the next release (with a bit of testing and customization/optimizations etc of course) This can be a very useful tool and perhaps even useful if some Skyrim games decide to start referencing other mods as well. The author can make the needed changes to the code so that this can work for MO.

 

 

Comes at a great time considering I am hopefully soon setting up my Fallout games. This can make the difference and easier as well.

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If it does do the job well perhaps Tannin might want to include it into the next release (with a bit of testing and customization/optimizations etc of course) This can be a very useful tool and perhaps even useful if some Skyrim games decide to start referencing other mods as well. The author can make the needed changes to the code so that this can work for MO.

 

That one's up to the author this time. Maybe I'll mention it to him, and tell him let know Tannin about the tool. I just don't want my name being involved.

  1. I already "bug" him enough
  2. Dealing with other MO things, and it's consuming all my time
  3. If it ends up having some major bug that reveals itself later, I can say I had nothing to do with it
  4. Don't want to troubleshoot it, unless I myself become familiar with it, but Team Members can support it, if they'd like

That said, it does look pretty useful. As for number 3, if people are asking themselves why I said such a thing, this was at the end of the Desc for the tool:

 

Because only the presence and not the content of ESP/ESM files is needed only empty files are created inside the dummy data folder.

Remember the issue about blank files not being seen by MO? But, if it works for the author, it should work for me too, so perhaps disregard, I hope ;)

 

RC, it lets multiple HUD mods possible to use at once, and I assume, any mods that need a certain HUD mod will have no issues, even if you're using more than one HUD mod. Haven't checked out the forum though, so maybe there's more to it.

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Not just HUD mods, it makes installing any mod with dependencies work. Project Nevada Extra Options needs to detect the Cyberware module's installed. Before this script, it wouldn't detect it because "The installer will not be aware of external mods", but this script makes it so that all needed files are made visible during installation, meaning now all mods with dependencies or patches can detect all other mods with dependencies or patches.

 

And ritual, to install it just drag the .exe into Mod Organizer/NCC. It works automatically when installing any mods that have external dependencies. I haven't noticed any bugs yet on my end.

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If it does do the job well perhaps Tannin might want to include it into the next release (with a bit of testing and customization/optimizations etc of course) This can be a very useful tool and perhaps even useful if some Skyrim games decide to start referencing other mods as well. The author can make the needed changes to the code so that this can work for MO.

 

That one's up to the author this time. Maybe I'll mention it to him, and tell him let know Tannin about the tool. I just don't want my name being involved.

  1. I already "bug" him enough
  2. Dealing with other MO things, and it's consuming all my time
  3. If it ends up having some major bug that reveals itself later, I can say I had nothing to do with it
  4. Don't want to troubleshoot it, unless I myself become familiar with it, but Team Members can support it, if they'd like

That said, it does look pretty useful. As for number 3, if people are asking themselves why I said such a thing, this was at the end of the Desc for the tool:

 

Because only the presence and not the content of ESP/ESM files is needed only empty files are created inside the dummy data folder.

Remember the issue about blank files not being seen by MO? But, if it works for the author, it should work for me too, so perhaps disregard, I hope ;)

 

RC, it lets multiple HUD mods possible to use at once, and I assume, any mods that need a certain HUD mod will have no issues, even if you're using more than one HUD mod. Haven't checked out the forum though, so maybe there's more to it.

 

 

 

He is already aware of the project and seemed interested. The author is just waiting for Tannin to "reveal  his own plans." .. :D.

 

Oh.. already a bug or something. Dont' use it for Project Nevada - Extra Options... It appears if there are missing files it causes many errors etc.

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Well finally settled in MO just to find out that it is a pain in the ass if you compile scripts (especially if you use functions from scripts from other mods)  :dodgy:

I know that I could just set the mod into the input option of the compiler (but if the mod need a script from another mod and so on... really painful), another option would be to just simple copy all scripts into a folder but there is the next problem what if a mod get an update in the script file, I would need to make sure to copy it again not really practical. So only option just to link them together in one folder so if one file gets updated so will the other one. Again as I'm a lazy fucker I don't want to look through every mod to see if it has a script folder so I wrote a batch script todo the work (windows just can do something sometimes)

 

So for the guys who have the same problem as me I have uploaded it B) :

Scriptlinking.7z

 

Just drop it into the ModOrganizer folder and run the "Link_Scripts.bat" and wait.

What it will do is to create a Hardlink in a script folder in MO of all .pex and .psc files in the mod folder (if they are in right folder). They are basically copies of the orignial (same file size) with the benefit of being updated if one of them change.

Problem I know that are exist are:

BeeingFemale: cause the source files are in a scouce folder (don't ask my why I just renamed it).

And a mod or more who have a folders in the source folder.

 

PS: If you don't want it just delet the script folder the original won't have a problem and well if you delete the original well than you have a backup (hardlinks still exist and function even if the original is no more)

 

Edit: I forgot to tell you (at least for those who wouldn't have thought of it) you would need to point the compiler input to the new script folder.

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If it does do the job well perhaps Tannin might want to include it into the next release (with a bit of testing and customization/optimizations etc of course) This can be a very useful tool and perhaps even useful if some Skyrim games decide to start referencing other mods as well. The author can make the needed changes to the code so that this can work for MO.

 

That one's up to the author this time. Maybe I'll mention it to him, and tell him let know Tannin about the tool. I just don't want my name being involved.

  1. I already "bug" him enough
  2. Dealing with other MO things, and it's consuming all my time
  3. If it ends up having some major bug that reveals itself later, I can say I had nothing to do with it
  4. Don't want to troubleshoot it, unless I myself become familiar with it, but Team Members can support it, if they'd like

That said, it does look pretty useful. As for number 3, if people are asking themselves why I said such a thing, this was at the end of the Desc for the tool:

 

Because only the presence and not the content of ESP/ESM files is needed only empty files are created inside the dummy data folder.

Remember the issue about blank files not being seen by MO? But, if it works for the author, it should work for me too, so perhaps disregard, I hope ;)

 

RC, it lets multiple HUD mods possible to use at once, and I assume, any mods that need a certain HUD mod will have no issues, even if you're using more than one HUD mod. Haven't checked out the forum though, so maybe there's more to it.

 

attachicon.gifTAnnin.PNG

 

He is already aware of the project and seemed interested. The author is just waiting for Tannin to "reveal  his own plans." .. :D.

 

Oh.. already a bug or something. Dont' use it for Project Nevada - Extra Options... It appears if there are missing files it causes many errors etc.

 

 

Not a bug related to MO.

 

Project Nevada - Extra Options has an Equipment module that you can install, but it's currently unfinished and installing it will result in tons of bugs and it will lack the actual files the Extra Equipment Options need. It's a PN issue, not MO.

Link to comment

 

 

 

If it does do the job well perhaps Tannin might want to include it into the next release (with a bit of testing and customization/optimizations etc of course) This can be a very useful tool and perhaps even useful if some Skyrim games decide to start referencing other mods as well. The author can make the needed changes to the code so that this can work for MO.

 

That one's up to the author this time. Maybe I'll mention it to him, and tell him let know Tannin about the tool. I just don't want my name being involved.

  1. I already "bug" him enough
  2. Dealing with other MO things, and it's consuming all my time
  3. If it ends up having some major bug that reveals itself later, I can say I had nothing to do with it
  4. Don't want to troubleshoot it, unless I myself become familiar with it, but Team Members can support it, if they'd like

That said, it does look pretty useful. As for number 3, if people are asking themselves why I said such a thing, this was at the end of the Desc for the tool:

 

Because only the presence and not the content of ESP/ESM files is needed only empty files are created inside the dummy data folder.

Remember the issue about blank files not being seen by MO? But, if it works for the author, it should work for me too, so perhaps disregard, I hope ;)

 

RC, it lets multiple HUD mods possible to use at once, and I assume, any mods that need a certain HUD mod will have no issues, even if you're using more than one HUD mod. Haven't checked out the forum though, so maybe there's more to it.

 

attachicon.gifTAnnin.PNG

 

He is already aware of the project and seemed interested. The author is just waiting for Tannin to "reveal  his own plans." .. :D.

 

Oh.. already a bug or something. Dont' use it for Project Nevada - Extra Options... It appears if there are missing files it causes many errors etc.

 

 

Not a bug related to MO.

 

Project Nevada - Extra Options has an Equipment module that you can install, but it's currently unfinished and installing it will result in tons of bugs and it will lack the actual files the Extra Equipment Options need. It's a PN issue, not MO.

 

I wasn't referencing it as a bug with MO.. ;)

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