boopi_coder Posted 7 hours ago Author Posted 7 hours ago 2 hours ago, woodrealmelf said: hello if this the mod manager itself would we need to plugin our existing mods list to this one? or how does that work? coz this is by far the key to my ultimate dream removing the main quest and combining different quest mods like NR CS PoS triggermen into one like an overhaul of some sort Good question. Right now boopi_mod is a mod manager in its own right. You install mods through it: from archives, or straight from Nexus in its built-in browser window. It also keeps a journal of every file, so any mod can be removed from the game cleanly. You don’t have to start from scratch, though. Importing an existing setup from Mod Organizer 2 and Vortex is planned, including your mod list, load order and settings. It isn’t in the current version yet, but it’s high on the list. One tip until then: don’t let two managers handle the same game folder at the same time. Use one or the other. As for your dream setup, that’s very much the kind of thing boopi_mod is built for: Our own story already replaces only the vanilla main quest. Side quests, companions, factions and DLC all stay. So “no main quest, plus other quest content” is exactly how it works. You can install any mods you like next to it. We never restrict what you load: it’s your game and your mods. The Script Studio lets you build your own quest lines and dialogues with a visual editor and AI help, without the Creation Kit. If you want to tie several quest mods together into your own overhaul, with your own story connecting them, that’s a tool for it. We don’t make compatibility patches for other authors’ mods ourselves, but nothing stops you from building your own on top. Thanks for the interest!
boopi_coder Posted 7 hours ago Author Posted 7 hours ago 2 hours ago, Hoobu said: I'm enjoying your mod so far my only issue is i cant get my piper voices to show up as an option,the vanilla ones I downloaded to confirm placement show as options but not the one's I transferred from Mantella ,they are of the same quality (low) as yours does your app create a marker for the one's downloaded? It would be nice if your mod manager followed the same folder rule as MO2 that way we could just cut and past into your folder without having to add a Data folder first Other than that it's working well I have a nice story building and my Ai is happy to use your API 👍 Glad it’s working! 👍 Piper voices: each voice needs its own folder with WAV files inside, for example %APPDATA%\BoopiMod\speech\voices\Piper\piper.wav. A loose WAV directly in voices, or Mantella’s .json latents, won’t show up. Put the WAV in a folder named after the voice and restart the app. Folders: fair point. When you install from an archive, the app already works out where the files go, with or without Data. A drop-in folder like MO2’s, plus import from MO2 and Vortex, is on the list. 1
Samhsay Posted 7 hours ago Posted 7 hours ago 6 minutes ago, boopi_coder said: Importing an existing setup from Mod Organizer 2 and Vortex is planned It would be great if the existing mod folder structure could be preserved. You could simply specify the path to the existing folder within your program and import the load order. I think this is definitely feasible.
boopi_coder Posted 7 hours ago Author Posted 7 hours ago 30 minutes ago, Samhsay said: To be fair, half of the modders on this site aren’t native English speakers. The downside of such descriptions is that they’re wordy, even though the same point could be expressed much more concisely. P.S. Such a description could well evoke skepticism, even among users who are otherwise interested in the tool. Thanks, that’s fair feedback. I’m rewriting the descriptions now to make them shorter and simpler. The new version will be up soon. 1
boopi_coder Posted 7 hours ago Author Posted 7 hours ago 11 minutes ago, Samhsay said: It would be great if the existing mod folder structure could be preserved. You could simply specify the path to the existing folder within your program and import the load order. I think this is definitely feasible. 100%
gamermk13 Posted 4 hours ago Posted 4 hours ago Do I understand correctly that I need to reinstall all my mods from MO2 using Boopi Mod in order for them to work? And are there any issues with AAF?
gamermk13 Posted 3 hours ago Posted 3 hours ago On 17.10.2026 at 07:04, boopi_coder said: Спасибо за логи — они помогли. Приложение и его ядро работают нормально; проблема в кнопке «Играть »: Windows отвечает «Для выполнения запрошенной операции требуются права администратора» (ошибка 740). Это означает, что Fallout4.exe или f4se_loader.exe на вашем ПК всегда запускается от имени администратора, поэтому приложение не может запуститься без прав администратора. Есть два способа это исправить — оба работают: 1. Удалите флаг администратора (рекомендуется). Перейдите в папку Fallout 4. Щелкните правой кнопкой мыши по файлу Fallout4.exe → Свойства → Совместимость . Снимите флажок «Запускать эту программу от имени администратора» . Также нажмите «Изменить параметры для всех пользователей» и снимите флажок и там, если он установлен. Нажмите ОК . Сделайте то же самое для f4se_loader.exe . Нажмите кнопку «Играть» в boopi_mod ещё раз. 2. Или запустите boopi_mod от имени администратора. Закройте boopi_mod, затем щелкните правой кнопкой мыши по boopi_mod.exe → Запустить от имени администратора . После этого Play сможет запустить игру. О Mod Organizer 2: если вы обычно играете через MO2, продолжайте запускать игру через MO2. Моды, которые находятся только внутри MO2, загружаются только при запуске игры через MO2. app.log core.log
gamermk13 Posted 3 hours ago Posted 3 hours ago Just now, gamermk13 said: app.log 3,76 кБ · 0 загрузок core.log 32,66 кБ · 0 загрузок I launched it with administrator privileges—the game tries to start, shows a black screen, and then closes.
lee3310 Posted 28 minutes ago Posted 28 minutes ago Will the source code be available at some point ?
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