gvman3670 Posted February 22, 2014 Posted February 22, 2014 Read this thread. And be sure to watch the videos on the first page. This will help you immensely. You're making this a lot harder than it really is. Â http://www.loverslab.com/topic/20492-mod-organizer/ Â Have you ever used NMM to install a mod from a file/archive? This is what you will be doing with MO as well. Â In the top/left corner you'll find a "button" that is "install a mod from an archive". You click this then choose the compressed mod you want to install. It will then install it into the left pane. You just click the box in front of it after it installs and it should be good to go (might have to tell it to not unpack BSAs and might have to check the box next to the .esp/.esm in the right pane). You do NOT have to install the file into the MO mod folder.
bigglebojiggle Posted February 22, 2014 Author Posted February 22, 2014 Read this thread. And be sure to watch the videos on the first page. This will help you immensely. You're making this a lot harder than it really is. Â http://www.loverslab.com/topic/20492-mod-organizer/ Â Have you ever used NMM to install a mod from a file/archive? This is what you will be doing with MO as well. Â In the top/left corner you'll find a "button" that is "install a mod from an archive". You click this then choose the compressed mod you want to install. It will then install it into the left pane. You just click the box in front of it after it installs and it should be good to go (might have to tell it to not unpack BSAs and might have to check the box next to the .esp/.esm in the right pane). You do NOT have to install the file into the MO mod folder. Â I had it running for a while but I wanted to get rid of NMM so I uninstalled FNIS and reinstalled it through MO. What I dont get now is I get an error when using FNIS in MO "Downloads\ModOrganizer ERROR(2023):" And following those instructions, when I install SKSE there is no tools folder
bigglebojiggle Posted February 22, 2014 Author Posted February 22, 2014 Now it says Executable "GenerateFNISforUsers.exe" not found
bigglebojiggle Posted February 22, 2014 Author Posted February 22, 2014 Wait wait, thanks to magic I may now have it
gvman3670 Posted February 22, 2014 Posted February 22, 2014 You have to install SKSE manually. There's just no way around that. It's how it is and how it works. Â I installed the three FNIS mods manually as well, but I set the generator tool as an executable in MO. This works flawlessly as long as you call up the generator with MO. Â But these are all I have installed manually. Everything else has been installed into MO as an archive. Now MO will download and install mods from Nexus just like NMM does, too. You just have to click the settings button, hit the "workarounds" tab, then make sure the NMM version is set to the most current (which right now is 0.47.3). MO can even open your browser on the Nexus site, update mods, sign you in to Nexus and all that if you tell it to.
bigglebojiggle Posted February 22, 2014 Author Posted February 22, 2014 Ok, now if anyone can explain to me why the game will run, but not advance that's be great. Yeah, Alduin isnt showing up at the start, so I started completely new and the carriage isnt moving.
bigglebojiggle Posted February 22, 2014 Author Posted February 22, 2014 You have to install SKSE manually. There's just no way around that. It's how it is and how it works. Â I installed the three FNIS mods manually as well, but I set the generator tool as an executable in MO. This works flawlessly as long as you call up the generator with MO. Â But these are all I have installed manually. Everything else has been installed into MO as an archive. Now MO will download and install mods from Nexus just like NMM does, too. You just have to click the settings button, hit the "workarounds" tab, then make sure the NMM version is set to the most current (which right now is 0.47.3). MO can even open your browser on the Nexus site, update mods, sign you in to Nexus and all that if you tell it to. Â I downloaded and installed it from my downloads folder, the topic I was linked to makes it sound like SKES creates a tools folder but I think its for the FNIS, it starts now it just wont progress in the story.
bigglebojiggle Posted February 22, 2014 Author Posted February 22, 2014 Ok its not MO, its the game itself, even after copying my backup of Skyrim the game wont work, I have no idea what to do.
hryh23k9823u Posted February 22, 2014 Posted February 22, 2014 If your skyrim installation is already messed up with stuff in data, NMM, etc, I recommend you to completely remove it and install it again. Then take your time to propertly set up Skyrim, MO, BOSS. Only Skse should be installed manually inside the skyrim folder, the rest, make it in MO. Also, it's advisable to not have any mod in a new save until you've exited Helgen's keep.
bigglebojiggle Posted February 22, 2014 Author Posted February 22, 2014 If your skyrim installation is already messed up with stuff in data, NMM, etc, I recommend you to completely remove it and install it again. Then take your time to propertly set up Skyrim, MO, BOSS. Only Skse should be installed manually inside the skyrim folder, the rest, make it in MO. Also, it's advisable to not have any mod in a new save until you've exited Helgen's keep. Â I reinstalled it from my back up folder, cleaned the update with TES5EDIT and put the FNIS into the data folder in the main Skyrim folder. I just didnt reinstall MO and isnt boss part of MO? And what makes it wierder is that the characters are animated, they talk, the characters have animation, sound in general plays...but nothing happens. I started a completely new game and the carriage isnt moving, although I can hear the sound.
bigglebojiggle Posted February 22, 2014 Author Posted February 22, 2014 Well I reinstalled MO, had it open FNIS, it installs it, I go to make a spot for it so MO can run it directly and all it wants to do is run SKSE
bigglebojiggle Posted February 22, 2014 Author Posted February 22, 2014 Doesnt FNIS need to go in Skyrims data folder anyway? MO doesnt seem to want to run it if its not
gvman3670 Posted February 22, 2014 Posted February 22, 2014 I linked the MO support thread. Go to it and read it. This FNIS installation issue is already hashed out in that thread. The answer is already there. Â As for the frozen carriage, it's because of old save files. You need to get rid of the saves in documents/my games/skyrim. MO will make it's own new save folder, .ini folders and all that good stuff.
bigglebojiggle Posted February 22, 2014 Author Posted February 22, 2014 Well aside from the game freezing when I type in showracemenu it seems to be working
bigglebojiggle Posted February 22, 2014 Author Posted February 22, 2014 I linked the MO support thread. Go to it and read it. This FNIS installation issue is already hashed out in that thread. The answer is already there. Â As for the frozen carriage, it's because of old save files. You need to get rid of the saves in documents/my games/skyrim. MO will make it's own new save folder, .ini folders and all that good stuff. Â The thing is, if I install FNIS with MO, MO wont recognize it when I tell it what .exe to use, it just tries to open SKSE. If I add it to the Skyrim data folder it does recognize it.
hryh23k9823u Posted February 22, 2014 Posted February 22, 2014 Don't hook FNIS through the 'Configure Executables' button, I've already told you how to do it  You need to run everything from MO, or the programs/patches (like FNIS) won't see your mods installed through MO. Install FNIS in MO like any other mod ("install mod from archive), check it. Then navigate, in the data tab that it's on the right tabs, to the tool, right click > add as executable. Then you can run it propertly. Â
gvman3670 Posted February 22, 2014 Posted February 22, 2014 Well aside from the game freezing when I type in showracemenu it seems to be working  You probably need to instasll "race menu pre-cache killer". It's on the Nexus. If you add a lot of PC options to your game (like brows, eyes, hair, etc.) it will generally freeze or crash. Pre-cache killer fixes that problem.
bigglebojiggle Posted February 22, 2014 Author Posted February 22, 2014  Well aside from the game freezing when I type in showracemenu it seems to be working  You probably need to instasll "race menu pre-cache killer". It's on the Nexus. If you add a lot of PC options to your game (like brows, eyes, hair, etc.) it will generally freeze or crash. Pre-cache killer fixes that problem.   Ahh, thanks, I forgot about the Pre-cache killer. Now all I need it for the Mature Skin texture to activate. It installed fine through MO, it just doesnt seems to appear, oh well, as long as it not actually messing up anything
medic975 Posted February 28, 2014 Posted February 28, 2014 Also double click on the file on the left hand side of the Organizer open it up and look at the file structure. Sometimes when Mod Author's package their files it's not in the correct format to be just uploaded. I.E. they'll just put the character folder as opposed to the mesh/character format. Â
Lanessar Posted February 28, 2014 Posted February 28, 2014 I'm sort of a lurker here, but I haven't been able to find an answer to a rather simple issue. Â I used to use a downloaded hkx file for mt_idle, but I'm not using FNIS, or anything else. With NMM, I just ignored the installer and dropped the mt_idle (replacing whatever was there) into my /long_ass_subdirectory/animations/female folder - now, using MO, I don't have that option currently (seeing as the files are loaded on demand). Â Is there an "easy way" to accomplish this? I suppose I could just replicate the default path for animations (creating what, 20 folders nested?) and just turn it into a "mod", but I thought I would ask here just in case.
hryh23k9823u Posted February 28, 2014 Posted February 28, 2014 I'm sort of a lurker here, but I haven't been able to find an answer to a rather simple issue. Â I used to use a downloaded hkx file for mt_idle, but I'm not using FNIS, or anything else. With NMM, I just ignored the installer and dropped the mt_idle (replacing whatever was there) into my /long_ass_subdirectory/animations/female folder - now, using MO, I don't have that option currently (seeing as the files are loaded on demand). Â Is there an "easy way" to accomplish this? I suppose I could just replicate the default path for animations (creating what, 20 folders nested?) and just turn it into a "mod", but I thought I would ask here just in case. Â Many mods comes with that subdirectory. For example if you have any animation mods, just right click it, open in explored and drop it there in the correct place. If you dont, go to the mods folder inside MO's folder, and create a new folder, create the folders inside with that path /meshes/blablabla/etc and drop the file there. Then reload MO and check the new 'mod' with the name you put in your folder, like any other mod. Â Edit: in fact for many single files like that, it comes handy create a 'Random stuff' (or whatever you want to call it) folder/mod so you always have it for those cases. Â
gvman3670 Posted February 28, 2014 Posted February 28, 2014 Yeah, I took several animations I wanted to use (like some TBBP idles, archery anims, crawling/sneaking anims, etc.) and zipped them all into one folder, gave it a useful name, then used MO to install the entire folder.
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