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About Mod Organizer and Sexout.


Guest marieruth

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Guest marieruth
Posted

Since Gopher started releasing his new mod organizer tutorial video series thing, I'm curious. This might sound like a silly question but do those of you who use Sexout also use it through MO? I hope there's a way I can transfer my FOMM mods for Fallout 3 to MO, I know most instructions are transferring mods from NMM and Wyre Bash, but i do not use them... I have heard that for certain cases you need to have FOMM and MO installed at the same time in order to make certain things work..

 

Guest endgameaddiction
Posted

I don't use Sexout, but a problem that people might run in is that some FOMODs don't simply work once repacked and involves a lot of work due to the fomod file and xml files. It's really tricky and requires extensive work. And if you aren't familiar with xml and fomod it's hard. For that, the people who made Sexout and the sub mods for it would need to switch to MO and that's the hard part. FOMM has been the reliable mod manager for many years. I am not sure prideslayer would ever want to switch himself because he is constantly updating FOMM. I could give many reasons why the switch would to MO would be better, but if you can't manage to successfully repack the Sexout mods (if what I said above does occur) it's more work on their hands and something they probably don't want to deal with.

 

Another thing too is TTW. Because it's a program that duplicates, repacks, and auto installs into the Fallout New Vegas game directory I'm not certain this would work with MO. I would like to take a look at this myself eventually at some point.

 

 

The switch is hard. I want to say that some people are just comfortable with FOMM and don't care for a more advanced mod manager. I'm not saying it's impossible, but it's a huge task that invovles a ton of work.

 

My advice for these would be to install them through FOMM and use MO to install the smaller mods. The only work there is that you would need to repack the Fallout mods because I've had to do this myself with many many Fallout mods that are not packed correctly for MO.

 

 

Can you link to his MO video? I tried to do some of his mods like uHUD myself with MO and it will not detect any of the mods it should. I managed to repack some FOMODs for MO installing.

Guest marieruth
Posted

I don't use Sexout, but a problem that people might run in is that some FOMODs don't simply work once repacked and involves a lot of work due to the fomod file and xml files. It's really tricky and requires extensive work. And if you aren't familiar with xml and fomod it's hard. For that, the people who made Sexout and the sub mods for it would need to switch to MO and that's the hard part. FOMM has been the reliable mod manager for many years. I am not sure prideslayer would ever want to switch himself because he is constantly updating FOMM. I could give many reasons why the switch would to MO would be better, but if you can't manage to successfully repack the Sexout mods (if what I said above does occur) it's more work on their hands and something they probably don't want to deal with.

 

Another thing too is TTW. Because it's a program that duplicates, repacks, and auto installs into the Fallout New Vegas game directory I'm not certain this would work with MO. I would like to take a look at this myself eventually at some point.

 

 

The switch is hard. I want to say that some people are just comfortable with FOMM and don't care for a more advanced mod manager. I'm not saying it's impossible, but it's a huge task that invovles a ton of work.

 

My advice for these would be to install them through FOMM and use MO to install the smaller mods. The only work there is that you would need to repack the Fallout mods because I've had to do this myself with many many Fallout mods that are not packed correctly for MO.

 

 

Can you link to his MO video? I tried to do some of his mods like uHUD myself with MO and it will not detect any of the mods it should. I managed to repack some FOMODs for MO installing.

 

Here you go, https://www.youtube.com/playlist?list=PLE7DlYarj-DcLS9LyjEqOJwFUQIIQewcK . This is a link to his playlist of current MO related videos he's released recently. They deal with simple stuff so far, but you might get something out of them, either way. :)

Guest endgameaddiction
Posted

Thanks marieruth. :)

  • 2 months later...
Posted

Just installed TTW - Tale of Two Wastelands Mod v2.7.2 Alpha using Mod Organizer with no issues at all.

It has been Repackaged as a A Main FoMOd and an Optional FoMod, which The New Installer makes automatically, using your Fallout 3 Files.

Both FoMod's install as Single Mod Folders in MO making the process very easy.

 

 

As for uHUD - Unified HUD, the issue is basically, that uHUD looks for the Mods it alters "Here", where it is, normally that's the Data Folder and it finds them, so it works.

With MO it's isolated in a separate Mod Folder, so looking "Here", where it is, fails. This should be a simple matter to fix, by using the Skyrim Data Folder Path instead of "Here", it will see the Virtual Data Folder Contents and work normally.

 

A Workround is available, the vital point is, uHUD creates a combined XML file, that is all that's actually required, to make the Mods work in MO.

Use FoMM to make the XML (Not NMM), once that's made all the Mods involved can be installed in MO as usual, with the now correct combo XML placed in uHUD's Mod Folder, the separate folders make no difference, this is the recommended method.

 

Theoretically there's no reason that a Mega Mod, of all required files, cant be made in MO, even if Vanilla Files are required as well as the HUD Mods, then once the uHUD XML is made, deactivate the Mega Mod and Activate the separate installed HUD Mods as usual. That's an untested theory.

 

If anyone can Make uHUD work with MO it's the creator, Gopher. He has said he will look into the matter, now he uses MO and is aware of the issue, though he's started with Skyrim. New Vegas is next.

 

This is only major issue with using both Fallout Games with MO, one or two minor issues may arise, but nothing we can't fix. TTW should be no different to using FoMM, as far as Mods go using compatability patches rather than complete new versions.

 

As for switching to MO that's not what's hard, unlearning the methods and bad habits, of other Managers, is harder than learning how MO works.

I started using MO and learnt how other managers worked to help and support others, I found that much harder than learning MO.

Bad Habits like using Load Order to fix post install File conflicts, a common practice since Morrowin, so difficult is it to correctly fix the Install Order, many users don't even know that's whats really being fixed. With MO it's a simple drag and drop fix.

Trying to convert an existing playthrough is what's hard. It's not recommended, but Gopher shows how it's done correctly.

 

Most issues have a simple solution and though uHUD is more involved, it is still simple in practice.

So no real reason not to use MO with Fallout, FoMM is Good and if you don't want to Multiple Characters, why switch. Though an obvious MO Fan, My principle is use the best Manager I can for that game. No manager is best for all games.

Posted

I'm currently modding for sexout under an MO profile.

The only issues I've found so far are a few scripted fomods - most of those can be installed via fomm when your run that itself under an MO profile. Then again, I was always in a habit of repackaging certain mods anyway (especially NG with its backups & docs etc). There are a few hiccups sometimes when the fomod script replaces something - see the fomm thread.

 

Then there's the Hud stuff, but UIO seems to become an MO-friendly replacer for uHUD which doesn't require any fomod scripting so I'm not sure if gopher should really bother.

Posted

I'm currently modding for sexout under an MO profile.

The only issues I've found so far are a few scripted fomods - most of those can be installed via fomm when your run that itself under an MO profile. Then again, I was always in a habit of repackaging certain mods anyway (especially NG with its backups & docs etc). There are a few hiccups sometimes when the fomod script replaces something - see the fomm thread.

 

Then there's the Hud stuff, but UIO seems to become an MO-friendly replacer for uHUD which doesn't require any fomod scripting so I'm not sure if gopher should really bother.

I'm sure since Gopher is still using MO, he'll try some workarounds regardless. As people with probably ask if he knows any with future mods. Anyways, I've been thinking of switching Managers as well. Nice to know there are some alternatives. Wonder if PN works in MO, might even install TTW.

Posted

Mod Organizer can work with the Fallout game? Why am I only hearing this now???

Probably because you've never bothered to RTFM

 

MO works for;

Oblivion

Fallout 3

Fallout New Vegas

Skyrim

 

It has always worked for these games ever since the day it was made.

They are all Supported Games, but simply because the Later games are played more Most supported and bug fixed is in Reverse Order

Usage is about:

Skyrim 99%

New Vegas 0.9%

Fallout 3 0.05%

Oblivion0.05%

So More bugs are left unfixed with older games because very few are found, compared to Skyrim.

 

Generally it works quite well considering, but unless the Profile feature is vital to you, the Older the Game, the more likely a manager used when the game was played, will suit that game better.

I'm an avid supporter of MO, but the Best Manager for Oblivion is Wrye Bash maybe Timeslip's ObMM

 

Last Pre Skyrim

Wrye Bash v295·0 [2nd October 2011]

and I read here on LL once that the most Feature Complete Version Before Merger with Skyrim ruined it was

Wrye Bash v295·4 [20h January 2012]

 

And Wrye Flash or Timeslip's FoMM for Fallout 3 and NV, give MO a good fight, again if Profiles aren't vital.

Skyrim though, Profiles or not, MO is by far best Manager.

 

If you want Profiles use MO all the way, but for a single playthrough, Wrye or Timeslip's Managers are better due to being used and bugfixed when games were popular.

Also though NMM was a port of FoMM, FoMM is better even for Skyrim.

 

A last tip the most Popular FoMM doesn't deal with x64 Larger Memory and FoMod size is limited, this is the Tale of Two Wastelands recommended version it can install the 6GB FoMod TTW Installer creates without issues

Fallout Mod Manager - FoMM - Fork  v0·14·11·9 [14-07-21] by NiveusEverto, Q, Timeslip and Kaburke=54991

 

One other point is FoMod's use your Windows Temp Folder to Install the Mod, so you need the space on your OS even if you use a separate Games Drive. as I discovered. Likely means you need 12GB to put it on OS not just the Space it takes.

  • 4 months later...
Guest marieruth
Posted

I tried sexout soliciting with MO and everything but the animations worked... But the files were in separate folders. I wonder if merging them into one folder will make the animations play again...

Posted

A last tip the most Popular FoMM doesn't deal with x64 Larger Memory and FoMod size is limited, this is the Tale of Two Wastelands recommended version it can install the 6GB FoMod TTW Installer creates without issues

Fallout Mod Manager - FoMM - Fork  v0·14·11·9 [14-07-21] by NiveusEverto, Q, Timeslip and Kaburke=54991

That comes from here actually.

 

http://www.loverslab.com/topic/17895-fomm-custom-build-0141113/

 

Niv and I are working together on it. I handle the releases here, he does them at nexus.

  • 1 month later...
Posted

I'm currently modding for sexout under an MO profile.

The only issues I've found so far are a few scripted fomods - most of those can be installed via fomm when your run that itself under an MO profile. Then again, I was always in a habit of repackaging certain mods anyway (especially NG with its backups & docs etc). There are a few hiccups sometimes when the fomod script replaces something - see the fomm thread.

 

Then there's the Hud stuff, but UIO seems to become an MO-friendly replacer for uHUD which doesn't require any fomod scripting so I'm not sure if gopher should really bother.

 

I am sorry to necro this thread but my question is to DoctaSax because it's his sexout spunk mod that I can't get to play with the 2 sexout ng files and nvse extender.  I want to run the pregnancy mod but spunk is the problem.  I can run many of the other sexout mods via the mod organizer ** except when I put spunk it, I get the closing now message.

 

DoctaSax or anyone else who has messed with these files know of how I get spunk to recognize the necessary files?  As I mention, the other sexout mods I'm using DO recognize the Sexout NG suite with no problem except spunk.

 

Again, I'm sorry to necro this thread but I hope my question was relevant enough to do so.

 

** SEXOUT mods I run successfully from the mod organizer:

 

Sexout NG core and data.  I don't use bodies because I use nude body skins.

Bangatron

Common Resources

Loverslab scr resources

BnB skeleton

Drugging

Sexout Sex

Assault

Smaller Talk

SODRTL

Spectrum ToyPack

Spore Race Data

Tryout

Zaz

Sexkey

 

Some of these folders were within other folders I believe.  I had pregnancy in and it read through the MCM fine but I got the no spunk message and I felt why leave in a mod I can't get to work (at least not at this point).  Any help in getting spunk to work in the mod organizer is welcome!

 

*  Other mods I've had in that worked I just removed them for testing purposes:

Sexout Rapists

Strapon

 

I think the problem is the xml files fomm uses vs using mod organizer.  But I'm no modder, just a player that uses a lot of sex mods.  ;)

 

 

 

Mod Organizer can work with the Fallout game? Why am I only hearing this now???

It has always worked for these games ever since the day it was made.

They are all Supported Games, but simply because the Later games are played more Most supported and bug fixed is in Reverse Order

Usage is about:

 

New Vegas 0.9%

So More bugs are left unfixed with older games because very few are found, compared to Skyrim.

 

Generally it works quite well considering, but unless the Profile feature is vital to you, the Older the Game, the more likely a manager used when the game was played, will suit that game better.

 

So far aside from the issuse between sexout spunk not reading sexout ng, NVSE and nvse extender, all the mods I've loaded in the MO run successfully.  I even have XRE cars and it's been a blast!

Posted

Spunk works fine for me in MO, both making it and testing it.

I did notice I got my own warning when I tried to load the recent NG beta with NX 15, while NX 16 is needed for it.

Posted

Spunk works fine for me in MO, both making it and testing it.

I did notice I got my own warning when I tried to load the recent NG beta with NX 15, while NX 16 is needed for it.

No matter what I do, it always brings up that warning and then shuts down my game.  Is there anything you need to see from my game that could help get this warning taken care of?  I just uninstalled/reinstalled my game today so it's fresh and have fired it up and all the sexout mods are playing great (except for spunk).  Just let me know what you need to see and I'll oblige! 

Posted

I'm currently modding for sexout under an MO profile.

The only issues I've found so far are a few scripted fomods - most of those can be installed via fomm when your run that itself under an MO profile. Then again, I was always in a habit of repackaging certain mods anyway (especially NG with its backups & docs etc). There are a few hiccups sometimes when the fomod script replaces something - see the fomm thread.

 

Then there's the Hud stuff, but UIO seems to become an MO-friendly replacer for uHUD which doesn't require any fomod scripting so I'm not sure if gopher should really bother.

Yes. Install it through MO first. If there are errors then you can use FOMM to install the mod Make sure it is the 32 bit version as the most current one is moving or has moved to 64 bit and MO can only work with 32 bit programs. Finally with the TTW I didn't install it with either. I just dropped the resulting folder (properly constructed etc) right into MO and made the needed .ini file changes to get it to work without any problems that I have been alble to tell with my current limited testing. In fact I did it twice and was able to install it in seconds instead of the several minutes to first create the FMOD then the several minutes to then use MO or FOMM to install it ;). Oh I advise if you do that (manual dropping the file in MO) make sure MO has been shut down then open MO after the folder has been fully transfered. It appears that it is smart enough to create the meta file on the new boot of MO.. ;). Now keep in mind the manual dropping of files into MO's MOd folder isn't advised or seemingly mentioned anywhere else but the TTW thread but it does see to work quite well. With MO it seems the paths to install mods is many.

 

Spunk works fine for me in MO, both making it and testing it.

I did notice I got my own warning when I tried to load the recent NG beta with NX 15, while NX 16 is needed for it.

No matter what I do, it always brings up that warning and then shuts down my game.  Is there anything you need to see from my game that could help get this warning taken care of?  I just uninstalled/reinstalled my game today so it's fresh and have fired it up and all the sexout mods are playing great (except for spunk).  Just let me know what you need to see and I'll oblige! 

 

 

Open up the mod entry in MO (explorer) and make sure you see

 

nvse/plugins/etc. You might have the files in the wrong location. That is the most common problem. That or... you dont' have the proper NVSE version for NX ;).

 

Posted

I think the NX is the problem.  I have it in the zipped format as you say "nvse/plugins/etc."  I can't find the NX 15 version, it's only 16 you have here on the site at least I think so and that is the one I'm using.  Where exactly does that folder go?  I've been installing it with all of the other mods in MO.  As I've said, I get no error messages or missing files.  My game runs great until I put spunk in and then I get the message I don't have the right files and the game shuts down.

Posted

NX16 should be fine and you shouldn't be required to use NX15 or any NX before v16 as they all should be backwards compatible as far as I understand.

 

The path is mentioned in the OP for NX in a spoiler. Just make sure when you open the mod in MO explorer or in the folders inside of MO (Mods) that the path is the same and you know that it is installed correctly. The FMOD should work in MO as it has before, unless something has changed in MO current versions. I wouldn't know that as I am not running Sexout mods in MO currently.

Posted

I don't use FOMM at all.  I had it in when I originally set up the MO to use the sexout mods, I ran it from inside the MO.  Once the mods were installed, I made the zipped folders for them from the overwrite file and then uninstalled the FOMM mods.  Now I just use those zips when installing and I've been using them ever since.  So all the FOMM mods from the sexout mods now just go into the MO like any other mod.

 

My question is about the files that are left in the overwrite, are they necessary to the running of NX?  This is what I'm talking about:

 

medium_3853-030515101903-579672046.jpeg

 

If I need to have these files included in the NX, then I know I'm doing something wrong!  If it is a byproduct of using MO to handle these files then I'm still at a loss as to why spunk won't recognize the 3 mods.  BTW, I just found the MO thread here.  Would you prefer I take this discussion over to that thread?  I'm sorry but I'm a newbie here and still finding my way around the forum. :blush:

Posted

 

My question is about the files that are left in the overwrite, are they necessary to the running of NX?

Yes. I believe they have some info r/t the saves. Create a "profile" mod out of them and drop them into that folder if / when you change profiles to be sure everything works correctly.

 

If I need to have these files included in the NX, then I know I'm doing something wrong!

You have done nothing wrong. IT is the nature of MO to put files it don't know into that overwrite folder.

 

If it is a byproduct of using MO to handle these files then I'm still at a loss as to why spunk won't recognize the 3 mods.

This should have no reason or bearing on why Spunk won't recognize any mods. The overwrite folder overwrites everything in the load order if any files are left there. These files are the last thing ever loaded into the game always. Useful if you need to be sure the latest files are always available. ;)

 

Would you prefer I take this discussion over to that thread?

I am not the OP or a moderator. However that thread does have active members that use MO and have used it for a very long time and might have some more experience with the current Spunk and other possible issues. Might be good to at least give that thread a try.

 

I'm sorry but I'm a newbie here and still finding my way around the forum. :blush:

Understandable. Unless a moderator tells you otherwise you are doing fine ;). The subject does state MO and Sexout so your posting is appropriate int his thread and if a moderator didn't want this thread here active.. he or she could have easily closed it down and directed it to the main thread. :P  Besides you did look and find a thread that did contain the subject you needed instead of just starting another thread here with the same content.. so there is that. In other words you are doing just fine.

 

I couldn't even post a spoiler or even simple picture when I joined here many years ago..

Posted

the csv files are data that nx stores for us during our playthroughs; if you have any, you need them

 

I'm not sure how MO handles installing nx with it. I know it's popular in the skyrim scene to install skse plugins as an MO mod. I think the same should work in FNV, but am unsure about it actually working that way for nx. I've always installed NX manually, in the actual data/nvse/plugins folder.

 

In order to further troubleshoot, type the following into the console in-game, before clicking away the 'quitting now' message:

GetNVSEVersion

GetNVSERevision

GetNVSEBeta

NX_GetVersion

let's see what they report

Posted

 

I know it's popular in the skyrim scene to install skse plugins as an MO mod

Yes and it works quite well.

 

I think the same should work in FNV,

 I haven't had any problems with it installed through MO. I used it to help test the Tryouts version that Loogie just released. Everything worked as expected no apparent side effects. MO takes the "mod" folder and presents it virtually to the game just as if it was installed. There appears to be no difference at all in any game I have tried to use it with.

 

I've always installed NX manually, in the actual data/nvse/plugins folder.

That is another way to do it and a way to be absolutely sure that there isn't any issue. IN any case when you upgrade the files are the same name and would overwrite the original so no problems there. There are only two files afterall. Easy to delete if desired as well. Either way should work fine.

Posted

the csv files are data that nx stores for us during our playthroughs; if you have any, you need them

 

I'm not sure how MO handles installing nx with it. I know it's popular in the skyrim scene to install skse plugins as an MO mod. I think the same should work in FNV, but am unsure about it actually working that way for nx. I've always installed NX manually, in the actual data/nvse/plugins folder.

 

In order to further troubleshoot, type the following into the console in-game, before clicking away the 'quitting now' message:

GetNVSEVersion

GetNVSERevision

GetNVSEBeta

NX_GetVersion

let's see what they report

 

Here you go (click on the pic) and thank you so much for your help!  If installing NX by hand works, can you please tell me how to do it?  I'll be happy to give that a try as well!

 

medium_3853-040515033516-57968605.jpeg

 

btw, In previous troubleshooting I've made the nvse/plugins folder in the Data folder by hand and put the 2 NX .dll files in that and both sexout and spunk don't recognize that folder in my game.  So I gave up on that awhile ago.  I can't help but think it's because of those additional save files NX generates that are causing the trouble.  If it was just a simple placement of the 2 .dll files I shouldn't be having a problem but it seems to me it's the way MO is reading the NX mod most likely because of the 'virtual' aspect of how MO works.  If this CAN be fixed to run in MO then the skies the limit when it comes to the sexout mods and MO and I'll be making a tutorial on how to do all this to get more MO users into the sexout mods.  Everyone's help here has been fantastic! :D

Posted

I'm sure doc can come in here and say for sure but I think your using the wrong version of something.  I am running a slightly older version couple months ago of these mods but I have Beta 2 not 1.  All my other version checks matched with you minus NX which at the time was only at 15 so my thoughts and once again I'm sure Doc will tell you for sure that your Beta is out of date.

 

If I am reading this correctly your basically running 4.6.1 and spunks currently requires 4.6.3 so head over to spunks page and click his NVSE link and download and install that.

 

The current beta is from the development forum for NVSE so it is safe to use, the one from Silverlock is not the most uptodate version.  They are alsways like 2 versions behind or so usually.  Currently they are on 4.6.1 still as the highest version on silverlock.

 

Remember that this is actually NVSE so you need to install those files into your base directory not in the DATA folder which means you need to do this manually and not through mod organizer as it will dump files into data type directorys.

Posted

I'm sure doc can come in here and say for sure but I think your using the wrong version of something.  I am running a slightly older version couple months ago of these mods but I have Beta 2 not 1.  All my other version checks matched with you minus NX which at the time was only at 15 so my thoughts and once again I'm sure Doc will tell you for sure that your Beta is out of date.

 

If I am reading this correctly your basically running 4.6.1 and spunks currently requires 4.6.3 so head over to spunks page and click his NVSE link and download and install that.

 

The current beta is from the development forum for NVSE so it is safe to use, the one from Silverlock is not the most uptodate version.  They are alsways like 2 versions behind or so usually.  Currently they are on 4.6.1 still as the highest version on silverlock.

 

Remember that this is actually NVSE so you need to install those files into your base directory not in the DATA folder which means you need to do this manually and not through mod organizer as it will dump files into data type directorys.

 

Right, I'll do that now!  Thanks for the suggestion.  I do have the version from the silverlock site installed so that's a great place to begin.

 

EDIT:  OMG!!!  That was it!  Wow!  I can't thank everyone enough that has helped me so hugs go out to DoctaSax for diving right in, ritualclarity for really taking the steps to point me in the right direction and spyder2200 for posting at a perfect point in my game that I could save and check it out!  And now?  I'm heading for the pregnancy mod and that lust mod, they all sound so yummy!! :rolleyes:

 
Posted

As a reminder, the latest NVSE release is always here, where it says 'current beta'.

I forget which 4.6 version will be the minimum needed for spunk's next update, so I'll probably make 5.0.1 required for it.

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