RDKateran Posted July 12, 2015 Author Posted July 12, 2015 Merged Patches are separated by profile in MO, correct? The provided guides really don't talk about merged patches.
ButchDiavolo Posted July 12, 2015 Posted July 12, 2015 Everything in MO is seperate by profile. That is one of the perks of using MO. When you use merged patches, you have to remember to disable the original esp files though, or they will both load and cause crashes and other icky things
RDKateran Posted July 12, 2015 Author Posted July 12, 2015 Will anything appear in the left pane when I do create said merged patch?
ButchDiavolo Posted July 12, 2015 Posted July 12, 2015 it will first appear in the (in)famous Overwrite folder. You will either have to make a mod of the merged files or, if you merged an existing mod, drag the contents to the original mod. If you make a new mod of the contents of the overwrite, it will then appear in the left pane. Don't forget to untick the merged mods though! If you drag and drop the merged file into the original mod, it won't appear seperately. See for an example the description in the STEP guide for merging Advance recon trap detection. (this is a drag&drop scenario)
ButchDiavolo Posted July 12, 2015 Posted July 12, 2015 btw, in the step guide, you can find a sorta-kinda walkthrough of merging mods in the "Fixes" section.
RDKateran Posted July 12, 2015 Author Posted July 12, 2015 I'm not talking about merging plugins, though, I'm talking about xEdit's "Merged Patch" function, the one that it can create automatically to resolve conflicts. EDIT: Files keep going into the Overwrite folder every time I play the game. Mostly menu and SKSE plugin stuff, so I'm not quite sure what to do about it.
ButchDiavolo Posted July 12, 2015 Posted July 12, 2015 I'm not talking about merging plugins, though, I'm talking about xEdit's "Merged Patch" function, the one that it can create automatically to resolve conflicts. EDIT: Files keep going into the Overwrite folder every time I play the game. Mostly menu and SKSE plugin stuff, so I'm not quite sure what to do about it. I am afraid I don't know how xEdit works, so I can't help you with that, sorry As for the files that keep popping up in the overwrite when you play: this is "normal". The easiest way to deal with that is making a mod of the files in the overwrite, calling it something simple so you know what it is (I call it Garbage). Place this mod above the Bashed patch and activate it. Every time you played and are going to play again, empty the overwrite by drag&dropping the files into the "garbage" mod.
RDKateran Posted July 26, 2015 Author Posted July 26, 2015 So what's the usual method for updating a large mod through MO? Should I have it overwrite by trying to add the new fomod, or should I remove what's existing now and then install the newer version?
RitualClarity Posted July 26, 2015 Posted July 26, 2015 You can do what you want. Keep the old one. Overwrite the old one, or just install a new one and use it instead. Each way has it benefits. Keeping the old one allows for old mods to continue to be used with an old profile you are still playing, Overwriting keeps MO nice and small and concise only one SexoutNG for example. Most current. Installing a new one allows you to have the newest and greatest (great for testing a new version of a mod with an old favorite profile before using it in case there are some conflicts or kinks that need to be worked out). I am currently having multiple versions of the same mod. Old "legacy" versions and newest versions for FNV (sexout mods) as I have some old mods that don't play well with the current version. Can have both and use whatever I want. . I just add the version name to the end of the mods name and unclick the version column in MO.
RDKateran Posted December 8, 2015 Author Posted December 8, 2015 So, question to you script-savvy modders. How exactly does a game mod save a script you've put into the mod? Is it saved within the mod, or put into a separate file like in Skyrim, etc? I ported over the cloaking scripts from Fallout 3's Reinforced Chinese Stealth Suit mod over into the FONV version, which kinda half-assed it by making it like the FO3 Stealth Suit item. The script works fine, I know that much. The thing is, the first time I had to redo it, simply saving and copying the edited plugin with my changes, overwriting the original plugin, didn't work. It acted like nothing had changed, and when I went into the plugin via the GECK to see what was wrong, nothing had indeed changed, it was as if my edits never existed. Is that normal? 'cause I don't know how complicated editing those same scripts into the mod via MO is going to be, and I'd like to save myself the headache if possible.
cecik Posted December 9, 2015 Posted December 9, 2015 Scripts are saved inside the mod. If I understand you correctly, you want to use the FO3 version of the Stealth Suit instead of the one for FONV. Why don't you just convert the FO3 mod to TTW? Instructions how to do that can be found here: https://taleoftwowastelands.com/content/fnv-edit-series-converting-fo3-mods
RDKateran Posted December 9, 2015 Author Posted December 9, 2015 Scripts are saved inside the mod. If I understand you correctly, you want to use the FO3 version of the Stealth Suit instead of the one for FONV. Why don't you just convert the FO3 mod to TTW? Instructions how to do that can be found here: https://taleoftwowastelands.com/content/fnv-edit-series-converting-fo3-mods Not what I want, actually. What I want is the scripting for the FO3 mod to be in the FONV mod, 'cause when I use TTW I only do so for the FO3 content--I have two other profiles purely for FONV, without TTW, but the FONV mod is fairly barebones in comparison to the script-enabled FO3 version: cloaking is done by going into sneak mode, and the night vision is automatic when you wear the equipment for it, so if you want to turn it off, you have to take it off through the Pip-boy. Whereas in FO3 you just turn it off at the press of a button... So yeah, I like that functionality. I've already done the scripting and adjustments to the globals for it to work. I just want to be able to overwrite the original plugin in the zip file with my edited version, but last time I did that, it kept the old plugin and deleted my edited one. So if I can't get that to work properly, I need to edit the plugin directly with the GECK... and I dunno what to do for that given how MO operates with virtual libraries and such.
cecik Posted December 9, 2015 Posted December 9, 2015 Setup the GECK in MO as follows: - In 'Modify Executables' make a new entry and name it 'GECK NVSE' (or something similar) - In 'Binary' link to the 'nvse-loader.exe' - In 'Arguments' enter "-editor" (without the quotes) You might also want to install 'GECK-Powerup' - if a script doesn't compile, it will give you a warning with the line it can't compile Hope this will help
RDKateran Posted May 23, 2016 Author Posted May 23, 2016 Long time no see. I have since made a new, more powerful computer and am in the process of reinstalling my games and stuff onto it. So, I have a question: Is there some way I can just transfer all of MO and its profiles and installed crap onto the new computer and have it work properly, given the whole virtual drive library that I have no idea how works, or do I have to start all over? Granted, have to start all over since I'll be switching to MO for Skyrim, but I'd like to cut down on the workload.
RitualClarity Posted May 23, 2016 Posted May 23, 2016 You can make a backup of the entire MO file and move it over to the new drive. Change the file locatons (if needed in settings) Make sure you start the game once before using MO. Might have some issues with INI from a different machine if so copy over the new INI and thenmake the needed changes to the file or create ini overrides in MO. I regularly copy over an old Skyrim setup for a quick play when I want onto my SSD and it works well enough.
RDKateran Posted May 23, 2016 Author Posted May 23, 2016 The entire MO folder, you mean? That'll transfer all the downloaded and installed mods as well?
RitualClarity Posted May 23, 2016 Posted May 23, 2016 Yes if you haven't customized the folder from what is given to you from before. (this is fro MO 1 not MO 2 for Fallout4 not sure about that manager). It is easier to transfer the entire folder, you don't need to but why mess with the files.
RDKateran Posted May 23, 2016 Author Posted May 23, 2016 Great to know, thanks. I was not looking forward to installing TTW all over again. There any external folders I need to worry about? MO stuff installed in other directories?
RitualClarity Posted May 23, 2016 Posted May 23, 2016 I don't think so. If iti is like my setup with MO 1 there isn't anything outside. The program is "portable" so it should work fine for you moving from one drive or computer to another. Anyway if you have a backup (which you copied from) we can go into more detail later if needed with a fresh MO install if problems occur.
RDKateran Posted June 1, 2016 Author Posted June 1, 2016 Okay, got it all moved over and for the most part, it works! Except for one little problem in the way of penises. Whenever a sex scene starts on Sexout after the migration, the male nude body has the penis mesh stretch off into oblivion like a skeleton issue. Not really sure what could be causing that or where to start for investigating and fixing it.
RDKateran Posted June 1, 2016 Author Posted June 1, 2016 Also can't seem to get the GECK to work through MO. Crashes immediately upon startup.
RitualClarity Posted June 1, 2016 Posted June 1, 2016 I started it before and it worked but haven't used it much so I can't help there. There is a MO thread that might be able to get more attention to your need of setting it up for MO
RDKateran Posted June 1, 2016 Author Posted June 1, 2016 Yeah, I figured it out. If certain mods are active on a profile at all, it'll crash it automatically--notably among those mods being the Willow companion and JIP, but not limited to those. Workaround is to not use those mods and/or use a dedicated GECK profile. Now that I can access that again, I can try and figure out what the hell is wrong with the Alternate Start mod...
RDKateran Posted June 6, 2016 Author Posted June 6, 2016 Is there anything specific I need to do to get NVSE to apply to the GECK when running it through MO? Can't get my scripts to save, so clearly something's wrong somewhere.
RDKateran Posted July 5, 2016 Author Posted July 5, 2016 Quick question: Can I safely copy a backup of FONV out of the install directory, uninstall Steam and reinstall it, and then move the backup back into the install directory without breaking Mod Organizer or anything else important?I need to uninstall Steam on account of trying to figure out why games that use idTech game engines don't work on my machine.
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