9tailedfox Posted December 28, 2015 Posted December 28, 2015 Hello, I'm still trying to work on Skyrim but my friend allowed me to download Fallout NV which was pretty cool. This time, I didn't go mod happy and limited myself to 105 plugins since I heard Fallouts plugin system is worse. Guess what, even with trying to use FallEdit which made the stability of the game a little bit better, it is crashing now.I don't know if someone lied about how many plugins, it could be the big plugins fault since I was fallowing Dirty Weasel Media and how he did his installations(I should probably look at gophers to see if he does the same thing). Also, I am using Mod Organizer instead of Nexus mod manager. If you need a list of all my mods, I will post them. Thanks P.S I can't wait to see the mods for Fallout 4 Also, I wrote this response on the Fallout 4 tech support and I have no clue on how to delete that. If someone knows or can delete it for me, ill be grateful.
Guest Posted December 28, 2015 Posted December 28, 2015 To delete the previous post in the wrong section: Go to the very first page of the Topic. On the top of the page, close to the right, there is a line saying: "Topic Moderation" It does not look like a button but it is. Click on it, and you should be able to see the "Delete" button. I hope this helps.
RitualClarity Posted December 28, 2015 Posted December 28, 2015 If that don't work and to prevent people posting important info there.. you can change the title to "DELETE" and a moderator can at their earliest convenience delete it for you.
myuhinny Posted December 28, 2015 Posted December 28, 2015 If you can't delete it the best way to get the thread deleted is to PM a moderator as the chance of them seeing a thread named *please delete* is pretty slim since they would have to see it while it's on the main page of the site. When you PM them give them the thread link so they know which one to delete.
9tailedfox Posted December 28, 2015 Author Posted December 28, 2015 Don't use NMM for Fallout NV anyway, it doesn't install/uninstall mods properly. Assuming your MO set up is correct are there any " conflicts " showing up when you open it? Also posting your load order and computer specs could help us understand what may be wrong, not 100% but we will be better able to give you an idea. Also a description of when or where you are getting crashes in the game could help us. Some mods actually change a few cells in game that are oddly crazy. Take for instance Run the Lucky 38 and Sexout Breeder, they both change a few cells that you would never expect, therefore causes either texture/ mesh problems or on a few people ctds. You must be magical, I do have the run the lucky 38 mod. I wonder if you know any more of my mods? Anyways, my computer is a toaster Rig Type: MSI GT72 Dominator Laptop CPU: Intel Core i7-5700HQ CPU @ 2.70GH Graphics Card: NVIDIA GeForce GTX 970M 3 GB GDDR5, Intel HD 5600 RAM: 32 gig DDR3L(1600MHz) OS: Windows 10 Home 64 bit Monitor: 17.3” 1920 x 1080, LG 42” TV Motherboard: MS-1781 (SOCKET 0) Rev:0.C Sound Card: Realtek High Definition Audio HDD: 2 X 128GB M.2 SATA SSD RAID 0, 1Tb Hitachi 7200 HDD Keyboard: Built-in SteelSeries Full-color Backlit Optical: Generic DVD Burner I know it is bad, but it's all I got for now and it's holding all 26 of my games. Here is my list of games Classic Fallout Weapons New Vegas(CFWNV) Animated prostitution( I was going to use the mods here but seeing as I can't play Skyrim... I just thought about using just this) All the some guy series mods CASM with MCM Luntata NVSE Checkpoint Gary Couriers Weapons NVAC New Vagas Stutter Remover Yukichigai Unofficial Patch (YUP) Electro City Extended New Vegas Radio Generator Fallout 4 red rocket garage home For the Enclave Hope Lies -FNV companion Impact Imperial New Vegas Improved companion sandbox Jasmine with ankle biter NCCS and RR JIP Companions Command and Control Mobile Truc Base More Adult Content More Perks NCCS Master Archive Noora Sexy Female NCCS type 3 Old world radio Paint your weapons poplated casinos project Nevada with extra options and EVE support EVE- essential visual enhancements project weaponry Radio free wasteland Radio Venice rePOPULATED WASTELAND Run the lucky 38 Russel Niner Slave in Pose NV Edition STUN The new Bison Steve Hotel and Lucky casino The Weapon mod menu DUINVv04 one Hud-O hud Flashlight NVSE UIO- user interface organizer Unlimited companions FNV project reality mk1 willow- A better companion WME-Weapon mod expansion Wasteland Flora overhaul(Yes I left the udi alone like it said, all I did was delete the Items) weapons of a new millenia More millenia weapons http://wiki.step-project.com/User:EssArrBee/FalloutNewVegas_MilleniasAdditionalWeapons (all of them merged into one mod) Caliber X FOOK-New Vegas Ammo ingredients as loot weapon animation replacer FOMOD JIP improved recipe menu Harder than you project Ultimatum weapon mod retextures project-WRP Undies underneath for fallout NV NV interior DFB_random encounters New Vegas enhanced camera JaySuS rogue ranger coats Lonesome travels radio surf vegas radio gun runners actually run guns body by race-bouncing breasts type 3 Mikoto's beauty pack I did also have the Patch for Body by race and Mikoto's beauty pack Fallout character overhaul breezes male body but for some reason, the game had a scary looking intro with the Doc having pink eyes and mouth and then it went to just an exclamation point surrounded by red and everything else was a dingy brown. It was scary.
myuhinny Posted December 28, 2015 Posted December 28, 2015 Spoiler tag is under the box with the green line through it you can use it for long ass lists by highlighting everything and then cutting and pasting them into the spoiler. Purple/pink = missing textures. Have you run fnvedit to check your load order? I don't use MO but you might have something conflicting with something check in MO and see if there are any conflicts listed anywhere.
RitualClarity Posted December 28, 2015 Posted December 28, 2015 I heard of wall of text but walls of nothingness is even worse. Try using spoilers to contain the large amount of text when adding loadlist and such like that. Plugin aren't definite. They are specific and cannot be defined for everybody. Personal plugin limits are defined by hardware, configurations and the mods themselves which include the level and intensity of scripts. Each person can and does reach different levels of plugins. Most can't go beyond 120~`140 with FNV. Most crashes are caused by conflicts or missing mods/scripts or things of that nature. Plugin limits are usually explainable bugs or glitches that are usually random or semi random and not reproducible on other machines (clean install with only the required mods for that mod). Missing a quest marker, activators, etc. Too many textures, meshes are triangles and floating bodies randomly occurring. (other-words an armor can be present in a small cell I.E. inside a building but not outside. ). If you want Sexout to work and some of the required mods. (and running MO) Create a new profile. Follow the tutorials to install Sexout and a single test mod to make sure it all works then add a few other basic mods (sexout) to be sure it works test.. then add a few more to the profile until you have a nice base to work from. Try to keep it to the most needed mods. Then after this you can copy the profile .. add other mods and combinations to be sure it works correctly (with skyrim have a collection of clean saves for locations and quest etc since Skyrim don't like mods removed from the game FNV can create clean saves easier) After a few profiles created (and played) you will grow in understanding of your own personal plugin limit.. as well as what mods run together. (created base profiles that can be copied and played). When you start a new game.. just copy over a base profile and add a mod or two to make that one special for your intended play through and enjoy. Unlike Skyirm FNV is more flexible with updating and removing mods. Not perfect but better. edit. Ninja'd by myuhinny
zippy57 Posted December 28, 2015 Posted December 28, 2015 Re: Run the Lucky 38 w/Sexout Breeder: The issue there is that they both add a building to the same spot in the worldspace. It will cause two buildings smooshed together and may make it impossible to enter one or both, but it won't cause a crash. Run the Lucky 38 may possibly cause instability in Freeside as it makes a very odd and unwise overwrite in that area, although I have not personally encountered any issues I can attribute to it. For any issue regarding plugins, it's best if you post your load order, not just a list of installed mods, as the order your mods are loaded in can actually be more important than what mods you have loaded.
Yotix Posted December 28, 2015 Posted December 28, 2015 Failing at modding NV seems totally normal, unless you're a programmer and/or have been modding for years. Maybe it's because the mod scene is too big; and they're all afraid of lawyers so instead of making a nice, big "I am the only archive you need" zip file, they are all one tiny download and a shitload of requirements links, which often include outdated, no-longer-maintained or just broken sites. Like SCR Resources will link to a "requirement" which when you load it says "not compatible with SCR" (I think it was SCS); On Google one of the top hits for SCR is a presumably outdated tutorial from 2013 http://www.loverslab.com/topic/22156-tutorial-scr-resources-folder-creation/ (I saw the more recent SCR Stable download only after wasting an afternoon on making my own unstable crappy one), Anyway, I eventually got it to work so that only a few things fail. Sex works, only with Soliciting, all the S/M stuff ("I want to hold your arms behind your back") fails to start an animation. With Tryout, the "handcuffed sex" scene will place non-removable handcuffs on my char but not play a sex scene [EDIT: Stupid complaints about Tryout not working well with my unstable installation removed. I had too much fun with Tryout to diss its makers.] PS Claiming that your computer is "bad" seems like a total first-world problem. NV is five years old FFS, back then my i7/2600 with 16 GB RAM was top of the line so ...
zippy57 Posted December 28, 2015 Posted December 28, 2015 Maybe it's because the mod scene is too big; and they're all afraid of lawyers so instead of making a nice, big "I am the only archive you need" zip file, they are all one tiny download and a shitload of requirements links, which often include outdated, no-longer-maintained or just broken sites.There are two major issues: Permissions and updates. It's far easier to tell people to go download twenty files than to go through the process of acquiring permission to host and distribute those files individually, especially when many of those modders are no longer active (and therefore unable to be contacted) or are of the preference that no one but them distribute their files. And once acquiring permission, if there is an update to the external mod, it becomes the responsibility of the author of the mod including it to keep the included version properly up-to-date, which can be nigh impossible with a large number of included mods. If a mod has a requirement that is broken or outdated, post that information in the proper thread. Modders are not psychic and generally do not visit the locations of their requirements daily. If you don't tell them the link is broken, it will not get fixed because they will not be aware.
Yotix Posted December 28, 2015 Posted December 28, 2015 Maybe it's because the mod scene is too big; and they're all afraid of lawyers so instead of making a nice, big "I am the only archive you need" zip file, they are all one tiny download and a shitload of requirements links, which often include outdated, no-longer-maintained or just broken sites.There are two major issues: Permissions and updates. It's far easier to tell people to go download twenty files than to go through the process of acquiring permission to host and distribute those files individually, especially when many of those modders are no longer active (and therefore unable to be contacted) or are of the preference that no one but them distribute their files. And once acquiring permission, if there is an update to the external mod, it becomes the responsibility of the author of the mod including it to keep the included version properly up-to-date, which can be nigh impossible with a large number of included mods. If a mod has a requirement that is broken or outdated, post that information in the proper thread. Modders are not psychic and generally do not visit the locations of their requirements daily. If you don't tell them the link is broken, it will not get fixed because they will not be aware. Thanks for the reply; I really should have phrased that more uh intelligently in light of the paid mods discussion that happened a few months ago and what little I know about that big modding site's owners. I'll try to find out which mod caused the problem, and notify the SCR page if I can verify it.
RitualClarity Posted December 28, 2015 Posted December 28, 2015 On Google one of the top hits for SCR is a presumably outdated tutorial from 2013 http://www.loverslab...older-creation/ (I saw the more recent SCR Stable download only after wasting an afternoon on making my own unstable crappy one), -Votix You presumed wrong. The tutorial is constantly kept up to date according to the community and Halstrom. The last major change was June 30th 2015 when Sexyattire was removed from the requirements due to it not being available any more. You can easily see how many times it has been updated since it was first released publicly. So yes.. that tutorial is updated pretty much as soon as Halstrom verifies that there is a requirement change. If a mod has a requirement that is broken or outdated, post that information in the proper thread. Modders are not psychic and generally do not visit the locations of their requirements daily. If you don't tell them the link is broken, it will not get fixed because they will not be aware. - Zippy57 Yes. follow the OP.. ask questions if something seems missing or wrong and post any missing or broken links so the author can fix those or at least let other know they are no longer available. Sometimes the author can and do get permission for temporary posting of the mod while they work on an alternate or removal of the mod. Much like what happened with Sexyattire. I'll try to find out which mod caused the problem, and notify the SCR page if I can verify it. - Votix Yes do. Even if you can't fully confirm the issue you have pretty much narrowed it down to something wrong with the OP post a question and ask, bring it to in this case Halstrom's attention so that he can also look into the mod itself to see if something was glitched or missing. Could be something as simple as a check mark in the wrong place. Generally around Loverslab others will chime in which have experience and skills to address issues and help resolve problems all you have to do is ask in the forum like zippy57 stated. You might have found a problem. In the SCR Resources Tutorial Change-log you can see credit where members have found problems and brought it to his attention( and mine as well) so that we can correct it. Like zippy stated .. sometimes the author isn't aware there is a problem without the proper constructive feedback from users. When it has been confirmed by Halstorm on his thread that there is a fix required feel free to post a link/reference to this on the SCR Resources tutorial thread so that I can check it out and updated the tutorial.. Oh and by the way.. I haven't had a fully functional Sexout install since the beginning of the year... like others that mod sometimes the creator moves on to other works and aren't' aware of changes.. It is important and essential that proper feed back is given for them to address/fix any issues.
Sural Argonus Posted December 30, 2015 Posted December 30, 2015 Installing mods can be tricky, if you don't pay attention to the requirements. I still catch myself missing one or 2. FONV is a bit crappy when it comes to mods tho. I just wiped and reinstalled today, and started my process of reinstalling. Slow process, but it's going well.The really sad part is that there are some REALLY great mods out there that really just won't work anymore, because requirements are no longer updated/supported/flat out just aren't available by normal means. Some really good ones, got taken down because of source arguments, or someone getting pissy...And as RC said, there are some Modders that aren't keeping up with their mods at all. There are a few, like Fishburger, who sometimes, I wonder if even has a life...heheAlso as a side note...I get really annoyed when people push Mod Organizer to people. I've tried it several times over the years...it is the most obnoxiously difficult piece of software to get used to. I've had more problems with it trying to get it to install mods properly. I have less trouble getting NMM to work properly, and now with the changes that NMM has made in the past couple months, it is a pretty stable program. Way better then most others, even FOMM in my opinion, which is another that consistently gave me trouble.NMM is the only one so far that has given me the least amount of trouble doing anything. Yeah, a few builds ago it was horrid. I ended up installing things manually more often then not, I admit it. But now, I'd rather use it, then any other manager out there.
zippy57 Posted December 30, 2015 Posted December 30, 2015 I get really annoyed when people push Mod Organizer to people. I've tried it several times over the years...it is the most obnoxiously difficult piece of software to get used to.Clearly you have never used the GECK. MO does have a bit of a learning curve, but it continually gets pushed because it is, by far, the best mod manager to actually use if you have a load order of any decent size, at least in regards to actually keeping things managed. Ultimately it's naturally your choice what mod manager to use, but keep in mind that there are several modders who will, if they know you installed with NMM, tell you to reinstall with literally anything else as the first step in resolving any issues.
Sural Argonus Posted December 31, 2015 Posted December 31, 2015 I get really annoyed when people push Mod Organizer to people. I've tried it several times over the years...it is the most obnoxiously difficult piece of software to get used to.Clearly you have never used the GECK. MO does have a bit of a learning curve, but it continually gets pushed because it is, by far, the best mod manager to actually use if you have a load order of any decent size, at least in regards to actually keeping things managed. Ultimately it's naturally your choice what mod manager to use, but keep in mind that there are several modders who will, if they know you installed with NMM, tell you to reinstall with literally anything else as the first step in resolving any issues. I've about given up on using Skyrim's CK, and GECK's annoying in and of itself. haha but MO is about the worst program I've ever used. I will stick with NMM. Anyone that tells me I am an idiot or berates me for not using MO or something, gets a big fat middle finger from me.
RitualClarity Posted December 31, 2015 Posted December 31, 2015 I get really annoyed when people push Mod Organizer to people. I've tried it several times over the years...it is the most obnoxiously difficult piece of software to get used to.Clearly you have never used the GECK. MO does have a bit of a learning curve, but it continually gets pushed because it is, by far, the best mod manager to actually use if you have a load order of any decent size, at least in regards to actually keeping things managed. Ultimately it's naturally your choice what mod manager to use, but keep in mind that there are several modders who will, if they know you installed with NMM, tell you to reinstall with literally anything else as the first step in resolving any issues. I've about given up on using Skyrim's CK, and GECK's annoying in and of itself. haha but MO is about the worst program I've ever used. I will stick with NMM. Anyone that tells me I am an idiot or berates me for not using MO or something, gets a big fat middle finger from me. Zippy is correct with his statement for MO. It is very powerful but has a learning curve. Some don't have the patience to learn how to use it or use the support that is around this site and others to get it up and running. He is also correct with the statement that it is ultimately up to the users to choose the manager. There are individuals I have told to use NMM instead of MO in the past because NMM was simpler for them to work based on their interest and experiences. I tried to help off an on a previous member to use MO. He went back and forth for a few times (over several months each time he had to reload the game) and in time he did move completely over to MO and loved it. Fortunately the developers of NMM have been making a few needed changes to make it more functional and usable now. Still not to the level of flexibility as MO but in general much better than a few versions ago. OH.. and if someone tell me to us NMM over MO.. They will get a very long alien middle finger from me LOL
Sural Argonus Posted December 31, 2015 Posted December 31, 2015 I get really annoyed when people push Mod Organizer to people. I've tried it several times over the years...it is the most obnoxiously difficult piece of software to get used to.Clearly you have never used the GECK. MO does have a bit of a learning curve, but it continually gets pushed because it is, by far, the best mod manager to actually use if you have a load order of any decent size, at least in regards to actually keeping things managed. Ultimately it's naturally your choice what mod manager to use, but keep in mind that there are several modders who will, if they know you installed with NMM, tell you to reinstall with literally anything else as the first step in resolving any issues. I've about given up on using Skyrim's CK, and GECK's annoying in and of itself. haha but MO is about the worst program I've ever used. I will stick with NMM. Anyone that tells me I am an idiot or berates me for not using MO or something, gets a big fat middle finger from me. Zippy is correct with his statement for MO. It is very powerful but has a learning curve. Some don't have the patience to learn how to use it or use the support that is around this site and others to get it up and running. He is also correct with the statement that it is ultimately up to the users to choose the manager. There are individuals I have told to use NMM instead of MO in the past because NMM was simpler for them to work based on their interest and experiences. I tried to help off an on a previous member to use MO. He went back and forth for a few times (over several months each time he had to reload the game) and in time he did move completely over to MO and loved it. Fortunately the developers of NMM have been making a few needed changes to make it more functional and usable now. Still not to the level of flexibility as MO but in general much better than a few versions ago. OH.. and if someone tell me to us NMM over MO.. They will get a very long alien middle finger from me LOL And that's your choice. But just telling someone to use one over the other is the problem. MO is just an obnoxiously difficult problem to get used to, it pushes people away itself. I spent several weeks trying to figure it out myself. I am not a very patient person when it comes to things like that, so that was me being patient. Every time I tried installing mods, it failed. Yet, NMM just installed them flawlessly. Well..most of the time. It has it's hiccups...but usually it can be slapped into submission. With the changes they've made to the program, it has become so much better. IT can even call LOOT, FNIS, Body Slide, and probably a host of other 3rd party apps that modders make. Mine has an option for the defunct BOSS still too. heh. Now I completely understand, and wholeheartedly agree with the animosity towards the Nexus jackasses that run the forums, but the NMM team is doing a much better job lately at listening and developing. Their manager is getting better and better. It's a hell of a lot easier to use for the novice then pretty much any other manager out there. It works out of the box for the novice to the intermediate user. *MY* opinion is to leave MO for the more advanced modders and the intermediate modders who want to become advanced. MO just has too many features that will scare the noobs man. heh I am not saying MO is a bad program. Don't get me wrong. It just isn't for me. I stick with NMM because I am too impatient/lazy to learn it. Much like I am too impatient/lazy to lean Linux/Unix to leave Windows. haha
RitualClarity Posted December 31, 2015 Posted December 31, 2015 And that's your choice. But just telling someone to use one over the other is the problem. Yes it is. There isn't a problem with someone advising someone to try another program. Several here have converted to MO and love it. Some have tried it and hated it. One can't tell what they will like and appreciate or able to do without even looking into it. You did so you know however that is your experience. . Many times people have aviced me to use this or that and I just politely state I tried it.. and it didn't suit me. I prefer x,y or z. and leave it at that. Most respect that and those that don't.. don't really matter. . MO is just an obnoxiously difficult problem to get used to, it pushes people away itself Again your experience. Many have converted over to using MO and love it. Gopher gives tutorials as well as Gamepoet as well on how to use it. There is a whole STEPS section on how to get it up and running. It has many tools that are very useful for the modder. Just because you didn't like it .. don't mean it is "obnoxiously difficult" program. Many have converted .. and yes I have helped some complete noobs to gaming / modding set it up. It is just 'obnoxioulsly difficult program" for you to get used to. (I assume you meant program as opposed to problem.. lol in this case getting some thing to work could be considered a problem). I spent several weeks trying to figure it out myself. I am not a very patient person when it comes to things like that, so that was me being patient. Every time I tried installing mods, it failed. Yet, NMM just installed them flawlessly. Well..most of the time. It has it's hiccups...but usually it can be slapped into submission. Sorry you had problems.. There is support.. and yes.. you are correct with NMM it is setup for easier installation of mods. and yes you are also correct it has hiccups and that is the reason many mod authors will automatically think NMM had a hickup when you report a strange bug that hasn't been experienced by others. Now I completely understand, and wholeheartedly agree with the animosity towards the Nexus jackasses that run the forums, but the NMM team is doing a much better job lately at listening and developing. Their manager is getting better and better. It's a hell of a lot easier to use for the novice then pretty much any other manager out there. It works out of the box for the novice to the intermediate user. *MY* opinion is to leave MO for the more advanced modders and the intermediate modders who want to become advanced. MO just has too many features that will scare the noobs man. heh I did state above I advised some to use NMM because that is more comfortable for them and their skill level and "patience". . I havent used the current NMM but like the specs that it is showing and some heavy users with considerable mod skill (user level) have complemented its improvements. Finally I consider NMM separate from the "Nexus Jackasses" Just because it is the primary mod manager and designed to integrate with Nexus isn't a reason to knock the NMM. If someone wishes to cirtize the NMM program they should do it based on its merits and in constructive manner. I am not saying MO is a bad program. Don't get me wrong. It just isn't for me. I stick with NMM because I am too impatient/lazy to learn it. Much like I am too impatient/lazy to lean Linux/Unix to leave Windows. haha Keep in mind some of your previous comments. They are very strong and there are many users of MO that love it. This will "charge' the threads when you state that. Ashal and many of the Skyrim modders along with many FNV modder and content creators use MO. Comments like those will get people chiming in to "Try MO". "Try Again" and all matter of other comment that will only serve to make you and others that don't like MO even more angry. If you ever decide to reload your game(s) again and have some time to screw around with MO again chime in and post some issues on the MO thread (from Awfularchdemon) Let me know and I will check out your problems on that thread and perhaps I might be able to help you get past the few problems you have. Likewise I hope since it looks like I will have to use NMM to use my mods for Fallout 4 since i can't get MO2 to work (bug) I would hope that you would extend the same in kind . There appears to be some big changes and a few hints from experienced users would be very useful. At least until MO2 is up and able to be used for me..
zippy57 Posted December 31, 2015 Posted December 31, 2015 Now I completely understand, and wholeheartedly agree with the animosity towards the Nexus jackasses that run the forums, but the NMM team is doing a much better job lately at listening and developing.My dislike of NMM isn't related to the tyrants that run the Nexus, it's related to the nagging suspicion that whoever is responsible for NMM is incompetent. See, back several years ago, when NMM was version 0.12, there was a bug reported by multiple users. Occasionally NMM's version checker would spit out "Your current version is 1.2, the current version on the Nexus is 1.2, an update is available." For the brief period between FO4's release and MO2's release, I used NMM and it still does that. I simply refuse to use a mod manager programmed by someone who can't get a simple if/then statement correct. If it asks "1.2 == 1.2" and returns false, for all I know it might ask "C:\Games\Fallout\data == C:\system32" and return true. A little more on-topic: Mod authors are probably going to be heavily biased towards MO because without it, they have to build their mods loose in the data folder and compile them together to release them. With MO, they just zip up the MO mod folder. Likewise I hope since it looks like I will have to use NMM to use my mods for Fallout 4 since i can't get MO2 to work (bug) I would hope that you would extend the same in kind . There appears to be some big changes and a few hints from experienced users would be very useful.With the exception of a new logo, MO2 doesn't seem at all different from the original. It's just that adding 64-bit support has caused issues.
myuhinny Posted December 31, 2015 Posted December 31, 2015 I use FOMM (fallout mod manager) for fallout games just like I use OBMM (oblivion mod manager) because NMM has a tendency to not uninstall/install things correctly. Only game I use NMM for is skyrim and that's it and the version of NMM that I have is a older build that no longers gets updated because they kept breaking things and I decided I didn't need all that extra shit that they were trying to shove into it.
RitualClarity Posted December 31, 2015 Posted December 31, 2015 With the exception of a new logo, MO2 doesn't seem at all different from the original. It's just that adding 64-bit support has caused issues. Yes.. there is a python issue that I can't seem to get around. I am sure it will work just like the regular MO. If I decide to go back to Fallout 4 and use a few mods I have two choices. Manual install or NMM. I don't mind Manual however there several mods I want to try and manual is good for a couple but when you start installing several (perhaps a dozen or so) manual starts to get tedious.
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