katcus Posted May 12, 2018 Posted May 12, 2018 Ive learned alot about modding the past few days and have managed to fix any issues on my own and through tutorials. Buuuut I cant seem to get this to work at all. It highly recommends that you use a mod manager, but im not sure how to get NMM to install it. I tried extracting the files and dropping them into the data folder, but that did nothing. I plan to try and use Mod Organizer now and see if that will work but I have a feeling it will only complicate things. So really my question is how do I get NMM to install the mod, if possible? Any advice appreciated EDIT: So Defeat seems to only be working on about half the creatures it should be. I reconfigured it, made sure all the animations were enabled, and looked for any settings that might be causing issues, but on some creatures it will just say "cant surrender to this enemy". For example, Giants or frostbite spiders. They're on the list and enabled, yet it wont work. But other creatures like wolves and skeevers work fine. Not sure what the issue is.
donttouchmethere Posted May 14, 2018 Posted May 14, 2018 easy =D 1. download defeat zip from LL 2. press the "add mod from file" icon in NMM => choose defeat 3. wait till NMM has added the file 4. activate it in NMM i hope that wasnt the issue ^^
Alpia Posted May 14, 2018 Posted May 14, 2018 On 12.5.2018 at 2:52 AM, katcus said: Ive learned alot about modding the past few days and have managed to fix any issues on my own and through tutorials. Buuuut I cant seem to get this to work at all. It highly recommends that you use a mod manager, but im not sure how to get NMM to install it. I tried extracting the files and dropping them into the data folder, but that did nothing. I plan to try and use Mod Organizer now and see if that will work but I have a feeling it will only complicate things. So really my question is how do I get NMM to install the mod, if possible? Any advice appreciated If you just got into modding indeed Mod organizer will complicate things at first, but its a tool with only advantages to manual install or NMM and once you are into it its easy to use. I honestly wouldnt play/mod skyrim without MO anymore, same as I didnt touch fallout 4 modding until it was available for it. I dont regret switching form a perfectly working NMM setup to MO and as said I couldnt think to get back, if you decide to go with MO you should watch or read a tutorial to understand how its working and why its so diffrent from NMM or manual installing. Anyway as "donttouchmethere" described you dont have to do anything else then click on add mod from file and chose it, manual install must work aswell. If you extracted the files always take a look on the folder structure some modders include a data folder in which the mod files are and if you unpack the data folder while you are within the data folder you obviously have them installed wrong because then you have a subfolder that the game doesnt search in for files, data/data/mod.esp and files instead of data/mod.esp and files. Manual install like shown below, nothing you can do wrong here. If it doesnt show in the MCM menu in game then you should open the MCM once switch cells (go in a house and out) so the MCM refreshes, sometimes it also only shows up after save and reload and may take few moments to refresh. When it shows in the MCM in case of defeat you also have activate it in the MCM for it to startup before you can use it and change settings.
Grey Cloud Posted May 14, 2018 Posted May 14, 2018 Firstly you will not get SL Defeat to work if you have not got SexLab Framework installed.
donttouchmethere Posted May 14, 2018 Posted May 14, 2018 NMM Style: - you see a mod you want on LL? => read the description, check for conflicts, read a bit in the support topic if there are issues, is it a WIP mod?, maybe you find even load order suggestions. Are they suggestions what files can be overwritten during install? (interesting later during installation) - especially read the requirements (mods that are needed by the mod you want to download) => check if you have them, if not, get them. Normaly there are links for the required mods, if not, google is your friend - check if you have the requirements for the requirements and download them too=> after a while they repeat and you get a nice collection of "core" mods - download the file of your wanted mod => best you have a "mod storage" folder where you download too so you dont have to search them - start NMM => add the mod and requirement files via "add mod from file" icon in NMM - install the requirements first (if you dont have them already), than at last install the mod you wanted - (repeat that with all the mods you want) - close NMM and use LOOT or use LOOT directly from NMM (if embedded) - run FNIS - (advanced use WYNE BASH to make a bash patch and modify you load order manualy) => start skyrim and check when it crashes to desktop ;D complex mods like DEFEAT for example have a lot of requirements, here some classifications: + Requirements => must have mods, without your mod wont run (often called masterfiles for your target mod, if your mod is missing masters you see the mod highlighted in red in NMM plugin window, if you click on the red mods it shows what is missing) + Recommed Requirements => well basicly you need those too xD, never understood what the difference is, maybe i am too young in modding + Optional Requirements => up to you if you want to add those, some mods offer more options if they are installed. My suggestion => grab em too! if you want to deinstall mods => deinstall it in NMM if you reinstall a mod after installation => best to deinstall, than close and restart NMM, and install mod again (savest way) dont use the deactivate function of mods in NMM, best just deinstall (not delet) mods you dont want to use for a while MO Style: - more work to get stuff running and even more possibilities as newbie to mess things up => but if you survive you will be much stronger than us NMM weeklings lol Manual install: well, i wouldnt do that if you just started to mod skyrim and want to try out a looot of mods you will mess you skyrim installation faster up than i can type "requirement"
Grey Cloud Posted May 14, 2018 Posted May 14, 2018 2 hours ago, donttouchmethere said: complex mods like DEFEAT for example have a lot of requirements, here some classifications: Defeat requires SexLab Framework. SL Framework will have its own requirements. If the OP hasn't installed SexLab then MO, NMM, BBC or CBS don't matter one bit.
Grey Cloud Posted May 14, 2018 Posted May 14, 2018 On 12/05/2018 at 1:52 AM, katcus said: Ive learned alot about modding the past few days On 12/05/2018 at 1:52 AM, katcus said: but im not sure how to get NMM to install it ?
katcus Posted May 15, 2018 Author Posted May 15, 2018 4 hours ago, Grey Cloud said: Defeat requires SexLab Framework. SL Framework will have its own requirements. If the OP hasn't installed SexLab then MO, NMM, BBC or CBS don't matter one bit. 6 hours ago, donttouchmethere said: NMM Style: - you see a mod you want on LL? => read the description, check for conflicts, read a bit in the support topic if there are issues, is it a WIP mod?, maybe you find even load order suggestions. Are they suggestions what files can be overwritten during install? (interesting later during installation) - especially read the requirements (mods that are needed by the mod you want to download) => check if you have them, if not, get them. Normaly there are links for the required mods, if not, google is your friend - check if you have the requirements for the requirements and download them too=> after a while they repeat and you get a nice collection of "core" mods - download the file of your wanted mod => best you have a "mod storage" folder where you download too so you dont have to search them - start NMM => add the mod and requirement files via "add mod from file" icon in NMM - install the requirements first (if you dont have them already), than at last install the mod you wanted - (repeat that with all the mods you want) - close NMM and use LOOT or use LOOT directly from NMM (if embedded) - run FNIS - (advanced use WYNE BASH to make a bash patch and modify you load order manualy) => start skyrim and check when it crashes to desktop ;D complex mods like DEFEAT for example have a lot of requirements, here some classifications: + Requirements => must have mods, without your mod wont run (often called masterfiles for your target mod, if your mod is missing masters you see the mod highlighted in red in NMM plugin window, if you click on the red mods it shows what is missing) + Recommed Requirements => well basicly you need those too xD, never understood what the difference is, maybe i am too young in modding + Optional Requirements => up to you if you want to add those, some mods offer more options if they are installed. My suggestion => grab em too! if you want to deinstall mods => deinstall it in NMM if you reinstall a mod after installation => best to deinstall, than close and restart NMM, and install mod again (savest way) dont use the deactivate function of mods in NMM, best just deinstall (not delet) mods you dont want to use for a while MO Style: - more work to get stuff running and even more possibilities as newbie to mess things up => but if you survive you will be much stronger than us NMM weeklings lol Manual install: well, i wouldnt do that if you just started to mod skyrim and want to try out a looot of mods you will mess you skyrim installation faster up than i can type "requirement" 12 hours ago, Deoxyribonucleic_acid said: If you just got into modding indeed Mod organizer will complicate things at first, but its a tool with only advantages to manual install or NMM and once you are into it its easy to use. I honestly wouldnt play/mod skyrim without MO anymore, same as I didnt touch fallout 4 modding until it was available for it. I dont regret switching form a perfectly working NMM setup to MO and as said I couldnt think to get back, if you decide to go with MO you should watch or read a tutorial to understand how its working and why its so diffrent from NMM or manual installing. Anyway as "donttouchmethere" described you dont have to do anything else then click on add mod from file and chose it, manual install must work aswell. If you extracted the files always take a look on the folder structure some modders include a data folder in which the mod files are and if you unpack the data folder while you are within the data folder you obviously have them installed wrong because then you have a subfolder that the game doesnt search in for files, data/data/mod.esp and files instead of data/mod.esp and files. Manual install like shown below, nothing you can do wrong here. If it doesnt show in the MCM menu in game then you should open the MCM once switch cells (go in a house and out) so the MCM refreshes, sometimes it also only shows up after save and reload and may take few moments to refresh. When it shows in the MCM in case of defeat you also have activate it in the MCM for it to startup before you can use it and change settings. 15 hours ago, donttouchmethere said: easy =D 1. download defeat zip from LL 2. press the "add mod from file" icon in NMM => choose defeat 3. wait till NMM has added the file 4. activate it in NMM i hope that wasnt the issue ^^ 4 hours ago, Grey Cloud said: ? Lol every mod i've installed i've pretty much been able to just right click> open with nmm. Yes, I have all the necessary mods for this to work. Thank you everyone i'm confident I can get it to work now, I'll update when i have. Edit: That was incredibly easy haha, thanks again guys. I'll look into switching to MO
donttouchmethere Posted May 15, 2018 Posted May 15, 2018 19 hours ago, Grey Cloud said: Defeat requires SexLab Framework. SL Framework will have its own requirements. If the OP hasn't installed SexLab then MO, NMM, BBC or CBS don't matter one bit. that was my HELPBOT modus, in that modus the mod in question doesnt even matter anymore >D HelpBot just types and thinks about the worst (if adding mods is a problem than everything is a problem OR a topic in the future, so i thought: just drop more info here to CONFUSE A CAT)
katcus Posted May 17, 2018 Author Posted May 17, 2018 So Defeat seems to only be working on about half the creatures it should be. I reconfigured it, made sure all the animations were enabled, and looked for any settings that might be causing issues, but on some creatures it will just say "cant surrender to this enemy". For example, Giants or frostbite spiders. They're on the list and enabled, yet wont work. But other creatures like wolves and skeevers work fine. Not sure what the issue is. Dont really think its necessary to start a new topic so ill just post here.
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