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Everything posted by GSDFan
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There is nothing stopping you from using two or more instances of MO for different play styles. Before my system crashed I had a skyre, requiem, vanilla, STEP, SR revisited and a couple of testing installs. The downside is you use more disk space if you replicate your mods across the installs.
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MO 1.2.1 - Bashed Patch and Overwrite - Missing?
GSDFan replied to Geheiligt's question in Mod Organizer Support
The way it works for me is the BP is in a mod of its own. When I rebuild a patch the new one is sent to the overwrite folder. My BP mod shows a gray lightening bolt indicating a BP with higher priority, the one in the overwrite folder. I just installed v1.2.1 and created a BP the time stamp was 6/12/2014 5:35pm. I created another and the time stamp was also the same. I next disabled the BP mod and ran Wrye and the new BP in the overwrite folder had a new time stamp of when I started Wrye. It looks like the creation of the new BP keeps the same time stamp as the one that is activated. -
MO 1.2.1 - Bashed Patch and Overwrite - Missing?
GSDFan replied to Geheiligt's question in Mod Organizer Support
This has to be quick, heading to work. When a mod has textures, meshes and scripts the priority of the mod in MO will determine which mod will win the conflict. In MO the data folder has the lowest priority. Anything in there gets overwritten by mods installed in MO. Inside MO we have mod priority in the left pane. If the pane is sorted by the priority column and zero is at the top then the last mod installed will have a higher priority than the one preceding it, lower number. The last thing to consider is the overwrite mod, which always has the highest priority and wins any conflict. You should try to keep this mod clean by using the right click create mod when there are filed in it. So the priority goes like this: Data lowest priority. MO installed mod 0 MO installed mod 1 MO installed mod xx Mo overwrite mod always wins. The bashed patch in the data directory will not get updated if there is one in another mod and it is enabled. -
MO 1.2.1 - Bashed Patch and Overwrite - Missing?
GSDFan replied to Geheiligt's question in Mod Organizer Support
Look in your data folder for the bashed patch or a lower priority mod than the one you disabled. -
Well I am a little late to the party due to a complete system reinstall, which gives me an opportunity to hopefully test out some things that I could not before. So far I have Skyrim, Fallout NV and Fallout 3 installed along with NMM. NMM has been run and it is associated with all the default settings. All the games have been updated to the current releases with all of the DLCs available. I have downloaded the beta v 1.2.4 and for now it is installed for Skyrim. Upon first run, MO wanted to set the association for the NXM download link, which I let it do. MO had detected the DLC and Highres texture packs as expected. My installed pseudo mods are as follows: HighResTexturePack03, priority 0. HighResTexturePack02, priority 1. HighResTexturePack01, priority 2. HearthFires, priority 3. Dragonborn, priority 4. Dawnguard, priority 5. The Plugins were as follows: Skyrim.esm Update.esm Dawnguard.esm Hearthfires.esm Hihhres pack 1 Hihhres pack 2 Hihhres pack 3 Archives tab is as follows: Data Hihhres pack 3 Hihhres pack 2 Hihhres pack 1 Hearthfire On to modding.
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Google Chrome Can't Download from Skyrim Nexus using MO
GSDFan replied to Idonea's question in Mod Organizer Support
Just an FYI on this from Darkone on 5 June 2014 news section on the Nexus site. -
With LOOT adding or removing ESPs can dynamically change load order, at least that I have seen. If it stays unchecked and in the list then I think everything will be OK.
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regarding STEP:Core mods installation & boss/LOOT
GSDFan replied to yoshino305's question in Mod Organizer Support
The best thing to do is to create a mod form the overwrite mod / folder named for the profile it was created under. This creates profile specific mod and can be enabled when switching back to that profile. One note in Skyrim and race menu, race menu created a meshes - cache folder and it does not get cleaned up when the game closes. The files inside are somename.tri, those can be safely deleted. -
Ramifications of BSA Extraction in Mod Organizer
GSDFan replied to z929669's question in Mod Organizer Support
Oddly enough when I tried to do this the unchecked BSA would revert back to checked state when switching from the archive tab and back. It would also do it when double clicking any mod and closing it and with using the refresh button or exiting and restarting MO. Is this normal behavior or do I need to reinstall MO? By the way MO version 1.2.1. -
Yes it should go at the end of the line that is there and put a space after the last quote mark. -jar "D:SteamsteamappscommonSkyrimModOrganizer STEPmodsNPC Enchantments Fix 1_4b-48542-1-4bSkyProc PatchersNPC_Enchant_FixNPC_Enchant_Fix.jar" -noboss
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Open the modify executables and look for the box to the right of the Arguments label and paste it there. Edit sorry that is for the individual patchers. Run sum and open sum options and uncheck "Run Boss".
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Ramifications of BSA Extraction in Mod Organizer
GSDFan replied to z929669's question in Mod Organizer Support
OK I have to speak up here. @Aiyen Said Correct me if I am wrong in interpreting your use of the word "overwrite" as meaning a mod and not the overwrite folder. Keeping files in the Overwrite folder is a not a good idea, especially the DLC files. Unless something has changed, the data directory has the lowest priority. Next in line is the MO mods directory priority ordering followed by the Overwrite folder, which always wins a conflict. I ran a simple test on an unclean Dawnguard.esm from the data directory. Loot reports that it needs cleaning. I next have my cleaned masters mod enabled and loot reports all is good. Next I copied the unclean Dawnguard.esm to the overwrite folder and left the cleaned masters mod enabled and ran loot, again it reported it a unclean. In conclusion the overwrite folder should NOT be used to house any files unless you want it to win a conflict. -
Ramifications of BSA Extraction in Mod Organizer
GSDFan replied to z929669's question in Mod Organizer Support
@z929669 This is controlled in the settings under Wordarounds, Force-enable game files. Removing the check will set them be able to be toggled in the data tab. -
Please take a look at the WIKI Third Party tools tab on how to set up WRYE in MO. It is at the bottom of the page.
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From the testing I did, it looks like the current version of MO has a problem seeing the 4Gb "exes" folder and / or the modified executable inside. In theory changing the 4GB output to the root game folder will only work if the executable is renamed to something else, you can't have two files with the same name, and let MO see the new modified executable. Hopefully Tannin will see this and provide more input.
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Please add the following to the arguments line of the 4GB shortcut in MO: -laaexe .FalloutMO.exe Be aware there is no way for me to tell if this is actually working and MO is loading the modified executable. It does however get rid of the error and the game launches with NVSE for me. Please consider this a hack until Tannin can corroborate this information.
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Transfer MO mods & settings to different PC?
GSDFan replied to hypercleats's question in Mod Organizer Support
I routinely archive my base MO directory after I am finished with installing mods. I do a lot of testing for the forums and extract it to a different folder to do the testing. Just remember that ModOrganizer.ini in the MO folder will have information from the old machine so the tools, third party ones, and paths to them will be different if installed. If you delete ModOrganizer.ini on the new machine MO will create a new one for you. This will be like installing MO for the first time. You will then have to set up any third party tools. -
Use the SKSE shortcut or your mods that need it will not work.
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The overwrite folder / pseudo mod is independent of profiles. The create mod function should be used and the new mod should be named to reflect the profile. The create mod will do this for you, no need to drag files over. OK got me on this, have you tried restarting MO? The way I use the overwrite folder is to use a tool and after it finishes create a mod from the output and then run the next tool and repeat. This will allow you to use the sync to mods function the next time the load order needs updating. The exception is TesEdit merged patch as the program will not allow you to create new MP when the old one is there.
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v1.2 vs. Creation Kit: "Unable to locate script" during compile
GSDFan replied to fireundubh's question in Mod Organizer Support
It is probably more up to data than my statement. -
v1.2 vs. Creation Kit: "Unable to locate script" during compile
GSDFan replied to fireundubh's question in Mod Organizer Support
I only use the CK for simple stuff, but wrye is being used outside of MO to load what is needed for the editing and compiling of scripts and then cleaning up afterwards. As for 64bit support Tannin has stated in the past that he can't support 64bit applications and that "Restriction" will not likely to go away anytime soon. -
fireundubh, thanks for the details on how LOOT works. I have been following the Loot discussion on the Bethsoft forum and still can't wrap my head around all the information.
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v1.2 vs. Creation Kit: "Unable to locate script" during compile
GSDFan replied to fireundubh's question in Mod Organizer Support
Check out the creation kit section of the third party programs tab on the Wiki for a workaround to compile scripts.

