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Everything posted by wolverine2710
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Originally yuser posted this in the Nexus MO forum. So that this discussion will not get buried on the nexus forums I created the question here and will respond to it here. I don't really have an answer but perhaps/hopefully others here can help you further. Am I correct to assume you are using a russian Skyrim version? Can you perhaps show us what is going wrong with a screenshot? Just upload it to one of those 'image' sites and provide the link here.
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Originally Visby posted this in the Nexus MO forum. So that this discussion will not get buried on the nexus forums I created the question here and will respond to it here. In future request #383 Tannin has said the following: "This has been proposed before in Enhancement 202 - Profile-specific overwrite and I have to reject this, but there is a suggested way to handle this: The overwrite folder should always be empty (hence the warning icon if it isn't). Starting from an empty overwrite, generate your files for the current profile, then move everything from overwrite to a new mod like "generatedstuff_profile_default". Enable it only in that profile -> tadaa, your profile-local overwrite folder." In the Nexus MO forum this has been discussed in length with strategies how to 'solve' this. For more information see the discussion which starts 13:46, 16 Sep 2013 in the Nexus MO forum. Personally I like the suggestion by GSDFan, but technically speaking you are not using profiles any longer... Uhuru has described the details of the overwrite directory in this Step MO forum thread.
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Official Mod Organizer Support Forum
wolverine2710 replied to Uhuru's question in Mod Organizer Support
@humbye. Good to hear that you have figured it all out, including your priority issue. I think other ppl would be very interested in hearing how you solved it. If you would like to share this information with the rest might I suggest creating a new post/thread for it. I think an [info] tag would be appropriate for this. I accidently edited your post instead of creating a new reply. That new moderator functionality is scary. Lesson learned: be carerful, be very careful :( I could restore your text though. Sorry for that. -
Official Mod Organizer Support Forum
wolverine2710 replied to Uhuru's question in Mod Organizer Support
@humbey. Can you please create two separate posts (if needed) for your questions in the Mod Organizer support forum. This particular thread is not the best place. It would be appreciated if you could do a bit of RTFM (F is fine) and a search first. Here and/or in the Nexus MO forum. A very large percentage of questions have been asked and answered before including your own two. As this forum is relative young and most knowledge (posts) is still in the Nexus MO forum if you can't find the answers here feel free to create posts for it so that the knowledge base here grows. Other MO users including myself will be happy to help you further. I know both questions have been answered before in the Nexus MO forum, just not sure if in this forum. Gonna do a bit of searching here to. Edit: GSDFAn has created an article about Categories which you can find here. -
FNV with OneHUD and UnifiedHUD
wolverine2710 replied to EssArrBee's question in Mod Organizer Support
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By BrainFever: Does MO work with fallout 3?
wolverine2710 replied to wolverine2710's question in Mod Organizer Support
your welcome. Glad to see your using this forum. I have three remarks: 1) I haven't used FallOut 3 (FO3) but I think it should work as well with Fallout New Vegas (FONV). 2) You don't have to make a zipfile and then install it manually. MO uses mod isolation and all 'mods' are just a directory in the /mods directory. On startup or after hitting the refresh button in the left pane MO reads that directory and then populates the left pane with mods. Hence instead of zipping 'all the contents' just put it in a directory in the /mods directory. This works fine and I have done this a few times. 3) Please create a ticket in the MO issue tracker for your BSA issue. If 've interpreted I haven't read about that issue before in the Nexus MO forum. I unpack all the BSA files for Skyrim (when installing mods) and I believe I have done the same 11 months ago with FONV -
FNV with OneHUD and UnifiedHUD
wolverine2710 replied to EssArrBee's question in Mod Organizer Support
@EssArrBee and @rootsrat. Should you test it and find something which is not working and its related to the NMM importer please update 'bug report' ticket 435. Files with extension .js indicate javascript files. Files with extension .java indicate java files. Javascript and Java are not related to each other, except for the names which can be confusing. MO's in-tool tutorials use Javascript. Please create a feature request for javascript support for the fomod installers or a bug report for the UnifiedHUD's installer mod. Not sure which is most appropriate though. -
Official Mod Organizer Support Forum
wolverine2710 replied to Uhuru's question in Mod Organizer Support
I have emailed with Leviathan1753 (Justin) in the past. I will try to send him an email in the weekend to see what is the cause of the abcense of updates for AV. Perhaps he knows whats going on with Plutoman101 also, they are friends afaik. In the past Leviathian had RL issues. It is also possible he just got tired of coding because of a lack of feedback of the users. The latest AV has support for meshes and weapons but so far nobody has bothered to create AV packages (AVP) for them. I'm guilty here also. I wanted/volunteered to create weapon AVP's but RL and MO got in the way.... Ah well perhaps in a few months I have a bit more time when the dust settles for MO and the MO wiki. -
FNV with OneHUD and UnifiedHUD
wolverine2710 replied to EssArrBee's question in Mod Organizer Support
Mods like darnified UI, MCM, Unified Hud needs to see the XXX_menu.xml files installed by other mods to work properly. The fundamental concept of MO (Mod Organizer) is mod isolation. In the current situation with MO when installing those kind of mods with the fomod installer plugin (both internal and externall) the installer plugin can't find those xml files. Solutions so far have been FOMM or NMM, you can set them up in such a way that they point to a fake Fallout New Vegas (FONV) install. You install the mods and then copy the contents back to MO. This can indeed be cumbersome. At this point there should be a another solution. MO RC8 has a much improved NMM importer. I know of someone who torture tested the importer for 2 days, Tannin used the feedback to improve the importer. After that it was tested again for 1.5 days and Tannin again used that feedback to make improvements. I haven't tested the NMM importer of MO RC8 myself at this point but I'm pretty confident it is pretty stable know. Please try the following. Install the mods with NMM, then use the NMM importer to import them into MO. After that uninstall the mods in NMM. Please report back your findings. -
By BrainFever: Does MO work with fallout 3?
wolverine2710 posted a question in Mod Organizer Support
Originally BrainFever posted this in the Nexus MO forum. So that this discussion will not get buried on the nexus forums I created the question here and will respond to it here. MO works with Fallout3 and FONV (Fallout New Vegas). I have used it successfully with FONV. There are however a few mods which are bit more difficult to install. Mods like darnified UI, MCM, Unified Hud. These mods need to see the XXX_menu.xml files installed by other mods to work properly. The fundamental concept of MO (Mod Organizer) is mod isolation. In the current situation with MO when installing those kind of mods can't find those xml files. There are however workarounds for this. Those are described in the Nexus forum (search for fake or XML). It is also discussed here in this forum. An explanation how to use FOMM can be found here. -
Official Mod Organizer Support Forum
wolverine2710 replied to Uhuru's question in Mod Organizer Support
Iirc Skybash was created by Plutoman101 (nexus name) and I assume is the same guy as KurtCop. He is the one who gave us Realistic Light with customization (predecessor of Realistic Lightning Overhaul). Latest version is of july 2012. See also https://code.google.com/r/kurtcop-skybash/. I believe then it was its goal not to leveled lists because that was already done by Wrye Bash. It would be great if someone could take over that project, perhaps the wrye bash team. I totally agree with NOT bloating MO. WB can be kickstarted by MO after all. Skybash can be kickstated by MO as well. I can imagine that once Skybash has reached a 1.0 releae (not likely atm) that Tannin could add Java support for plugins as well. That way Skybash could be part of MO (as a seperate plugin) and it would also enable plugin writers (none atm I believe) to write plugins in Java also. Just my2 euro cent. -
By gsgun: Problems getting ATTK to work with MO.
wolverine2710 posted a question in Mod Organizer Support
Originally gsguns posted this in the Nexus MO forum. So that this discussion will not get buried on the nexus forums I created the question here and will respond to it here. I've edited the question slightly and removed the non ATTK related questions. gsgun wrote: As requested by Vuud aka DoubleYou: what version are you using? Courtesy by GSDFan who wrote "18 January 2013 - 06:19 PM" in the Nexus MO forum: It has been a while since I set ATTK up and I did not make any notes when I did, but I think I just pointed ATTK to my vanilla skyrim directory when asked. ATTK is working for all my profiles. You can set it up from ATTK ui by pressing the "S" next to the number one on the interface. MO will then provide ATTK the virtual file path for the correct profile. This is Attk.ini: Skyrim_INI="G:\your path\my games\skyrim" Steam_EXE="E:\Steam\Steam.exe" Skyrim_GAM="E:\Steam\SteamApps\Common\skyrim" Config_EXE="E:\Steam\SteamApps\Common\skyrim\SkyrimConfig\skyrim_config.exe" Window_EXE="E:\Steam\SteamApps\Common\skyrim\Data\ATTK\abw.exe" Splash_PIC="E:\Steam\SteamApps\Common\skyrim\Data\ATTK\attk.gif" The STEP MO wiki also contains information about ATTK. You can find it here. My questions/remarks: How did you come to the conclusion that the virtual filing system of MO stopped working? A good tool to see what is going on is Proces Hacker 2. Used it for testing SUM and Automatic Variants testing. One of its features is that it allows you to see the hierarchical process tree for a certain program. With it I could see MO kickstarted SUM and when SUM started automatic variants I could see that AV was spawned by SUM. Very useful. I don't know of ATTK but if it allows you to start a different program then for example Skyrim, then please let ATTK start free commander so you can check if the free commander also uses the VFS. This should be the case because MO is 'viral'. As in MO injects itself (VFS) into a program started by MO. Once it's injected into one process (in your case the ATTK) it will inject itself into every other further process started by it through the whole chain.". If you want to see (for testing) the VFS in action by using Free commander which is kickstarted by MO, have look at this post: I hope someone more knowledgeable can help you further. -
Originally gsguns posted this in the Nexus MO forum. So that this discussion will not get buried on the nexus forums I created the question here and will respond to it here. I've edited the question very slightly and only removed the ATTK part of the question. gsgun wrote: Not sure what you mean with 'it's all virtual.' In principe an external program should find its data in the /data directory, see below Just browse to here. Two solutions and I suggest using solution 1 because imho its easier. Solution 1 Skyrim Textures Optimizer (STO) , Mods Complex Optimizer (MCO) are standalone windows programs. All MO mods are in directory /mods. Each mod is a directory. If you want to optimize a mod select in STO/MCO this mod/directory and optimize. You could also optimize all mods at once BUT I should do them one by one (much safer). Solution2 When a program is started by MO it sees the virtual filing system of MO. The VFS combines the normal /data directory and all mods you have activated in MO into one. In effect an external program thinks it operates on the normal /data directory. If you want to see what is exposed to an external program use Free Commander. An explanation can be found here . Almost certainly the files which are compressed by STO/MCO end up in the 'overwrite' directory. A good explanation can be found here. Tannin said on on 04 February 2013 the following: Personally I wouldn't want the textures from many mods to be placed in the overwrite directory. My suggestion right now if you want to use a texture optimizer would probably be: a) Ensure overwrite is empty b) create a new profile c) activate only one texture mod d) run the optimizer e) move the textures from overwrite to the mod directory f) deactivate the mod and activate another g) goto d) As an alternative, activate all texture mods you want to optimize at once, run the optimizer, move the textures from overwrite to a new mod (called optimized textures or something) then reinstall the mods. Of course the new mod needs higher priority than the other mods. This way is probably faster but you can't disable individual texture mods anymore. I've tried to be concise. If you need more information please use 'view forum thread' in the Nexus MO forum and search for the words VFS and/or Optimizer. This will result in quite a few very relevant posts. If you have additional questions feel free to ask. Edit: corrected url links.
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I coudn't get it to work in the first place either. Didn't want to create a new account and wanted to use my gmail account. I clicked on 'login' and selected google . Now bug genie asked me to login with my gmail account. I entered username/password. Afterwards you see your bug genie profile information. Now go to the top left corner and 'the bug genie'. Now I was in the bug genie AND could create ticket. If you want to see more then initial posting you also have to be logged in. I suppose this works also for Yahoo/OpenId/etc account. Hope this also works for you.
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This is a copy of the information I created in the sandbox of DoubleYou aka Vuud. Its heavily WIP but when ready will replace the current S.T.E.P. MO wiki. It basically is the current wiki but with quite a few extra information. You can find the sandbox here FreeCommander (FC) is an easy-to-use alternative to the standard windows file manager (windows explorer). If you want to see the virtual filing system of MO in action, for example to test if MO is working correctly, you should start FC from inside MO. Navigate to your /data directory. What you see here is what MO exposes to all programs started from inside MO, including Skyrim itself. If you use the windows explorer to navigate to your /data directory you see only the files of a fresh install of Skyrim. That is under the assumption you have not placed other files/mods in here (manually or using NMM). Note: When you have installed the free "High Resolution Texture Pack" DLC those files will be installed by Steam in the /data directory. The same is true for the other three non-free DLC's. When you navigate to the directory where the regular skyrim.ini and skyrimprefs.ini files reside and open these files you also see the contents you configured using MO. Its also possible to edit both ini files. Note: For technical reasons you can not use the windows explorer or programs which use it as a base for this. You can use other alternative file managers like total commander (TC) for this. I have tested both FC and TC and it works flawless. MO only supports 32 bits programs, so make sure you install the 32 bits version of FC. To set up Free Commander to work with MO: Click the gears icon (fourth icon from top left with a subtext of "Configure the executables that can be started through Mod Organizer"). This opens the "Modify Executables" window.In the "Title" field, type in Free Commander (or whatever else you want to call it). This fills in the "Title" field.All the way to the right of the "Binary" field is a button with an ellipsis with a subtext of "Browse filesystem." Click it. This opens a window where we can browse to the program we want to run.Navigate to your Skyrim directory and select the "FreeCommander.exe" application. This fills in the "Binary" field.Check the "Close MO when started" option. This causes MO to close upon launch of FC.Click the "Add" button. This will add Free Commander to your executables list.Click OK.To launch a game after it has been added to MO's list of executables, select the application from the drop-down list on the top right and click "Run." For additional information about how to install other third party programs and which tools are automatically recognized by MO click here. Note to self: Change links when the sandbox goes live.
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There are quite a few issues in the issue tracker which need some feedback/testing. The faster those are fixed the faster we can get an official 1.0 release (no RC's). There are a few issues Tannin can't replicate so extra feedback is crucial. Perhaps if you have some time to spend you can have a look at them. The 'open issues list' can be found here: https://issue.tannin.eu/tbg/modorganizer/issues/open. I think that https://issue.tannin.eu/tbg/modorganizer/issues/347 is particularly easy to check, provide input/feedback for. Please always state the version of MO you are using. I'm currently retesting the NMM importer: https://issue.tannin.eu/tbg/modorganizer/issues/366, which is rather time consuming ;-( After that I have to delve into my own SUM issue: https://issue.tannin.eu/tbg/modorganizer/issues/345.
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Curious how FOMM can throw a fit. FOMM just gets presented the virtual filing system (VFS) which includes the overwrite directory. If you move things back in the exposed VFS they should still be on the same place. Looks as if somehow the VFS isn't completely transparent to FOMM.
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Moving this would be great. Alernatively lock this one and point to the new 'main Mod Organizer forum'. Its best to have all MO related stuff in one place. I currently have to visit three places (including Nexus MO forum) to keep up to date with the info. Hopefully in the future there will be only place to visit. As in 'main Mod Organizer forum'.
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The overwrite 'sync to mods' and 'create mods' and 'drag&drop' are not that matured atm. Please create a ticket in the issue tracker of MO, see MO mod page. The definitive overwrite behavior article has been made by UhuruNUru a week or so ago there. Pretty sure it will find its way to the MO wiki guide. Personally I have never cleaned my ovewrite directory and never had problems. If drag&drop does not work for you aside from creating a ticket you can do the following. A mod in MO is just a directory in the /mods directory. The overwrite directory is in the directory. Just move the files from overwrite to a certain mod using the windows explorer.
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The only place I know of is the 'collective memory' of MO aka the Nexus MO forum. Using 'view forum forum' enables you to search it in one go. FNIS has been discussed there in length with a good explanation. Now that I'm back form holiday I will also start to update the wiki with the stuff I've learned. Brilliant that you want to update the wiki!! Deathneko11 has made 3 videos (see video section MO or deathneko's Nexus mod page), one discusses Skyproc based programs like AV. SUM (needed when using multiple skyproc based programs) seems to be not working for every one. I have the atm. AV kickstarted by MO works (1.1 GB mem usage), AV kickstarted by SUM (kickstarted by MO) gtives me an error. See ticket 345 in the MO issue tracker (https://issue.tannin.eu/tbg/modorganizer/issues/345). I have to delve into that but it seems mem usage related. Using Process Hacker 2 you can see a grahical reprensation of for example mem usage for a single program. It also shows in a tree programs spawned by a certain program. As in when running MO and I then run SUM I see that SUM is a child of MO and that when AV starts it is a child of SUM (very nice tool).
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Haven't tried it yet (today back from holiday) but in the last week or so in the MO forum this has been discussed: I haven't had problems with nitpick but some users had (perhaps related to the number of BSA files). For more see the MO forum, just search for the word nitpick using 'view forum thread'.
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Perhaps MO first tries a fomod installer and when not found resorts to the other installers. MO forum date/time: posted @ 2:24, 8 Sep 2013 bu Vuud. REALLY not hard to find........
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Afaik all plugins for installing mods have been written in c++ except for the fomod installer (exernal)" which uses NCC (cmd line version of an older NMM). You don't need WB. NOTE: the BAIN plugin does not support wizard.txt. As in you don't get a fancy installer with screenshots and selection. Using step 2.2.6 I found one mod which has a Bain installer (and a fomod/NMM installer), this is Soul Gems Differ - Full and Empty (modid=6335). This has a wizards.txt. Selecting install start an installer which recognizes it as BAIN file. I only see stuff like 00 core, 100 ESP english. Selected both and checked what was installed. It was indeed the contents of those two mods but the transformed to a normal (data)/Textures format. So that seems ok. Might I ask which mods you want to install which only have a BAIN installer and which BAin only mods you have tried? Its unfortunate that you have such a bad luck. Boss works fine for me, just like BUM, WB, etc.. Only Fnis does not like me in RC1. Should you have used the installer please try updating with the zipfile. For details see last two day post in the MO forum and for a failsafe update method the post by Vuud. I saw your posts in the bug genie issue tracker, thanks for using that. Instead of RC1 you could also try 0.99.6 to see if that works for you. Was rock stable for me and most users. Thats all I can do for you I'm afraid ;-(
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@techangel85. Normally updating is safe. I did this multiple times by copying contents new MO zip into the MO directory. Always worked except once because of some orphaned file from another MO install. But that was also fixed in MO 0.99.6 (it just removed that file it is still there). A absolute fail safe method is provided by Vuud in the MO forum. Did you by any change use the 1.0 RC1 installer instead of the 'copy zip contents' method? Iirc at least one user had problems with the 1.0 RC1 installer. So perhaps that installer has a small issue.

