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wolverine2710

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Everything posted by wolverine2710

  1. I think the installation order of the STEP guide is meant. See also the priorities tab in the MO wiki. Note: In contrast to NMM you do NOT have to install the mods in the order they are mentioned in STEP, you can install them in any order and later change the installation order in the left pane. I find this great because when downloading LARGE mods I can continue installing other mods while waiting for the large download(s) to finish.
  2. I have downloaded Calientes Beautiful Bodies Edition -CBBE- by Caliente (CBBE 3.2.3) to test this for you. Using MO 1.0.12. After I say install, it takes about 30-35 seconds on my system before I get the windows with install options. It also pops to the foreground. After that it installs. I have tried 'fomod installer' and the NCC based 'fomod installer (external)', both work. To switch from the default 'fomod installer' go to the plugin settings and change setting 'prefered'Â from true to false for the 'fomod installer'. Perhaps a few others could try to install it as well. That way we see if there are others with your problem. Could you create a fresh MO install and then download CBBE 3.2.3 in it and see if it works then. Remember you can have multiple MO installs which do NOT interact with each other. I have 6 MO installs on my system, some for testing stuff out like the NMM importer. Please create a ticket for it in the issue tracker so Tannin can have a look at it.
  3. Ini-Tweaks not reverting to default values when deactivated. Bug report #453 - Ini-Tweaks not reverting to default values when deactivated. On december the 18th Tannin has changed the status from 'new' to confirmed. It looks as if for some it works, not 100% sure. Its also mentioned in thisthread, post #6. This bug has been resolved. Removed from wiki.
  4. Running "Bodyslide 2 and Outfit Studio" from MO. Thread "Migrating to MO" post #6. EDIT: Ok it looks like MO doesnt recognise it yet but it works if you install it like a regular party app. Just followed these steps (by monsto): ...just remember to tick "Run as Administrator" on MO and Bodyslide if you get the "Program needs to be elevated..." message. :) added
  5. To make sure good pieces of information in multiple threads are preserved and it can be put on the wiki later on I have created a thread for it here. It will mostly be a small explanation of the info and a reference of where to find it. Some articles will be tiny, small, larger. Basically a mental note for myself but which could be useful for others as well.I could of course edit the wiki directly. But as I've learned if you put it on the wiki it has to be of a specific format and must 'fit' in a page. This takes a bit of time.
  6. From the 'third party programs' tab of the MO wiki. It also contains a list of programs which are automatically recognized. Skyproc based programs are not auto recognized. The same is true for "Bodyslide 2 and Outfit Studio" so you have to add them like any other third party program. The install info provided for "Bodyslide 2 and Outfit Studio" will be added to the wiki in the future. Note: Tannin has stated (can't find the original post back) that he can add other programs to the auto recognized list. He also pointed out that it seems ppl rather like to add it manually then to create an 'enhancement ticket' for it. So if you think its important to have this programs auto recognized (if possible) please add a ticket to the issue tracker.
  7. Not really help but to put things in perspective. In the past I haven't used FNV4gb but used the NVSE version directly and that worked for me. It was about one year ago - in the days of I believe MO 0.11.x. I hope Tannin or some one else figures out what is causing the problems on your system. I believe other have it working. Good you created a ticket for it.
  8. See also the priorities tab in the MO wiki. Should some info be missing there please point it out. I believe there are also a few more threads about this subject.
  9. MT. GREAT. It looks as if the hard work with SASTEP pays off. Could be rather useful for some ppl. Why not create a normal thread in the main forum in which you announce this small util. Here it will likely be rather invisible. Not sure if this util makes changes quicker then doing it manually with the MO GUI or GSDFan's hack but it is certainly appreciated. Keep up the good work.
  10. Correct. I haven't used that one before. In principle when a mod/program updates a file or creates a file it ends up in the 'overwrite' directory. See the 'overwrite' tab in the MO wiki. It also contains strategies for handling a 'local overwrite' directory for each profile. Something MO does not support and Tannin has stated he is not going to support. When MO can determine that a program updated a file it is NOT created in the overwrite directory but in the mod it self. In the latest versions MO is able to detect that Tes5Edit (started by MO) changed a file and the cleaned file is updated in the cleaned mod. The created backup files of Tes5Edit are stored in the ovewrite directory. With drag&drop the files can be moved with MO. An alternative is to use windows explorer and then move/copy files. The overwrite directory is in /overwrite, the mods are in the /mods directory. I've read that skse mods like Elys MemInfo write the logs to the overwite directory. If you move the logfile to the correct place in the Elys Meminfo then afterwards when the logfile is changed its changed in that directory. Note: I have to admit that the wiki overwrite article needs some cleaning up. Perhaps a small explanation which windows copy/move actions cause problems (with a reference to the original 'ovewrite' article) and then summing up the behavior for all known programs/mods. So far the wiki team has not been able to do that, BUT everyone can and is encouraged to update the wiki!!!
  11. To make sure this good piece of information is preserved and it can be put on the wiki later on I have created a thread for it here.Setting mutiple categories at once - hack is explained in thread "By sonicp. How can I find out what the modid for a mod is?", post number #4 by GSDFan. EDIT: 2014/10/03 By GSDFan Fix broken link.
  12. Somehow the consensus of all ppl using MO is the same as yours. Those brave enough to search/look for a different mod manager then the default NMM mod manager are rewarded in spades . Just like NMM, MO is not perfect (but pretty darn close imho) and sometimes 'rough' edges or issues are found and are polished rather quickly by Tannin.
  13. Like Aiyen said, MO just like every mod manager (I believe) operates on the /data directory, NOT the directory. Don't know bodyslide 2 and outfit studio. ENB's which also install stuff in the /data directory can be used with MO. Just copy the files in the directory and create a new "mod" for the /data files. This way the data directory stays clean. See for more info the advanced tab of the MO wiki, section "the virtual filing system". The same is true for SKSE. The advanced tab also has a section 'migrating from NMM to MO' which might be useful. Also there is the NMM importer which works pretty well. One exeption: it does not support 'overwritten files'. As long as you have all imported mods enabled there is NO problem. MO tells you after the import what mods have overwritten files which were not copied and which mods you have to install manually (in case you don't enable all NMM importerted mods. Someone I know is working on the NMM importer to 'enhance' it. Perhaps in the near future the NMM importer will be able to import all mods (with overwritten files) and provide a few more tricks..... Who knows......
  14. I think the consensus is that when you have lots of mods (with leveld lists) you really need Wrye Bash. I basically only use WB (started through) to create a bashed patch.esp, which is pretty easy to do. But you need Boss yso that WB knows what to combine.
  15. your welcome. If you want to know more about the virtual filing system (VFS) used by MO, please visit the MO wiki tab advanced, direct link here. Its explained there in detail. There are also excellent videos by bridger and deathneko11 (based on MO 0.12.6). Its discusses the basics and advanced stuff like Wrye Bash, Boss, skyproc based patchers like atutomatic varianats. Deathneko11 has told us he will be creating new videos in the next weeks based upon MO 1.0.x - if all goes well. You can find the videos in the 'resources' tab of the wiki.
  16. I'm not an expert with regard to categories. Afaik you have to set your custom 'new mods need testing' for each mod you have installed. When using the 'download NMM' button to download a mod a .meta is created which contains info like categories, nexusid, version etc. Same is true when you have installed a mod, a /mods//meta.ini file is generated for it. You could use tools like wingrep which enable you to search for a specific entry in a file and change it automatically but aside from that you have to change the category manually. I can imagine there is a need for such a 'set category automtically to x'. If you feel its important you can add a 'feature request' ticket in the issue tracker so Tannin can have a look at it and decide if its fits in what he thinks MO should look like. Perhaps something like being able to perform a change category on multiple selected mod at the same time. He's very cautious to keep MO lean, intuitive and productive. That said he is open for well formulated suggestions. A few of my own were honored ;-)
  17. Before going OT. Had serious RL issues, zero time this week. Last week Sunday I got MO compiled on my system. The readme is PRE python, and zlib has to be compiled in a very specific way (which is not documented), also spaces (atm) in your paths or using ++ characters in your path is a no go (some dos commands bork on that). Send me a PM if you need more info. I hope to being able to code a little tomorrow. Basically all I've done is trying to figure out how to NMM importer code works. How far along are you with SAStep? Again send me a PM.
  18. I have moved the thread from the 'Mod Organizer - Key Threads for Wiki' subforum to the main forum. I had the feeling this very important thread and the request by Tannin deserves more attention. Please let Tannin know what your preferred solution is. Edit: Tannin on the issue tracker 'confirmed' a few days back there (sometimes) is a problem with ini files. See for more details see 'Bug report #453Â -Â Ini-Tweaks not reverting to default values when deactivated' in the issue tracker. You must be logged in to see the comments made to the original post.
  19. Originally Nexus user sonicp 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. The following was changed in MO 1.0.9: "nexus id and installtime columns are now hidden by default". To change what tabs are shown go to the 'tabs' row at the top of the left pane, right click and enable nexus id (modid). An excellent article orginally created as a thread by GSDFan and now to be found in the advanced tab of the MO wiki, section 'managing categories' describes how to handle (custom) categories. An alternative is to select a mod, right click and select 'open in explorer'. The file meta.ini contains all the info about a mod.
  20. Originally Nexus user sargetao 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. What exactly do you mean with: Everything is configured correctly on "Workarounds"? It looks as if the NXM-handler isn't (correctly setup). From the MO wiki section toolbar: The globe button has a subtext of "Search nexus network for more mods" and can be used to launch your web browser to the Nexus homepage of the game being managed. In addition to this function, it also sets up MO to download mods for your game via the "Download with Manager" buttons. In MO 1.0.12 the following was fixed: bugfix: opening nexus through the globe icon used the incorrect nmm.nexusmods.com urlbugfix: "visit on nexus" from the modinfo dialog also lead to the wrong urlSo I don't think upgrading to MO 1.0.12 is causing your problems. Please select the globe button to setup the NXM links and try again. Also of interest is the following thread "You Can Now Open NXM Files Using Multiple Programs".
  21. Bug report #490Â -Â archive.txt not saving/updating in the profile folder. You must be logged in to see the comments.
  22. In MO 1.0.8 Tannin introduced the following warnings : "one will warn if esps are loaded in a different order than corresponding scripts (this should make USKP admins and users happy). The latter has an automated fix.". This was needed for USKP 2.0. For more details see the threads "Testers needed for 1.0.8" and "ESP Ordering vs. Script Ordering". In MO 1.0.8 he tried to automize the (re)ordering but it turned out this was not possible or very difficult In 1.0.9 it was disabled and the "no guide fix" was introduced. In the last thread Tannin posted the following:
  23. baal1980 on the Nexus wrote that it answered its question. Closing and moving the thread.
  24. Version 1.0.12 downgrading a mod (using replace) will now change the versionbain installer will now accept archives with omod conversion dataplugin list now highlights plugins with attached ini filesbugfix: opening nexus through the globe icon used the incorrect nmm.nexusmods.com urlbugfix: "visit on nexus" from the modinfo dialog also lead to the wrong url-bugfix: archive.dll could cause a crash, attempting to close an archive that failed to openbugfix: upon changing categories the mappings of deleted categories wasn't cleaned up which could cause an error messagebugfix: the number of esps/esms that can be loaded is actually 255 not 256 since the save game counts toobugfix: ncc installer now brings the installer window to front (again? more reliably? not sure if it really worked before)
  25. Yesterday MO 1.0.12 was released. In the change log the following changes relevant for this thread are mentioned: bugfix: opening nexus through the globe icon used the incorrect nmm.nexusmods.com urlbugfix: "visit on nexus" from the modinfo dialog also lead to the wrong url- bugfix:Note: The changes for 1.0.12. are NOT at the top because of the way how the Nexus orders things.
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