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Grestorn

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Everything posted by Grestorn

  1. I wanted to finish the first playthrough without any mods anyway. As it turned out, I needed two important user made bug fixes, but these can easily be managed manually. But now I've finished the game once and I wanted to start to try some mods. For the time being I'm using NMM, but it feels like I'm back in the stone age of modding. If you've used MO once, you don't want to look back again. I think I'll stop FO4 now for a while until the first official DLCs and modding kit will be released. And by then, I hope, Tannin is able to make a stable release. As a matter of fact I think I could assist him, even though I'm not familiar with the Qt environment - but that shouldn't be a problem. But I still need Tannin's consent and assistance - basically he must be willing to let someone else in on his code. If he really wants that, I'd be happy to discuss it with him.
  2. Not to sound too impatient, but I'm sitting here biting my finger nails. I don't want to start modding FO4 w/o MO. I understand that the last release is really very unstable. The last checkin on GIT was almost two weeks ago. Is Tannin on vacation or busy with other stuff? Not to push to much, I just wanted to let him know that there are people out eagerly waiting for any kind of progress ... :) Is it worth trying (and even possible) to build the last version based on the GIT checkins myself (never tried that, but being a sw developer myself, I think I could manage it, provided all the necessary info is available)?
  3. Is there any way to give Tannin a donation for his MO development? Modding would be half as nice without it. And I'm desperately waiting for MO2 to be released :)
  4. Hello everybody, as you might know, it's a bit of a problem to use the Steam version of Oblivion with the total conversion "Nehrim", because the Steam version insists of being started through Steam itself. One working solution is to copy Nehrim (which installs into a separate directory copying all of the required Oblivion assets) back into the Original Oblivion directory. Then you have to remove Oblivion.esm from the plugins.txt and add the entries for nehrim.esm and additional Nehrim.esps. That works well enough, but that means that you cannot play Oblivion anymore. I thought it should be possible to do this with Mod Organizer. So I created a "Nehrim-Mod" by putting all Nehrim files into an archive and adding that to MO. Using a separate profile where just this Mod is activated, I can play Nehrim through MO without affecting the Oblivion installation directory. This works quite well with one little quirk: It's not possible to remove Oblivion.esm through MO. I can remove it by hand from plugins.txt in the MO profile directory and the game starts fine after I've done that. But I have to do that everytime, since MO keeps adding that entry... Would it somehow be possible to add a setting that keeps MO from adding the base esm file all the time? I realize that this is only required for Total Conversions, and there arn't so many of those, but nevertheless, it would help in this situation. Thanks for listening.
  5. I bet it's already known that there's a problem with MO 1.1.x when using the Creation Kit. When trying to save, you always get the message "There are no more files". Is there any known work-around?
  6. Thanks, that's good news!
  7. I just moved to MO from NMM and I've got a problem with FNIS + Creature Pack. Looking around I found a thread disussing the very same problem: https://www.loverslab.com/topic/24944-cant-generate-bearhkx/ The solution described in that thread works: each time you start the CreateFNISForUsers it progresses to one more file before failing with an error message. To get it to generate all files, you have to start it many many times, but in the end, everything is created. Is there a better work around? Is this problem known and will there be a fix?Â
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