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Everything posted by Uhuru
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Clarification This method is not only for different Profiles. The core technique, of only installing options and variants once, is to preserve SSD space. Though it can be used to switch between the choices in the same profile, with the usual care about save corruption. Switching textures for example. Having said it can be used in one profile, it doesn't mean you should. Profiles use very little space, so for testing setups is easier and safer option. Play setups are best left alone, once started. I intend to make a Wiki section explaining core technique in more detail. I'll post a link when done.
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As said correct Skyrim Revisted should still be followed as a new profile though not a copy of existing one you have and I Recommend making a full unmodified by you version first time. That profile can then be both updated with ease using useful Wiki versioning feature and copied as another profile that can be changed to your choices. The most important thing is it will teach how to mod properly and well using all available tools. As to Mods and Profiles you install once however many profiles you use that mod on. One crucial exception is Optional variants. Best choice is install the variants as separate "modlets". Then main is always used with the variants required for each profile. Ideally no identical file is installed more than once. The other way of making complete mod variants is wastful of space but simpler to do. Running FoMod installers and choosing different options does it this way, while the first method would break apart the mod into separate folders. Juat changing a single letter of the mod name will install as separate mods. Phone battery out of power so posted.
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Additionally the simple rule is if it goes in data folder it's a Mod Organizer Mod. If part of a mod goes in data folder then that part only is a Mod Organizer mod. So SkSE Plugins are Mod Organizer mods. BodySlide 2 Presets are Mod Organizer mods even though Mod Organizer warns that no mod files are present, technically correct as no *.ESP, *.BSA, Meshes or Textures are present. The basic modding file types. So a warning is given and means is this mod a non standard one you know about or is it an error. This is standard computing behaviour for do you know what you're doing. FNIS warns that its not been run from Steam Data folder, which is normal with Mod Organizer but otherwise an error. So don't worry about this warning if the top folder is CallienteTools. That's correct for BodySlide 2.
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Sorry z but reading this forum only you stated a preference for 10. All who expresed a preference went for 20. That the user cannot set to their choice is just stupid and a major fail. Frankly the Nexus and Bethesda Forums are awful. I assumed bad setup choices, obviously the forum software is the problem. Mod Organizer Support came here because forum setup was better and 10 post per page on Nexus was the main problem. It caused posts to be buried pages deep in thread very quickly. Bethesda method of locking threads after 200 posts is just as bad, the old threads get buried just the same way. Someone posted 200 post limit was due to bug caused by software. Nexus has huge threads with same software, so if they can do it all can. Not implying 10 post limit is as bad here because we are not forced into a single thread, that's the main problem with Nexus and Bethesda Forums. Basically 10 posts per page is not a fair compromise. Just from this topic the consensus is for 20. I would choose to have more as a personal choice. Old forum max was 50. I choose max always. So you vote Min. I vote Max. Everyone else who voted went for 20. Fair compromise is to go with 20. suggesting 15 a number no one voted for is a compromise. More like adding as little as possible to your choice than fair though. The only fair choice is the consensus. Still a monumentally stupid decision, to remove user choice by software makers that caused this problem. The more I use the new forum the less i like it. Some things can change like theme, but the core function, not a user choice how to show posts is a big mistake. Another feature I consider essential that has disappeared is saving drafts of posts. I find using my phone to format a post almost impossible. It may be my phone (Galaxy Y). I cannot see Formatting toolbar even using full version of forum. Mobile is even worse with only next or previous page choice. I only use it at all when working even then only because I'm in range of a free hotspot. My limited funds are all invested into 60 Meg Broadband (about to go to 100 Meg for same price). That's the best available in UK only top price from same system giving 100 Meg now and 150 Meg after boost is better than mine. My PC and 3 monitors suck power using as much or more than everything else combined in an all electric system. The monitors heat half of our flat so heating now costs less but the bill is still much more. I want the multi screen res of 7680x11440 so to me it's worth it. Actually even more than eyefinity I require and use all 3 for basic mod management. Free Commander replaces explorer because it's much better for basic file management having 2 linkable pages and tabs opened across 2 screens and Firefox or Mod Organizer on the 3rd. Then Game windowed on 1 with whatever tool Needed and Firefox on others. Never will I go back to 1. But I've got sidetracked here, always get sidetracked. On topic. Save Draft was most useful for switching to my PC for full functions. My free time is limited and reading forum and writing posts while waiting for next customer is main time I can spend here but must be dropped quickly and without saving draft I will lose posts. As to new features. So far i see none for forum core functions. What if anything am I missing? Will do any required editing later.
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how to put mod files temporarily in Skyrim folder through mod organizer?
Uhuru replied to Yanazake's question in Mod Organizer Support
It's actually very easy to learn when you start modding using it but most blindly follow Nexus / Gopher and use NMM first. The worst manager, Wrye Bash is much more difficult to learn but a better manager than NMM. Having learnt how they do things, you must unlearn the bad habits they teach. Isolating each mod is the future and when NMM finally does it Mods will be made to use the system. That will make things better. Mod Organizer is not perfect but just the elimination of install order requirements alone is a must have system. Game Breaking Reinstall needed, easy new profile tick same already installed Mods and you're done. 1 Hour job in NMM is 1 Minute job in Mod Organizer !!! Make a Profile copy and It's a 1 Second job. Changing install order in NMM is uninstall all Mods between the 2 you actually swap and then reinstall all of them. Such a hassle no one bothers to try. Same task in Mod Organizer. Just Drag and Drop the 2 files. So easy that install order is never an issue. Mod Organizer even tells you when the load order requires such a change and a change in load order can change the priority needed. So good is it that it's NMM that's copying Mod Organizer (when they get it working in the bloated "Jack of All Mods that's Master of None". What fear of Steam Workshop dominance has produced, it may happen but not with Skyrimand only then if it's forced on us. Wrye Bash was called Wrye Smash and Skyrim's version until Steam Workshop appeared and they also jerked their knees in reaction. Only Mod Organizer focussed on Skyrim and not Steam. That it improved for Skyrim Modding while they jerked knees is why it's STEP's goto manager. It's Simply the Best Skyrim Mod Manager. -
SKYRIMLE FNIS v 4.1.1 Error Failed to Run with MO
Uhuru replied to harley5656's question in Mod Organizer Support
Some problem with that log as that is indicating a completed successful run. Your first post says NIS v4.1.1 a outdated version and log is v5.0.2 newer and log is indicating success with new version. There was a recent issue with FNIS and MO that I think was sorted (not sure about this) and your quoted post may refer to that. So question is now do you still have issue and can you provide a log when it happens. The 1 warning is the first line of log when FNIS finds it's not in Data folder. This is normal with MO. Do the FNIS files get written to Overwritefolder ?- 8 replies
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Overwrite is an actual folder in Mod Organizer. Whatever is in it will have infinite priority meaning it will always win file conflicts. Also it applies to all profiles, a necessity of the main purpose it has. That purpose is to replace the Data folder when files change and to do so it must be a real folder. It cannot be written to if virtual files would end up in real data folder. The same goes for it being profile dependant. Profiles are a text document telling Mod Organizer what to create the virtual folder from. Having a separate folder for each profile just will not work. The Overwrite Folder is a highly automated function that is hidden from the user 99% of the time. Only the use of 3rd party tools where MO can't find out what is actually being overwritten and new folders will require user intervention. Just leaving in Overwrite is not recommended and is not supported. Mod Organizer alerts the user when that intwrvention is required. Leaving files in Overwrite changes priority order. Files from different Mods will become combined. Worse files from different profiles will become combined. You might as well dump it all in Data folder as the result is the same. A careful user can manage it but never should it be recommended to just leave files in Overwrite. Even more so in these Official Support Forums. It is not Officially Supported. [Edit] Reviewing the posts above some points of uncertainty need further clarity TES5Edit Backup: These are the original uncleaned files. The cleaned files should be in the original mod folder for vanilla files that means the real Data folder. If Mod Organizer doesn't know where that is then they will be in Overwrite folder itself. Only original files are in TES5Edit Backup folder. Dynamic Patchers: FNIS Results, Bashed Patch, SkyProc Patchers (Reproccer and SUM output). Special care must be taken with these as they are repeatably made and are profile specific. When a mod is made for these outputs, the previous versions contents should be always deleted and never just overwritten with new content. Old files could remain otherwise. Merge Patches: Not always profile specific but extra care must be taken to ensure the contents are known and requirements are met. Character Creation I believe mostly the *.Tri file outputs would be deleted normally but any Presets you make using Race Menu at least require saving to use again. With this one i am not certain about *.Tri files importance and ECE I've never used.
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Wyre Bash not running via Mod Organizer
Uhuru replied to FireInMalaysia's question in Mod Organizer Support
Also you must have 32-bit versions of required apps like python, java etc. Mod Organizer is currently only 32-bit. Tannin's looking at changing to 64-bit but some current issues are unsolved. It's not been a priority before but ENBHost Sheson memory patch and now Mator's TES5Edit Merge Script improvement, allowing many once unmergable mods to be merged. All these indicate an increasing need for memory sizes beyond 32-bit limits. Once Skyrim being 32-bit appeared to mean 64-bit support was not needed. Now Modding is going far beyond these old restrictions. -
No indication this is solved. So will answer for future reference. Error says file in use by Skyrim, so I assume Skyrim's not actually running. Check using Task Manager that it's really not running. Still having this type of error, after checking usually always means the file in question is locked. I recommend Unlocker Others exist but this is one I've found works best. Once installed just right-click on file needing unlocking and select Unlocker from context menu. It's one of my must have Apps.
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STEP: MO Load Order Warning after using BOSS
Uhuru replied to JareX's question in Mod Organizer Support
Further points, whether or not another profile is involved. That is the way it's designed to be done for any mod with optional variants, the only restriction is only activating one at a time. Best achieved by naming the same apart from some indicator of the choose only 1 status. I use the suffix * - Variant # of # Where * = My Standard Mod name # = Number So that I know to choose only 1 to activate at once and sorting by name still groups them together, if not already same priority. However you name variants, it is best to use the same method for all Mods to avoid mistakes. Regarding the first post, for the benefit of any non STEP Mod Organizer users. The possible bugs reported are about Mod priority orders causing file conflict errors, not load order. In other words, some files deemed required by your load order are overwritten by later Mods. This can cause a CtD when that file is needed by game. Other Managers call this Install Order and need mods re-installed. Just rearrange Mods as required by Drag and Drop. STEP users will have later instructions that sort this issue out. Oh and the Red Triangle with ! icon, when lit up indicates this issue. Selecting the warning statement in the new window will provide more information if available. -
I knew that just been away a while and wanted confirmation was still same, can cause confusion when left unfixed No Matter, it's correct now. No doubt an oversight, I know no matter how much I read over my articles, fresh eyes, even my own a week later, will spot an obvious error.
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The VFS is constructed from the following: The regular <Skyrim/Data> directory and all its subdirectories.The <MO>/mods directoryThe <MO>/overwrite directory.The section "Files and directories which are virtualised" gives a complete list of what is virtualised. The above shows in which order the VFS is constructed and what overrides each other. Regular <Skyrim/Data> directory. This is the base and nothing needs to be added or injected. Just a notification I edited this section on Wiki Advanced Guide which said Regular <Skyrim> directory. Certain thats wrong and my correction is right, but just in case I'm having a Brain Fart posted this.
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Why Elder Scrolls Online fails to Deliver (for me)
Uhuru replied to Uhuru's topic in General Game Discussion
I started this as a reply to a post about a specific mod theft but this is about the general attitudes to mod rights and responsibilities not one author. The topic and author both deserve a separate thread. Some general points on the issue of mod rights and wrongs, as with all generalities there are exceptions but in most cases the general applies and establishing rights and responsibilities must be applicable to most cases. First many mod authors have similar views to these below, giving instructions on their own mods that equal or surpass the rules suggested, including Wrye the creator of Wrye Bash, he wrote a detailed and well explained article article and even created a open source license based on his views and they can be found on his Wrye Musings website. Wrye Notes: Open Modding This is the foundation for these musings, but he gave up modding before Skyrim arrived and Nexus Domination. I do not include Steam Workshop as it oversimplifies modding, it is more about controlling modders and modding, more than as being a tool for modders. It is dangerous because it oversimplifies modding, more than any of the bad game breaking reasons usually given, for those new to modding this is the worst aspect. So these are my thoughts not Wrye's he speaks for himself in the page linked. Claiming a mod made by someone else is unjustifiable and nothing in these ideas makes that acceptable. Naming and Shaming publicly is the best method to discourage this. However exposing a user name, that was probably created for the theft, has no real effect. Simply require that if theft is proven thes real name and email are made public at least between mod sites to prevent repeat offenders just switching user name or site. This would require agreement of standards of proof and identity confirnation that can be used by all sites. Now for the real topic Rights and Responsibilities. Generally Mod Authors have full control of the Mods they create. With two notable exceptions. 1 Abandonment Currently when an author suddenly ceases to post without any reason given the Mods are in limbo and certainly with Nexus untouchable regardless of the needs or requirements of anything else. A time limit should apply to all mods allowing for the open source access once that time limit is reached. This would apply to the authors work as a set meaning the author has stopped modding and not just a mod that doesn't require working on. 2 No Withdrawals Simply once publicly releasd Mods stay releasd. Mods are never entirely independant, many require other Mods, retextures are common. Old versions for old saves, STEP type guides and crucially community bug fixing support are some of the reasons for this. The only valid reason for withdrawal is a game breaking bug. When the author can't or won't fix the bug then others should be able to try to do so. Changing hosts is simply managed by requiring new host follow the same rules and mods are up on new site before old one takes them down. These two exceptions provide reasonable consideration to the communal and interdependent nature of mods while still allowing the author creative control.Currently authors have rights but no responsibilities even to other authors. Never mind the community as a whole. Without the bug fixing support, all mods would be diminished. This is not targeted at the Nicoroshi specifically but at the general attitude "It's my ball and I'm taking it with me." That attitude of punish all for the behaviour of one, is likely to encourage ignoring of authors requests as expecting others to behave reasonably while being unreasonable in return will simply never work. When it happens inevitably the mods are available outside the authors control which will never be regained. -
Why Elder Scrolls Online fails to Deliver (for me)
Uhuru replied to Uhuru's topic in General Game Discussion
Having played the last beta I'm just not interested it is as I suspected Just an MMO last I read americanns gave it an adult rating even though they made Molag Bol a kitten skoomer a drink and other lore changes to try to get a teen rating as for game just typical MMO bad design. Everybody is the chosen one all doing the same quests at the same time spot a crowd and that's the next quest giver dont need quest markers never mind directions just follow the crowd and alliances out of game is just stupid if you do want to PvP join a out of game alliance to even be able to compete then you do as you're told by alliance bigwigss or get shut out of chase to be emporer. Established MMO guilds will dominate this and they'll end up with 3 factions per guild so they can attack other guilds to gain keeps. I'm not ever getting into that system on anmy game, If factions exist at all they should be purely in game only with restricted communication using only in game methods. If your character don't speak a language you cant understand that language at all. If you're whispering in game only the character whose ear is next to your mouth hears it. Shout and all in range hear even if they don't understand what's said. In a magic world spells and the like would help. One weak point of most Magic fantasy worlds is the illogical limitations placed on it when it is a technology with unique qualities that never actually get exploited or utilised as with the dwemer in TES they would be emulated by others and a new entire technological system based on the scientific method would develop over time. Mysteriosly the dwemer vanish and no-one in all that time has followed their path never mind surpassed it. Except modders of course but even that's limited. Lore Breaking no problem it's been Dwemered: Sky Radio one example I saw. Totally Lore breaking it picks up signals from where nobody knows but 100 of your favourite tracks can be used Dwemer it and it's fully ready for STEP. I think not. Just making magic an energy source for existing products is just lazy but a carefully imagined Science of Magic would make an interesting game. Why are swords even used when guns would have made them obsolete, but there are no guns you say! Rubbish, I say. What is a Fireball shhoting Staff if not a gun, cannon even. Human or Elf or any other race would arm all soldiers with staffs even if inefficient when swords would be a backup as with the first guns or a blade tipped staff as a jabbing spear when needed. a bayostaff or staffonet even. Wandering a bit there but back on topic I mentioned Star Citizen when refering to crowd funding and Aiyen said its funding method is OK only for Single Player but not MMO. Frankly if they can't make a 1st Class game of any sort for $40 Million Dollars they can't make one for any price and/or are charging vastly inflated amounts of money for pure extortion. When a game is crowdfunded all the profiteering and exploitation of Publishing Corporations is eliminated and these middlemen who rake off vast amounts of revenueand at worst force the developers to release shoddy and unfinished products purely to meet some arbitary schedule. 11-11-11 or 14-4-14 for instance I mean obviously these release dates are not selected months in advance because the games done and will release on that date whatever state the game is in. Although at the time I was purely referring to the crowd funds raised by Star Citizen and not the game having read comments since I will now say this: Star Citizen is an online game not single player However it does also come with a separate sinle player game set in the same universe.Not being labelled a MMO is irrelevent as thats just a marketing tacticActually it's an advantage not to be called a MMO as it comes with to much baggage and is limitting the potential users TES Online started by not using MMO but it does now a case in point There are 2 seperate groupsIt is a PC only game designed using the CryEngine 3 so yes Crysis graphics and no reason why notConsoles limit PC games Skyrim Modded shows the difference even limited to 32-bitOnce New Consoles were better than the best PC but not anymore. The simple limit now is Power Consoles are stuck with around 300W PS3 and XBox 360 only just matched PC's when they 1st arrived but now the best PC's use about a 1000WÂ = 1kWSo even with same graphics the consoles can't match PC's and never will without more power which would increase costs making them just limited PC'sThe Graphics Question is easily solved using the same simple methods modders use The Wrong but Console way is to make limited low resolution Graphics called Consoles Best Graphics Create a complete new set of High Res PC graphics and expect gratitude for doing even thatThe Right and Logical way is make Graphics for the best resolutions of the B est Pc's Downsize the same graphics to produce Resolutions for smaller capacity PC's and ignore consoles or be merciful and make one they can use as wellThere may be touching up needed but this is the sensible and economic methodThe simple method of removing the publishers or middlemen makes the game much cheaper to produce Middlemen contribute nothing creative and are parasites feeding off the efforts of othersReplacing the parasites one -
==What is a Mod?== This is strictly defined for Mod Organizer installation and not the generally accepted definition. ===The Mod Organizer Definition=== A Mod is all files and/or folders placed in the Data folder when installed using standard procedure. Whether the Author's package (what's usually called a "Mod") is completely placed in the Data folder, standard procedure, or only part of the package is placed in the Data folder. Only the Data folder contents are a Mod Organizer installable Mod and should always be installed (making a .7Z, .Zip or .RAR archive for data folder contents is simplest method). Using this definition is always assumed when installing Mods using Mod Organizer . Most Utilities with an Executable [.Exe] file install in Skyrim folder or as programs , they are not Mods. SkSE is not a Mod as it is placed in the Skyrim folder,however part of SkSE does get placed in the Data folder and this part only is a Mod that Mod Organizer should install. When a Mod is installed , Mod Organizer will look for the usual files Mods contain and when none are found it will display a warning that the Mod looks wrong. This is asking the user if they know what they are doing,and is a doublecheck system. SkSE Plugins and Is BedsIde Presets are typically going to trigger this warning ==Installing Mods== To install mods either: *Click the Archive button in the toolbar (1st icon on top left with a subtext stating "Install a new mod from an archive") and then navigate to where the mod archive is on your hard drive, or *Download it through MO and then once it has finished, install by double-clicking the file in the Downloads tab in the right pane. Depending on the type of archive, the installation procedure will look different. *Fomods will present a window with different installation options according to the fomod script. For more information about fomods, see below. *BAIN archives will provide a dialog bow with several components which can be installed by checking the appropriate boxes. *Properly-packaged archives will require no setup aside from choosing a name. *If everything else fails, it will present a preview of the archive and you can arrange files via drag and drop. Personally I (ed: blacksol) installed all mine manually (over 170 currently) as then have more control and can move things if you want to Also see Prioritising Mods below, by default new mods are assigned the highest priority. So if you are following a certain install order, start with the mods that should be overwritten = less time prioritising! (although occasionally they end up elsewhere - so glance across and check after install to ensure it is where you want it)
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Why you empty Overwrite folder. It is always last in your priority (Install) Order meaning it always wins conflicts which is why you must move files back to mod it comes from or as in this case create a new mod in Mod Organizer. Also for modified Bethesda files moving original versions back to real Data folder after making a mod from your altered versions leaves real Data folder in it'svanilla state and prevents Steam from replacing your altered versions if it updates or verifies the files. The Overwrite folder is a failsafe for if Mod Organizer does not know where to put the files . This is caused by other programs using non standard ways to move files. Basically it needs to know where the files are from to put them back. TES5Edit ba Doing these basic tasks as they occur keeps overwrite empty and prevents.you know where the files go.ckups should be moved to mod folder still in the TES5Edit backup folder or just deleted (reinstalling mod puts everything back to original versions.
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The real underlying issue is we are part of a corrupt society where a very select few control the majority through two fundamental systems. Heirarchies All hierarchical systems concentrate the power into the hands of the few. Put simply power corrupts and absolute power corrupts absolutely. A commonly used saying but true. It is also a generalisation and exceptions do exist, like Mandela, b ut if the exceptions don't change the system (very difficult when it's worldwide) the corrupt and ruthless will dominate in the end. A telling statistic, quoted from memory, is that 60% of all hierarchical systems top people are psychopaths! That doesn't mean murderers axe wielding or not, a psychopath has no empathy and can't care how they're actions affect others.This makes them ruthless and This willing to do anything t hey wishh with no consideration for another viewpoint. A society where a mental illness is an advantage is a sick society and needs during. Money This is the main controlling tool.There are two commonly held views on
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My understanding of Skyrim perfomance Monitor is you start it through Mod Organizer and it just runs in the background just start it and then run Skyrim using SkSE as normal. Each profile's Ini's are copies of main game Ini's but any edits done after apply to that profile only. Unless you copy a current profile then all its Ini settings are copied. Consensus for testing is top of Dragonreach steps in Whiterun is most resource intensive spot and should give you lowest FPS.
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Sorry for my confusing the issue. These are the discussions I found on Bethesda Skyrim forum. I searched for just; Skyrim 508 limit This appears to be only affecting Skyrim and the consensus is the engine is too old and showing it. [Rel] Nitpick Max ESPs Active (Can it be removed?) Thrashing, thread #1 [RELz/WIPz] Unofficial Skyrim Patch - Thread #18 Is There a Limit to How Many Mods I Can Run? [WIP/RELZ] Unofficial Skyrim Patch - Thread #7 [uPDATE] BSAs and You I have read opinions stating if as is widely believed Bethesda started Fallout 4 after Skyrim it must use the Skyrim engine not a new "next-gen" one. This makes no sense even if they had no design specs at all, 64unlikely as that is they knew it was coming and would definitely be 64-bit. That alone combined with age of Skyrim engine makes it commercial suicide to continue using Skyrim engine. It has no future.
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Surprised you don't know about this but it's a Game Engine Limit that's been always there since Oblivion A Mod Limit? Ohh, $@&%! This Nexus Thread discusses it but no one has ever found a fix and only merging plugins helps. Find a solution and you'll become the Modding God above all others?!! The Limit here is 255 ESM and/or ESP files not 508 As Skyrim.ESM and Update.ESP are always required the practical limit is 253. Just thought as I posted 508 is to specific and rereading your post it's a character limit you're referring to searching for just ESP limit misled me.
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Mod Organizer Priority order vs. Mod Index order
Uhuru replied to Bundy714's question in Mod Organizer Support
You are worrying over nothing. When you used NMM, you'd install mods in a certain order to decide on any conflicts and have to decide on the winner at that time. This is called the Install Order and apllies to all Mod Manager's, changing this is difficult requiring uninstalling the Mods you wish to change and every mod between them in your Install Order. What BOSS sorts is not mods but ESP and ESM files, this is the Load Order, some mods don't have any ESP and ESM files and other Mods have multiple ESP and ESM files. So even with NMM they are completely separate. Now using Mod Organizer is exactly the same as regards BOSS and Load Order (Mod Index) except it is done to the Virtual Data Folder which requires Mod Organizer starting BOSS (or any other .Exe file in fact) which enables it to "see" the Virtual Data Folder which Mod Organizer creates on the fly (new one each time Mod Organizer starts) . Now Install Order is exactly like NMM, but only when you first Install Mods. This is basic common sense to start by installing the Mods you want to win conflicts last and is thus the default setting. Often new users are surprised and dismayed that Mod Organizer does not ask the user what to do when a conflict occurs as NMM always does, because for NMM this decision is hard to change late . Here is where Mod Organizer's unique features affect the entire established best practice which requires some unlearning of how things are done. The key fact that you must learn is this: Mod Organizer installs every Mod into it's own separate folder. Simply that! This basic change fundamentally alters how Modding works and what Modders can do. The implications are not always obvious so these are the main advantage; No files are ever overwritten by another mod. Alternate versions of same mod can be installed as a separate mod and switching between options is simple. All profiles use same mod installation, you install once, use often. Rearranging the Priority Order is simple, Drag and Drop is all that's needed. -
Mod Organizer Priority order vs. Mod Index order
Uhuru replied to Bundy714's question in Mod Organizer Support
You are worrying over nothing. When you used NMM, you'd install mods in a certain order to decide on any conflicts and have to decide on the winner at that time. This is called the Install Order and apllies to all Mod s, changing this is difficult requiring uninstalling the Mods you wish to change and every mod between them in your Install Order. this is the Load Order and some mods have multiple files and some have none. What BOSS sorts is not mods but ESP and ESM files -
Mod Organizer v1.0.11 fixes what Nexus website broke in Mod Organizer v1.0.10 almost as soon as it was uploaded and assuming Nexus doesn't break it again in another update. Because of the changes to Nexus website only if Mod Organizer v1.0.11 has working Download with Manager functionality.
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You Can Now Open NXM Files Using Multiple Programs
Uhuru replied to Uhuru's question in Mod Organizer Support
Thanks for the clarifications. With the always use active Mod Organizer function, intuitive or not, you have once again provided a working practical solution, that's so efficient and functional, no one even noticed it until this Nexus reorganization. It doesn't matter if it's intuitive, it just works well and that's the real distinction of great software, to just work Nerhim, Skywind etc. are supported as they are just Mods in reality and most will install them as such. It is possible to have a separate game install and switch the two in steam, either by renaming or using Symbolic Links to the alternate locations and in such cases the active version is still named Skyrim or Oblivion for it to work in Steam. Total Conversion Mods like Nerhim and Skywind generally install files above the Data folder. Using the simplest install method of an automated installer will place files ithe real Data Folder. So for those who don't want to manually separate the Data folder contents but still want an empty Data folder the Two Separate game method is the only option. Morrowind I provide help and advice for but always make clear that it is not an Officially Supported Game and no bug fixes will occur ever. Other Placeholder was a bad word choice I meant that it is is not not replaced by the Other games name. The important point that needs further clarification is when more than one Other Game is wanted to be opened by NMM, will only the 1st one actually work given that they are both named "Other". If this is the case simply allowing renaming games would appear to solve the problem. I don't know how easy that is or how hard. -
Nexus becoming multi-game means you may want to use NMM (Nexus Mod Manager) for games not supported by Mod Organizer which means you want to associate NXM links with more than one program. Windows only allows one program, so forget it because you can't OK. Tannin says that's not good enough and has found a solution !!! Discussing this topic on Nexus he has posted this: So Tannin's NXMHandler tool will allow setting this for every game you wish. Another Possible Issue this could solve is when I Checked this out of the many games I am using Mod Organizer on. Officially SupportedSkyrim OblivionFallout 3Fallout: New VegasUnofficially Supported (These can Potentially be a Modded Profile of parent game which is named in brackets or separately installed as stand alone which can be swapped with main game in Steam's Common Folder. I'm Testing both for best way).Nehrim: At Fate's Edge (Oblivion)Skywind (Skyrim)Skyblivion (Skyrim)Moroblivion (Oblivion)Officially Unsupported (We will help with this if possible but Tannin will not fix any bugs that affect this game ever)MorrowindOnly Fallout: New Vegas which was the last one I set up was listed as opening links when I tested this. So even if you have multiple Mod Organizer controlled Games only you should set them properly here, though I know of no issues caused by this a potential source of problems that can be easily eliminated should be. If you run the Nexus NXM File Association Handler (NXMHandler) you see the Images (Setting it to open inside Mod Organizer is convenient but not required. Right Click anywhere below current entry brings up Add Button as shown in next image. Left Click on Add Button brings up a Dialog Window. Left Click on Game Name to select chosen new game and then Left Click on Browse Files “ … †Button to choose Associated Mod Manager as shown in next image. Left Click on OK Button Closes the Dialog Window with your choices applied, as shown in next image. Repeat for all supported games you are running. Unofficially supported use parent game associations so treat as such, if you're running as Stand Alone Games the setting would be using my File paths (your path may be different) Skywind SettingsGame = SkyrimPath = D:\ModOrganizer\Skywind\ModOrganizer.Exe[*]Skyblivion Settings Game = SkyrimPath = D:\ModOrganizer\Skyblivion\ModOrganizer.Exe[*]Nehrim: At Fate's Edge Settings Game = OblivionPath = D:\ModOrganizer\Nehrim\ModOrganizer.Exe[*]Morroblivion Settings Game = OblivionPath = D:\ModOrganizer\Morroblivion\ModOrganizer.Exe This brings up the only issue I can see hear where only one none Mod Organizer supported Game is actually available, as the name Other is not a placeholder, its the only name choice. Here I've entered two additional games and both are named other, this is a existing limitation and functionality to enter new names for more games should hopefully be easily implimented by Tannin in a future update. All the current games and the Other choice can be set for any manager using this that can use the NXM association, this means Mod Organizer and Nexus Mod Manager. Currently no other manager can use the Download with Manager function that I'm aware of. This is not a new function, it is an existing ability of Mod Organizer, that Tannin has realised solves the problem of multiple games wanting to use File Association to different Mod Managers. If I know Tannin, he's already thought of how to expand this feature into the proper configuration the new situation requires and it is yet another example of why we all use this supremely capable tool. I'm sure NMM will never have this functionality as it tries to become the one manager to rule them all or as I think of it; The Jack of All Games but Master of None. I choose to use Multiple Managers and they're all Mod Organizer !!! (Wrye Mash may have it beat for Morrowind, only may and Mod Organizer isn't even made for Morrowind)