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Uhuru

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Everything posted by Uhuru

  1. Tried to Set up a Pack Main purpose to see what's involved with ultimate goal of automatically creating an profile in Mod Organizer using core and pack system I am not looking at auto downloading as am aware of issues Nexus has but am looking at using Mod Organizers ability to open correct Nexus Mod Pages in consecutive tabs to enable a speedy download and whether other Data could be automatically imported much like Nexus page info is already All just Ideas and speculation for now need permission to edit packs to start assessing feasability of ideas Also Old STEP was restricted to Nexus Mods with the odd special case like SkSE will this be the same for packs and I don't mean Steam Workshop but sites without silly restrictions ModDB for instance certain authors don't use Nexus
  2. For the Benefit of All readersThe Nexus Never Redirects to another Mod the one constant you can rely on with Nexus is the Mod ID Number which in the above Mod is 37900 The Mod Name is not constant and can be completely changed by the Mod Authors as often as they want to but it must have the same ID. The only sort of exception is if same mod is in Oblivion and Skyrim the Mod ID for each one does not change but its very unlikley that they will have same Mod ID basically new game = new Mod ID Some older Links may appear brokem for Instance I have found old Links on current Mods where both the Mod ID of the Mod Page youre on and the referred Mods Mod ID are both in the Link these will not load but by looking at the current pages address in your browser you can easily figure out the referred Mods Mod ID then paste that Mod ID after https://skyrim.nexusmods.com/mods/ eg using above mod as example again pastiting in 37900 to give https://skyrim.nexusmods.com/mods/37900 will take you to the page you are looking for no need to add //? to the end, it will work without it.
  3. No leave nothing in Overwrite You make a Bashed patch Mod for each Profile then you can copy the current profiles bashed patch to real data folder is best practice as it won't work as a mod that way you dont have to redo on every profile switch and overwite is empty for next one you make
  4. Well I Definately wrote it and I try to be Accurate but I won't claim it's the Definative Article as it can be improved. Anyway the Information will be put on Wiki but until then here's the same article with some improvements and modifications to quotes to make Links work on STEP Forum In Reply to All Overwrite Problem Posts (Too many to list) Working Correctly Every change to a mod requires using Overwrite folder it is Mod Organizer's temporary working folder and when the current changes are complete Overwrite is Empty !!! Mod Folder is Updated !!! User Sees Nothing it's All Automated !!! How this is Done It uses Windows Move Folder function which gives “Move From†and “Move To†data for Mod Organizer to know where the Overwrie Data is from Not Working Correctly All examples I know of are Mod Organizer working correctly as it's designed to do !!! The main reason for data being left in the Overwrite folder is Third Party Programs using Copy and Delete Folder rather than Move Folder. Generally considered good practice so copy can be verified before deletion but for Mod Organizer this is a problem because No “Move From†Folder data is available using Copy and Delete. The Third Party Program deletes the “From†Folder and Mod Organizer has no idea where it comes from  So it Warns User that the Data is still in Overwrite folder to enable manual moving of Mod Files leaving them in the Overwrite folder is Not Recommended because anything in Overwrite Has Precedance The Meaning of Overwrite Has Precedance This is a term Tannin used for a feature that only Mod Organizer has, all other Mod Managers have two main Orders that define Mod Priorities Load Order which is what BOSS or Bethesda Order Sorting Software (In my opinion a much better name than Better Oblivion Sorting Software) Sorts. This is the same for all including Mod Organizer, Install Order this Does Not Apply to Mod Organizer Mod Organizer uniquely has the ability to change this Precedence or Priority override this is what is commonly called a Mod Conflict where whatever is installed Last wins the conflict (you can change this with other managers but only when installing the Mod) with Mod Organizer this is easily changed by Drag and Drop in your Profile and is indicated by the Priority Column number with highest number winning the conflict and the Overwrite Folder is automatically always the highest priority EDIT (z929669): Wrye Bash does the same thing. Order can be modified post installation by moving installers around within the hierarchy and applying the 'anneal' function to update the asset priorities.  Various Tannin's Posts Saying Same things (My Emhasis of Point) The Bashed Patch is In Overwrite to enable user to Save separate ones for each Profile even though You can't use like other Mods Its easier than making new ones, this applies for FNIS and SkyProc Mods. The User must Manually organize Profile Specific Versions Until such time as a better method is found these advanced features will cause the same problems for all multi-profile Mod Managers  Just to repeat  When Overwrite warning is received move the files immediately back to original location that's why the warning is given  Overwrite will stay empty for next use and Mods will have the correct Precedence not be last because they were left in Overwrite Link to Original Post on Mod Organizer's Nexus Forum Link to My Post of First Tannin Quote on Mod Organizer's Nexus Forum which was quote I was looking for when I found the others I found and posted it later in response to this question by wolverine2710 @UhuruNUru. I must find a new hobby it seems, every single line/quote above I have read before since I started using MO midway 2012, not good. It all seems very logical. I´m very interested how you (Mr Holmes) came to your deduction about the ´move to´ and ´move from´ functions. Tannin then posted some new information about the same post In addition as wolverine2710 said in post I'm replying to there is new functionality but the facts above are not altered by this Drag and Drop is what it says Create Mods from Overwrite Folder this is I assume for Bashed Patch mainly. If the files are already from a existing mod they should be moved back to that mod (FNIS for example) which is the Sync to Mods function I think My understanding is these functions just make it easier for users by automating these processes but being new features they have not been fully documented yet and I have no experience with them so there may be more to it! Hope this makes Overwrite folder less of a mystery, it is only used when required and most of the time you will not even see anything left in Overwrite folder, but when you do it is a because Mod Organizer either does not know where it's from or you need to choose where to put it.
  5. I've PM'd you on Nexus about Tannin's basic approval of Documentation Project Aim: Gather all information in one place Why me ?: No one else is doing it up Help ?' Setting it up tedious and time consuming so unlikely Once Set up: I hope with encouragment those whom repeatedly help on forums will see benefit of doing it once on Wiki and sending rest to it up Developement ? Peoeple need to speak to Tannin about something on the list above it is his list of requests Putting it on Bethesda Forums may get more developers viewing it
  6. I posted on Mod Organizer's Nexus Forum on 14th August 2013 concerning Tannin's uncharacteristic absence since posting in his last post on 16th July 2013 Link to my post (Quotes his last post in full at the start) The basic point being whether "burn out" or holiday he needs more Support in the future to continue developing the best Skyrim Mod Manager (in my opinion) Wrye Bash for Oblivion is a possible contender but Wrye Bash for Skyrim is not the same (a glance at the General ReadMe's many "Oblivion Only" Functions shows this) Only thing it has that Mod Organizer doesn't are "Bashed Patches" and there is uncertainty about all merging of plugins in Skyrim as far as I'm aware nothing does the job right yet in Skyrim If ENBSeries/ENBoost/ENBHost fulfills its potential and effectively makes Skyrim a 64 bit game for memory Access (Able to use all memory on 64 bit machines) then merging plugins properly will become essential not just useful Back to my post I called on users of Mod Organizer to offer Tannin Help as their talents allow and commited myself to making proper Documentation (Wiki Format) for the programI am repeating that call here with an added part If you didn't read my post or did just that Tannin returned to Forum within a couple of posts and replied to my Post with Which is great news in a few respects Tannin backHe's not burned out yetI am right he does need our help (always like being right)Even better he knows what will help him the mostAs well as doing a) I can do g) at the same time as wellSo if you can help Tannin out with any of the above we will all benefitAs to my part of the bargain Documentation I'm gathering existing information first and getting that organised I've manually downloaded the Nexus Topic All 401 and rising pages, Tedious. I have a simple method that extracts the posts page by page from website fluff it would be easier with more than 10 posts per page but I'm dealing with the Nexus, So when thats done Ill have all 4000+ posts in one file to then start finding the Gems and discarding the "my mods are not in my Data folder why" spoil I have got most other concentrated sources downloaded I don't think there's much of use on Bethesda's Forum but haven't looked properly yet. Which leaves somthing on STEP called Skyrim Revisited by Neovalen I know you've probably never heard of it but I'm told I might find the odd mention on there as one or two of the Wrye Bash Obsessed Fan boys over on STEP have seen the light and become born again Mod Organizer Converts. Following this Neovalen as though he is the Son of Tannin !!! It's probably not true and will turn out to be a spliit off Wrye Bash sect or worse the NMM Cult it surely can't be the real extremist "Modding in one click (and no problems honest)" Steam Workshop Martyrs Seriously this Forum is All Mod Organizer related to some degree and I expect to get most of the good Information from here just haven't decided how as its a multi Topic Forum (I will have to think about that) Anyone with any useful Info can PM me with Info or link to info both here or on Nexus My Full Internet Name is Uhuru N'Uru (Nexus UhuruNUru) depending on site rules as to what it allows Avatar is Same though (Comes from my Myst Online: Uru Live days if anyone cares)
  7. It's very early v0.200 has only been out a few days and v0.195+ a few weeks (v0.200 Beta versions basically) but the potential of this is HUGE All Graphics Memory (eg 2 Titans in SLI gives 6GB + 6GB =12GB) used fully for graphics and All x64 System Memory used/available for use without hitting 3.1GB limit (How? Only 4GB used by TESV.Exe keeping it below limit and rest is ENBHost(s) 4GB for each one used) I don't know: If SLI can be used If number of ENBHost's unlimited (x64 version would not be limited to 4GB) If full potential is reached The Skies not the Limit Tamriel has Moons !!!
  8. ENBHost is 32 bit with 4GB limit So 2 ENBHost gives 8GB and 3=12GB !!! ENBSeries (The Graphics Mod)v0.195 or later is same program only difference ENBLocal.Ini Settings ENBoost Settings just for Memory Boost Any Graphics ENB v0.195 Graphics and Memory Boost
  9. There seems to be some misunderstanding ENBoost turns off all ENB graphics it is for those who don't use ENB to still get memory benefits ENBs v0.195+ are turned off by ENBoost
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