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Posted

Hello

 

Keeping a long story short am looking to see if there's a way to quickly find and remove overwritten files by installed mods through a function of sorts in mod organizer in order to minimize space usage, am using a heavily modded Skyrim atm just going through optimizing textures and the lot and going through the mods one by one to see whats overwritten at this point would be an extremely long and tedious process to do manually.

 

Thanks for taking the time to read this and/or reply.

7 answers to this question

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Posted

Hmm... I'm assuming you have managed to figure out how to manually do this one-by-one using MO, so the question is whether you want to do this automatically inside MO or outside?

 

There is no internal function to automatically cull all files that lose the conflict so that only the top most mod provides the game with its file, sorry.

However you can use a search tool to look for those files and delete them on mass from within an explorer window.

e.g.

Let's say you determine that there is a file called "something.file" that is provided by a number of mods in your installation. Search for that file and select all but the winning mod's copy and delete those.

Repeat for any other files you want.

Unfortunately this process is only marginally faster than doing so from within MO as it still only works on one filename at a time. I know of no other method that would determine ALL losing conflict files and delete those.

  • 0
Posted (edited)

You could, in order, copy and paste all the content from the texture mods with conflicts into a new mod. After you've done that, backup and delete all the content except meta.ini from the original mods. You have saved space but will still get a notification if a mod is updated. If it is, you will need to restore all mods and repeat.

 

An alternative, use Wrye Bash or wait for the new NMM, which might solve this.

 

Sent from my Nexus 6P using Tapatalk

Edited by dreadflopp
  • 0
Posted (edited)

"You could, in order, copy and paste all the content from the texture mods with conflicts into a new mod. After you've done that, backup and delete all the content except meta.ini from the original mods. You have saved space but will still get a notification if a mod is updated. If it is, you will need to restore all mods and repeat."

That Would solve the conflicting overwrites for textures and hopefully the optimized textures as well(did the process but from outside MO for the textures before)

 

"An alternative, use Wrye Bash or wait for the new NMM, which might solve this."

Can you further explain this? What do you mean by use Wrye use it how?(sorry if it was something obvious i didn't follow)

Sent from my Nexus 6P using Tapatalk

 

 

"Hmm... I'm assuming you have managed to figure out how to manually do this one-by-one using MO, so the question is whether you want to do this automatically inside MO or outside?"

If you're referring to checking conflict and open the explorer windows and manually deleting overwritten files yes if you are referring about a different way then no, was looking for a way to do this within MO to Automatically Cull as you said the losing conflicted files, but you've answered this with your next line.

 

"There is no internal function to automatically cull all files that lose the conflict so that only the top most mod provides the game with its file, sorry."

I was hoping that would not be the case, but i can understand it some people would accidentally delete stuff(not belittling anyone, just happens for some)

 

"However you can use a search tool to look for those files and delete them on mass from within an explorer window.

e.g.

Let's say you determine that there is a file called "something.file" that is provided by a number of mods in your installation. Search for that file and select all but the winning mod's copy and delete those.

Repeat for any other files you want.

Unfortunately this process is only marginally faster than doing so from within MO as it still only works on one filename at a time. I know of no other method that would determine ALL losing conflict files and delete those."

 

Doing this for 40k(random number but kinda...)files though is.... but it is indeed faster than doing it within MO so thanks for this insight.

Thank you both for the replies, will do what you have both suggested.

 

Just to add some further detail into this my Skyrim directory is about 100GB and that's on my SSD which is the reason why i wanna "cull" the overwritten files especially texture files.

 

I was recently(well yesterday or the day before that hmm... lost track) trying to use 7zip or something similar from withing MO open the directory copy Mesh/Texture folders(since those are generally the bigger space holders) and create a new mod with those two the issue with this though is that 7z gives me error(something about file paths) and wont complete the process hence why I've been trying to see if there was a function within MO to do this.

Edited by JustAnotherNoobModder
  • 0
Posted

Wrye Bash is a mod manager that can be used instead of MO. It has a steeper learning curve but it works as it should. It doesn't have download manager, neither can it check if a mod is updated. What I do:

 

Install MO on a mechanic drive. When all mods are installed, batch convert all mod folders to archives. Install these archives using Wrye Bash. Wrye doesn't use a virtual file system, all mods are installed to the data folder and can be removed with Wrye.

  • 0
Posted

Wrye Bash is a mod manager that can be used instead of MO. It has a steeper learning curve but it works as it should. It doesn't have download manager, neither can it check if a mod is updated. What I do:

 

Install MO on a mechanic drive. When all mods are installed, batch convert all mod folders to archives. Install these archives using Wrye Bash. Wrye doesn't use a virtual file system, all mods are installed to the data folder and can be removed with Wrye.

Oh, i do use Wryee i just didn't understand how you meant for me to use it, i see what you meant now, have not checked it directly to see how it would work but wouldn't that mean that everything installed on MO would also be converted in to archives?(including the conflictive files), i'll have a looksie in the morning as am writing this rather late and without motivation to proceed to check it right now at the moment :).

 

again thank you for the input.

  • 0
Posted

IMHO reverting to WB just to handle this situation is a step backwards. MO allows for a wider range of setups and is more forgiving of incorrect mod installs.

  • 0
Posted (edited)

UPDATING:

 

ATM what i've did so far was compile all the textures/meshes into one mod according to the superseding order of installation(did i get it right? the wording) and then compared with what optimized textures i've done so far, still have to manually delete alot of textures but it was a lot less hassle than going through the mods one by one, and am also going through the explorer for any other non-texture/mesh files which thankfully are not to many.

 

Will take some more time a couple of days i guess going with my pace but it's going.

 

So for now this can be considered answered and resolved(not sure how to use the features on step forums to mark this as answered, you both gave me very valid help and input.)

Edited by JustAnotherNoobModder

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