Whitestar127 Posted June 25, 2025 Posted June 25, 2025 I'm tinkering with the idea of making some python scripts for installing several of the mods in the SkyrimSE v2.3 guide. Just to be sure: If I write a script that installs the necessary files/folders under the mods folder, then that should be picked up by MO, correct? And then I just have to enable/activate the mod inside MO? Other than the risk of installing something wrong or missing installing something, are there any disadvantages of doing this?
z929669 Posted June 25, 2025 Posted June 25, 2025 2 hours ago, Whitestar127 said: I'm tinkering with the idea of making some python scripts for installing several of the mods in the SkyrimSE v2.3 guide. Just to be sure: If I write a script that installs the necessary files/folders under the mods folder, then that should be picked up by MO, correct? And then I just have to enable/activate the mod inside MO? Other than the risk of installing something wrong or missing installing something, are there any disadvantages of doing this? Correct. That would work.
Whitestar127 Posted June 25, 2025 Author Posted June 25, 2025 Thanks! Btw possibly silly question, but why can't I "like" any posts?
Greg Posted June 25, 2025 Posted June 25, 2025 The Like/Thanks buttons are disabled for administrators intentionally. We prefer for users to get these votes.
VoidStriker77 Posted June 26, 2025 Posted June 26, 2025 Interesting idea with the scripts. I’ve also considered automating mod installs, especially for those with multiple patches or optional files. It would be great to have a sort of template that checks for dependencies or even builds the MO folder structure automatically. Kind of like a lightweight local version of Wabbajack.
Deadfire Posted July 15, 2025 Posted July 15, 2025 I found it a bit funny that the guide talks about using a PowerShell command to mass rename the cleaned masters, and yet never talks about using such commands again for the many other things it could do. On topic, I thought about automating it as well, though most people I figure after following and doing the guide once more than likely wouldn't see a reason to automate it.
yeti Posted July 23, 2025 Posted July 23, 2025 I have some background in automation and integration, and was kind of rolling this idea over in my head as well. I don't know the FOMOD file format very well but it seems like there's a lot of ways you could write some code to make it more likely you get reproducible mod installations Seems like some of the big hurdles might be: I don't actually know what amount of stuff you could build into a MO (for example) plugin For each STEP release you'd need some metadata relating like mod, expected version , "post processing" (i.e., hide this file, disable this plugin), FOMOD options, and so on As I understand it the version number Nexus provides via API is different to the version on the download page (see also why MO complains so much about version problems) so I don't know if you could reliably pick the file you want, might get into (probably messy) parsing the HTML directly
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