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Posted

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?

Posted
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.

Posted

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Posted

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.

  • 3 weeks later...
Posted

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.

  • 2 weeks later...
Posted

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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