Zegorzalek Posted February 12, 2015 Posted February 12, 2015 Ok, I admit, I am paranoid about not following the instructions to the letter... but not adding the overwrite to the game doesn't feel correct.....I need some clarity here...
EssArrBee Posted February 12, 2015 Posted February 12, 2015 Right click the Overwrite and create mod. MO will make a mod folder out of those .hk files. Those are animation files, so no esp required. Just make the mod and tick the checkbox.
Zegorzalek Posted February 12, 2015 Author Posted February 12, 2015 Awesome, that was what I was thinking was correct from previous work, but it "did not say it..." Thanks for quick reply!
DoubleYou Posted February 12, 2015 Posted February 12, 2015 I don't think Neovalen instructs to keep overwrite empty.
Neovalen Posted February 12, 2015 Posted February 12, 2015 I dont currently, but I'm planning to group all dynamic output files into an SRLE Profile mod as that's what I do personally.
statmonster Posted February 12, 2015 Posted February 12, 2015 That's a handy place to keep files produced by FNIS, Wrye Bash and SUM, as well as ones SKSE creates during game play (such as character presets or FISS profiles). Having one such folder for each profile allows you to keep these files for each profile separate.
Smile44 Posted February 12, 2015 Posted February 12, 2015 That's what I do place everything in an SR Patches mod. I have a different version for different profiles. Keeps things tidy.
Zegorzalek Posted February 13, 2015 Author Posted February 13, 2015 I would like to know how to accomplish this... some instructions please?
Nozzer66 Posted February 13, 2015 Posted February 13, 2015 Easy. Right click on the Overwrite folder. Select Create Mod. Give it a name and all the Overwrite files will be put in a folder of that name in the left pane. Then all you do is activate that folder.
statmonster Posted February 13, 2015 Posted February 13, 2015 (edited) Go into ...\Mod Organizer\mods\Close MO.Create a new folder - call it something wittyMove everything from ...\Mod Organizer\overwrite\ into this new folder.Open up MO.Activate the new mod folder on the left side of MO and activate any esps under plugins on the right. If you have multiple profiles create and activate one such mod folder for each profile (and deactivate the other new mod folders for other profiles) , building any patches then running FINS, Wrye Bash, SUM for each and moving the contents of overwrite into the new folder for each. Edited February 13, 2015 by statmonster
Zegorzalek Posted February 13, 2015 Author Posted February 13, 2015 (edited) Thanks... this would have been handy to consider prior to moving from CORE to SRLE. As it stands, I have lots of CORE stuff mixed into my SRLE build, though I re-numbered and put "SRLE" in the rename mod if it included a fomod install. Hmmm.. this partially answers another question... and I cannot seem to find an answer in search... I am getting a dual sheath redux error... as in "no esp". Missed something somewhere... fixed. And as an addendum... what is the proper sequence after adding new mods... say I drop several armor mods and some companions in this... what is the proper sequence to make sure all the patches and such are correct? Edited February 13, 2015 by Zegorzalek
Nozzer66 Posted February 13, 2015 Posted February 13, 2015 As a normal idea. If you add anything that adds or subtracts items, re do the bashed patch. If you're not sure, redo the bashed patch anyway. It's not hard to do and is quick.
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