rmm200 Posted November 7, 2015 Posted November 7, 2015 Fallout 4 launches in 3 days.Even though there are no mods available - I would like to get started the right way - which means running under Mod Manager.Any tips for running this new Fallout under the latest Mod Manager - or are the paths and executables hard coded? Any schedule for official support? Lets keep this topic specific to FO4. General MO2 discussion can be found here: https://forum.step-project.com/topic/9377-mod-organizer-2-discussion-and-feedback/
0 GrantSP Posted November 21, 2015 Posted November 21, 2015 Apparently @Tannin has been using an early version of a FO4/MO build for a few days now and has little issue. A release suitable for testing may be in the wind shortly. Now, does anyone want to gift me a copy of FO4? EDIT:That last sentence is only meant in jest, I'm not soliciting for a copy. Thank you to those that did offer though.
0 TechAngel85 Posted November 21, 2015 Posted November 21, 2015 Yeah, haven't been able to purchase it yet either but looking forward to it eventually. Glad Tannin is almost ready for the testers to try to tear it apart.
0 GrantSP Posted November 23, 2015 Posted November 23, 2015 Early alpha release of MO is now available on GitHub.
0 EssArrBee Posted November 23, 2015 Posted November 23, 2015 Hell yes! Gonna try it out later. Downloading from the Nexus and installing mods already works fine too!
0 TechAngel85 Posted November 24, 2015 Posted November 24, 2015 I'll be downloading and testing this tonight as well after we release. I took a break to get some dinner and chill for a bit.
0 Guest Posted November 24, 2015 Posted November 24, 2015 But you said you hate MO T. Oh dear, I'm awful. Nah, MO is like the second coming around here. Probably because it deserves to be mind you. Is it generally function and ease-of-use you lot like about it? I haven't really ever tried it much, but I really like the sound of a lot of the features. Hiding individual files is one of them.
0 TechAngel85 Posted November 24, 2015 Posted November 24, 2015 When you get down to it, it's more powerful and gives you better control than NMM does. Most of the same things can be accomplished with WB too, but MO is better on several fronts than WB including: keeping the Data folder clean, easier to use and learn for new users, better development and support, more control over an entire modded setup, etc.
0 Kesta Posted November 24, 2015 Posted November 24, 2015 Also WB isn't really suited for "tweakers". If you modify one of the files it installed, then it won't uninstall it when you remove the mod the original file belonged to.This is great because it allow for some manual installs, but if you tinker with your mods then you might lost track of some files.That's the biggest issue I have with it.
0 TechAngel85 Posted November 24, 2015 Posted November 24, 2015 It was a real chore keeping STEP updated on it. I do remember that. MO is a dream to update STEP and do all the testing with. I'm not saying one is better than the other. They both have their merits, but MO is perfectly suited for what STEP does.
0 TechAngel85 Posted November 24, 2015 Posted November 24, 2015 I'll be testing this with a new STEP setup since I don't have FO4 and that's what most people will be using it for. Got to make sure all the usual stuff still works too. Issues... the issues are pouring in! I'm at a standstill until some issues are fixed. :confused: Most have been posted already.
0 DirtyWeasel Posted November 24, 2015 Posted November 24, 2015 Basic testing on my part is good so far. Runs the game, uploads from Nexus, installs and activates mods appropriately. Obviously have not put it through it's paces fully. Getting a weird message about a C++ error in python code on star-up.
0 TechAngel85 Posted November 24, 2015 Posted November 24, 2015 I've opened a topic for general MO2 discussion here: https://forum.step-project.com/topic/9377-mod-organizer-2-discussion-and-feedback/ Lets keep this one specific to FO4.
0 krepperk Posted November 25, 2015 Posted November 25, 2015 Basic testing on my part is good so far. Runs the game, uploads from Nexus, installs and activates mods appropriately. Obviously have not put it through it's paces fully. Getting a weird message about a C++ error in python code on star-up.Yeah I´m also getting that C++ error message, although I can¨t run the game through MO. It crashes right when the intro video is about to start. Even when I disabled the few mods I wanted to try.
0 strangerism Posted November 25, 2015 Posted November 25, 2015 (edited) Hello I have been testing MO2 today and I have noticed this particular issue, I wonder if anyone has experienced the same or it's just me. Installing and enabling mods works fine with most of the mods, but if I disable any mod and launch the game straight away the disabled mod will cause issues. For instance if it was a texture mod the game will not load the corresponding vanilla texture anymore instead things will be purple etc. For other types of mods effects might vary some could even crash the game like a mod to replace pipboy textures and its meshes. To fix things one has to restart the MO after he has disabled any mod, in that case with the mods disabled in MO the game will now load the corresponding vanilla assets correctly. Anyway I wanted to know if anyone has tried disabling a mod and what were the results. Cheers. Edited November 25, 2015 by strangerism
Question
rmm200
Fallout 4 launches in 3 days.
Even though there are no mods available - I would like to get started the right way - which means running under Mod Manager.
Any tips for running this new Fallout under the latest Mod Manager - or are the paths and executables hard coded?
Any schedule for official support?
Lets keep this topic specific to FO4. General MO2 discussion can be found here: https://forum.step-project.com/topic/9377-mod-organizer-2-discussion-and-feedback/
29 answers to this question
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