TechAngel85 Posted November 24, 2015 Posted November 24, 2015 Mod Organizer 2 is now in alpha, which is the 64-bit version of MO featuring support for Fallout 4. Testers are welcome and encouraged! Download the Alpha here: https://github.com/TanninOne/modorganizer/releases This is not a bug report topic! Please report bugs to the GitHub issue tracker.Thought I'd start this thread for the discussion of MO2 instead of filling the Fallout Support topic with unrelated posts.
0 TechAngel85 Posted November 29, 2015 Author Posted November 29, 2015 Okay, dumb non-programmer question. What programs do you use for writing and compiling, if compiling is needed?
0 EssArrBee Posted November 29, 2015 Posted November 29, 2015 Okay, dumb non-programmer question. What programs do you use for writing and compiling, if compiling is needed?Nowadays they all use those fancy Integrated Development Environments. Eclipse, Net Beans... I'm sure there's a bunch of them. Ninite probably has a few.
0 Tannin Posted November 29, 2015 Posted November 29, 2015 python plugins can be developed without compiling. Tool is free choice, I like pycharm a lot. Most plugins are C++ though. For that you need a compiler (only Visual C++ 2013 and up will work currently) and you'll want an ide. I personally prefer qt creator over the visual studio ide but most ides will work.
0 TechAngel85 Posted November 29, 2015 Author Posted November 29, 2015 Alpha 2 is out. Update your testing environment!
0 kranazoli Posted December 2, 2015 Posted December 2, 2015 Hey, I have lots of issue, yet.I could launch MO, made some basic settings but there are issue: - Launch FS4E crash- Launch FO4 or Launcher after some second crash (and try to launch windowed mod)- I can't run FO4 via MO2- Got en error message at startuo, but this is the smallest iisue I have:
0 Kesta Posted December 2, 2015 Posted December 2, 2015 Yep, reports on github indicate that it doesn't work with win7 (by the look or your screenshots, you are using it). Same issue for me, so back to NMM until alpha 3 ^^
0 kranazoli Posted December 2, 2015 Posted December 2, 2015 (edited) Yep, reports on github indicate that it doesn't work with win7 (by the look or your screenshots, you are using it). Same issue for me, so back to NMM until alpha 3 ^^As I've wrote I could use MO, just not able to run FO4 via MO2. (so not really using it, bacuse without Laucnhing the game via MO2 I do not feel a huge sense to use this Alpha builds, instead of using NMM) No SKSE, NO FO4, NO Launcher, ... Both ends up with CTD or similar issue. Also I still use NMM further and I am sure fix will coming. Looking forward any updates, of course. Edited December 2, 2015 by kranazoli
0 Kesta Posted December 2, 2015 Posted December 2, 2015 just not able to run FO4 via MO2Yes, that's what I meant by "it doesn't work with win7", sorry, It was clear only in my head >_
0 kranazoli Posted December 2, 2015 Posted December 2, 2015 (edited) Yes, that's what I meant by "it doesn't work with win7", sorry, It was clear only in my head >_<Aaaaa. I see! Thank you for the better explanation. But in the case I guess should be signet like that: "Known Bugs: 32-bit support broken, overwrite dir not used, local savegames don't work."...(it doesn't work with win7) Edited December 2, 2015 by kranazoli
0 Guest Posted December 2, 2015 Posted December 2, 2015 Can't help but to see Tannin as Biff Tannen from BTTF in my head (mostly old Biff, but never young Biff). Every. Damn. Time. I just wanted to say you do good work buddy. It must be a great feeling showing up the NMM team 24/7. :: Don't be too modest.
0 tjwoosta Posted December 3, 2015 Posted December 3, 2015 Do profiles work (or even exist) in MO2 yet?
0 gunblast Posted December 4, 2015 Posted December 4, 2015 Has anyone been able to get FO4Edit working with MO2 yet?
0 GSDFan Posted December 4, 2015 Posted December 4, 2015 @tjwoosta, Local save games do not work in 2.0.2. Everything else appears to work when switching profiles. I think you still have to copy your pluging.txt file to your FO4 appdata folder in order for the game to work though, see mods. This may have changed in the current build as I have not had to do that for a while. @gunblast, 32bit executables are broken in the current alpha.
0 Xavith Posted December 5, 2015 Posted December 5, 2015 MO2 isn't loading texture mods for some reason, or have I not set it up properly? I've set up my .inis with sResourceDataDirsFinal=INTERFACE\,MATERIALS\,MESHES\,SOUND\,STRINGS\,TEXTURES\,VIDEO\ bEnableFileSeletion=1 That should be it right? Posting here as I'm not sure it's an actual bug or if I've messed up somewhere.
0 GSDFan Posted December 5, 2015 Posted December 5, 2015 It looks right. Be aware that you may have to restart MO a2 after you enable or disable graphic mods as noted in the bug tracker 409. The auto refresh seems to be broken as I can reproduce this. Also note that MO will rewrite the sResourceDataDirsFinal line when the game is launched. So any modifications to that line will be overwritten.
Question
TechAngel85
Mod Organizer 2 is now in alpha, which is the 64-bit version of MO featuring support for Fallout 4. Testers are welcome and encouraged!
Download the Alpha here: https://github.com/TanninOne/modorganizer/releases
This is not a bug report topic! Please report bugs to the GitHub issue tracker.
Thought I'd start this thread for the discussion of MO2 instead of filling the Fallout Support topic with unrelated posts.
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LePresidente
Hi, My c++ coding is not strong, So i'm doing what I can. My focus is though to get this building using modorganizer-umbrella in a way where a dev can pick up and go instead of jumping through the h
Kesta
Bad news for modaholic with small HDD :/ Looking forward to Tannin's reply on this, I'd like to know if the feature have been removed for technical issue or by design.
Octopuss
I'd like to see the reasoning behind this.
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