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SITE MOVED - IN READ ONLY MODE 12/08/2015
Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.
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Search the Community: Showing results for tags 'Nexus Mod Manager'.
Found 17 results
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The game crashes at the first screen, before the menu. Through the process of elimination, I realized it doesn't matter if all or any combination of packages are activated, as long as "Sexout.esm" is on, it'll cause the crash. Using: - Fallout: New Vegas (v1.4.0.525) via Steam - Fallout Mod Manager (0.14.11.13) - Fallout: New Vegas - Windows 10 Pro (Listing OS because Win10 did stuff to permissions, maybe that's involved?) Packages: - NVSE Extender 16 - nvse_5_0_beta2 1.0 - Sexout-96-Beta-3-November-22-2015 1.0 - SexoutNG - Bodies 1.1.1 - SexoutNG - Core 2.10.95 - SexoutNG - Data 2.10.95 - SexoutCommonResources-20150920.1 1.0 - SexoutCommonResourcesData-20140712
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I figure there's no such thing as too much info, so I decided to go in to detail on How to Use MO 1st thing's 1st... Word on the street is, there may or may not be a 'Wrapper' in the making that allows you to compile scripts without any more ridiculous errors from Papyrus. I shall provide more on this later... ...and here it is: MO Skyrim Tool Launcher Use MO Skyrim Tool Launcher to run things like CK, Nifskope and other programs that once didn't work with MO. Thanks go out to CGi and the APPS Dev Team. (Wasn't easy keeping it a secret ) - Get HDT to work: Just take all files out of the included 'data' folder, make a 'new folder', and name it "HDT". Put all of the files from the 'data' folder and put them in the new HDT folder. Zip that folder, and install to MO. It's the classic "repacking for MO" technique that you need to know if you've downloaded a file from Nexus, but want to use MO to run it. - Get SkyRe to work: I have repackaged SkyRe for MO and uploaded to 4shared here: MO SkyRe - Get ENB to work: ENB core files need to be in the main Skyrim folder, so MO can't do anything about that. If it has textures or .esps, like some ENB presets have, however, those can be loaded through MO. You just load it up like a mod, uncheck all enb core files, set the data folder in a way that the .esp and textures are in the correct filepath and, once it's installed, enable it normally like any other mod. - Get SkyProc mods to work: Install the mod. In the data tab, search for skyproc patchers/mymod/mymod.jar (example skyproc patchers/asis/asis.jar) Add it as executable - Use Caliente's Texture Blender: Install the mod. In the data tab, search for CalienteTools/TexBlend/TexBlend.exe (Refer to Bodyslide FAQ for false 'no game data on top' error; also, many other Caliente Texture Blender mods use different paths and folders, take a look at the mod itself). Add it as executable - Use MultiXwm: Install the tool as a mod (why not). You will get a warning because it has no textures, meshes, or anything else MO would recognize. Install it regardless. Navigate to the MultiXwm.exe in 'mods', and add it as an executable. When you run it, it will tell you it cannot find the output path. That's because you need to add it yourself. Go to ModOrganizer\mods\MultiXwm\, and create a new folder, and name it 'output'. Then run MXwm. Be sure to click the file so it's selected/highlighted before you press Start. It should give you no error, and should have a msg saying it 'Finshed'. You will now see your sound file in the output folder, in \mods\MultiXwm\output\ - Get Dual Sheath Redux to Work: >https://www.youtube.com/watch?v=JG3qJ73MrIQ Team: ritualclarity bob11 Lother eifrag gvman3670 Want a copy so you don't have to keep coming to this page? Here: MO FAQ.rar Do you have Microsoft Word? Here: ModOrganizer_FAQ_MS_WORD_2014.docx How about a pic to save? (Dual Sheath Redux not in the FAQ download) Coming soon: Mod Organizer Strategy Guide MO has an official support thread found on the S.T.E.P. forums. Here is the Official MO Support Thread. MO was released on the Nexus, so you can always ask questions on Tannin42's Nexus page as well. That is where MO is first released, then I upload to LL. And, of course, you can ask questions right here on this thread. Here are a few tutorial videos from deathneko11: https://youtu.be/uxnU8DIsfjY https://youtu.be/uP9lhYH41eY https://youtu.be/RgLrZ7Vfk5M Here is MO's sourceforge page. MO on Skyrim G.E.M.S.. MO's original download page on Nexus. MO's Issue Tracker. Note: Use this Issue Tracker link to go to the Bug Genie, where bugs are reported. My thread here on LL is to solve things that are not bugs, and have solutions that do not require altering MO's files. Note 2: The tracker has been moved to here. MO is all over the web. If you simply Google Mod Organizer, you'll get pages of results.
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Hi there. Well after i thought through a few things, i somehow came to the idea, that it should be possible for Loverslab to have its very own Modmanager for Mods that are getting uploaded and updatet here. Since Loverslab has its own "Database", why not make a program that always suggest an update for the mod, if the modder,artist, animator, etc. uploaded a new file to the Loverslab database. I mean you can search for mods who are uploaded by lets say blabla. If he now uploads a new version of his body mod, you get a small annotation in the LL-Modmanager, which you can click and it redirects you to the mod. Maybe even downloads it for you as well, just like the <Put the pooty Sitename here> Mod Manager does already. As i said. We have our database. We have people here who really can do magic. Why not give it a try? I would go right ahead and try it myself, but i neither do have the knowledge, nor do i have the time for it right now to learn to do it. Thanks so far for reading this little topic. See ya. Derethevil.
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Good day doing well? Got a tiny problem here i upgraded from mod manger 0.59.0 to current version and now it shows that there are 0 mods active/zero mods are displayed on the mod manager too my big confusion i checked my game and the mods are active i have set the pictures on deviant to show the problem http://logitech971.d...lem-1-572825154 http://logitech971.d...lem-2-572824524 and some on mediafire http://www.mediafire...s directory.png http://www.mediafire...nstall info.png side note: Mods Directory = C:\Games\Nexus Mod Manager\Skyrim\Mods Instal Info = C:\Games\Nexus Mod Manager\Skyrim\Install Info as far as i know that is the default it has been before unless it has changed in 0.61 and if possible too post a step by step guide here for my problem. Lord Draco1993
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Where can I get older versions of Nexus Mod Manager?
DeltaD36 posted a topic in Skyrim Technical Support
I'd taken a long hiatus from playing Skyrim and felt like I wanted to play it today. I decided to update NMM since no harm is usually done by doing so and than immediately learned that I was wrong. I got this message - attached image - saying that I need to either reinstall everything, uninstall everything, or find an older version of NMM. As much as I'd probably be okay with a clean install, this is not what it's asking me, and I'd rather not go through the horror show of getting specific mods to work again. It's telling me I can get an older version of Nexus, but the problem is that I've no godly idea where I would even find that. There are no previous version downloads on the Nexus website that I know of, nor is there an archive of it hosted by someone else. I've only really found ancient versions, or the current version. I unfortunately do not know what the version of my last NMM was, sadly. Does anyone happen to have information regarding where I can find older versions? Or if not, than does anyone know how I can subvert this by using something like MO and just transfering my load order or some stuff over to use that instead? I'd appreciate any information.- 9 replies
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I've downloaded the Funnybizanimations as a source for another mod but now that i have it, it wont let me install it via the Nexus Mod Manager because of an error and it wont even tell me why I've already looked up if there was an install tuto on the downloadsite but it ain't it doesn't even state which of the 3 files i need for User and which one is the modders resource if somebody could give me a manual for it i would be gratefull^^ its the only mod not working properly inbetween 200 others
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I have been banned from the Nexus and cannot download any files there, and Proxy servers don't seem to work. Can anyone provide me with FNIS? Edit: It would be better if you can tell me how to download files on Nexus again.
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[Tutorial] Mod Organizer - Installation of SKSE v1
ritualclarity posted a topic in Skyrim Technical Support
Moderators, please feel free to move this to a better location if needed. The attached file is a downloadable PDF with photos and a more detailed instruction for those that need added guidance. The Mod Tutorial – Installation of SKSE Scope of tutorial: Cover the basic installation of SKSE from download to installation as well as load order configuration in MO. This tutorial only covers the installation into MO if you wish MO to control the conflicts with scripts that SKSE installs. ( advised) Still needs to have the correct files installed into the Skyrim folder manually. (everything but the data folder.) Drag and drop into the same folder where you see TESV and "Data" folder. Drag and drop into the same folder where you see TESV and "Data" folder. Requirements: Steam Skyrim Mod Manager SKSE It is assumed for this tutorial that you have a functional installation of Skyrim and Mod Manager ( MO ). Step one: Download Download SKSE. Current version as this tutorial is 1.7.1. Select the 7z archive version For this tutorial I am saving it to the desktop. You can save it anywhere just remember where you downloaded it. Step two: Installation Open MO. Click on the top left icon that looks like a CD. Select that and then click “Open”. You should see the program name to the left of the “Open button”. Now a new windows opens and is giving a warning “No game data on top level”. This indicates that the structure of the install folder is wrong and MO doesn’t know what to do with it. If it is installed like this SKSE won’t work. We need to make some changes. This is because there are files in the SKSE download that you don't need. One thing I like to do is go to the top drop down menu where you see SKSE and rename it to a name that is easy to remember and manage For this tutorial I am using Skyrim Script Extender (SKSE v 1.07) as the name. Click on the file and expand. Right click on the “Data” folder and “Set Data Directory” Now you have a comment on the bottom of that window “Looks good”. Select “OK” button to the right of that and the mod will be installed. Step three: Fixing the Load order. Drag that file up to where you want it or change the "Priority" number to where you want it in the order. Step four: Use SKSE You are now ready to use that tool that you just installed. Make sure you use the “SKSE” option left of the “Run” button. Step five: Praise MO Yea MO!!!!- 18 replies
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https://gyazo.com/7533f1b35c07387f1fa746c19fa72109This is a screen shot of what it looks like. Using nexus mod manager. Not sure why but it just doesn't activate every other mod from here works.
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Does anyone know if there is a compatibility patch for Sexlab? Each time I have sex with a NPC they do not remove there clothing. I plan on adding voice overs for the missing vanilla dialogue, but first I need the mod to work with Sexlab. If there is no compatibility patch, can anyone possibly make one? Link---> Wardrobe Manager
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APPS - Framework View / Download File Description The APPS - Framework is a collection of tools and settings mainly aimed for modders while allowing players to change how mods interact with the functionality this framework is providing. The current release is a beta version. Although the code was tested for bugs and odd behavior, we want to encourage modders to write little test plugins which make use of the framework in order to have a larger test base and see if the code is stable enough. Also, we would like the users to test the interface and let us know if they are missing something which should be included in the MCM menu. Installation Just download the the main file and install it with your Mod Manager of your choice. If you want to test the functionality and want to see how to use the framework itself we recommend to download the test package as well. The framework requires you to have PapyrusUtil and SkyUI installed. Modules Info Manager For modders: This module allows you to make use of a more convenient way to push infos, warnings and errors from your mod through the framework. You can choose what kind of messages you want to provide and how you want to provide them. For players: For each and every mod which is redirecting messages through the framework you can set up how you want to be informed. You can just accept what the mod author has set up or change the settings to your liking. You are even able to completely disable logging for your game session (a game session is valid until closing the game) while in-game. So, if you want just to play and don't care about any error output you can do so. And if you change your mind you can also turn it back on, on the fly. Init/Uninstall Manager For modders: If your mod needs to set up some things before it can be fully activated, you can pass the framework your init quest. It will then be displayed for the player in the MCM menu in a list, together with all the other init quests from other mods. The ordering of this list can be easily changed through the menu. Mods' init quests will be chained and called one after another to allow for a more safe way to init your mod. You can be sure that every mod, which allows their initialization process to be handled by the framework, does not interfere with your initialization. You can also provide a tooltip to let the player know if your mod needs to be placed in a specific order. The more mods support this way of initializing , the less bugs will happen through this critical stage of the mod because it will be more unlikely that the Papyrus engine will skip some of the code due to technical reasons. Also, since the player can set up them in a specific order (and if the order is setup the way your mods need it) you can make sure that your mod will be installed after or before certain mods, if you require it. You can also provide the framework with an uninstall quest so you don't have to write an extra MCM menu just for deinstalling your mod. For players: You can change the order in which mods should be initialized. You can build an initialization chain for them or you can manually initialize them. You have control over when these mods should be initialized. Relationship module For modders: This module allows you to create versatile relationships and combine it with the Skyrim's internal relationship system. Or you can decide to make those working independent from each other. Relationship points are from -499 to 499 and represent a similar structure as the vanilla system. With this module you are able to add or subtract relationship points which are calculated against a multiplier. The default multiplier value going from 0 - 100/-100 is 1.0 while from 100 to 200/-100 to -200 is 0.5. That means if you add 100 points to an actor this would result in 100 points if the current rank is 0 and 50 points if the current rank is 1. You can set a sync mode between this system and the vanilla system. Values are: 0 - disabled, 1 - from RS mod to vanilla only, 2 - from vanilla to RS only, 3 - both ways. The sync mode can be set globally which will then be applied to every actor. You also can set on specific actors which does overwrite the global setting. For example: You set global sync mode to 0 but also set a local sync mode for Heimskr to 3. The local value wins and ignores the global value. You also can fine tune the relationship multipliers globally/locally. Same rules applies as above. A multiplier must be a positive float number and can be set for each rank to rank. All those settings are regulated by priorities. You can change the values as you like, but if your mod has not the highest priority, your changes will not be applied. The user decides, which mod he wants to have the highest priority. Your values will be saved and when the priority order changes and your mod is now on the highest priority your changes will be applied immediatly w/o needing an interaction from your mod. Only one mod can have the highest priority at all time. Let's say there is Mod A and Mod B. Mod A has the highest priority and changes local relationship multipliers on different actors, nothing else. Mod B changes the global relationship multiplier and a local relationship multiplier which conflicts with one of the changes of Mod A. What happens now, that the global relationship multiplier will be applied from Mod B (because Mod A hasn't set any global relationship multipliers) and all of the local relationship multipliers are applied by Mod A including the one which conflicts with Mod B. ---- You can change the relationship points two ways: One way is with the function ModRelationshipPoints() which applies the multiplier and the second one is by using the function SetRelationshipPoints() which sets the relationship to to passed value w/o modifiers. You also can ask the framework for how many relationship points are needed for the next or previous rank. Those functions can be used by any mods w/o registering to the module in the first place. You only need to register your mod if you are planning to change the default settings. For players: You can set up the priority order and have the control about which mod should change the values. In the next mini releases we will work on the MCM menu, where you can see, what the mods do change exaclty and use those informations to arrange the priority order. Documentation The documenation can be seen here: https://github.com/heromaster/APPS---Framework/wiki/ Permissions - You are not allowed to upload this file to other sites under any circumstances - You can convert this file to work with other games as long as you credit us as the creator of the file - You are allowed to modify our files and release bug fixes or improve on the features so long as you credit us as the original creator - You are allowed to use the assets in this file without permission as long as you credit us - You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms Submitter APPS Dev Team Submitted 10/29/2014 Category Framework & Resources Requires
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CTD right at the start of combat... Idk what to do... (SOLVED)
TJmack14 posted a topic in Skyrim Technical Support
Okay so... (LONG STORY Get Ready to Read...) I believe this problem all started when I installed Halo's Pinup Poser and the True Vision ENB. Shortly after installing the ENB I went into Skyrim to test it out and see if everything was running smoothly (Which it was and the ENB made Skyrim look beautiful... also I was able to enter combat.). So I decided to install Halo's Pinup Poser to take some screenshots with the ENB. I also downloaded the Skyrim HD 2k Textures, the Static Mesh Improvment Mod, and the Skyrim Interface Makeover Mod. After doing all that, I loaded my Skyrim back up and started walking around to again test the Stability. I went to go free a prisoner being escorted by Imperials when I got a CTD. At first I thought it had something to do with the Pinup Poser so I uninstalled it and tested again went to free the prisoner, CTD. I uninstalled my ENB and tested once more except this time I charged at the walking imperials as soon as my weapon was about to connect...CTD. My fourth test, I disabled all mods and tried attacking a whiterun guard, CTD. Fifth test, went to go shoot a moose, CTD. At this point I am lost.... Idk what's causing my problem and I've tried every solution I could think of: Cleaning my save/scripts with a Save Cleaner, resorting my Load Order with LOOT, using TES5Edit to find errors... Please help... Attempting Combat with anyone and anything at this point causes a CTD. I am asking anyone to please help me.... UPDATE: I have made some changes to improve performance and free up some memory, Unfortunately this did not solve my problem. Any other solutions would be gladly appreciated. UPDATE #2: Tried a fresh new game, CTD before the cutscene started. Looks like my only option left is a clean reinstall. I'll still take suggestions though. UPDATE #3: Well it looks like there was some mods conflicting with each other that I didn't realize until I fully reinstalled Skyrim. Anyways My problem is now solved! -
Help needed with the mod configaration manager
gamalahalaff posted a topic in Fallout Technical Support
Hey, Im trying to get mod configuratin manager to work but even tho I got all requirements when I press esc error pops saying that the mod configuration manager cannot access its menu files. Can anyone help with this? -
So I have this annoying bug where the up/down in load order buttons are permanently grayed out. I have had many problems so far, but this one actually makes me mad because of how dumb it is. Please solve this quick for me.
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Skyrim ENB Manager View / Download File Hello Loverslab! I present you my first Skyrim's project. So let's go on. Description: Have you ever had a problem with installing new ENB and removing the old one? Did you? I did too. That's why I made this program. It's a very simple program. You load all ENBs you want into this programs and with one click you install them or uninstall them. You can mix more ENBs, You can install all mods that doesn't go into the Data folder only too! How to use it? 1. Download the correct version of the program (x32 for 32bit and 86bit Windows version, x64 for 64bit Windows version) 2. Unpack somewhere. 3. Run setup.exe (it's an standard Windows installer). 4. The program will launch automatically. 5. Browse for the correct path to your TESV.exe file. 6. To Add files just click the green button on top. 7. You can add only .rar and .zip packages (I'm sorry, for now only these are supported). 8. VERY IMPORTANT: Package MUST have files that you would paste into your Skyrim folder ON TOP. It won't recognize which files it must install. It installs are files are files automatically without any checks. So you might need to modify some packages to make them work. It's ok if there are folders inside. But it won't work if all files are in the folder inside the package. That's all. Sounds like a lot of points to do. As soon as you pass first 5 points you will do only the last ones. I hope for your support with this project. Submitter SuplenC Submitted 02/27/2015 Category Other Requires
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Version 1.0.0.0
427 downloads
Hello Loverslab! I present you my first Skyrim's project. So let's go on. Description: Have you ever had a problem with installing new ENB and removing the old one? Did you? I did too. That's why I made this program. It's a very simple program. You load all ENBs you want into this programs and with one click you install them or uninstall them. You can mix more ENBs, You can install all mods that doesn't go into the Data folder only too! How to use it? 1. Download the correct version of the program (x32 for 32bit and 86bit Windows version, x64 for 64bit Windows version) 2. Unpack somewhere. 3. Run setup.exe (it's an standard Windows installer). 4. The program will launch automatically. 5. Browse for the correct path to your TESV.exe file. 6. To Add files just click the green button on top. 7. You can add only .rar and .zip packages (I'm sorry, for now only these are supported). 8. VERY IMPORTANT: Package MUST have files that you would paste into your Skyrim folder ON TOP. It won't recognize which files it must install. It installs are files are files automatically without any checks. So you might need to modify some packages to make them work. It's ok if there are folders inside. But it won't work if all files are in the folder inside the package. That's all. Sounds like a lot of points to do. As soon as you pass first 5 points you will do only the last ones. I hope for your support with this project. -
Version 1.1.7b
3,337 downloads
Description The APPS - Framework is a collection of tools and settings mainly aimed for modders while allowing players to change how mods interact with the functionality this framework is providing. The current release is a beta version. Although the code was tested for bugs and odd behavior, we want to encourage modders to write little test plugins which make use of the framework in order to have a larger test base and see if the code is stable enough. Also, we would like the users to test the interface and let us know if they are missing something which should be included in the MCM menu. Installation Just download the the main file and install it with your Mod Manager of your choice. If you want to test the functionality and want to see how to use the framework itself we recommend to download the test package as well. The framework requires you to have PapyrusUtil and SkyUI installed. Modules Info Manager For modders: This module allows you to make use of a more convenient way to push infos, warnings and errors from your mod through the framework. You can choose what kind of messages you want to provide and how you want to provide them. For players: For each and every mod which is redirecting messages through the framework you can set up how you want to be informed. You can just accept what the mod author has set up or change the settings to your liking. You are even able to completely disable logging for your game session (a game session is valid until closing the game) while in-game. So, if you want just to play and don't care about any error output you can do so. And if you change your mind you can also turn it back on, on the fly. Init/Uninstall Manager For modders: If your mod needs to set up some things before it can be fully activated, you can pass the framework your init quest. It will then be displayed for the player in the MCM menu in a list, together with all the other init quests from other mods. The ordering of this list can be easily changed through the menu. Mods' init quests will be chained and called one after another to allow for a more safe way to init your mod. You can be sure that every mod, which allows their initialization process to be handled by the framework, does not interfere with your initialization. You can also provide a tooltip to let the player know if your mod needs to be placed in a specific order. The more mods support this way of initializing , the less bugs will happen through this critical stage of the mod because it will be more unlikely that the Papyrus engine will skip some of the code due to technical reasons. Also, since the player can set up them in a specific order (and if the order is setup the way your mods need it) you can make sure that your mod will be installed after or before certain mods, if you require it. You can also provide the framework with an uninstall quest so you don't have to write an extra MCM menu just for deinstalling your mod. For players: You can change the order in which mods should be initialized. You can build an initialization chain for them or you can manually initialize them. You have control over when these mods should be initialized. Relationship module For modders: This module allows you to create versatile relationships and combine it with the Skyrim's internal relationship system. Or you can decide to make those working independent from each other. Relationship points are from -499 to 499 and represent a similar structure as the vanilla system. With this module you are able to add or subtract relationship points which are calculated against a multiplier. The default multiplier value going from 0 - 100/-100 is 1.0 while from 100 to 200/-100 to -200 is 0.5. That means if you add 100 points to an actor this would result in 100 points if the current rank is 0 and 50 points if the current rank is 1. You can set a sync mode between this system and the vanilla system. Values are: 0 - disabled, 1 - from RS mod to vanilla only, 2 - from vanilla to RS only, 3 - both ways. The sync mode can be set globally which will then be applied to every actor. You also can set on specific actors which does overwrite the global setting. For example: You set global sync mode to 0 but also set a local sync mode for Heimskr to 3. The local value wins and ignores the global value. You also can fine tune the relationship multipliers globally/locally. Same rules applies as above. A multiplier must be a positive float number and can be set for each rank to rank. All those settings are regulated by priorities. You can change the values as you like, but if your mod has not the highest priority, your changes will not be applied. The user decides, which mod he wants to have the highest priority. Your values will be saved and when the priority order changes and your mod is now on the highest priority your changes will be applied immediatly w/o needing an interaction from your mod. Only one mod can have the highest priority at all time. Let's say there is Mod A and Mod B. Mod A has the highest priority and changes local relationship multipliers on different actors, nothing else. Mod B changes the global relationship multiplier and a local relationship multiplier which conflicts with one of the changes of Mod A. What happens now, that the global relationship multiplier will be applied from Mod B (because Mod A hasn't set any global relationship multipliers) and all of the local relationship multipliers are applied by Mod A including the one which conflicts with Mod B. ---- You can change the relationship points two ways: One way is with the function ModRelationshipPoints() which applies the multiplier and the second one is by using the function SetRelationshipPoints() which sets the relationship to to passed value w/o modifiers. You also can ask the framework for how many relationship points are needed for the next or previous rank. Those functions can be used by any mods w/o registering to the module in the first place. You only need to register your mod if you are planning to change the default settings. For players: You can set up the priority order and have the control about which mod should change the values. In the next mini releases we will work on the MCM menu, where you can see, what the mods do change exaclty and use those informations to arrange the priority order. Documentation The documenation can be seen here: https://github.com/heromaster/APPS---Framework/wiki/ Permissions - You are not allowed to upload this file to other sites under any circumstances - You can convert this file to work with other games as long as you credit us as the creator of the file - You are allowed to modify our files and release bug fixes or improve on the features so long as you credit us as the original creator - You are allowed to use the assets in this file without permission as long as you credit us - You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms-
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