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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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I endorse this message. Give up on NMM people.

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Yeah, I've been using this for a couple of months now, it's pretty neat since the main feature of it is not actually touching your actual Skyrim directory at all makes managing mods completely safe without dirty installs unlike NMM.


 


STEP also has a guide for Mod Organizer: http://wiki.step-project.com/Guide:Mod_Organizer


 


Although I have not actually used it. 


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Yeah, I've been using this for a couple of months now, it's pretty neat since the main feature of it is not actually touching your actual Skyrim directory at all makes managing mods completely safe without dirty installs unlike NMM.

 

STEP also has a guide for Mod Organizer: http://wiki.step-project.com/Guide:Mod_Organizer

 

Although I have not actually used it. 

Absolutely right. And it works no matter how many profiles you have, without fail (I've tested). The only thing I've seen not in/uninstall properly was CotS, and I became an expert on that mod recently. Believe it installs/uninstalls right for me now.

 

NMM can do a lot, considering that most mods are packaged that way, but a fomod is just so unnecessary. I like disassembling those and putting them in MO, as a mod of whatever name I choose.

 

So, before a ton of people start asking, [Disclaimer] NO, the mod named "SD2" isn't actually SD2. That mod hasn't come out yet. Yes, I know it "says" SD2, but you can name mods whatever the f*** you want in MO, and I've chosen to name SexLab SD 'SD2', so NO, it's not the awesome sequel to the magnificent Sanguine's DebaucheryTM.

I can't wait until that s*** comes out though! :lol: 

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I have been using it on and off for about a year now with Oblivion and Skyrim.  Some things work well and others can sometimes be a headache.  You have to understand that it installs everything in folders (basically extracts the zip file into a data folder with the mod name then points to this location) and creates virtual paths to files that it passes through to the game. The game doesn't really know this is happening - which is good and bad.  


 


So if one mod expects to patch another mod they may not work correctly since they do not reside in the same folder.  They reside in two separate isolated folders.  An example of this would be something like the multiple mods that drop FNIS files for Skyrim.  To get FNIS to work I eventually had to copy the INI files into the base game DATA folder to where it would normally reside.  If I didn't, updating the FNIS configurations would do nothing since the files do not exist where it thinks they should.  The user update for FNIS would always show zero definition files.


 


Also on patches you have to manually merge the contents in the parent folders or create a patched/combined folder for that specific mod.  Then have MO load that as the mod.


 


It can take a little work, but once you have it set up and working it does its job well.  The game folder remains almost untouched and you can add/remove mods at will.  You can create groups of mods and enable/disable them for different situations.  Like one group for just a base game and a second one that includes all of your Lovers enhancements.  You could click between them easily using the mods sets in MO.  Done right it will virtually eliminate having to ever reinstall the base game again.


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A better example would be SexLab's upgrade patches. Gotta throw those in manually. Very minor set-back. I can easily live with that. It's not like I'll ever (EVER) uninstall SexLab, and my way insures SexLab's update's are always in it's installation. Doesn't even need a clean save, or a waiting period, or anything. Just a quick drag-n-drop, and an overwrite. If all else fails, just "Clean up" SexLab. You'll be alright. :sleepy:


 


Edit: Updates can be installed using MO. No need to install manually.


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Don't forget this people; You can import mods strait from NMM to MO. Also, you can visit the Nexus using a browser MO provides you. That will allow you to download mods directly into MO from Nexus.


 


I wish to add this feature to MO, but with LoversLab as it's host. Why should Nexus be the only one that gets a link in MO?


 


I've never tried to do something like that before, but it shouldn't be that hard to do. . . (right? :-/)


 


Wishful thinking, but maybe I can do it. We'll see.      Help?


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The browser MO provides you is it's own blessing, as it gives you direct access to version updates. post-111270-0-27052600-1376985903_thumb.


Right-clicking on the red version number will give you a list of options. The third one from the bottom is "Visit on Nexus". post-111270-0-26152300-1376986620_thumb.


Clicking that will take you to the Download Page of the mod you're dealing with, complete with the newest updates and most recent available download link. Just remember that all the same rules apply when downloading a mod strait into MO: You must choose a server from an area of the world (London, Seattle, Salt Lake 2, etc), and simply begin the download. When your DL is complete click the 'Downloads' tab post-111270-0-39501300-1376986589_thumb. double-click the mod from the column on the right, and be sure to say "NO" if it asks if you'd like to unpack the .bsa (if it has 1 or 2).


 


Edit: Only do this (say "NO" to unpacking the .bsa's) if you have no need to alter these files in any way after you put them into MO. Some may wish to improve the quality of textures within the bsa's files, or some may find it necessary to change load orders based on the bsa's contents. Normally, saying 'no' will be the best way to ensure that the bsa is doing it's job.


 


 


 


MO is Almighty. MO knows what you're thinking. MO has saved your thoughts.


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Are you a modder, who has just made a mod that has yet to be categorized? Do you simply have a mod from LL that isn't already categorized in MO? post-111270-0-83750500-1376989972_thumb. You can categorize mods on your own! You can even type in version numbers for those mods that don't already have them.


 


 


[Conflicts]


 


If you have a mod that uses textures from the exact same path as another mod, you will see both a - and a +. The + means the mod is overwriting another mods files, but this is quite often exactly what you want, assuming of course you have your mods in the correct load order.


 


In this example post-111270-0-27372900-1376990064_thumb. the body I made (Hot) is both overwriting [+], and being overwritten [-], which some might consider a bad thing.


It is not. This is the exact set-up I want, in this particular situation.


 


My body uses walking/running animations, but Victoria's High Heel Walk animations are being overwritten by my body's animations. My body's femalehead.DDS files are overwriting my body's femalehead data. Bella's make-up is awesome, so that's what is overwriting my original femalehead.DDS data [3].


 


You will find this information by right-clicking the +/- and clicking "Information" at the bottom. You'll see a bunch of tabs. Click on "Conflicts", and you'll see the mod conflict source/information.


 


Information will be updated and tested regularly, so I will always have more important information on MO.


 


 


I will keep logo.png posted on the oldest and newest problems you may find when using MO, and any programs you wish to run "via MO" will be covered as well.


 


 


Thank you for reading, and stay tuned! :) 


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There is also the 'Redundant' "Lightening bolt" icon. This tells you that there is no reason to have this mod active, as another mod is already adding these exact same features. post-111270-0-52829700-1376995250_thumb. Deactivate and uninstall any mod that appears this way, because you are using a mod that already gives you this data.


 


When you save your game, you also save the mod set-up you were using when you saved. This means that you can locate your save, right-click, and choose "fix mod", thus reactivating the mods you were using when you made that save! post-111270-0-92622200-1376995744_thumb. Is there anything Mod Organizer can't do?


 


I'll be back with more on the latest MO controls and settings. Don't forget to 'save' your current load order.


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If I have understood it correctly the .esp file(s) of a mod will not be installed/copied into the \data folder?


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Well, that was pretty nice actually, I think I got it.  Now I need to go around Skyrim and check that everything's ok, but at least everything SEEMS ok, even my manual edits and the Bodyslider (although I had to install these along CB++ manually, cause MO didn't like them, but whatever, tools are generally ok to install like that, they don't affect the game anyway).


 


Pretty impressed ^o^ Glad I can get rid of NMM finally.


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This is where you go to import mods from NMM (Nexus Mod Manager) post-111270-0-63405600-1376997066_thumb. As I do not use NMM, I will not be providing screenshots of the whole process. I have no NMM. :sleepy:


 


In your 'settings' tab, you'll be able to change the version of NMM you want to use, should you prefer an earlier version, for whatever reason.post-111270-0-72336100-1376997417_thumb. You can also right-click a mod, and click "Open in explorer" to find and alter a mods path.post-111270-0-20911500-1376999035_thumb.post-111270-0-96539100-1376999047_thumb.


 


When it comes to FNIS, just follow Fore's instructions (readme) on a regular install, and type that path in your 'Binary', as previously posted. It will likely be (if you use a default installation path when you 1st downloaded and installed Skyrim) in this path:


 


C:\Program Files(x86)\Steam\SteamApps\common\Skyrim\data\tools\GenerateFNISforUsers.exe. Start in C:\Program Files(x86)\Steam\SteamApps\common\Skyrim\Mod Organizer


 


Save it like that. You now have FNIS running "in MO". This is how you run all programs in MO. SKSE must "Start in" MO.


 


You may click on the [Profile] tab, and choose [Manage...]post-111270-0-47231600-1376999056_thumb. to transfer saves from one profile to the other.


 


 


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Nah, I did that, although I care not for profiling right now, one profile is enough xP  BTW, Why start in Skyrim/Mod Organizer.  I had it start in the FNIS folder, and it still registered everything correctly.


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If you follow all of my instructions, you will have no trouble. I can't guarantee anything otherwise.thumbsup.gif


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If you follow all of my instructions, you will have no trouble. I can't guarantee anything otherwise.thumbsup.gif

Well, if I run into trouble, I'll check back, as it is, everything's working xP

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This is what it looks like when I download a mod from my desktop folder (where I download all my mods) to my MO: post-111270-0-20142100-1377000761_thumb.post-111270-0-93998000-1377000773_thumb.post-111270-0-15045600-1377000785_thumb.post-111270-0-86238300-1377000792_thumb. You just gotta love this thing! B)


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If you follow all of my instructions, you will have no trouble. I can't guarantee anything otherwise.thumbsup.gif

Well, if I run into trouble, I'll check back, as it is, everything's working xP

 

I'd like to say "If it ain't broke, don't fix it", but that particular statement has gotten me into regrettable, and avoidable situations (ruined some saves, sucked ass), so I won't be recommending anything but what you see here.

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If you follow all of my instructions, you will have no trouble. I can't guarantee anything otherwise.thumbsup.gif

Well, if I run into trouble, I'll check back, as it is, everything's working xP

 

I'd like to say "If it ain't broke, don't fix it", but that particular statement has gotten me into regrettable, and avoidable situations (ruined some saves, sucked ass), so I won't be recommending anything but what you see here.

 

Well, the saves report no missing esps, I checked most of the conflicts to make sure the right mods are overwritten, I had also checked beforehand that there were no sexlab animations installed in any way before moving to MO, so FNIS reporting the correct number of animations I expect is a good indication it went well :P

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You can change the language displayed by going here post-111270-0-03242100-1377005939_thumb.


You can also have MO automatically log you in to your Nexus account post-111270-0-72044600-1377005946_thumb.


 


MO can activate both Steam, and Nexus. It can also browse it's mod paths. MO can basically do anything, run anything.


 


 


I'll post far more info soon.


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I have been using it on and off for about a year now with Oblivion and Skyrim.  Some things work well and others can sometimes be a headache.  You have to understand that it installs everything in folders (basically extracts the zip file into a data folder with the mod name then points to this location) and creates virtual paths to files that it passes through to the game. The game doesn't really know this is happening - which is good and bad.  

 

So if one mod expects to patch another mod they may not work correctly since they do not reside in the same folder.  They reside in two separate isolated folders.  An example of this would be something like the multiple mods that drop FNIS files for Skyrim.  To get FNIS to work I eventually had to copy the INI files into the base game DATA folder to where it would normally reside.  If I didn't, updating the FNIS configurations would do nothing since the files do not exist where it thinks they should.  The user update for FNIS would always show zero definition files.

 

Also on patches you have to manually merge the contents in the parent folders or create a patched/combined folder for that specific mod.  Then have MO load that as the mod.

 

It can take a little work, but once you have it set up and working it does its job well.  The game folder remains almost untouched and you can add/remove mods at will.  You can create groups of mods and enable/disable them for different situations.  Like one group for just a base game and a second one that includes all of your Lovers enhancements.  You could click between them easily using the mods sets in MO.  Done right it will virtually eliminate having to ever reinstall the base game again.

I don't think I've had a problem like that with Mod Organizer before, what the program does is takes the mod files from the separate folders and links them to this one big folder to emulate a normal skyrim data folder, so all the patchers and things with dependencies should still function normally. Any patch files produced is placed in the overwrite location as shown here:

46v7W.png

From there you can produce a separate folder for the patch or just leave it. 

You can also edit your FNIS ini files through the data tab. 

 

Are you using v0_99_1 or v0_12_9 of Mod Organizer? 

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I need to edit and compile a script from an existing mod.  Running notepad++ through MO and trying to compile from within doesn't work, as the script is in mod organizer's directory.  As I don't want to bundle the game with extras, is there a way to compile through MO?


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I need to edit and compile a script from an existing mod.  Running notepad++ through MO and trying to compile from within doesn't work, as the script is in mod organizer's directory.  As I don't want to bundle the game with extras, is there a way to compile through MO?

Now that's a good question. :) Have you tried opening a command prompt after clicking "open in explorer" and choosing the mods files? You could always add a .bat file. Might not be the answers you're looking for, but in all the forums I've read about Mod Organizer, I've never seen that question asked, and I've never tried that myself. I've always just done things like that directly to the mods files, outside of MO. You would get the best answer from the mod's creator, Tannin42. He's been answering questions on Nexus' MO thread.

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As I've previously mentioned, you can import NMM mods. post-111270-0-07027200-1377168098_thumb. In that same window, you can also edit your skyrim.ini and your skyrimprefs.ini. post-111270-0-84623100-1377168113_thumb.


 


I like to install all my mods "manually", in MO. That means, I do not use fomods. I repackage them for MO, but you DO have the option to run fomod installers on MO, just like NMM. To do this, you'll need the [Optional] NCC file download on MO's [Files] tab of the Nexus download page. post-111270-0-42211700-1377168557_thumb.


 


You can add a shortcut to your Toolbar, Desktop, or Start Menu. post-111270-0-09698500-1377169584_thumb.post-111270-0-78326500-1377169595_thumb. This comes in handy if you don't have any reason to actually open MO, and just want to run FNIS, SKSE, or any other programs, without opening MO and choosing it from the [Program Bar].


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I need to edit and compile a script from an existing mod.  Running notepad++ through MO and trying to compile from within doesn't work, as the script is in mod organizer's directory.  As I don't want to bundle the game with extras, is there a way to compile through MO?

Just install mods you need to compile directly in the Skyrim folder like normal. As long as Mod Organizer doesn't have it's own version of the mod, it won't overwrite it when launching with MO.

I install all my mods through MO, but I do all the work on SexLab directly out of the data folder, haven't had any problems.

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