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A Few Questions from a Returning Player

General discussion of Tale of Two Wastelands
siuking
Posts: 21
Joined: Tue Sep 02, 2014 10:04 am

RoyBatty wrote:

Post by siuking » Tue Mar 13, 2018 12:46 am

[quote=RoyBatty]


NMM is it's own disaster, MO has always been superior.


[/quote]


Seriously is it THAT bad?


I understand it might be buggy or unoptimized but I never had any crashes or broken mod whatsoever - and I was using NMM for Fallout 4, Skyrim (old and new version) and a bunch of other games.



Lyndi
Posts: 555
Joined: Tue Jul 07, 2015 8:32 pm

NMM is horrible, particularly

Post by Lyndi » Tue Mar 13, 2018 4:00 am

NMM is horrible, particularly when it comes to uninstalling mods. It also completely trashes your game folder. MO is just better.


Produces the programming equivalent of coffee stains.

siuking
Posts: 21
Joined: Tue Sep 02, 2014 10:04 am

Lyndi wrote:

Post by siuking » Tue Mar 13, 2018 10:22 am

[quote=Lyndi]


NMM is horrible, particularly when it comes to uninstalling mods. It also completely trashes your game folder. MO is just better.


[/quote]


hmm that's a good point, I always think the way they did it is super unorganized - there are a million sub-folders for each mods...anyhow I somehow thought that was how FOMM worked too.



User avatar
pintocat
Posts: 576
Joined: Sun Apr 07, 2013 12:50 am

There's a reason Nexus

Post by pintocat » Tue Mar 13, 2018 2:28 pm

There's a reason Nexus finally decided to cut their losses with NMM, and they hired the MO developer to start a new mod manager for them from scratch without NMM in it at all :P



siuking
Posts: 21
Joined: Tue Sep 02, 2014 10:04 am

pintocat wrote:

Post by siuking » Tue Mar 13, 2018 7:44 pm

[quote=pintocat]


There's a reason Nexus finally decided to cut their losses with NMM, and they hired the MO developer to start a new mod manager for them from scratch without NMM in it at all :P


[/quote]


I read that last night, the new one's called Vortex i believe. Either way, Nexus still advertises and wants you to use NMM for now tho lol


Out of curiosity I was installing mods today with MO, and it says "Based on NMM" or something like that?



KUPOkinz
Posts: 23
Joined: Thu Oct 05, 2017 10:14 pm

Interesting to hear MO2 is

Post by KUPOkinz » Thu Mar 15, 2018 12:39 am

Interesting to hear MO2 is working with New Vegas, I read that it was having problems activating BSA's.



GrantSP
Posts: 123
Joined: Sun Jan 08, 2017 11:13 pm

You read wrongly

Post by GrantSP » Thu Mar 15, 2018 1:01 am

You read wrongly



KUPOkinz
Posts: 23
Joined: Thu Oct 05, 2017 10:14 pm

GrantSP wrote:

Post by KUPOkinz » Thu Mar 15, 2018 10:14 am

[quote=GrantSP]


 


You read wrongly


[/quote]


https://www.nexusmods.com/skyrimspecialedition/mods/6194


It's on the very front page of the mod site itself. No offense but maybe you should actually try reading yourself.


BSA Priority (3): (This feature was removed from MO2 by Tannin and is pending review)



BSA files are archives that contain assets like textures, meshes, sounds, scripts, ...

All vanilla data resides in BSAs and by default, the Skyrim Creation Kit packages assets for mods in BSAs. Traditionally you can not control priority between BSAs and "loose" files (that is: assets that came as individual files), BSAs are always overwritten. Therefore, if you wanted to use files from a BSA over files from a mod that came as "loose" files, you'd have to figure out and delete the correct files manually.



MO fixes this problems and afaik it is the only tool available to do so. In the UI, check all BSAs you want loaded and you're ready to go. Files from BSAs have priority according to their installation order (left pane) -> They overwrite files from mods with lower priorities and don't overwrite files with higher priority. The limit of enables BSAs is approx 8000)



User avatar
Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

KUPOkinz wrote:

Post by Risewild » Thu Mar 15, 2018 11:01 am

[quote=KUPOkinz]


 


GrantSP wrote:



 


You read wrongly


 



https://www.nexusmods.com/skyrimspecialedition/mods/6194


It's on the very front page of the mod site itself. No offense but maybe you should actually try reading yourself.


BSA Priority (3): (This feature was removed from MO2 by Tannin and is pending review)



BSA files are archives that contain assets like textures, meshes, sounds, scripts, ...

All vanilla data resides in BSAs and by default, the Skyrim Creation Kit packages assets for mods in BSAs. Traditionally you can not control priority between BSAs and "loose" files (that is: assets that came as individual files), BSAs are always overwritten. Therefore, if you wanted to use files from a BSA over files from a mod that came as "loose" files, you'd have to figure out and delete the correct files manually.



MO fixes this problems and afaik it is the only tool available to do so. In the UI, check all BSAs you want loaded and you're ready to go. Files from BSAs have priority according to their installation order (left pane) -> They overwrite files from mods with lower priorities and don't overwrite files with higher priority. The limit of enables BSAs is approx 8000)


[/quote]


That's BSA Priority. It's a different thing from BSA activation problems.


MO2 has no problems with BSA's. BSA activation problems would be not being able to access/read files in the BSA archive or even detect BSA's, for example.


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KUPOkinz
Posts: 23
Joined: Thu Oct 05, 2017 10:14 pm

I'm glad to hear that and I

Post by KUPOkinz » Thu Mar 15, 2018 11:07 am

I'm glad to hear that and I've actually just switched over to mo2 and its working great :D thank you Risewild, you've answered my questions many times before. Mo2 also looks identical but has a lot of nice touches here and there, like the mod loading bar being a full size.

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