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Helpful notes on using Mod Organizer with TTW

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

For HUDs, use FOMM/NMM as

Post by KeltecRFB » Wed Oct 29, 2014 2:45 pm

For HUDs, use FOMM/NMM as discussed above and use [url=http://www.nexusmods.com/newvegas/mods/57174/?]UI Organizer[/url].  This eliminates a lot of HUD installation headaches for you as long as the HUD is supported by UIO.  You still have to be mindful of a HUD mod, like Radar Mod, overwriting Darni but everything else is taken cared of.


As for models and textures, I found that you can use both MO and FOMM.   What I noticed is if MO marks the model and texture as redundant, it will not show up looking like an AI problem.  But if you install it in FOMM, it will work.  I use both to install models and textures, although maybe it would just be easier to stick with FOMM for textures, HUD installs, and PN Extra Options ... LOL


"Si vis pacem, para bellum!"

freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

ui organizer fixed many

Post by freakydoo » Wed Oct 29, 2014 4:26 pm

ui organizer fixed many problems for me when i was using MO. pn extra options was a simple matter of manually putting files into the correct folder. i gave up on texture, but i will try mo again armed with all this info when i next format my hd. which needs to happen soon.


thank you for sharing what works and what doesn't. especially Keltec. your info will be very useful


asus ROG laptop, specs: i5 3230 3.2, 8gb ram, nvidia gtx 660, Window 8 64 bit, logitech surround + sony xplode 250 car amp powering two 12inch 120 watts sub (wal-mart specials), sound system by freakenstein

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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

Ok, I now see the problem

Post by KeltecRFB » Tue Nov 11, 2014 2:40 pm

Ok, I now see the problem with Interior Lighting Overhaul.  Even using Fear and Loathing in New Vegas' steps to install does not work.  I deactivated each plugin one at a time and it still does not work.  TTW-Realistic Interior Lighting works and no it is not causing the conflict, I already eliminated it as a problem causing candidate.  It is definitely ILO that is causing TTW not to start with MO regardless of installation method.


In short, anyone have luck installing ILO with MO and/or FOMM Fork, and what steps did you use.


Thanks!


"Si vis pacem, para bellum!"

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KeltecRFB
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Joined: Mon Aug 19, 2013 7:54 pm

I figured out what the issue

Post by KeltecRFB » Mon Nov 17, 2014 3:21 am

I figured out what the issue was, ILO-Overhaul NV was conflicting with URWL for TTW.  After exchanging it for Nevada Skies, it is working again.


"Si vis pacem, para bellum!"

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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

Mod Organizer fans or those

Post by KeltecRFB » Thu Dec 04, 2014 11:49 pm

Mod Organizer fans or those who want to be MO fans, here is something new to check out.  I just downloaded it so I have nothing to report at this time ... [url=http://www.nexusmods.com/newvegas/mods/57553/?]Mod Organizer - Legacy Support[/url]


EDIT:  As of MO 1.2.15, this Mod was integrated into MO and you no longer need FOMM to handle UI installation.   You can actually see the script (NexusClientCLI) work in MO logging.


"Si vis pacem, para bellum!"

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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

Make sure to install FOMM

Post by KeltecRFB » Wed Jan 07, 2015 1:49 pm

Make sure to install FOMM Fork into your Fallout New Vegas directory where MO is located so it can detect it upon MO start up, or MO and FOMM Fork will not work like it should when you create a mod from the overwrite file.  The FOMOD or whatever gets deleted from the FOMM mod directory which FOMM does not like if you do not install FOMM in the FONV directory.  By default, FOMM wants to be installed in its own directory and normally this is ok if you do not use MO.  As for me, I already had FOMM installed and had problems using the overwrite file.


Edit:  As of MO 1.2.15, FOMM is no longer really necessary with MO.  There may be some features you still want like FOMOD creation and some other stuff FOMM does better than MO.


"Si vis pacem, para bellum!"

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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

If you need MO assistance and

Post by KeltecRFB » Wed Feb 04, 2015 2:34 pm

If you need MO assistance and no one can or will help you at TTW, this is a good place to go first.


[url=http://forum.step-project.com/forum/79-mod-organizer-fallout-support/]MO Support[/url]


If you know that there is a bug in the code or you want to see the current bug reports, go here ...


[url=http://issue.tannin.eu/tbg/modorganizer]MO Issue Tracker[/url]


"Si vis pacem, para bellum!"

Iainmore
Posts: 19
Joined: Tue Sep 30, 2014 8:06 pm
Location: Scotland

I have noted some of above

Post by Iainmore » Thu Feb 05, 2015 1:08 am

I have noted some of above comments. I use MO but what I am not doing is using any HUD Mods with it. The other proviso is that I am not running Flashlight NVSE either, I am running JIP and it seems to be working fine so far. 



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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

You can go to full MO for all

Post by KeltecRFB » Thu Feb 05, 2015 2:39 am

You can go to full MO for all mod management when you are ready.


"Si vis pacem, para bellum!"

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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

Mod Organizer 1.3.2 has been

Post by KeltecRFB » Thu Mar 19, 2015 3:57 am

Mod Organizer 1.3.2 has been released.


"Si vis pacem, para bellum!"

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