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New Mod Manager?

General mod discussion and requests.
DireWulvyn
Posts: 66
Joined: Fri Nov 08, 2013 6:33 am

New Mod Manager?

Post by DireWulvyn » Sat Feb 08, 2014 4:08 am

Hey all. 'Nuther near noob with questions here.


First, I'm not clueless as to using mods, been messin' with my Fallouts for  awhile, however, I haven't cracked the GECK, but I have used FO3/FNVEdit to try to stabilize my games. Still learning.


Ready to go with FO3-GOTY and FNV-Ultimate [Steam versions] and the latest TTW alpha download.


Got plenty of questions, I'll start with 2;


1- I've been using FOMM for my Fallouts modding and I see you recommend it over NMM [I agree, FOMM is a much better tool].


BUT, the Skyrim Nexus has the "Mod Manager" utility, which is highly recommended, keeps all mods and alterations  completely SEPARATED/Partitioned from the actual game files [NO MORE altered/corrupted files due to direct editing, etc... YES! YES! YES!...sorry, got a little excited there].


IS the "Mod Manager" I refer to compatible, viable, usable with TTW?


If so, GLORY BE!, so many modding troubles flushed away, and not just for Fallouts.


2- I installed the "Unofficial FO3 bugfix" from the Nexus site [self-installer version] into my FO3 game.


Is this compatible with TTW?. I see notations saying not to use MMUE or NVEC bugfixes, which are FNV related, so I would like to know if FO3 bugfixes are viable or even needed.


Any data will be immediately consumed, and if you have other thoughts or opinions, let's hear 'em.


THX.


 


Stay young! Learn something new everyday, no matter what!

JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

I personally embrace NMM

Post by JaxFirehart » Sat Feb 08, 2014 4:53 am

I personally embrace NMM because it is being actively developed and the utilities in FOMM have been superseded by other tools (TESnip was replaced by FNVEdit, BSA Tool was replaced by BSAOpt). That said the nexus of course has it's own problems. The fabeled version .50 of NMM actually has mod managers outsourced data folder, but nothing has been done with .50 in months.


It is important to remember that TTW is a Fallout New Vegas mod and couldn't care less what FO3 mods you have installed (unless they have modified base game files, which is bad anyway). So you installing the FO3 bugfix mod won't make any difference. Mods for FO3 have to be converted to work with TTW in the FNV engine.



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

About Mod Managers please

Post by Risewild » Sat Feb 08, 2014 6:01 am

Signature:

DireWulvyn
Posts: 66
Joined: Fri Nov 08, 2013 6:33 am

THX for the quick reply

Post by DireWulvyn » Sat Feb 08, 2014 6:49 am

THX for the quick reply JaxFirehart. Appreciate!


Perhaps I should expand a bit on my initial queries.


1- The "NEW" Mod Manager [currently v. 1.1.1] on the Skyrim Nexus is said to be a next-gen. utility for modders, if I understand the description correctly...[hype to the side, add a few grains of salt, chew thoroughly]


I'm guess I'm asking if anybody has used it yet,whether to mod Fallouts, with TTW, or whatever games, and what your results have been.


I've been using FOMM quite successfully [seen many negative comments about NMM, so I'm kinda leery of it], but if I can use the "NEW" Mod Manager with all 3 [FNV, FO3, TTW] and keep my base files untouched, well...


I'm totally in love with the Game/Mods files separation aspect, I can't tell you how many times I've had to delete and re-install because of game/file corruptions affecting the base files after modding and my not getting it right [close, sometimes, but...still learning].


2- Most bugfixes/patches I've read about or used seem to alter the base files. Would this be the case with the "Unofficial Fallout 3' fix on the FO3 Nexus. I would think so, therefore it should be removed, just in case?


Yes, I understand TTW affects the FNV base files, but if TTW alters them and FO3 base files as well [to allow the FNV engine to run FO3] then, as stated, the base files of FO3 need to be unaltered as well, and I don't know if they were. [I could try to find out, but I don't know what I'm looking for...{repeated statement.....still learning}]


Probably just said/reiterated the entire first post and reply, hopefully I'm not repeating myself or P*** someone off 'cause I got a straight up answer right off...


THX peeps 


Stay young! Learn something new everyday, no matter what!

DireWulvyn
Posts: 66
Joined: Fri Nov 08, 2013 6:33 am

THX Risewild. Saw that link

Post by DireWulvyn » Sat Feb 08, 2014 6:57 am

THX Risewild. Saw that link earlier, will be checking it now. Your post came in while I was replying to JaxFireharts post. Hope I'm not asking redundant questions covered elsewhere. [probably am tho'...]


edit- it's Tannins' "Mod Organizer" I refer to


edit 2-Cool, didn't know Prideslayer was revamping FOMM [PSMM it's called, I assume?]


Stay young! Learn something new everyday, no matter what!

LaEspada
Posts: 101
Joined: Fri Jul 12, 2013 4:00 am

I use Mod Organizer. The only

Post by LaEspada » Sat Feb 08, 2014 7:54 am

I use Mod Organizer. The only issue with it that you have to link FOMM inside of MO for some FOMODs since many are poorly made and cause termination with MO's external installer. For regular mods. Mod Organizer all the way.



DireWulvyn
Posts: 66
Joined: Fri Nov 08, 2013 6:33 am

THX u LaEspada

Post by DireWulvyn » Sat Feb 08, 2014 4:32 pm

THX u LaEspada


Clarification please- What do you mean by "for regular mods"?


I can't say I've come across an "irregular" mod, or if I have, I don't recognize it as such. Please define with more info as to what you mean.


THX again 


Stay young! Learn something new everyday, no matter what!

TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

DireWulvyn wrote:

Post by TrickyVein » Sat Feb 08, 2014 5:07 pm

[quote=DireWulvyn]


2- Most bugfixes/patches I've read about or used seem to alter the base files. Would this be the case with the "Unofficial Fallout 3' fix on the FO3 Nexus. I would think so, therefore it should be removed, just in case?


Yes, I understand TTW affects the FNV base files, but if TTW alters them and FO3 base files as well [to allow the FNV engine to run FO3] then, as stated, the base files of FO3 need to be unaltered as well, and I don't know if they were. [I could try to find out, but I don't know what I'm looking for...{repeated statement.....still learning}]


[/quote]


I'll try and clarify something. The 'base' files of your Fallout 3 and New Vegas installs are unaffected by TTW or even by the large bugfixing patches that you've used in the past. What I'm interpreting 'base' files to mean, in this case is the content that's packed into the game's .bsas and the records that exist in the game's master files. You can remove TTW or any other mod without worrying about altering or changing these 'base' files. 


Instead, what a mod like TTW does is it adds an additional plugin which loads after the game's plugins which contains information on how to change specific records in the game's master plugins. These changes exist only in the TTW.esm and they will only take effect so long as TTW.esm remains in your load order. 


You can read more about it here.



LaEspada
Posts: 101
Joined: Fri Jul 12, 2013 4:00 am

DireWulvyn wrote:

Post by LaEspada » Sat Feb 08, 2014 5:47 pm

[quote=DireWulvyn]


 


THX u LaEspada


Clarification please- What do you mean by "for regular mods"?


I can't say I've come across an "irregular" mod, or if I have, I don't recognize it as such. Please define with more info as to what you mean.


THX again 


[/quote]


 


Well what I mean between the difference between a "regular mod" and a "FOMOD".


a regular mod is just a texture/body/mesh replacer/simple esp/esm plugins that can simply be installed.


FOMOD's are those mods that come with installers built into their modes that were made specifically to be used with Fallout Mod Manager(FOMM) and those don't work very well with Mod Organizer. They either terminate prematurely, or don't extract all the correct files. You have to use Fallout Mod Manager to install those mods and everything else in Mod Organizer.


For example, you should only really install UI and interface mods with FOMM since most of those are FOMODs.


But you should install texture packs, weapon replacers, body mods through MO.



DireWulvyn
Posts: 66
Joined: Fri Nov 08, 2013 6:33 am

THX TrickyVein.

Post by DireWulvyn » Sat Feb 08, 2014 6:02 pm

THX TrickyVein.


Yes, I refer to my initial "Vanilla" game installation[s] as my "base" files. Plain, Boring, Unaltered, Straight outa the box.


I am aware that most mods use plug-ins as the means of altering file paths, but I know there are some which directly edit .ini files and others [ie; HUD mods and DarnUI are a couple of examples that I've used in the past and I know that they alter the "menu" settings in the game .ini's


Knowing that the game files are untouched "directly", relying on plug-ins to allow the changes to take place, makes it all much easier [in my mind] to be able to sally forth as I continue to learn what the "farglecarb" I should be doing.


Guess I better crack the GECK and get a better understanding of ESMs/ESPs and what mods entail. Especially since I want to start creating once I know enough to do it.....uh.....leesee.....the word is.....um.....Correctly! Yeah! Correctly!


I read everything pointed my way so thx for the GECK link, it was bookmarked in my browser already, but as said, I have not even opened it yet, as I've only been using mods so far, not making any. Just trying to stabilize with FNVEdit is a learner, perhaps I should work a bit with the GECK to get familiar with more general aspects of the game[s].


Just a side note, I now ALWAYS make a back-up of the game/files/whatever it is, totally separated in another directory before I start modding. First few times I didn't I spent way too much time fixing my F-ups or reinstalling. Still don't know why I never started that habit immediately when I first started using mods. Live and Learn!


Appreciations


edit- THX for the clarify LaEspada. I do know about the "fomod".


Been using FOMM for some time and I personally will use a fomod over a "regular" mod if available. I also open any non-fomod mods and then use FOMM to turn them into fomods via the "Create from Folder' option. So much easier for install/uninstall and complete file deletions when the mod is removed. An earlier link from JaxFirehart pointed me to the Mod Manager discussion thread. Good to find out about the HUD mod quirks. THX!


 


Stay young! Learn something new everyday, no matter what!

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