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Why do so few people use MO with New vegas/TTW?

General mod discussion and requests.
TsurudaHimeko
Posts: 176
Joined: Wed Dec 17, 2014 11:17 am

Why do so few people use MO with New vegas/TTW?

Post by TsurudaHimeko » Sun Jan 18, 2015 4:04 am

Because FOMM is really stable and simple?


Because it takes time to "learn" MO or somewhat similar to NMM? 


Because MO is optimized for Skyrim/Wyre Bash(flash)?


No whining, just wanted to know ;)


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

Always used FOMM, it's worked

Post by TrickyVein » Sun Jan 18, 2015 4:10 am

Always used FOMM, it's worked, never felt a need to use anything else. I use its built-in .bsa browser frequently. 



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Mod Org is complicated. It's

Post by TJ » Sun Jan 18, 2015 4:48 am

Mod Org is complicated. It's got two load orders. That's *twice* as hard as every other mod manager ever.


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

TrickyVein wrote:

Post by Risewild » Sun Jan 18, 2015 6:22 am

[quote=TrickyVein]


 


Always used FOMM, it's worked, never felt a need to use anything else. I use its built-in .bsa browser frequently. 


[/quote]


^ This!


Also I don't really use any other mods besides TTW, some TTW optionals, a few hotfixes before they are merged, MCM, DarnUI and GNR Enhanced from time to time... so I don't really need a different mod manager.


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

Probably the biggest problem

Post by KeltecRFB » Sun Jan 18, 2015 6:49 am

Probably the biggest problem I see with MO over FOMM and NMM is Meshes and Textures or really more like archive invalidation.  They pretty much fixed the UI problem with another author's mod that is hidden now.


Because MO is optimized for Skyrim/Wyre Bash(flash)?   This shouldn't be an issue.  I use BASH with no problems and they do care about Fallout, not only Skyrim.


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Dead Sirious
Posts: 105
Joined: Tue Nov 19, 2013 5:37 am

MO isn't built for Fallout,

Post by Dead Sirious » Sun Jan 18, 2015 6:59 am

MO isn't built for Fallout, and I prefer to use MO for Skyrim rather than NMM. Stable FOMM rocks the BSA feature as well, hasn't crashed on me once, and it gets the job done.


Always create back up data folders and ini files for every game I modify anyways, got more than enough space to avoid reinstallation. Also unpackage every mod before installation, even with Skyrim plus MO. I like to personally see what exactly enters my game. I know what I'm doing, so don't gotta worry about screwing things up. FOMM is more than good enough for what it's built for, but I'll glady switch to MO once it's dedicated to Fallout. 


If the chinse food is great, and you've made yourself comfortable, why switch for a new place full of bugs? "Because it takes time to "learn."" Nah, simply preference, but I didn't know learning the ways around MO's bugs for Fallout drew the line between the intelligent and vacuous ones. Guess my high level education went to waste. :(


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TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

You guys realize MO has 'that

Post by TJ » Sun Jan 18, 2015 2:05 pm

You guys realize MO has 'that BSA feature' as well, right? I'll concede AI is a problem with MO, as it's built in implementation doesn't work. (I use FOMM's AI still)


On the other hand, If Mod A overwrites Mod B, and I need the assets from Mod B to be in game, I just adjust my data folder's load order. You guys gotta reinstall both mods and hope you didn't break something else fixing that issue. I have a play environment for FNV (yes I still sometimes play FNV without TTW), a modding environment for FNV, a play environment for TTW, and a modding environment for TTW (IE: one clean install and one mod install of both, I can still work on TTW without anything else interfering). Basically I have 4 seperate, fully functional installs of Fallout in one folder and I don't have to move/ change / adjust a single thing to call up whichever game I need.


A talented world builder could keep an install with just that big Texas mod, and all his assets for it completely seperate from his TTW install, and would still have the ability to say eff both of them and just play New Vegas when he wants to.


A talented lead tester could load his game down with 80 mods, and still have the ability to load that game with no mods at all when needed... without touching a single thing in his data folder.


These are just examples, they probably don't really apply to anybody and are just what I thought of when reading over this thread. cheeky


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tacitus
Posts: 70
Joined: Sun Jun 22, 2014 1:35 pm

Frankly I am risk adverse and

Post by tacitus » Sun Jan 18, 2015 6:07 pm

Frankly I am risk adverse and I know how to deal with FOMM. Its straight forward; I remember playing with MO at one point and it was broken and when I tried to unbreak it I just got frustrated. On a different note: One of the dumbest I ever was use NMM on Fallout New Vegas, which makes me less likely to try anything that has not been designed with Fallout in mind.



MO might not be broken now but memories linger; frankly the FAQs its a bit overwhelming about WTF works and what doesn't and what applies to Fallout vs Skyrim.


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Pavel
Posts: 119
Joined: Mon Feb 03, 2014 2:21 am

I've already invested so much

Post by Pavel » Sun Jan 18, 2015 9:20 pm

I've already invested so much time in tweaking the game, that I don't think I could rebuild it in MO



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

MO would be great if I could

Post by thermador » Sun Jan 18, 2015 10:35 pm

MO would be great if I could run it without it crashing/freezing.  It needs more stability and compatibility with FNV.  Seems like it would be a good program though.  I gave up but maybe after a few more versions I will check it out again.



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