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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

If anyone tries to follow

Post by TsurudaHimeko » Mon Jan 19, 2015 7:24 am

If anyone tries to follow EssArrBee's F n L in new vegas, ignore mod cleaning part unless you are mod author or know really what to do!

AMD FX6100 OC to 3.42 / Sandisk SSD240G /GTX960 2G /16GB system ram DDR3 /



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

TJ wrote:

Post by KeltecRFB » Mon Jan 19, 2015 3:26 pm

[quote=TJ]


@Paragon




  1. Nuke Everything.


  2. Install New Vegas


  3. Google "Fear & Loathing In New Vegas"


  4. Follow instructions


Once this is done create a TTW profile. You should be good enough to pull that off by this point.


[/quote]


I created the following Profiles;


GECK - For converting and making new mods.  Although, I am currently on converting.


TEST -  This is to test out mods, usually duplicated with one of the games already running.


<Character Name>  This is for each character I have


"Si vis pacem, para bellum!"

Alexcroww
Posts: 104
Joined: Fri Nov 08, 2013 1:51 am

The profile options from MO

Post by Alexcroww » Mon Jan 19, 2015 4:49 pm

The profile options from MO is a blessing indeed.


Gopher made great tutorials for MO 


It is a great way to start using MO


If you have a stable install with FOMM or NMM and don't want to change anything, stick with it.


If you want to add mods and do frequent modifications go to MO you won't regret it.



paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

@TJ

Post by paragonskeep » Mon Jan 19, 2015 7:38 pm

@TJ


Thank you again sir. laugh


Yep I know on some things I shouldn't be so "slow", not as confident as should be. sad


If life is but a test, where's the damn answer key?!?!?

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EnderDragonFire
Posts: 370
Joined: Sat Feb 01, 2014 6:50 pm

The main reason I hated MO at

Post by EnderDragonFire » Wed Jan 21, 2015 1:30 am

The main reason I hated MO at first was that the interface was annoying and it often crashed. Nut then I realized I could run FOMM through Mo and use it's interface for managing my load order and for BSA browsing. That is when I started using it. I rarely even have to launch MO itself, I just use shortcuts to other MO linked apps. Only for mod installing, and that's it.


"Who are you, who do not know your history?"



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

How do you manage your data

Post by TJ » Wed Jan 21, 2015 2:40 am

How do you manage your data folder?


My project Dash is on Kickstarter!



Zetman
Posts: 27
Joined: Wed Sep 10, 2014 12:54 pm

I stick with Wrye Flash

Post by Zetman » Wed Jan 21, 2015 9:30 am

I stick with Wrye Flash because Wrye is what I know.  I started using it for Oblivion  and then kept using it for everything else afterward, because it works, and because I was already familiar with it, Morrowind, Fallout 3, New Vegas, Skyrim. 


For all I know Mod Organizer could be better, I've never felt the inclination to learn anything about it.  But Wrye works well enough for my needs, so why bother trying anything else?  Even if it is better it is easier to just stick with what I know. 



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

@luthien I was talking to the

Post by TJ » Wed Jan 21, 2015 1:41 pm

@luthien I was talking to the guy that runs FOMM through MO exclusively instead of just running FOMM. cheeky


@butt3rbr03tchen: It's really easier to just disable MO's AI and use one of the external programs. I never found out what was wrong with it either, though it worked alot better a few updates back.


My project Dash is on Kickstarter!



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

The only thing now that I don

Post by KeltecRFB » Wed Jan 21, 2015 3:00 pm

The only thing now that I don't like about MO, is adding Textures/Meshes, I like how FOMM asked us what you want to do with the old texture with the new texture you are installing.  MO does not do this, it just seems to replace the last modification you install.  You either need FOMM to do this for you or you need manually manipulate your textures/meshes yourself like you should do with NMC and then load it in.  In addition, Archive Invalidation can get a little "wonky" at times.  Another thing that MO falls short is creating FOMODs.  Lastly, I have bug with the configuration that I already opened a bug report on.  As a temporary fix, I am using the configuration python plugin from version 14 which seems to be working and I have NVConfigator installed as a backup but the problem with that is I have to make sure to change the settings to the individual profile ini files before making changes.


I run both the Python for Wrye Flash (Python Win 2.7.8) and the latest 64 bit 3.x.x version thinking this is what MO needed for the configuration plugin.


"Si vis pacem, para bellum!"

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

KeltecRFB wrote:MO does not

Post by TJ » Wed Jan 21, 2015 3:32 pm

[quote=KeltecRFB]MO does not do this, it just seems to replace the last modification you install.[/quote]


Mod Organizer doesn't overwrite anything unless you did an in place upgrade from another mod manager. With MO whatever's lower in your data list is what you see, but the lightning bolts with + or - shows you that things are being overrode and gives you the opportunity to hide things you don't want to override other things. The built in MO tutorial explains all of this to you, as well as how to do these things.


tl;dr: you aren't using MO right.


My project Dash is on Kickstarter!



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