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

General mod discussion and requests.
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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

TJ wrote:

Post by KeltecRFB » Thu Jan 22, 2015 5:44 pm

[quote=TJ]


Yes. Open MO. Whichever's lower (for this I'll assume EWI) Right click and click information. Click the conflict tab. Find the sign in the list and it'll say it's overwriting the one in NMC. Right click that file and click hide.


[/quote]


I went through the Tutorial last night and now I am going through Roy's Steps for NMC Textures.  Once I am done with it, I will add it to my game through MO, remove all items from FOMM, re-add them through MO, and go through the conflicts and hide the ones I don't want.  If everything checks out like I expect it will, I will only keep FOMM to create FOMODs.


"Si vis pacem, para bellum!"

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EnderDragonFire
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@TJ When I need to mess with

Post by EnderDragonFire » Thu Jan 22, 2015 6:07 pm

@TJ When I need to mess with mod priority I just launch MO, but that does not happen very often because most of the mods I use have no resources/BSA files with them. Most of what I need to do on a regular basis consists of disabling/enabling and moving around ESP files that I am working with. FOMM is better for that purpose than MO, at least in my opinion. 


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



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KeltecRFB
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EnderDragonFire wrote:

Post by KeltecRFB » Thu Jan 22, 2015 6:39 pm

[quote=EnderDragonFire]


@TJ When I need to mess with mod priority I just launch MO, but that does not happen very often because most of the mods I use have no resources/BSA files with them. Most of what I need to do on a regular basis consists of disabling/enabling and moving around ESP files that I am working with. FOMM is better for that purpose than MO, at least in my opinion. 


[/quote]


I have to see what you are doing to know exactly for sure, but to me it sounds like that would be easier using profiles in MO.  I currently have (4) Profiles - Default (Which I don't use), GECK (currently for Mod conversion and hopefully creation before FO4 ... lol), My Character, and Sandbox (testing mods).  After testing a mod I like in Sandbox from either conversion or download, I can activate it in the Character's profile and deactivate it in GECK or Sanbox.  If I am converting a mod, I can use the GECK profile without effecting my character's profile or sandbox.  I can create another profile just to either play Fallout New Vegas characters or another TTW character.  I can enable and disable mods in any profile or configuration files without effecting the other profiles by either installing/uninstalling it or unchecking the ESM/ESP.  If a mod that installs multiple .ESPs that I know I will not be using in any profiles, like Nevada Skies - Basic, I go to FNV > MO > mods > mod folder and delete the ESP.  If I need it later, I can add it in back later.


"Si vis pacem, para bellum!"

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KeltecRFB
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I am now fully on MO, FOMM

Post by KeltecRFB » Sat Jan 24, 2015 1:50 am

I am now fully on MO, FOMM will only be used to make FOMODs.  I like how you can hide and unhide conflicts, this way he can have textures from one mod and another set from another mod.  And if you get tired of them, you can switch them without having to reinstall the texture mod.  As for ESMs/ESPs, I like how you can choose to make them unavailable (basically hide) and still be able to make them available (unhide) if needed.  It is not the same interface as conflicts unless you use the Filetree.


"Si vis pacem, para bellum!"

TJ
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BSA# is supposed to be

Post by TJ » Sat Jan 24, 2015 1:52 pm

BSA# is supposed to be perfect, though it's CLI only. It's what the TTW installer uses.


My project Dash is on Kickstarter!



Iainmore
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Location: Scotland

In answer to your question I

Post by Iainmore » Sun Jan 25, 2015 1:40 am

In answer to your question I dunno! I am using it now. It took a bit of getting used to at first but I find it an aid since I am now using different set ups between male and female PCs which means I am using different Mods for each gender. I am also using different set ups for different body types as well. MO has ben invaluable in that I don't have to keep a sheet to remind all the time what Mods I have been using for what PC so I don't have to keep diving into FOMM to uncheck things or recheck things all the time. Although I am not creating Mods myself I can see why Modders might want to keep using FOMM for that BSA utility and most players are still not using it, amongst my mates who are playing the game, well none are using MO even though they spend a lot of time playing SKYRIM and I spend zero time on SKYRIM they just wont use MO even though I directed them to Gophers excellent YouTube videos on MO.  



TJ
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Iainmore wrote:Modders

Post by TJ » Sun Jan 25, 2015 4:24 am

[quote=Iainmore]Modders[/quote]


I use MO and a combination of MO's built in bsa extracter, BSAOpt, and BSA# Having different folders for each mod I'm working on is invaluable.


My project Dash is on Kickstarter!



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RoyBatty
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Gopher started his Fallout NV

Post by RoyBatty » Sun Jan 25, 2015 4:56 am

Gopher started his Fallout NV and MO tutorial series today.


Image

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KeltecRFB
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RoyBatty wrote:

Post by KeltecRFB » Tue Jan 27, 2015 6:16 pm

[quote=RoyBatty]


Gopher started his Fallout NV and MO tutorial series today.


[/quote]


Very cool!


"Si vis pacem, para bellum!"

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

Just a quick heads up -

Post by tacitus » Tue Feb 03, 2015 4:44 pm

Just a quick heads up - gopher has started a new series specifically on modding new vegas with mod organizer


Its very good because it covers new vegas specifically and a recent version of MO.



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