One thing to also keep in mind is that some mod authors do not package their mods so that the different mod managers will automatically put all of the files in the right place. It's worth checking to make sure they're set up with the directories that the mod managers expect or you can end up with assets in the wrong directories where they won't work. Usually there are install instructions that tell you where everything goes but sometimes it's not as simple as download with manager and install.
How do you install patches? Also Having Texture Issues!
- jlf65
- Posts: 1535
- Joined: Wed Aug 10, 2016 9:10 pm
Good advice. One weapon mod I
Good advice. One weapon mod I got (for NV) came with everything in one spot - the esp, the mesh, and the texture. Not only did he not have it in the proper directory structure to copy, he included no installer, and no instructions on how to install it. I had to load the esp in FNVEdit and check the path name for the mesh, then load the mesh in nifskope to get the path name for the texture.
He also used a custom scope texture he didn't include, so I had to use nifskope to set the scope to one of the standard ones. Or was that in the esp and I had to use FNVEdit to change it? I forget as it's been so long, and I keep my edited version in the proper format to install.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Everything for a mod, the esp
Everything for a mod, the esp/esm, textures/meshes etc folder should be on the TOP level. Many mod authors put them in a lower level folder like DATA. That is wrong and everything should be compressed on the top level.

- jlf65
- Posts: 1535
- Joined: Wed Aug 10, 2016 9:10 pm
Yeah, but he had NO folders
Yeah, but he had NO folders at all! Just a zip with three loose files and no instructions. ![]()
I'm guilty of using a data directory in my archives. It's the most self-explanatory for beginners. You just copy the data folder into the game data folder. What could be easier? MO handles those archive formats just fine, so I never thought about other mod managers, especially since I hate FOMOD format. Whose bright idea was it to combine css with xml for an installer?
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khumak
- Posts: 139
- Joined: Thu Aug 25, 2016 2:18 am
I think FOMM/NMM/MO all
I think FOMM/NMM/MO all automatically deal with mods that put everything into a data directory instead of the top level since that was so common as long as it's actually named "data". There's quite a few mods out there though that will include lots of optional folders and expect you to move the stuff you want into the data folder or bury what should be the data folder under multiple subdirectories with readme files and screenshots or whatever. Those are the ones that have dozens of pages with people raging about broken textures and stuff. Although at least with textures it's easy to know that I installed something wrong when I see that big red triangle/exclamation point somewhere :)
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
A fomod is just a compressed
A fomod is just a compressed archive like 7z, zip or rar renamed :P
It can or cannot have an installation script, so there's nothing to hate about it.
No, FOMM does not handle that because it's wrong. With MO you have to manually fix it. Only NXMM supports that nonsense.

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generalmx
- Posts: 28
- Joined: Wed Oct 19, 2016 5:54 pm
I highly recommend this S.T.E
I highly recommend this S.T.E.P.-based guide here for TTW: http://ttwoee.com You don't have to install any of the mods it recommends, just use the guide to help you with modding FNV w/ TTW.
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Bandy
- Posts: 67
- Joined: Sat Sep 03, 2016 1:23 pm