When this happens you need to click on the arrow on the side of the entry for your mod you wish to install. If you see "Looks good". When you click on it you will see a "Data" folder. Right click on that and you will then be able to "Set Data Directory". Afterwards you will see this. The key to know it is setup correctly is the green text "Looks good". Now you can click OK. Mod Organizer will process and give you a new mod entry on the left side depending on what you typed in on the top of the panel.
You will follow the basic steps from above for any of the options you have. However with one difference. You can choose to "Merge", "Replace", "Rename", "Cancel". Essentially the mod has already been installed. This often happens when you try to install optional components of the same mod.
You have a choice here you can "Merge" or you can go back to the top of the install window and change the name to a more appropriate one for the optional component you are installing. Mod Organizer is powerful and you have lots of options. It is up to you to choose how you want to handle the installed mods.
If you rename a mod for a separate entry you need to be vigilant to be sure all optional patches are below the main module so that the correct files are presented to the game. If you decide to "Merge" you need to be sure you are installing them in proper order. Much like you would have to do with Nexus Mod Manager or other traditional managers. This will make those files that would conflict overwrite the files from the main module in favor for the optional packs.
Don't merge mods that aren't the same unless you really know what you are doing. Otherwise you will have wasted your time setting that mod entry up. No harm will come to the mods installed as they are separate entries. You however would have to recreate the mod entry again and delete the bad one. I sometimes merge them Depends on my mood and what I want.
If I am checking for conflicts with other mods I usually have all the optional patches in question separately installed. Now to go play a game, right You need to set it up correctly for Mod Organizer to function properly. There are many sources and ways to set up what is called an executable in Mod Organizer. I will show you one specific for FNIS. Others might require special setups. Follow those setups until you are sure of what you are doing.
Don't worry about playing around. The design of Mod Organizer is to protect your game folder. If you screw something up, most of the time it is a simple fix of going back, delete what you did and doing it correctly the next time. I will try to keep the instructions on how to create an entry in MO for executable as simple as possible and something you can do with other executable you might have going forward.
This instructions shroud work for most of them. I want to take a moment to let you know that all executable that are needed to access the mods in Mod Organizer must be ran through MO.
To start with this step we will move to the top of the right side. There you will see a Run button. To the right of that is a drop down panel.
Click on that and you will see various entries of executable that you have installed and Mod Organizer already recognizes. Now you see in the small window the various executable you have installed. Your window might not have all the executable I have as i have already installed many.
Once you have that selected click "Add" button on the bottom of the window. When you do you will see the new executable entered in the window with all the other executable you have setup in Mod Organizer. Now click on "Close" bottom on the bottom. You have FNIS installed and ready to be used.. Now to the game right? Now you have to set FNIS up for the game. There are a few things you need to do before this.
If you haven't started Skyrim and set up the graphics you need to do so before running FNIS or it will give you an error about having an improper Skyrim install. Another thing you need to know is your mods you are running in Mod Organizer so you can select the various check boxes on the bottom of the FNIS panel.
These are unique to your particular mod setup. This is normal when something is running through Mod Organizer. Not having this properly setup will result in those mods not properly working.
The records you created will be placed into Mod Organizer's "Overwrite" folder. You are suggested to make a mod out of this for the profile you are currently in. Each profile and every change to any part of your game that affects animations will need this to be re-ran.
The results of not doing so are your NPCs standing around with their hands on their sides. There shouldn't be any errors here. If there are and you started Skyrim at least once you might have a problem with animations in game. Failure to do so will result in a slower response time or just plain ignoring your request for assistance.
Example of a simple mod setup. This process might take considerable time depending on your complexity of mods relating to animations. Just let it run until it is done. When you click Exit you are given the option of having a link on the desktop. I select no. Use under your own risk. However if there isn't the same or expected number of animations added chances are it isn't working.
As I mentioned above you are advised to create a mod out of the resulting files. To do so click on the "Overwrite" folder and select "Create Mod" and input a name for the mod. Something descriptive that will make it easy to tell this FNIS mod from the others you will need to create for the other profiles.
You need separate FNIS mod entries if you have any difference in mods usage or setup between your profiles. Would you post you FNIS log please? I am asking this question because I can tell FNIS is not reading MTE animations given that when the patcher is reading the behaviours the patcher in its section of Creature behaviours it doesnt' mention this sentence as it used to do: Create creature behaviour Brevi's Moonlight Tales?.?
Reading MomoAJ V?.? Generating defaultfemale. Mod p1flyingring installed:False Create Creature Behaviors So if you use an older version of FNIS does the mod get listed in the window?
Sadly no, I tried with version 5. I appreciate your help a lot, thank you. I better skip that fancy feature from now on. You need to be a member in order to leave a comment. Sign up for a new account in our community. It's easy! Already have an account? Sign in here. By using this site, you agree to our Terms of Use.
Search In. Sign in to follow this Followers 4. Question GrantSP Posted July 23, Click the Add button. This will add FNIS to your executables list. Click OK. Click the [update FNIS Behavior] button and wait for a message to appear in the window stating "X animations for Y mods successfully included. Click [Exit].
Share this post Link to post Share on other sites. Recommended Posts. Posted August 3, edited. GrantSP Posted August 4, Nozzer66 I already did that, and Fore redirected me here. Posted August 4, edited. EDIT: Says you do. Edited August 4, by Nozzer I've done that like 15 times with the same result. And there's no other mods you're having any issue with? You've redownloaded and reinstalled the mod itself? Greg Posted August 5, You've probably have already done this a dozen times, so I apologize if this is redundant.
If you look in the Create Creature Behaviours section of the log, it used to appear there these sentence "Brevi's Moonlight Tales Essentials?.? Posted August 8, Create an account or sign in to comment You need to be a member in order to leave a comment Create an account Sign up for a new account in our community.
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