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Installing MWSE 2.1 mods and Wrye Mash


Valascon

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I've posted this on the Bethesda forum and here. Don't really want to but the B. forums don't get a lot of traffic.

 

I'm using Wrye Mash ver 87 to manage installing/unistalling my mods. I've downloaded several mods that use

the new MWSE features (LUA ???) and would like to use them, or at least test them out. Some have an esp file and others do not. WM recognized the file structure only of those that have an esp in them. Each mod appears to add content to the MWSE folder .

Can Wrye Mash install/uninstall the new MWSE mods? Is there a way to structure the folders so that WM will recognize and properly install/uninstall the contents of the mod?

The readmes left me confused regarding how involved I'll need to get regarding installing/uninstalling mods made using the newest features of MWSE. One of the readmes implied that even though Wrye Mash would install the mod, I would still need to install the MWSE folder contents myself.

My concerns are:
1. Is there a worry that content from one MWSE mod will overwrite another MWSE mod's files? Wrye Mash warns and normally keeps track of that.

2. If I install an MWSE mod, will I need to keep a manual record and backup of what files are overwritten during installation so that I can uninstall? Wrye Mash handles that record keeping chore for me re: non-MSWE mods.

3. Say that I've installed several MWSE mods. How do I go about uninstalling a specific one without disturbing the others?

As a lay person, what are the points to be aware to manage installing and uninstalling the mods using the new MWSE featured mods? I remember the old days when you had to manually keep track of what files a mod may add, and keep a back up of the overwritten files in case you wanted to uninstall the mod. Wrye Mash was a godsend, but the readmes suggest that Wrye Mash, at least for the moment, isn't able to do that.


The mods I'm looking at are:
2.1 Enchantment Services 1-03.7z
2.1 Sky Diversity Auto Launch Add On.7z
Diligent Defenders v1.1.0.zip
Easy Escort v1.1.1.zip
Equipment Requirements 1-1.7z
Graphic Herbalism Ownership Add-on1-0.7z
Happy Harvesting v1.0.1.zip
Ingredient Flavor Texts 1.3.7z
nc-souls 1-0-0.zip
PoisonCrafting 1-0.7z
Proportional Progression v1.0.zip
Putting Power In Willpower 1-10.7z
Sophisticated Save System v1.0.2.zip
Tamrielic Lore Tooltips 1.11.7z
Value_Weight_Ratio_Tooltip 1-0.7z
Glow in the Dahrk 2-2-0.7z

Thanks,

John

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If I were you I would probably post any question like that on GHF at least when it comes for MWSE mods and on AFK Mods for questions releated to the latest Wrye Mash 87. :smile:

 

The reason I mention this is that the Morrowind forum at Nexus aren't known to be active in comparison to the other TES game forums e.g Oblivion, Skyrim.

 

 

the new MWSE features (LUA ???) and would like to use them, or at least test them out. Some have an esp file and others do not. WM recognized the file structure only of those that have an esp in them. Each mod appears to add content to the MWSE folder .

I think you need to install Merzasphor's MWSE update in order to use LUA, but I'm not sure about that.

 

Why a mod install stuff in the MWSE folder is related to what file structure an archive has. For example, Wrye Mash always add a mod ReadMe to the Docs folder.

 

Can Wrye Mash install/uninstall the new MWSE mods? Is there a way to structure the folders so that WM will recognize and properly install/uninstall the contents of the mod?

It should be provided that a mod archive has the correct file structure.

 

My concerns are:
1. Is there a worry that content from one MWSE mod will overwrite another MWSE mod's files? Wrye Mash warns and normally keeps track of that.

2. If I install an MWSE mod, will I need to keep a manual record and backup of what files are overwritten during installation so that I can uninstall? Wrye Mash handles that record keeping chore for me re: non-MSWE mods.

3. Say that I've installed several MWSE mods. How do I go about uninstalling a specific one without disturbing the others?

1. No, but that depends on what content that's installed for each mod.

2. You can always see what files is gonna be overwritten in the small tabs to the right in BAIN.

3. You can use the Anneal feature to refresh an installed archive without uninstalling an archive, so after you have uninstall a mod then use Anneal to restore the installed archives one by one.

 

The Anneal feature has the same result for both Wrye Mash and Wrye Bash.

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