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Xoriendruid

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  1. Necromancer spotted! In all seriousness I cannot believe I though two different texture mods would interfere with each other, I understand much better now. And thank you.
  2. Ok so for example an armor mod and creature mod can overwrite each other as it wont matter correct? But now lets say I have I have 2 texture mods how does one decide on something like that?
  3. Well it was not my rule of thumb but many others have put it in posts, now I do believe you but since the left is resources wouldnt it kind of matter in a sense that it helps the game load smoother and run better? And your comment is kind of confusing because im pretty sure there are many that have the light bolt with the green plus is suppose to be overwriting many mods, are you saying im not suppose to have those at all?
  4. Hmmm well in that case wouldnt it just be easier to make it where mo does not manage the resources and if thats true how does one do that? And why is it so hard for anyone to give a clean answer on how to manage the left side? That is a very vague answer on that my friend.
  5. If most of your files are packaged properly (with resource files packed into BSA files) then you should be able to disable the resource management feature in Mod Organizer and not have to worry as much about the left pane. The entire point of Mod Organizer's left pane is to have full control over how resources are loaded, but with very few exceptions if the resources aren't loaded in the same order as the plugins you have problems. Best modding practice if you aren't using Mod Organizer (and even if you are really) would be to make sure the resource files for every mod are packed into a BSA archive for that mod. (That means manually creating a BSA for the mods that distribute the resources as loose files.) Then in the rare cases of conflicts or problems you extract the resources from a particular mod that are getting overwritten incorrectly. (And the only loose files you would have in your Data folder are the ones resolving conflicts.) That's how the game developers expected things to work. Unfortunately packing resources into BSA files in previous games didn't work well so when experienced modders starting making mods for Skyrim they assumed they should still continue distributing loose files and that mod managers like Wrye Bash and Mod Organizer would need powerful tools to manage the various versions. Well I install them manually, I dont do the extracting into bsas like some do as it seems very complicated and scary to me with my near 250 mods. So what your saying is by default I dont need to worry about it the left side, so how do I know which ones I do need to concern myself with, and if I sorted on the left cant that make the game load faster for me and have better performance?
  6. For my mods to work together I have to sort the left panel but thanks for answering my question.
  7. Ok this makes sense, match the left with the very first plug in that has the first name of that mod on the left side thank you.
  8. Ok from my understanding its a good rule of thumb to match the right pane with the left pane after you sorted with loot, however im running into an issue for example expanded towns and cities has multiple plug ins as well as the patches, and the order is all over the place what should I do to match the left panel for this? I have some other mods like this as well. Thank you.
  9. Ok from my understanding its a good rule of thumb to match the right pane with the left pane after you sorted with loot, however im running into an issue for example expanded towns and cities has multiple plug ins as well as the patches, and the order is all over the place what should I do to match the left panel for this? I have some other mods like this as well. Thank you.
  10. Question about the nexus mod manager, do you have to worry about sorting the mods to match loot like with mo? I hate how time consuming mo has become for me and how much misinformation there is, I would of just embraced nexus simplicity if it wasnt for the fact mo has a safe area for mods and wont break my game.
  11. Another point is you can simply click in the box and uninstall, if you really want more then 250 mods there are mod combiner mods but I have not looked into it myself.
  12. I find this odd myself maybe it would cause a legal issue or something? Its really the only thing I can think of, and thanks for the comment on my name man!
  13. There are plenty of awesome huge quest mods if you do not want to play the main story just look yourself you will find plenty.
  14. Check these out, http://www.nexusmods.com/skyrim/mods/18465/? for the blades. http://www.nexusmods.com/skyrim/mods/39471/? And for helgen http://www.nexusmods.com/skyrim/mods/35841/? More inc just a min. Here is a nice add on for dragon born http://www.nexusmods.com/skyrim/mods/25704/? For the companians guild, http://www.nexusmods.com/skyrim/mods/22650/?
  15. Are there any that are not to unrealistic but can still use mods like disparity, esp races, or imparious races? I do not care for the way vanilla races stats and abilities are. Any help is appreciated thank you.
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