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Everything posted by Neyjour
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Questions about Roach's body textures
Neyjour replied to Neyjour's topic in The Witcher's The Witcher 3: Wild Hunt
If you (or anyone else here) need a program that can open/view fbx files, Open 3D Model Viewer works well. I only have Poser (which can't import fbx) so I did a Google search, and that one popped up. It's free, and only took about 5 minutes to download and install. After you launch it, just go to "Open" and then browse to the file you want to look at. Really quick and easy. I've seen a lot of threads where others have had problems with their Uncooked game being incomplete. My Uncooked folder is 33.3 GB, so I was pretty sure I had all of it. But maybe we should compare, just to be sure all of us do have all of the files for the horses? Here's mine: horse/draft = 126 MB / 115 files total / 27 w2mesh / 42 tga / 46 xbm / 1 buffer horse/wild_hunt = 128 MB / 37 files total / 7 w2mesh / 15 tga / 15 xbm So, you didn't have any luck with Modkitchen? I haven't tried that one yet, only Mod Kit GUI (which I didn't have any luck with). I spent some time last night, going through almost all of the Uncooked game (not testing meshes, but just browsing file names) and didn't see anything that looked like it might be a horse tail. But again, it's probably named something really stupid and obscure. Or, like rivianbleidd said, CDPR really didn't want us messing with the horses, and those files are just missing / not being uncooked. Thanks so much for inviting others to the thread. Hopefully they'll be able to help. :) -
Questions about Roach's body textures
Neyjour replied to Neyjour's topic in The Witcher's The Witcher 3: Wild Hunt
Thanks so much for testing that out. :smile: What a great idea, deleting the files! I guess I'll search around some more for the tail. Although, I have a bad feeling about that. It only seems logical to have the mane and tail in the same folder, and if that's not the right one, then... it's either (as you said) not being uncooked, or it's hidden away somewhere else, with some bloody obscure file name, and in a category folder that no one would ever think to associate with the horses. Anyway, if one of us can't find the tail, I'm not going to waste any more of my time on the mane. Modding one without the other is pretty pointless (for me). EDIT: How exactly did you find and delete those files from the game? -
Questions about Roach's body textures
Neyjour replied to Neyjour's topic in The Witcher's The Witcher 3: Wild Hunt
I found a horse tail: H:\Witcher3Modding\Uncooked\characters\models\animals\horse\draft\model\ > t_01_hd__hairy.w2mesh Since we can't test them out right now, I don't know if it belongs to Roach, a different horse, or all of them. But anyway, there it is for future reference. There's also another "hairy" w2mesh file in the same folder (+ a similarly named buffer file: b_02_hd__hairy.w2mesh.1.buffer) b_02_hd__hairy.w2mesh But I don't know if it's part of the tail. I keep getting errors when I try to export it. http://i.imgur.com/d2dRIGc.png -
Questions about Roach's body textures
Neyjour replied to Neyjour's topic in The Witcher's The Witcher 3: Wild Hunt
Two complete n00bs, stumbling around in the dark. It's like the blind leading the blind. Really sad. :P :D I'm pretty sure I've seen a post... somewhere, talking about how the process is different when you're dealing with fbx and xml files. But I've been doing Google and forum searches and cannot find it. Something about not cooking and packing, or just not cooking, or... Ugh. I dunno. I can't remember. :( -
Questions about Roach's body textures
Neyjour replied to Neyjour's topic in The Witcher's The Witcher 3: Wild Hunt
Nope, I see no changes at all. It's still the default dark brown mane/tail. :( I have absolutely no clue what I'm doing wrong. I posted my steps in as much detail as possible, in the hopes that someone might be able to spot an error or see where I'm going wrong. -
Questions about Roach's body textures
Neyjour replied to Neyjour's topic in The Witcher's The Witcher 3: Wild Hunt
Okay, here's my steps: 1) EXPORT export.bat for: h_02_hd__simple.w2mesh 1. cd /d H:\Witcher 3 Mod Tools\bin\x64 2. call wcc_lite export -depot=H:\Witcher3Modding\Uncooked\ -file=characters\models\animals\horse\draft\model\h_02_hd__simple.w2mesh -out=H:\Witcher3Modding\Mods\NeyjourRoachManeTailWhite\Raw\h_02_hd__simple.fbx export.bat for: h_03_hd__simple.w2mesh 1. cd /d H:\Witcher 3 Mod Tools\bin\x64 2. call wcc_lite export -depot=H:\Witcher3Modding\Uncooked\ -file=characters\models\animals\horse\draft\model\h_03_hd__simple.w2mesh -out=H:\Witcher3Modding\Mods\NeyjourRoachManeTailWhite\Raw\h_03_hd__simple.fbx Running these generates 4 files in my Raw folder: h_02_hd__simple.fbx h_02_hd__simple.xml h_03_hd__simple.fbx h_03_hd__simple.xml 2) EDIT .XML COLOUR VALUES I used/edited these values for both h_02_hd__simple.xml and h_03_hd__simple.xml 0 / 0 / 0 / 0 = white 0 / 100 / 30 / 61 = red-ish burgundy 16. <param name="VarianceColor" type="Color" value="0; 0; 0; 0" /> 18. <param name="SpecularColor" type="Color" value="0; 100; 30; 61" /> 35. <param name="VarianceColor" type="Color" value="0; 0; 0; 0" /> 37. <param name="SpecularColor" type="Color" value="0; 100; 30; 61" /> 3) IMPORT import.bat for: h_02_hd__simple.fbx 1. cd /d H:\Witcher 3 Mod Tools\bin\x64 2. call wcc_lite import -depot=H:\Witcher3Modding\Uncooked\ -file=H:\Witcher3Modding\Mods\NeyjourRoachManeTailWhite\Raw\h_02_hd__simple.fbx -out=H:\Witcher3Modding\Mods\NeyjourRoachManeTailWhite\Uncooked\characters\models\animals\horse\draft\model\h_02_hd__simple.w2mesh import.bat for: h_03_hd__simple.fbx 1. cd /d H:\Witcher 3 Mod Tools\bin\x64 2. call wcc_lite import -depot=H:\Witcher3Modding\Uncooked\ -file=H:\Witcher3Modding\Mods\NeyjourRoachManeTailWhite\Raw\h_03_hd__simple.fbx -out=H:\Witcher3Modding\Mods\NeyjourRoachManeTailWhite\Uncooked\characters\models\animals\horse\draft\model\h_03_hd__simple.w2mesh Running these generates an Uncooked folder with this directory path/files: H:\Witcher3Modding\Mods\NeyjourRoachManeTailWhite\Uncooked\characters\models\animals\horse\draft\model\ > h_02_hd__simple.w2mesh h_03_hd__simple.w2mesh 4) COOK AND PACK cook_and_pack.bat (exactly the same as the one I use for textures, except I deleted the line for creating a texture.cache file) 1. cd /d H:\Witcher 3 Mod Tools\bin\x64 2. call wcc_lite cook -platform=pc -mod=H:\Witcher3Modding\Mods\NeyjourRoachManeTailWhite\Uncooked -basedir=H:\Witcher3Modding\Mods\NeyjourRoachManeTailWhite\Uncooked -outdir=H:\Witcher3Modding\Mods\NeyjourRoachManeTailWhite\Cooked 3. call wcc_lite pack -dir=H:\Witcher3Modding\Mods\NeyjourRoachManeTailWhite\Cooked -outdir=H:\Witcher3Modding\Mods\NeyjourRoachManeTailWhite\Packed\modNeyjourRoachManeTailWhite\content\ 4. call wcc_lite metadatastore -path=H:\Witcher3Modding\Mods\NeyjourRoachManeTailWhite\Packed\modNeyjourRoachManeTailWhite\content\ Running this generates 2 folders with these directory paths/files: Cooked H:\Witcher3Modding\Mods\NeyjourRoachManeTailWhite\Cooked\ > cook.db H:\Witcher3Modding\Mods\NeyjourRoachManeTailWhite\Cooked\characters\models\animals\horse\draft\model\ > h_02_hd__simple.w2mesh h_02_hd__simple.w2mesh.1.buffer h_03_hd__simple.w2mesh h_03_hd__simple.w2mesh.1.buffer Packed H:\Witcher3Modding\Mods\NeyjourRoachManeTailWhite\Packed\modNeyjourRoachManeTailWhite\content\ > blob0.bundle buffers0.bundle metadata.store 5) Copy/paste the modNeyjourRoachManeTailWhite folder (from the Packed folder) into my game's Mods folder. Afterwards, I was clicking through everything and noticed that 2 other folders had (at some point) been generated in my Raw folder. So now my Raw folder looks like this: H:\Witcher3Modding\Mods\NeyjourRoachManeTailWhite\Raw\ > folder: h_02_hd__simple.fbm (inside: hair_animal_long_01_n01.tga, hair_medium_01_d01.tga) folder: h_03_hd__simple.fbm (inside: hair_animal_long_01_n01.tga, hair_medium_01_d01.tga) h_02_hd__simple.fbx h_02_hd__simple.xml h_03_hd__simple.fbx h_03_hd__simple.xml -
Questions about Roach's body textures
Neyjour replied to Neyjour's topic in The Witcher's The Witcher 3: Wild Hunt
rivianbleidd, thanks so much! I had pretty much given up on this, but now I'm excited too! I half-expected to get errors again with the mesh exporting, but I just attempted it, and it worked (praise the Gods!). :tongue: Going to start fiddling with the colour values now and see what kind of results I get. *fingers crossed* :smile: EDIT: Well, I don't know what I'm doing wrong, but I see no changes at all... I exported (w2mesh > fbx/xml), changed the VarianceColor to white and SpecularColor to red, imported (fbx > w2mesh), Cooked and Packed, dropped my new mod into the Mods folder, and... I'm seeing the default brown mane/tail. I'll post all my steps in detail (along with what I've got in my .bat files) later... when my blood pressure is back to normal. Right now I don't even want to think about anything to do with mods. This whole modding experience (my very first ever) has been utterly miserable so far. -
Questions about Roach's body textures
Neyjour replied to Neyjour's topic in The Witcher's The Witcher 3: Wild Hunt
Thank you for the compliment on this texture. The url for my mods has changed, due to some reorganizing of my gallery folders. They're now located here: The Witcher 3 - Wild Hunt MODS And thanks very much for the pics from your testing. That's really useful, but also incredibly puzzling... I'm at a loss about what's going on with the mane. Why is there just one texture for the bottom half? Is there supposed to be another one (that's missing from the uncooked files), or is this one supposed to cover all of it, but it's not being applied correctly the the mesh for some reason...? If I'm remembering correctly, there's 3 of those files for the tail. All identical, except for the level of transparency. Re-colouring all 3 might give better results (a stronger colour). Another thing to try would be to not only re-colour the others, but to also duplicate the layers several times to make them more solid, again to give a stronger colour. Or... it might just end up as an ugly, weird-looking mess. Heh. :P I saw a post from one of the Devs a couple days ago (on the official forums), and it looks like modders can kiss the REDkit goodbye. However, they've said they'll be updating the MODkit, so hopefully that will fix a lot of the problems so many of us have been experiencing. I'm really not sure what to do... Wait until the MODkit gets updated (no telling how long that will take, or if it'll even fix the problems for the things I want to do), or just keep trying to jury-rig the mane/tail with incomplete files and broken tools... -
Questions about Roach's body textures
Neyjour replied to Neyjour's topic in The Witcher's The Witcher 3: Wild Hunt
Hi Feradiera. Thanks for posting. :) And thanks for the tip about exporting in .png format. I'll give that a try and see what kind of results I get. As for the "rootcolor_brown" file... I'm surprised to hear that it actually is related to the mane. My initial thought, when I was trying to mod the mane/tail, was that it was the base texture. So I attempted to recolour it (bright red for the test) and didn't see any change at all, so I abandoned that idea. Hmmm... I wonder why I saw no changes? Anyway, I'll attempt it again and see what I can come up with. I also tried changing the colour of the transparent tail hair/strand file "t_01_hd__dark_d01" (in .tga format) to a bright yellow, and ended up with a stringy brown-yellow tail with some really weird transparency issues. (will try again with .png format as you suggested) Also, just as you did, I tried testing a lot of the hair and fur files and found nothing that seemed to be related to Roach or any of the other horses. I also cannot find the textures for the other horses (with the exception of the grey one). From what little info I've been able to piece together (and I don't know for sure if this is 100% accurate) is that the human figures share the same base hair texture (which is black and white), and the colour changes can only be made by editing the w2mesh files. You export them to .fbx format, which also generates a .xml file. In that .xml file you have to change the VarianceColor and SpecularColor values to determine the colour. So... basically, for humans, the model/mesh is "tinted" to a certain colour, and the black/white texture file just gives it the hair/strand detail. For the horses, it seems to be the same general idea, where you have to tint the model/mesh (corpse_horse_mane / corpse_horse_tail) to determine the colour, but instead of a base black/white hair texture file (like the humans have), there's those transparent "stringy" hair/strand files to give it the detail. I dunno... I might be wrong about that (and please correct me if I am!) but that's my understanding from the tests I've done, and the little tidbits of info I've been able to find. Unfortunately, I haven't been able to try tinting the corpse meshes because I can't export them. Doesn't work with my own .bat files, and doesn't work with the Mod Kit GUI. Someone suggested trying with Modkitchen, but I just can't muster up the energy to try it at the moment... I've been reading through a LOT of the modding threads and it definitely looks like the official MODkit is a buggy piece of crap, with tons of missing files. Really, really disappointing. Not to mention, extremely frustrating. All the countless wasted hours I've spent testing and trying to figure this out (and now all these export errors with the w2mesh files) is seriously ticking me off. Anyway, again, thanks for posting. I appreciate it! :) If you do manage to figure this out, please let me know. And I'll do the same! :) -
Questions about Roach's body textures
Neyjour replied to Neyjour's topic in The Witcher's The Witcher 3: Wild Hunt
Thanks very much. :) I'll give that a try. Hopefully It'll shed some light on what's wrong. -
Questions about Roach's body textures
Neyjour replied to Neyjour's topic in The Witcher's The Witcher 3: Wild Hunt
So, from what I've been able to find, the base texture/colour for the mane and tail can only be changed by editing the .xml file that's generated when you convert (export) the .w2mesh file into .fbx format. If what I've found is correct, the files that need to be converted for Roach's mane and tail are: corpse_horse_mane.w2mesh corpse_horse_tail.w2mesh But I'm having problems with my export.bat again. When I run it, it seems like it's working, and then eventually disappears (like it does for the textures). But when I go to my Raw folder, there's nothing there... This is what I have in my export.bat file: 1 cd /d H:\Witcher 3 Mod Tools\bin\x64 2 call wcc_lite export -depot=H:\Witcher3Modding\Uncooked\ -file=environment\decorations\corpses\animal_corpses\horse_corpse\model\corpse_horse_mane.w2mesh -out=H:\Witcher3Modding\Mods\NeyjourRoachManeGrey\Raw\corpse_horse_mane.fbx ------------------------------ I really hope someone can help me out here. I don't mind putting in tons of time and effort if there are other people who are willing to extend a helping hand. But endlessly plodding along in Newbland, totally alone, is extremely discouraging and no fun at all... :( -
Questions about Roach's body textures
Neyjour replied to Neyjour's topic in The Witcher's The Witcher 3: Wild Hunt
No luck yet with the mane and tail. I found several files that look like they might be horse hair in this directory: Uncooked\characters\models\common\textures\hair\ I was going to test this one first: fur_02_d01.tga/xbm (there are also 2 other variants that are identical to this one, but lighter (more transparency) But I can't get the export.bat to work correctly. The .tga file that's generated in my Raw folder looks nothing like what it's supposed to look like. Instead, it's some little bright pink texture with a white diagonal line through it... ------------------------------ Here's what I've got in my export.bat file: 1 cd /d H:\Witcher 3 Mod Tools\bin\x64 2 call wcc_lite export -depot=H:\Witcher3Modding\Uncooked\ -file=H:\characters\models\common\textures\hair\fur_02_d01.xbm -out=H:\Witcher3Modding\Mods\NeyjourRoachManeTailTest\Raw\fur_02_d01.tga I've looked it over several times and can't find anything wrong... Maybe someone else can spot the error? EDIT: Nevermind! I found the error. The H:\ after -file= wasn't supposed to be there. Got rid of it, ran the export.bat again, and the generated .tga file is showing up properly now. ------------------------------ Also, I've been following along with Gopher's video tutorial and was wondering why we need to run an export.bat file anyway, since, if you've already Uncooked the whole game (like I have), you already have all the .tga files. It seems like an unecessary step to me, unless there's a specific reason for it that I'm not understanding? If it is an unecessary step, could I just copy the .tga file from the Uncooked location, paste it into my Raw folder, edit the colour/texture, and then run the other .bat files (import.bat and cook_and_pack.bat) like usual? -
Questions about Roach's body textures
Neyjour replied to Neyjour's topic in The Witcher's The Witcher 3: Wild Hunt
Okay, I found the file for the eye texture: he_01_hd__wild_d01.tga/xbm Roach now has blue eyes. :D The pupil is a bit too big (and dark) for my liking, so I'll need to edit that. But at least now I know which file it is. :P Now to figure out which files are for the mane and tail... -
I just made a new texture for him, tested it in-game, and the body looks great. However, the eye texture isn't working. It's supposed to be a pale blue, but in-game it's a bright red-brown. Just to be sure... the eye texture is the small circle just above the teeth and gums, yes? If that's right, then I've textured the correct spot, so I don't know why it's not showing up when the rest of his body re-texture is showing up just fine. If anyone can help me out with what may be wrong, I'd really appreciate it. I'd also like to give him a matching mane/tail, but I'm not sure which files those are. This is what I'm guessing: rootcolor_brown.xbm/tga - (the base texture/color) t_01_hd_dark_d01.xbm/tga - (the strand detailing) t_01_hd_dark_n01.xbm/tga - (the transparency) Is that right? And if so, is that for both the mane and the tail? TIA! :smile: EDIT: I'm wondering... Is the brown circle and surrounding white (above the teeth and gums) for the sclera and pupil only, and the iris texture is somewhere else (a separate file)? Maybe what I thought was the base texture/colour for the mane and tail is actually for the iris?
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Okay, thanks. :) I've run BOSS and made sure I have all the necessary patches, but I'm still crashing. I'll start going through my mods one by one and see if I can figure it out. What a PITA... I wanted to try getting rid of the horse first, before doing all of that, but the only info I could find about getting rid of it was to steal one, and I don't think I'll be able to stay in the game long enough to do that. :(
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Yesterday I purchased a horse, got on and started to run, and about a minute later I crashed. Ever since then, I can't stay in the game for more than 10-20 seconds before I crash, regardless of if I'm on the horse or not. Is anyone else experiencing the same thing? Is there anything I can do to fix it? And is there any way to get rid of the horse? I fast traveled with him, so every time I long in, he's right there next to me. I'm wondering if just getting rid of it might help, but I don't know how to do that... Note: I did have Convenient Horses installed a while back, but uninstalled it, and haven't had too many problems since then. I've been able to play, for the most part, with just the odd crash every now and then, which I think was due to a bad load order.
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Can I get some suggestions please, for matching head/body texture sets for vanilla human female characters? I'm not having any luck searching the nexus downloads. Don't know if it's because I'm searching in the wrong category, or using the wrong search words (or both!), but I can't seem to find what I need...
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Need help with "CTD and Memory patch ENBoost"
Neyjour replied to Neyjour's topic in Skyrim's Skyrim LE
No wonder I couldn't find what I needed...wrong page. LOL! :blush: Thanks very much! :smile: -
Here is the link: http://skyrim.nexusmods.com/mods/38649/? Under requirements it says: //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // REQUIREMENTS //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ SOFTWARE ENBSeries 0.196 or NEWER binaries (older do not have memory patches), donwload it from http://enbdev.com The downloads page is here: http://enbdev.com/download.htm I don't see anything that's numbered like what it says in the information above, so I'm not sure what I'm supposed to download. Can anyone help, please?
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Most likely means they purchased the box/disc version from somewhere other than via the Steam website.
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Okay, thanks. :smile: How exactly do I do that? EDIT: Nevermind, I found their FAQ on how to do it. It found 1 file that it said would be reacquired. Hopefully that's what the problem was. Going to check it now! EDIT2: Logged back into the game and nothing had changed. Still stuck in 1st person, so I ran the validator again and the same message came up: "1 files failed to validate and will be reacquired." From the way that's worded, I thought it would happen automatically, but apparently not. So, what do I have to do exactly, to get that file? I don't see any options at all to download or reacquire. There's only a "Close" button for that message and the Properties window. EDIT3: I just noticed that every time I run the validation, there's a quick message at the bottom of the window about an item downloading, and then the "Items Complete" number goes up. But after that, I still get the "1 files failed" message, so I run it again, number goes up, same error message again, etc, etc, etc, etc. WTH? Is there no way to see the total number of files? And why aren't they all being downloaded in one batch? How long am I going to have to sit here and do this, over and over and over again?!!! :mad:
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I can't toggle into 3rd person PoV. I've tried the F key and the mouse wheel and neither will work, so I'm permanently stuck in 1st person PoV. Note: I just got my game (have only been playing for about 20 mins or so) and I haven't messed with the key bindings at all, so I really don't understand what's wrong. And I have no idea how to fix it. Can someone help, please?
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How do box owners download/install mods from Steam Workshop?
Neyjour replied to Neyjour's topic in Skyrim's Skyrim LE
Thank you ripple! :) Okay, I'll definitely do that for all Steam Workshop mods! I've already been checking each one, to see if it's a SW exclusive or not, so I'll continue to do that and get them from Nexus Mods whenever possible. Even though I had planned to use the NMM for everything I want at Nexus Mods, I've also been creating a "library" of folders for each individual mod I want, and downloading the zip files to keep as a back-up, just in case. Now, I was under the impression that you could only use the NMM for files that had the green "DOWNLOAD WITH MANAGER" button. Or can you actually run the NMM and "import" your own repackaged files? If so, do those files need to be zips, or just a folder (containing the relevant files)? -
How do box owners download/install mods from Steam Workshop?
Neyjour replied to Neyjour's topic in Skyrim's Skyrim LE
Thanks for the replies! :) Install it to Program Files (x86), that's the default run location for Steam and you're going to get major issues with programs finding Skyrim until you manually assign its location to all of them. Sometimes Steam won't even let you run a program unless it's in the appropriate Program Files(x86)\Steam\steamapps\common folder, regardless of if you run it through Steam or from external software. I'm a bit confused by this... Program Files (x86) is the right place to install Skyrim, but I WILL have problems with other programs finding it if it's installed there. Am I understanding that correctly? And what other programs do you mean, and will they prompt me to find the correct location? If you encounter permissions issues, simply run as administrator. Make sure you always start Nexus Mod Manager or any other modding software as administrator. You shouldn't get any problems. I've gotten into the habit of always running programs as Administrator, so that should be no problem! :) About Steam Workshop mods, you don't have to necessarily install Skyrim with Steam to get them, but it'll automatically add it to Steam anyways. However, otherwise, you'd simply open up the Steam browser (the software you download for it) click on the "Games" tab at the top which will bring up a drop down menu and click on "Activate a Product on Steam" which will let you manually enter Skyrim's product code (included on usually a plastic sheet inside your disc case). I'm a bit confused by this as well... At the moment I'm only registered at the Steam website, but haven't actually installed it (via the button at the top of the page that says: Install Steam). Once I get my discs, will I be automatically prompted to install Steam, register my key/code, etc? Personally, I would not advise you to install mods with Steam Workshop, though. If that's the only place you can find them, then wait for them to download, find the mod's .esp/.esm/.bsa files inside your Skyrim\Data folder and move them outside of it somewhere, maybe a desktop folder. Also remove any textures, meshes, scripts, etc involved with the mods which shouldn't be hard to find, provided you've not yet installed any other mods with Nexus Mod Manager or any other programs. Then, when you're ready to install all of your mods together, manually place those mods into their appropriate folders (.esp/.esm/.bsa in the Data folder, the files themselves should already have self-explanatory folders) and install other mods with a manager or whatever you're using. This way, you get the least amount of overwrite and/or don't overwrite any important files from other mods you'd rather use instead of those (for instance, when using multiple texture packs). Oh boy... At the moment, I really don't really have a proper understanding of how this all works. I'm extremely confused about pretty much everything. LOL!! Like, how do I even launch the game? With the default Skyrim icon (which I assume will be a shortcut automatically placed on my desktop?), or via Steam, or via the NMM? And what about SKSE? I saw a tutorial on YouTube that I think said, in order to run SKSE you have to launch the game via that program instead? (I could be wrong about that, though...I've been on a bit of information overlaod these past couple days!). And as for Mods...from reading a lot of info/instructions on the various Mod pages, I understand that you can either place files manually or install them with the NMM (which most people seem to recommend), but you have to be careful about load order and such (I need to read a tutorial about that). But if you're placing files manually, how can you control load order if you're just dropping files into the folders yourself, since they'd just be sitting in there in alphabetical order... And I've already been adding a few Mods (using the Subscribe button) from Steam Workshop, but haven't seen anything about how to control load order with those. Or is that something that will show up after I've actually installed Steam? Urgh! Sorry for all the questions, which I'm sure are really stupid and newbish! This is going to be my very first single-player RPG (I've only ever played MMORPGs before) and the whole thing with adding Mods is completely alien to me. I'm having a tough time wrapping my head around all of it, and I'm really scared I'm going to do something wrong and screw up my game... :confused: