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Downloaded files, but to correct location?


Mrbrickmaniac

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Unless you have the associated the specific file type with an appropriate program to open it, you will get an error if you simply double-click on any file. Windows knows how to handle a number of differnent file types by default, and you've probabaly "trained" it to handle others, but not this particular one. Since (IRRC) EDS is packaged as a "dazip", run DAUpdater and point it to wherever you've saved the archive.

 

Be sure you read the Description for the mod to check for any special instructions. But in general, if it is packaged as a ".dazip' and DAUpdater throws an error message, your copy may be corrupted. Get a clean one. :thumbsup:

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Well thats how i solved the initial problem of the majority of the mods not working, I started saving them rather than simply opening them. However when I save certain content modules, it allows me to, but when i open them to place and install, I get an error message.
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With a very few exceptions, (all of which involve executables) there are NO mods that you have to "double-click", or otherwise "open" to get working. You extract them from an archive, and copy them to the appropriate location. That's it!

 

IF you have associated the ".dazip" file type with "DAUpdater", or one of the other two managers; "DA Modder" (DAM) or "DAO-Modmanager" (DAMM), THEN if you double-click on that type it SHOULD lauch the manager and pass the mod to it as the object of the action, but you would have had to make that association explicitly, and in advance.

 

AND... most mods are not that type.

 

IF you are using one of the mod manangers, AND you understand exactly how that manager deals with the various file types that it can handle, THEN there could be occasions when you might "drag-n-drop" some icon to allow the mananger to take care of it. (And, perhaps, within that manager, there might be things that can be double-clicked to make work. I don't have DAM, and probably haven't done everything that DAMM is capable of doing, so won't say it's a blanket prohibition.)

 

But the only mods that I've ever used (out of over 3GB) that required anything other than being placed in the right location were:

 

"DA Face Replacer" (needs the Python scripting language installed, and is itself an executable.)

"Keytoggles using Autohotkey" (needs the AutoHotKey program)

"NV4" (needs several other mods, and is itself an executable)

"CharGenMorph Compiler" (is itself an executable)

 

Never tried to "Open" (in the sense of "make run") any others, but imagine I would get an error message similar to the ones you're seeing if I did. In general, mods aren't "opened".

 

Again, "Which mods are you talking about?" and "What exactly do you mean when you say you 'try to open' it?" Without specifics, it's almost imposssible to provide more meaningful assistance.

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