GayMaleCharacter Posted January 28, 2016 Share Posted January 28, 2016 Since Loot isn't working 100%, yet, for Fallout4, I actually recommend switching from NMM to Mod Organizer 2. That, alone, will tell you a lot more than loot will, at the moment.What for? MO 2 is very alpha, no point to recommend to casual users. NMM works just fine, and if LOOT is unable to sort plugins correctly, MO will have even less chances. LOOT does not sort my mods, they are always same with NMM sort. Even so I have unchecked "read only" of the plugins.txt . LOOT updates, starts to sort but does nothing. Link to comment Share on other sites More sharing options...
SirTwist Posted January 29, 2016 Share Posted January 29, 2016 The problem with Loot is that it's still in development for Fallout 4, which is why it won't fully work. Mod Organizer, at least, does work, and is so much better than NMM. I know it's alpha, yet, but I have no problems running 122 mods, not plugins, but actual mods with it. And I have no problems with my load order. And my data folder is clean as if I freshly installed the game. Link to comment Share on other sites More sharing options...
kingculex Posted January 30, 2016 Share Posted January 30, 2016 (edited) I was reading the Mod Organizer 2 Discussion and Feedback forum and found this interesting: http://i67.tinypic.com/xpstpj.png Mod Organizer 2 still has bugs in it. An example is the bug with running FO4EDIT smoothly. So no, it doesnt just work.I also find it intesting that one of the Super Moderators over there is using LOOT.But hey to each their own, just the false advertising is a bit much. *smh* NMM is not perfect and has several hang ups but is still being developed.MO2 is not perfect and has several hang ups but is still being developed. Found when browsing the LOOT forum:It seems the simple way to use LOOT with NMM is to remove the read-only property on plugins.txt found in C:\Users\*yourusename*\AppData\Local\Fallout4.NMM makes plugins.txt read only so the Fallout 4 Launcher doesn't mess it up.Players need to use the 64Bit version of LOOT with MO2. Edited January 30, 2016 by kingculex Link to comment Share on other sites More sharing options...
SirTwist Posted January 30, 2016 Share Posted January 30, 2016 In the issues section of Mod Organizer, it does tell you which version of loot to use, as well as where to download it from. I have gotten it to work reasonably well with Mod Organizer 2, following the directions. I have had some hang ups with TESVEdit, let's call it what it really is, but once it does run, it will continue to do so. All the team for TESVEdit did was add in functionality for Fallout 4 to be edited. And I have successfully used Body Slide with Mod Organizer. I also have some issues with it, as it's still an alpha, and not the polished version that it should be. I am running Loot version 0.8.1, build 7ddb9d4. It does work, and works all the time I execute it from Mod Organizer. I don't have the sort worked out, but I believe it's because the internal sort is an older version of Loot, and doesn't work properly with MO2. And that's not a CTD for it, just a minor little issue. I have tried using NMM for Fallout 3, New Vegas, Fallout 4, and even Oblivion, and I find it very untidy, and the virtual file system crashes it, and does not come back until you start all over. And putting all the mods in the Data directory? And trying to clean out one mod that doesn't work properly, or even at all? It is a nightmare. I spent more time than I care to mention doing exactly that, and no thanks to NMM for it. As to Homemaker, I will say this, it's nice, it's cool, but why strongly defend it, when it just doesn't work for some people? And even if it did work, to get it to work with anything else, you do NEED patches for it. As far as I'm concerned, I would love to see this mod after the creation kit is released. And I know one thing, the author for SSex is doing exactly that, waiting for CK to be released before they work on the mod again. Since I disable the radiant minutemen quests, with one mod, what use is interior doors? To keep the settler from entering and exiting where they don't belong? Simple enough, a bed mod that is only for me, and build enough chairs, etc. to keep them away from me. It's really not that hard of a concept. So I will say, unless you are willing to spend time to get it to work, don't use Homemaker. You really don't need it to start with. Link to comment Share on other sites More sharing options...
kingculex Posted January 30, 2016 Share Posted January 30, 2016 http://i63.tinypic.com/a23lgh.png To get technical if you want to call it what it really is:FO4EDIT is TES5Edit renamed for anyone who does not know it so it works with Fallout 4. It is not TESVEdit.TES5Edit works with NMM and does not require further changes like deleteion of everything in your appdata\local\Fallout 4 folder. Settlers:Settlers will also come in and use workbenches. Homemaker:Homemaker works just fine if players follow simple install instructions on the installer. (It is shocking how many players do not simply do this.)NovaCoru generally makes her own patches at least while the maker of SSex hasn't made a single one.Homemaker by itself works fine, it is other mods that need patches to work with it. (Same with Settlement Keywords.)Homemaker is a work in progress like MO2 and NMM.Even with the CK some mods will require patches to work smoothly together. SSEX:I could go into details on the massive flaws SSEX has but I won't waste my time. NMM:Putting the mods in the data directory is a flaw of NMM but it is better than stuffing them into the normally hidden AppData/Local/Modorganizer directory by default if you want to edit them. It is much easier to get TES5Edit, LOOT, and Bodyslide to work with NMM.Tons of people use it without any issues. MO2:Even the STEP Staff is saying it should not be used yet as your general game manager. Conclusion:It is good MO2 works for you but it still has its flaws like NMM. To each their own, just the false advertising is a bit much. (You could not get LOOT to sort properly with MO2 and you originally had issues with getting TES5Edit to work.) Have a wonderful day. :) Link to comment Share on other sites More sharing options...
SirTwist Posted January 31, 2016 Share Posted January 31, 2016 Rehashing the same damned argument over again, I see. Everyone says SSex causes problems, and crashes their game. I have tested it, before I decided to try Homemaker and Mod Organizer 2. And I had about 100+ hours of stable game play with it. No crashes when building. It wasn't until I started adding Homemaker, and other mods that it became unstable. So I decided the best way to go is dump Homemaker, SSex, and go with what I know works, and leave them where they are. NMM has been in development for a very long time, and has a very long way to go to be even comparable to even Mod Organizer 1.3.11. It is highly unstable, and has been known to crash, and screw up your game to no end, even if you follow the mod author's instructions to install the mod. I still run MO 1.3.11 for Skyrim and Fallout New Vegas. And I have had no problems with Loot, TES5Edit, and a variety of other programs. The only thing I can't get to work with MO is Reproccer, and I really don't need it, since I don't use the mods that require it. I has to do with the fact that I can't install 32-bit Java, which is a separate issue in and of itself. Before I digress much further, I have, since I stabilized MO 2a3, had one single problem with my game. And I can also, from the game folder, the shortcut for the game, etc. play it vanilla without any problems. And I have all of my files where I want them, rather than in the appdata location. It's really only a quick change in the settings for MO 2a3. Loot does work, on occasion, but it's still in development, so it can't work all the time. The thing is, I started modding games with things like KOTOR, Star Trek Elite Forces, things like that. This is before any mod managers were out. For Fallout 3, I still have, somewhere, a guide to mod it. When I acquired Fallout New Vegas, and wanted to mod it, I started with what I had. But since there were problems, I went searching for answers. I found the answers to the problem with Mod Organizer. And since then I have regretted wasting time with NMM at all. With my current build of Skyrim, I am running 165 mods. And stable at that. With Fallout 4, I am currently running 130. It will go up over time, but the game is stable. Since it doesn't place anything I don't want in my data folder, I can easily find, and either replace mods, or take them out, if they are causing problems. TESVedit and TES5edit are saying the same thing. I used the V to mean the Roman numeral 5, not just the letter V. It is also what Skyrim's name is, The Elder Scrolls V Skyrim. So, we are both correct when we write either TESVEdit or TES5edit. I found a problem when trying to use FO4edit with Mod Organizer and NMM. It only saw what was in my appdate\local\Fallout 4 location, and not what I had installed through Mod Organizer. Once I deleted all of it in there, Fo4Edit saw what it really needed, and works like a charm. well, when it wants to. It does have problems because it is experimental, yet. But then again, everything is experimental with this game. Link to comment Share on other sites More sharing options...
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