Aeradom Posted April 16, 2016 Share Posted April 16, 2016 Let me be clear, I'm not talking about the load order (not specifically anyways.) For those that might not be familiar what I mean, MO would have it where the mods on the list were actually lined up with where you would want htem to go in the overwriting stuff. So if you wanted one more to overwrite another, you'd put it below (I'm remembering right). I know MO isn't up to snuff for FO4 so I'm using NMM at the moment. And I'm just curious if there's a similiar function with NMM. Link to comment Share on other sites More sharing options...
PoliteRaider Posted April 16, 2016 Share Posted April 16, 2016 Load order is overwrite order. Lower plugins overwrite higher plugins, for esms first and esps last. Unless you're talking about files overwriting files? Like a texture or something? In which case when you activate a mod in NMM it will ask you whether you want it to overwrite the existing files or not and offer on a mod-by-mod basis. Link to comment Share on other sites More sharing options...
PoliteRaider Posted April 16, 2016 Share Posted April 16, 2016 It should look like this whenever you click the green tick icon to activate a mod that shares the same files as another mod. http://i.imgsafe.org/1207746.jpg You want to switch your mods on in reverse order, much like you would plugins. Activate your lowest priority mods first. Link to comment Share on other sites More sharing options...
Aeradom Posted April 16, 2016 Author Share Posted April 16, 2016 (edited) It should look like this whenever you click the green tick icon to activate a mod that shares the same files as another mod. http://i.imgsafe.org/1207746.jpg You want to switch your mods on in reverse order, much like you would plugins. Activate your lowest priority mods first. I get that, but the way that Mod Organizer did it was better because you didn't have deactivate all the particular mods and the reactivate them in a particular order because all the changes were made when the game loaded up. This way you could easily move mods around in the pane. Not only that, you'd get a clear picture of what is overwriting what. In case your unaware or just confused as to what I'm asking (probably my fault on that), here's Gopher talking about the particular feature I'm referring to: https://youtu.be/j4ZQpzf_iAE?t=2m46s Edit: Just want to be clear, if I came across as a smart ass, I wasn't meaning to be. I know you were just offering to help provide an alternative, but I was just curious if they've implemented that feature into NMM yet. So if I did come off as salty, sorry about that. Edited April 16, 2016 by Aeradom Link to comment Share on other sites More sharing options...
PoliteRaider Posted April 16, 2016 Share Posted April 16, 2016 I'm sorry, I haven't used Mod Organizer before. That's a cool feature though. Unfortunately so far as I'm aware though NMM doesn't have that feature. You have to track this yourself somewhat, and if you don't pay attention to what you're doing it can cause some problems. For example a lot of people install the latest Settlement Keywords version, then when they activate a mod that packaged an older version of settlement keywords inside it they accidentally overwrite the new version with the old one. NMM fortunately makes it pretty easy to fix, you just re-activate the mod with the correct features and let it overwrite the one you want it to, but there's no GUI or automation for the process like you're showing there with MO. (At least not that I know how to use). Link to comment Share on other sites More sharing options...
Aeradom Posted April 16, 2016 Author Share Posted April 16, 2016 I'm sorry, I haven't used Mod Organizer before. That's a cool feature though. Unfortunately so far as I'm aware though NMM doesn't have that feature. You have to track this yourself somewhat, and if you don't pay attention to what you're doing it can cause some problems. For example a lot of people install the latest Settlement Keywords version, then when they activate a mod that packaged an older version of settlement keywords inside it they accidentally overwrite the new version with the old one. NMM fortunately makes it pretty easy to fix, you just re-activate the mod with the correct features and let it overwrite the one you want it to, but there's no GUI or automation for the process like you're showing there with MO. (At least not that I know how to use). So, like when I have a hundred mods and I'm looking to update one, I need to do the usual (deactivate and what not). How do you know, which mods to deactivate as well and then reactivate? Do you just need to keep track of it I guess? Link to comment Share on other sites More sharing options...
PoliteRaider Posted April 16, 2016 Share Posted April 16, 2016 Do you just need to keep track of it I guess? Exactly. Although you're not liking to have a lot of file overlap, even with hundreds of mods unless they're strongly concentrated on one aspect of the game. The main place you see file overlap is in textures and they're usually just a install once and forget about them, sort of process. When it does come up that little pop-up window will tell you what it's overwriting and it's easy enough to tell from the names half the time which one you want to take priority. If you're ever having trouble keeping track, don't forget that you can rename mods. This can be handy to add reminders to yourself or similar. Link to comment Share on other sites More sharing options...
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