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Thinking of switching from FOMM to MO1. Any thing for me to know?


leotheEliteMajor117

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1. I'm not experienced yet with

MO1 MO2, but can MO1/MO2 install FOMods? Or should I use FOMM as a FOMod installer?

 

2. Is Mod organizer 2 recommended for FNV? Or is it supposed to be 1?

 

3. Will my load order change or will my mods be missing when I switch to either one of the mod organizers?

 

4. A quick video/written tutorial on how to use Mod Organizer 1 or 2 for FNV when I'm gonna begin to use it.

 

5. Is MO1 or MO2 very simple to use like FOMM?

 

I know this is a question for newbies like me at mod managers, but I just wanted to switch to another mod manager as the ULTIMATE guide said that FOMM still has issues not fixed yet. So I'm guessing it is no longer updated. This is the reason why I'm switching to MO1 or MO2 bcoz of possible issues of mod installation, I still download mods manually instead of NMM or Vortex and paste them in my data folder, how's it for Mod Organizer 1/2?

 

I've been using FOMM for a long time now and I'm ready for a new way of installing mods for FNV.

Edited by LabroLEO
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"I've been using FOMM for a long time now and I'm ready for a new way of installing mods for FNV." Why? Are you having problems installing mods with FOMM?

 

I have been using FOMM for the Fallout games since 2011 and I have no desire to change. There are other, more knowledgeable users here that feel the same.

 

It does the job I want it to do without having to take an online course to operate a mod manager.

 

FOMM was designed to be used with the Fallout games and nothing else. All the other mod managers try to be all things to all games and really aren't. NMM was never able to install all the FoMods correctly. The same is for all the other newer mod managers.

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I would be curious (but not enough to go digging for it) as to which "issues" the ULTIMATE guide has with FOMM. (Vague statements like that without supporting information (in my experience) tend to reflect personal bias. Not that I am accusing the author of that at third-hand.) There are always some mods that require manual installation simply because they are more complicated than any manager can deal with or do not have an install script/wizard capable of anticipating and dealing with every situation. And scripting capabilities tend to evolve over time. Not every mod author understands how to package for managers. (I find it necessary to repackage a significant number of mods. Please see the 'Packaging Mods for Installation' section of the wiki "Getting started creating mods using GECK" article.)

 

Even Tannin (the author of MO and Vortex) has admitted his design originally was "a solution in search of a problem". It's major contribution was the ability to create and manage different "load order profiles" while only needing to install mods once, saving disk space. If you aren't needing that, then it adds a lot of unnecessary complexity. OTOH, if you want to be able to use the same manager for multiple different games, then you want to go with MO2 (which can handle larger files than MO) or Vortex (which is MO redone by the original author specifically for, and supported by, Nexus and it's multiple supported games).

 

As for tutorials on other managers: please see the 'Mod Managers' section of the wiki "FNV General Mod Use Advice" article for starters.

-Dubious-

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I would be curious (but not enough to go digging for it) as to which "issues" the ULTIMATE guide has with FOMM. (Vague statements like that without supporting information (in my experience) tend to reflect personal bias. Not that I am accusing the author of that at third-hand.) There are always some mods that require manual installation simply because they are more complicated than any manager can deal with or do not have an install script/wizard capable of anticipating and dealing with every situation. And scripting capabilities tend to evolve over time. Not every mod author understands how to package for managers. (I find it necessary to repackage a significant number of mods. Please see the 'Packaging Mods for Installation' section of the wiki "Getting started creating mods using GECK" article.)

Â

Even Tannin (the author of MO and Vortex) has admitted his design originally was "a solution in search of a problem". It's major contribution was the ability to create and manage different "load order profiles" while only needing to install mods once, saving disk space. If you aren't needing that, then it adds a lot of unnecessary complexity. OTOH, if you want to be able to use the same manager for multiple different games, then you want to go with MO2 (which can handle larger files than MO) or Vortex (which is MO redone by the original author specifically for, and supported by, Nexus and it's multiple supported games).

Â

As for tutorials on other managers: please see the 'Mod Managers' section of the wiki "FNV General Mod Use Advice" article for starters.

Â

-Dubious-

Just by reading the "Mod manage s" section of your guide, I saw a much more updated and fixed version of FOMM, called FOMM-Fork. I read the description of and it said it is much more stable and fixed than my old FOMM, thanks a a lot guys. Sometime I might need to experience the use of other mod managers other than FOMM but that won't happen in an early time. I should stick to the forked version of FOMM for now.

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I'll add my two cents.

 

MO2 has the following significant advantages over MO1:

 

  • If it has a memory leak, it's nowhere near as much of a ticking timebomb as MO1's.
  • If you enable/disable .esps while it's already virtualizing for something (such as the game), it won't scream at you and get confused about missing entries and whatnot.

 

It also has this disadvantage:

 

  • The locked-app "feature", wherein it puts up a message box whenever you run an app through it, which you have to manually close and which cannot be disabled, is more annoying. Specifically in that it won't go away on its own until ALL virtualized apps are closed. Probably not such a big deal for anyone who doesn't make their own mods, though.

 

The specific answer to this question is pretty straightforward: Bite the bullet and start using MO. I can scarcely fathom ever doing things any other way.

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I'll add my two cents.

Â

MO2 has the following significant advantages over MO1:

Â

  • If it has a memory leak, it's nowhere near as much of a ticking timebomb as MO1's.
  • If you enable/disable .esps while it's already virtualizing for something (such as the game), it won't scream at you and get confused about missing entries and whatnot.
Â

It also has this disadvantage:

Â

  • The locked-app "feature", wherein it puts up a message box whenever you run an app through it, which you have to manually close and which cannot be disabled, is more annoying. Specifically in that it won't go away on its own until ALL virtualized apps are closed. Probably not such a big deal for anyone who doesn't make their own mods, though.
Â

The specific answer to this question is pretty straightforward: Bite the bullet and start using MO. I can scarcely fathom ever doing things any other way.

Thanks for ye 2 cents.

 

I'll keep that in mind, but I will be using FOMM for a long while until I'm ready for a new experience with MO.

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