I have just run into a mod (Improved closefaced helmets) that has several possible parts. The mod itself, a patcher, an update, and some optional features. The way that I handled it was to install the parts with different names. I had two other options, merge and replace. Given that I did not increase my plugin count, I think that this was the most optimal method. However, I want more experienced opinions.
Mod with several possible parts
Posted 13 August 2017 - 01:36 AM
The choice you make won't affect your plugin count. Installing as separate mods will clutter your mod list a bit, but also allows you to change your mind later without having to dig into the folder and delete files by hand / reinstall the mod from the archives. It ultimately comes down to personal preference most of the time.
Posted 13 August 2017 - 01:38 AM
Considering the concept of separate mods in the left-hand pane is a MO feature, any choice you make will be fine, SO LONG AS you ensure the correct files win in a conflict.
Using your example let's look at the options.
Install the main file, v1.57 as "Improved closefaced helmets", and then the update into a differently named mod which you mistakenly enable above the main file. The corrected mesh isn't used in the game and it is as though you didn't install it.
Next any optional files you choose, e.g. the Chitin helmet. Again since the contents of this file are replacing meshes in the main file you will need to ensure this too is below the main mod in the left-hand pane.
The way to view the left-hand pane is as though it is a timeline of the mods you installed if you didn't use a manager. The top files are installed first and subsequent mods replace any files that the previous mods provided.
Posted 13 August 2017 - 02:14 AM
Thanks all, I think that I am finally getting the 'hang' of the MO. @ Mator: It was your 'change your mind later" idea that was my intended goal. Had the updates or options involved a modified esp / esm, then I think that the 'replace' option (with backup) would have been more appropriate.
@GrantSP: Actually, I just appended what they were to the names, as this would make remembering what I had done easier. So, I have 'improved closefaced helmets (22)', 'improved closefaced helmets patches (23)', 'improved closefaced helmets update (24)' and 'improved closefaced helmets optional Chiten with Glass Goggless (25)'. The latter is a bit longish, but very descriptive.
I normally keep the left hand pane in 'priority' view mode, unless I an searching, when I might switch to 'filename' view mode.
Ultimately, this manager has to make sense to me, but I also need to learn what I can and (most importantly) what I CAN'T do with it. And the most appropriate work-arounds for those things that I most likely SHOULDN'T do...
Edited by croc, 13 August 2017 - 02:17 AM.
Posted 13 August 2017 - 02:44 AM
One more helpful hint.
Try to avoid really long names for the mods. Although the path length limit for Windows is 256 characters, if you go and throw a whole bunch of long modnames into MO there is a possibility that you may exceed it.
Just a possibility, but if you shorten things to an acceptable name you should be fine.
Remember MO parses these modnames to the "hooked" executable and depending on where the game, MO and the mods are stored, that limit may get close.
Posted 13 August 2017 - 05:05 AM
Hmmm... The game is c:\steam\steamapps\common and that is also where MO is. The mods are on d:\blah\skyrim\MO_Mods. So I think that I could make a rather long name before I ran into issues. Still, nice to know about limitations that are rather obscure.
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