Jump to content


Photo

Making and changing files with the geck via MO


  • Please log in to reply
6 replies to this topic

#1 Leafblighter

Leafblighter

    Prisoner

  • Members
  • 4 posts

Posted 30 December 2017 - 06:44 PM

I've always been one to fire up the geck and swap nifs and textures until my game is where I want it. How do you go about doing this with MO? If it's already in a guide or post I apologize and would be grateful if you could point me in the right direction.
  • 0

#2 Greg

Greg

    Dragonborn

  • Super Moderators
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 1,777 posts

Posted 30 December 2017 - 07:06 PM

I think what you want is in the Mod Organizer guide under the Creation Kit heading. Once you have the guide open, search for "creation kit (ck)" to find Creation Kit section.



#3 Leafblighter

Leafblighter

    Prisoner

  • Members
  • 4 posts

Posted 30 December 2017 - 07:53 PM

Sorry for not being more specific. How to I go about changing nifs and textures within a mod I already have installed? The only way I can think of is to keep making new zip each time. Which would suck as new textures and nifs are never right the first, second or even the third time.
  • 0

#4 Kelmych

Kelmych

    Dragon King

  • Super Moderators
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 3,943 posts

Posted 30 December 2017 - 08:16 PM

You may be able to make changes using FNVEdit to change the record in the plugin that includes the nif file name, depending on how significant the change is.  If you are just changing a texture without changing the nif then you may be able to change the texture file in the mod file and then reinstall the mod or you can make a file with the new textures and then install this file with MO and merge it with the original file; this will replace the revised textures with the new ones.



#5 Leafblighter

Leafblighter

    Prisoner

  • Members
  • 4 posts

Posted 30 December 2017 - 08:54 PM

Hmm... So if I understand you right, every time I need to make a change I would have to compress my mod and install the changes in MO?

On the other hand if MO only sees it's virtual directory, couldn't I just drag and drop in my files in the game directory until I'm satisfied with my models and textures? And then reinstall my changes via zip into MO?

Regards
  • 0

#6 GrantSP

GrantSP

    The antipodean

  • Super Moderators
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 4,333 posts

Posted 30 December 2017 - 10:07 PM

You don't need to compress anything to use MO.

 

Each mod installed via MO resides in a sub-folder off your MO\mods folder.

 

So if you want too change a texture of a mod you have installed, there will be a textures folder inside the folder structure I mentioned above. Simply copy the new asset into that folder.

 

However, if what you want to do is get your mod to use textures/meshes that you specify just create a new mod and have MO load that last. This way it use the last set of files, those with the highest priority number and the game will work with those. Look at on the guides for the various games here on STEP. This is how those authors have configured their games.



#7 Leafblighter

Leafblighter

    Prisoner

  • Members
  • 4 posts

Posted 30 December 2017 - 10:26 PM

Lol, now I get what your saying. I've read the guide and always thought it never unpacked the mods via the overwrite section in the guide "The real game Data directory existing in <path-to-game>/Data. The virtual game data directory for the game doesn't exist anywhere in the Windows file system; it is virtual. It can be seen virtualized in Mod Organizer's Data tab in the Right Pane".

Thank you very much for the explanation, That cleared up a lot. Enjoy the rest of your weekend.
  • 0


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users