Making and changing files with the geck via MO
Posted 30 December 2017 - 06:44 PM
Posted 30 December 2017 - 07:53 PM
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.
Posted 30 December 2017 - 08:54 PM
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?
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.
Posted 30 December 2017 - 10:26 PM
Thank you very much for the explanation, That cleared up a lot. Enjoy the rest of your weekend.
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