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#16 Octopuss

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Posted 24 November 2015 - 02:26 PM

Eww, that sucks, because I rely on overwriting lots of texture mods in specific order (well, just like STEP, obviously).

I can totally understand how stupidity/ignorance of users or hate from "certain" modders group made Tannin go this way though.

Guess I'll have to extract everything again :(


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#17 DoubleYou

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Posted 24 November 2015 - 03:20 PM

It's not really that much more of a hassle IMHO.



#18 TechAngel85

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Posted 24 November 2015 - 03:24 PM

It's not. All it really means is extracting BSAs and hiding more files. Nothing we haven't done before.



#19 EssArrBee

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Posted 24 November 2015 - 03:38 PM

STEP should just stick to what we have. MO requires multiple installs of itself to work for different games anyways. 1.3.11 is very stable and works great for what we need it to do.

 

MO2 can work better for FO4 and really anything else that it may be needed for.



#20 DoubleYou

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Posted 24 November 2015 - 03:48 PM

Except for fomods....

 

 

 1.3.11 is very stable and works great for what we need it to do.


#21 TechAngel85

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Posted 24 November 2015 - 04:21 PM

Except for fomods....

Yeah, that FOMOD fix really needs to be pushed out.



#22 GSDFan

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Posted 24 November 2015 - 05:44 PM

It's not. All it really means is extracting BSAs and hiding more files. Nothing we haven't done before.

The built in bsa extractor is also gone as far as I can tell.



#23 Genius384

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Posted 24 November 2015 - 06:35 PM

extracting archives, not extracting archives, who cares as long as the mod manager is still best in class and solid.  


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#24 Neovalen

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Posted 24 November 2015 - 07:02 PM

extracting archives, not extracting archives, who cares as long as the mod manager is still best in class and solid.

It matters because loose files will always win over BSAs.
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#25 Freso

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Posted 25 November 2015 - 08:09 AM

Note that it will still be possible to "bundle up" extracted loose files from a BSA archive in a .7z or whatever and add that as a manual mod to MO, meaning you can enable/disable the "bundle" at will, as well as move it around to overwrite/have overwritten its files relative to other mods as you see fit. It may be slightly less flexible since it forces the move to the "loose files layer", but it is still far more flexible than manually managing overwriting files in Data\ or managing all of this with e.g., NMM…


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#26 Tannin

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Posted 25 November 2015 - 11:27 AM

The bsa extractor being missing isn't intentional nor final. As you know i moved my repository to github and split it up into smaller repos. The bsa extractor (like all plugins) is now its own repo which i probably forgot to include in the build.

Btw.: if anyone feels like adopting this or any other plugin repo, just say the word ;)
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#27 pman11

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Posted 25 November 2015 - 04:05 PM

im using mo and it works great, except that when a new esp. is added, when i launch the game through mo2 for fallout 4, the esp is not active and i have to go into local appdata and add the esp name to the text file manually. anyone have an answer to this? dont really want to have to manually add manually.


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#28 GrantSP

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Posted 25 November 2015 - 05:06 PM

The bsa extractor being missing isn't intentional nor final. As you know i moved my repository to github and split it up into smaller repos. The bsa extractor (like all plugins) is now its own repo which i probably forgot to include in the build.

Btw.: if anyone feels like adopting this or any other plugin repo, just say the word ;)

By "adopting" you mean "keep up the code updates and compatibility for the rest of programme as you won't be spending as much time on that plugin anymore"?  ::):



#29 Kesta

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Posted 28 November 2015 - 09:01 AM

Haven't visited your github in depth yet, but is there a place where you documented a bit more how to write plugins ? (I remember some people asking this on the sourceforge forum).

I'm have my personnal ENB/ReShade manager and was thinking about re-coding it with a nicer pattern, so most of the actual functions would be in an external dll, and then re-code the interface directly as an MO plugin.


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#30 TechAngel85

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Posted 28 November 2015 - 09:42 AM

Haven't visited your github in depth yet, but is there a place where you documented a bit more how to write plugins ? (I remember some people asking this on the sourceforge forum).

I'm have my personnal ENB/ReShade manager and was thinking about re-coding it with a nicer pattern, so most of the actual functions would be in an external dll, and then re-code the interface directly as an MO plugin.

Agree, if plugin support is going to mainly be handed off, there needs to be some documentation. I've never seen any myself or I would have messed around with the FOMOD installer already.




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