Hope to be done with Armor, Weapons, and Miscellanea tonight. :dance:
Also: Mitch Hedberg reference added. :hehe:
Thanks very much for this guide, I'm working through it now and MW had never looked so good!
I would recommend that you retain the link to the blog, I personally have founds it quite useful to have regard to both and I think that those who don't find the blog useful can ignore it while others will gain a benefit from it.
Thanks for the input, I'll leave it as is, then. A ToC might help, though...
I had a quick question, which could probably be answered by anyone, my original plan was to start a new game only once I had installed all of the graphics mods I wanted but now that I've been testing the game with a new save I really want to make a real start so I was wondering if there's any disadvantage in starting a new game and then adding in mods on the fly, as it were?
http://www.gamesas.com/bgsforums/index.php?showtopic=967763 I knew that going in and I still did it, and I payed for it with a dirty save. I managed to go far in that game regardless because of good preparation, but my preparation wasn't good enough and I failed to test many mods that ended up not working for me and bloating my game. I'm starting over now, but here's some advice for you so you don't end up with a game-ending bug.
First, get Wrye Mash and read the online manual carefully. You should also understand how to properly use TESTool. The best diagnostic tool you can use for quick conflict detection is TES Conflict Detector. These are all linked in the OP. I assume you have limited time as I do, so here's what you really must understand, first about Mash:
- Before anything else, right-click on the header for the "File" column under the "Mods" tab and click "Lock Times." Any time you alter a mod in any way with another program (such as the CS or TESTool) open up Wrye Mash and it will put the mod back into the position in the load order you had set before the alteration. The manual will explain if that doesn't make sense.
- Make sure you understand what the colors for checkboxes and lines mean for each tab, the colors are there to help you diagnose any problems.
- Understand how to control mod order and why.
- When you click on a mod in under the "Mods" tab, a list of its master will show up to the right. Most of the time you can fix an issue (such as a yellow colored by simply clicking on this list
- When you first start it up, right-click on various places in the UI to see what menus come up, and refer to the manual so you understand what each option does. The obvious ones come up for the mods and saves when you right-click on them; for mods the big ones are "Repair Refs" and the options under the "File >" rollout, for saves you should especially pay attention to the "Repair All" option and the options under the "Remove >" rollout. However, some of the most useful--in fact, essential--options show up when you right click on the column headers for each list (i.e. "File | Modified | Size |..."). The headers on the "Saves" tab offer the absolute essentials for a game in progress, you need to understand:
- The main header offers several options including the very useful "Profiles" option. I really recommend making a main profile and a "TEST" profile that only has the three Bethesda ESMs activated to test any new mod in game, and another based on your main profile to test how any mods you decide to add interact with your existing ones. I also like to make profiles for load lists that I know for sure work well, in case I mess something up and have to go back (at least, I do now, this would have saved me a lot of trouble and I plan to do it from now on).
- the list of saves and the list that shows up on the right when you click on a save (it contains the list of mods that save has running) has its own menu, and the options under that menu, particularly "Sync to Load List" and "Update," are important to understand, you always want to make sure that your save shows up as purple if possible, and these options help you do that. The "Update" option is executed automatically when you click on the list itself. Always remember to save your changes.
- Learn how to use the "Mashed Lists" feature.
- As for the "Installers" tab in the newest version, it makes it a lot easier to install new mods and more importantly uninstall mods you decide you don't want, but I prefer the precise control of a manual installation.
To recap, with Wrye Mash you should fully understand at least Lock Times, the meanings of the colors, controlling mod order, where to find right-click menus, updating master's lists for mods and mod lists for saves, using Mashed Lists, and profile management. It's a powerful tool, and learning it ahead of time will save you a lot of pain down the road.
TESTool serves a different set of purposes, and is a much easier program to use as it's all automated, but because of this you need to watch it very carefully and make sure it doesn't do anything it shouldn't. The main tools you'll be using are the Merge Objects feature and the Clean ESPs feature (it should go without saying, but always use the Clean ESPs option that puts the clean versions in a separate folder, it's option #2). Merge Objects is to be used when several mods change the same objects, but in different ways. For example, say you want to use Schwaa's "K Potion Upgrade" to change the appearance of potions, and Srikandi's "Potion Sorter" to rename them; since Srikandi's mod doesn't touch the meshes or textures, but K Potion Upgrade also renames some potions, you'd want set the Potion Sorter to load after the K Potion Upgrade with Mash and then use TESTool to merge objects, this way you'll get the Potion Sorter's names and the K Potion Upgrade's look. There are many explanations for exactly how this works online, but basically it looks at the original Morrowind data for an object that more than one mod changes and goes down the list adding any changes to the original data and ignoring any data that is identical to the original data (any time two mods alter the same data the mod that loads later wins).
Any time you add a mod, read the ReadMe (!) and test it thoroughly, starting with a conflict check with the conflict detector. Hope that helps. Oh, also, if your game is slowing down, the first culprit is scripting, cut back on the script-heavy mods if your computer can't handle them.
Oh man, i just saw it in the OP...first Korana and now AlienSlof.
Ugh, not again. Last time that she removed them because of some stupid trolls we were able to convince her to put them back up but I guess that the trolling never stopped and that it has taken its toll on her now... Doesn't look like she's coming back this time. What a shame.
I'm under the impression that the mods prefer that we not talk about it, but I will say this: I really wish she could ignore the petulant whining from insecure children who aren't even offering up valid criticisms of her work and focus on those who love the art she produces. I say this knowing I don't know the whole story, but I have to agree it's a real shame.