Where on EARTH do they keep the mod data at?

Post » Sat Aug 27, 2011 4:24 am

So I uninstalled Morrowind, because I had messed up on a few mods. I even deleted the entire morrowind folder in my c hard drive location. Then I reinstalled it, and when I launch the game, I hit data files, and all my mod data are still there... I wanna delete them to get a fresh start. And after I reinstalled it, I went into my Morrowind directory, and into the data file, everything is all squeaky clean in there. No mods or anything. What's going on?

I think I should have posted this in the hardware and software problems.
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Alisia Lisha
 
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Post » Fri Aug 26, 2011 11:00 pm

If you can learn how to use wyre mash it's better for installing and uninstalling mods. I'm currently setting up my game and have almost every mod and texture pack packed in the installers tab so I can reorder, install over other mods, or remove them more effectively. It takes a lot of time though, especially if you use a lot of mods. It also takes up a little more hdd space, even with them zipped.
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Mrs Pooh
 
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Post » Sat Aug 27, 2011 2:24 am

If you can learn how to use wyre mash it's better for installing and uninstalling mods. I'm currently setting up my game and have almost every mod and texture pack packed in the installers tab so I can reorganize, install over other mods, or remove them more effectively. It takes a lot of time though, especially if you use a lot of mods. It also takes up a little more hdd space, even with them zipped.


Yeah, I am never touching wrye, mlox, or tes tool ever again lol. I don't think I even needed them to begin with, with the mods I was using.

And I found where the data files were hiding, along with my saves. They were kept hidden in the directory. I'm back with a fresh new start. Feels good.
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Lisa Robb
 
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Post » Fri Aug 26, 2011 7:16 pm

If you can learn how to use wyre mash it's better for installing and uninstalling mods. I'm currently setting up my game and have almost every mod and texture pack packed in the installers tab so I can reorder, install over other mods, or remove them more effectively. It takes a lot of time though, especially if you use a lot of mods. It also takes up a little more hdd space, even with them zipped.


Um, just in case if I ever do decide to use wyre mash again, would I still need the Morrowind Script Extender? And is there anything that goes along with wrye mash?
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Devils Cheek
 
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Post » Sat Aug 27, 2011 4:25 am

Um, just in case if I ever do decide to use wyre mash again, would I still need the Morrowind Script Extender? And is there anything that goes along with wrye mash?


Wrye Mash works fine on it's own, last I checked.
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Queen of Spades
 
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Post » Sat Aug 27, 2011 9:19 am

Wrye Mash works fine on it's own, last I checked.


Okay, good. I thought, for some reason, that you needed tes tool and mlox to go along with it. Mlox reorders the mod load doesn't it? Does Wrye Mash already do that?

And would I still need the script extender to load up the game with mods?

EDIT: The stand-alone wrye mash doesn't need to be in the Morrowind directory does it?
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CSar L
 
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Post » Sat Aug 27, 2011 12:54 am

The Morrowind Script Extender is only for mods that rely on it, just like there's OBSE for Oblivion.

Mlox reorders the mod load doesn't it? Does Wrye Mash already do that?

Wyre Mash lets you reorder manually, but mlox tries to sort mods that need to be loaded after one another.
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Jessica Raven
 
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Post » Fri Aug 26, 2011 5:51 pm

The Morrowind Script Extender is only for mods that rely on it, just like there's OBSE for Oblivion.


Wyre Mash lets you reorder manually, but mlox tries to sort mods that need to be loaded after one another.


Ah, so I should always load up the game with the script extender then?
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sas
 
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Post » Fri Aug 26, 2011 10:00 pm

Okay, good. I thought, for some reason, that you needed tes tool and mlox to go along with it.


I would argue that Wrye Mash makes TESTool unnecessary. Don't know much about Mlox.

And would I still need the script extender to load up the game with mods?


Only with mods that include scripting that can't be achieved without it. Which those mods should certainly indicate whether or not they do, in their respective readme's. If they don't, delete them now. :P

EDIT: The stand-alone wrye mash doesn't need to be in the Morrowind directory does it?


I actually don't remember. Been awhile since I used it.
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Euan
 
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Post » Sat Aug 27, 2011 3:57 am

Ah, so I should always load up the game with the script extender then?

It's only for mods that need it. It should say if you need it.
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Nymph
 
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Post » Sat Aug 27, 2011 7:55 am

So it doesn't hurt if I just used the script extender to load up Morrowind each time I play it, even if none of my mods needs it, right? It's not like I'm gonna miss out on anything if I only use the script extender to load up Morrowind or am I?
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Brentleah Jeffs
 
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Post » Sat Aug 27, 2011 5:06 am

So it doesn't hurt if I just used the script extender to load up Morrowind each time I play it, even if none of my mods needs it, right? It's not like I'm gonna miss out on anything if I only use the script extender to load up Morrowind or am I?


Why would you load up MWSE if none of your mods need it? :wacko:
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Juanita Hernandez
 
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Post » Sat Aug 27, 2011 7:48 am

So it doesn't hurt if I just used the script extender to load up Morrowind each time I play it, even if none of my mods needs it, right? It's not like I'm gonna miss out on anything if I only use the script extender to load up Morrowind or am I?

It won't hurt anything aside from taking up resources. As TA pointed out, there's really no reason to run it unless you have a mod or mods that make use of the new scripts.
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Krista Belle Davis
 
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Post » Sat Aug 27, 2011 12:16 am

I would argue that Wrye Mash makes TESTool unnecessary. Don't know much about Mlox.

How?
Wrye Mash cannot clean an esp of junk data, and it cannot make a Merged Object esp.
TESTool does both relatively well (in almost every case)

Mash and TESTool both do very different things.
I recommend ceaning every esp with TESTool, unless the ReadMe states otherwise. (or EE or TESAME if the user knows exactly what to look for)

edit: spelling
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Jeneene Hunte
 
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Post » Sat Aug 27, 2011 6:30 am

How?
Wrye Mash cannot clean an esp of junk data, and it cannot make a Merged Object esp.
TESTool does both relatively well (in almost every case)


I forgot, okay? My brain is elsewhere, it seems. :P
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Louise Lowe
 
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Post » Fri Aug 26, 2011 6:41 pm

. . . I recommend ceaning every esp with TESTool, unless the ReadMe states otherwise. (or EE or TESAME if the user knows exactly what to look for) . . .



Why? In my experience, I seem to be better off leaving things alone unless I'm actually getting warnings, conflicts, and/or crashes. I will even run mods with evil GMSTs without incident, although I do clean them as soon as I notice. In the beginning, I wanted everything sparkling clean and I was drawn like a moth to "just fix it" and "Autodelete Unclean". For a long time, I even followed MLOX to a "T". The trouble with these practices is that you don't learn why you're cleaning or moving anything. I learned, through trial and a lot of errors, that sometimes dirty references are activators that *need* to be there, GMSTs are changed for a reason, some mods really *do* need to load after NoM, and not all objects/leveled lists should be merged.

Sometimes, you even find out the reason the author has stated unequivocally that his/her mod *must* load at the end (or the beginning), or must *not* be cleaned/merged, is because they didn't write it in the most efficient, non-conflicting way and not following their explicit instructions will break their mod. In many cases, I've had to either "fix" such mods or just not use them, but this brings me back to my question of Pluto, or anyone else who knows, why clean something if it doesn't appear to be causing any problems?
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Daniel Brown
 
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