Dai Mod Manager Not Merging 6,7/10 7816reviews

The Elder Scrolls V: Skyrim. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides. If not then just update Nexus Mod Manager and it should be. Once on the DAITools Suite Loader page make sure to read all of the description for information on what the mod does (Like you should do for all downloads, not just this one). Reading is very important when modding. Make sure you do it or risk your game otherwise. Conflicts will happen in the future but can be prevented.

So i get nexus mod manager from there site and go to get a mod for FNV Named character overhaul. Its file is called Fallout character overhaul - 2.1.3.Fomod. It doesn't appear in my data files since they said ineeded to use NMM. I go to the web page and click 'download with NMM' then it says 'Do you want to allow this website to open an app on your computer?

From ALLOW/CANCEL' I click allow then it says no apps are installed on this computer to open this tpye of link (NXM) Sorry for ranting but i really want this cool mod so if anyone knows how to fix it i will be grateful. Thanks Page: HERES WHAT IT SAYS ON THE PAGE Description Last updated at 12:02, 30 Aug 2014 Uploaded at 23:50, 9 Dec 2013 READ THE DESCRIPTION BEFORE DOWNLOADING OR MAKING A COMMENT ON ANY PROBLEMS ESPECIALLY NECKSEAMS What FCO Does? FCO is a complete revamp of characters in Fallout changing nearly everything possible that there is to change, it makes it a lot easier to make a nicer looking character as well as making all characters in Fallout look a lot more believable and realistic. The Changes - Different Races and Genders have there own unique headmeshes which adds more diversity to facial shape of characters. There are now 8 unique headmeshes for human characters compared to the vanilla 2 (one male, one female). - Ghoul’s have also been re-imagined.

You will find a variety of new style Ghouls and old style that fit the original concept for Fallout 3 and New Vegas. Ghouls have new meshes, sculpted normals and diffuse textures and look vastly improved. There is also a variety of 6 unique ghoul textures for male and female now as not all Ghouls should look the same. - All Races have their own high resolution texture maps with properly sculpted normals, this can make massive changes to what a face looks like as it gives it the illusion of being a higher polycount than it actually is and adds lots of depth to faces. - Nearly all NPC faces have been remade and adapted to the new meshes as well as being distributed among multiple different age groups which adds much more variety to the game.

These different age groups have also been added as playable races along with some additional alternate races for some age groups to make people in fallout even more diverse. - Raiders/fiends have also been remade with a bit a different style that effects both male and females. They are 4 custom Raider races for non-generic Raiders.

- Many new eye textures have been made and are playable via the race menu. The replacer eye textures are completely optional so if you don't like them, stick with vanilla or use a different mod that changes eye textures.

- All hair textures have been retextured. - Animated eyelashes have been added to all females and male eyelashes are in the works. - Some NPC's have also been given custom face textures to make them more unique, for example the Courier found in Primm has a bullet scar wound, Legate Lanius has scars covering his face and Ranger Andy does too from his injury. This will be worked on more for popular NPC's in the future. - Unique races only available to the player have been made and more shall be added in the future. For example a courier race that is very scarred.

- A new Race has been made called a “Half-Ghoul” this is a human that is in the middle of becoming a ghoul this has been used in game only once for an NPC (try find him) but it is also a playable race. There are two different styles of Half-Ghouls. - New HD Teeth textures. - Glowing Ghouls now actually glow (see images) (Requires NVSE). - TTW support. - Edited EGT files. - All of these things come with little to no hit to performance, headmeshes are the same polycount as vanilla and the only texture that is bigger than vanilla is my diffuse.

Hair textures are higher resolution however a performance option for these will be added soon but in there current state I still saw no performance hit. Installation Install with NMM or FOMM or the one and only Mod Organizer, there is a FOMOD installer in the archive. This mod requires the Old World Blues DLC. After installing make sure to Archive Invalidate. See more on how to below.

And also make sure bLoadFaceGenHeadEGTFiles=1 in FalloutPrefs.ini. If you are installing the Willow addon make sure to only have one esp ticked and if you want the Cazy version you need to install that mods meshes and textures first.

Load Order Other ESM's FCOMaster.esm (Main) ---- Other mods that effect NPC's ---- Patches for them mods found in the installer (might not always be necessary) ---- Other mods that don't effect NPC's ---- FCO.esp if you have a mod that is overwriting FCOMaster and want FCO to take priority. ---- Merge Patch.esp (requires using FNVEdit, I suggested checking the esp and make any changes you want to after.).

I've not played Skyrim since I overmodded it and got tired of troubleshooting. With the release of SSE and finding that it is free for me to download I decided this may be a good time to jump in again. While it is extremely new at this point and many mods are still being modified I'm curious which mod manager is the manager of choice now. I recall three different managers previously: Mod Organizer, Wrye Bash, and Nexus Mod Manager. In the past I used Mod Organizer primarily but I see that it hasn't been updated for a few months now (on Nexus). I also used Wrye Bash for a short time in conjunction with Mod Organizer. I've not used Nexus Mod Manager but from what I've read so far it is a decent manager.

So are one of these the go-to manager these days or is there another? I'm using NexusModManager to managed my S:SE install (along with S:LE, Oblivion & Morrowind), and they added support for S:SE in NMM 0.63.2 whilst the current version is 0.63.5, with very few problems apart from the one or two mods I have to manually place in S:SE's install (Achievement Mod Enabler, Lockpick Pro being 2 as such).

Heck, NMM makes it faster to get back into the game when it decides to C2D for whatever weird reason when it comes to certain achievements (mainly 'Taking Sides', at least if going Imperial route). Tried NMM again, but only lasted a few days.

It's too spastic and begins to break things after only a few days of heavy updating and modding. Probably fine for light stuff, but testing, tweaking, refining -- NMM never works for me. Should try Wrye Bash, but after a few years of MO, I'm hesitant to fill the data directory with a tangled web of modding madness. It always leads to a complete re-install of the game. Took only a few days using NMM for my first SE re-install. Probably just wait for the new MO, might give dead MO2 a try if I can't wait. If only Wrye Bash used a virtual library, the usvfs.

Tried NMM again, but only lasted a few days. It's too spastic and begins to break things after only a few days of heavy updating and modding. Probably fine for light stuff, but testing, tweaking, refining -- NMM never works for me.

Should try Wrye Bash, but after a few years of MO, I'm hesitant to fill the data directory with a tangled web of modding madness. It always leads to a complete re-install of the game. Took only a few days using NMM for my first SE re-install. Probably just wait for the new MO, might give dead MO2 a try if I can't wait. If only Wrye Bash used a virtual library, the usvfs.

Tannin is doing NMM. He won't be doing MO unless someone else is doing it. It's really sad MO won't get developed any further. I loved the idea using a virtual file system, multiple overwrites in there and the fine grained control over it. Deactivate a mod and it's gone for 100% as it never really was in the folder.

The question is, what now? I don't like NMM. I used it for Witcher 3 but it was somehow unsatisfying. MO is close do dead. Wrye Bash look interesting but far less powerful then MO. I can't imagine a world in which tannin doesn't include that in the new NMO when it comes out.

It was the original centerpiece of MO and what initially brought everyone over to it. I have FNIS 6.3 without the Creature Pack.

I use SLAL's Loader, ZAZ animation & extension pack & Leito's animation pack from but I have no idea how many animations I can have in total & I'm about to install 5 more packs: Nibbles, Rydin's, FunnyBizness, Suke's, & Zanarok's packs but they all have creature animations & in the past I was told by some that I don't need it for the human animations to work. I also have no idea that if the creature animations from ZAZ & Leito are even in my game anyways or detected by FNIS since I don't have the Creature Pack. My questions are: 1.

What is FNIS 6.3's limit on animations that can be used? For any pack in general, If I don't have the Creature Pack installed, does anyone know if FNIS still registers the creature animations in any installed pack anyways to take space up, even if they can't technically be used in-game without the Creature Pack? If I decide to install Creature Pack, how should I do it? I use Nexus Manager so can I just install it from there without restarting the whole process for installing FNIS? I was told that there is an expanded FNIS with a higher animation limit than the original. If that's true, how do I install that over the normal FNIS in a way that doesn't break my game?

Masters Of Anatomy Book One on this page. If I need it to not hit the limit of animations registered, how do I safely replace the old FNIS with the expanded one without breaking my game & having to start a new one? Do I just overwrite the small one with the bigger one in Nexus Manager or do I uninstall FNIS & all the packs currently installed first, then install the expanded FNIS & the animation packs afterwards?

Also is the steps for installing the Creature Pack the same for the expanded FNIS? I installed Leito's pack months ago without the Creature Pack in the 1st place & it worked fine so I'm currently basing all of this on that experience but I don't know if all animation packs work like that one. I'm diving into Merge Plugins, and the first thing I want to do is NOT included/explained in the GP tutorial I'm using. There's a patch in the Pre PaMa installer, it's only one tiny change to an actor, but it's taking up a plugin spot as an ESP. It's info says to load directly after the Thief module, or to merge it into the Thief module.

So that's what I'm trying to do. I've checked STEP, and the comments on the GP video, and the forum thread for the mod itself, and googled, but because of the Merge Plugins title, most of what I get are questions/posts/results about TES5 or Mator or Wrye Bash or whatever else.

Anyway, the GP tutorial shows the steps to merge a bunch of existing ESPs to create a new ESP. What I need to do is to merge the record from one ESP into an existing ESP.

I cannot find a tutorial for this (seemingly simple) task anywhere. I'm a touch frustrated, and I'm sure this is a stupidly obvious question/answer, but I don't want to make (uneducated) guesses about how to use this software, especially on my first time through. I'm super grateful for any help here. • Recently Browsing 0 members.