Thank you very much for the clarification. You know, you have rare gift, you explain those things in a way that even I understand it and I have no clue about modding or how those MODs work. I am just a consumer who appreciates the hard work of others.
Once again I'm glad the videos help. As for your question in regards to Wrye Bash Mayu did post something about Load Order with Mayu's Race Idles, the previous version of MAO. I'll quote her.
So you should put that below MAO but above Deadly Reflex. Basically in your case,
MAO Bashed Patch Deadly Reflex (if you run it).
In the videos I try to keep it as simple as possible, for most common mod users, which is why I didn't bring up Wrye Bash, because many people don't use it. That, and also time constraints, since explaining the other more esoteric variables would force me to crunch down the video even more to keep it under the 10 minute mark. Actually the second video clocked in at 10 minutes on the nose! lol
But for the nitty gritty that's what comments are for. So yes there's the ideal load order with the Bashed Patch.
As for KA 6.8 no thankfully it doesn't require any sort of resource pack. I've never had any problems running it. And a few months ago I patched it with MRI, not MAO, but the two are basically the same. The difference is MAO is just less resource demanding, and easier to navigate through when self patching mods since it doesn't break up every single race into a sub-folder.
Thank you for the exciting videos and the information within.
I know a bit about MAO and its Load order now but you did not mention what is happening when I use Wrye Bash? Usually the bashed file is the last in the load order, can (should) it remain there?
I am looking forward to the slide show that will teach me how to apply MAO settings to MOD added NPCs.
Nice find, but I'll stick with 6.8, because I already patched it with MAO. That was tedious to say the least. Especially adding the custom animations. Anyhoo I don't care to do it again so I'm good."> However do enjoy Kvatch Aftermath, it's really immersive. :
Oh and by the way the next MAO video will be out tomorrow. I just need to put a few little finishing touches on it. ">
I became curious about your mentioning of Kvatch Aftermath 6.8 by Giskard. While searching around the forums, and then Google, I found the following links. Would you reccomend any of them?
Ah Keylek my friend, thank you for popping in and lending your support once again! You've so far been a big help with the Alienslof Tribute video I plan to make in the future, and I'll keep you updated on that.
I'm really glad you liked the video. I'm sorry if some of the annotations didn't stay on screen long enough for you to read everything. It was a matter of timing the flow of the video, and mostly trying to keep it under the ten minute mark.
I did for the more lengthy annotations try to keep them up longer, but depending on how fast you're reading. You may need to pause here and there to absorb everything that was written.
Anyway once again thank... Never mind you told me to stop thanking you so much. ">
@Avatus Darius
That's great news. I wish I could help you out with Kvatch Rebuilt, but sadly I don't run the mod. So I am unfamiliar with it, and why it may be conflicting with either MAO, or perhaps something else? ">
I would recommend Kvatch Aftermath 6.8 by Giskard, but I believe he pulled the mod, and quit much like Slof sadly. I even patched all of Kvatch Aftermath with MAO. I guess I'm just lucky to have it, as it's a great mod to run once you finish the main quest.
Anyhoo, I'm glad you have things working. And remember back up that Data folder just in case your game explodes. "> It's happened to me enough, that I feel obligated to give that advice. LOL
@Crashpilot
I'm thrilled you found the video both informative, and fun to watch. That was kind of the point. "> Also I'm glad some of my previous comments helped you dodge some bullets upon installation of MAO, and animation replacers.
In my next video I plan to cover proper load order, installation, and the dangers of running MAO with specialanims mods. ">
Pfft... We're all "newbs" at one time or another. Actually in many ways I still consider myself a newb when it comes to certain things. Trust me I've blown up my Data folder more times than I wish to count, which subsequently forces me to reinstall. Ughhh. In lieu of my constant tweaking, and fiddling with mods, and occasionally blowing up the game. I make it a point to back up my Data folder regularly, just in case I blow something up. ">
Now I looked at your load order and I did find something that can cause problems with animation replacers such as DMC Stylish. You're running Roberts Body v4.
Now I have no idea why this is, but for some bizarre, and still unknown reason to me. Roberts Body v4 can and does interfere with animation replacers such as DMC Stylish. The sad remedy for this problem is to downgrade to V3.
This is just a precaution for avoiding possible future problems you may encounter.
Now you said my method worked, that's good! That means we can get back to business and try to get those mods running again.
However, while I didn't see any in your load order that I know of, make certain you are not running any specialanims animation mods. You can spot these due to the fact they use an esp to incorporate their animations. Furthermore the path to their animations goes,
OblivionDataMeshesCharacters_malespecialanims
You do not want your animations in the specialanims folder, or a corresponding esp running for them while you're running MAO. The reason being is they not only conflict with MAO, they conflict with one another. So if you are running ANY and I mean ANY specialanims mods that place animations in that folder and utilize them via esp. Remove them, and their esps.
Instead you want to use animation replacers with MAO, which do not require an esp, and send all the animations to the,
OblivionDataMeshesCharacters_male folder.
Yes you want your animations there, because with MAO NPC's won't use them. Grant you I did notice a lot of mods that may add NPC's to the game. That's the exception with MAO at the moment. NPC's added by mods as I explained in my video will default to the _male folder and copy your animations. But fear not, because in the future I plan to release a video slide show that will explain how to self patch mods that add NPC's with MAO. However, again as I said in the video, "we'll leave that for another time."
Now having MAO last in your load order seems to be working for you. And while I do not run Knights I see you have it very low on your load order, which is good based on what I know of Knights. It is really buggy, and tends to play better when it's lower on the load order if I am not mistaken.
So okay with all that said, you have it running by following my previous instructions. This is a good step in the right direction.
Now what you're going to do is downgrade Roberts Male Body to v3, and make sure to use only animation replacers as opposed to specialanims mods. Once all that's cleared up,
We get to the fun part. One by one we're going to start turning on the lights as it were. First and foremost, you expressed your desire to get your Supreme Magic mod up and running again.
Okay once you finish up with my instructions here, what you're going to do is enable the esp for the Supreme Magic mod, and try the game out and report back with the results. Hopefully it will now work, assuming you followed all my instructions.
I have returned post messing up my game pretty well... lol.
When I originally read your instructions, I, in an epic fail move proceeded to copy the meshes from the DMC files into the Characters/male folder. In doing so, I apparently caused an issue that wouldn't allow my game to load at all. So, post uninstalling everything... then redownloading nearly everything, ( some things are no longer available which is another subject alltogether ) Oh, yeah, forgot to mention the CC cleaning/defraging in between. Rather time consuming this is...
Nonetheless, I did as you asked originally in your reply to me, (thanks kindly btw), which was:
At this time, the mod is working near exactly what you have shown in that cool vid of yours :-)
My next question has to do with how I could possibly play the game with this mod installed, and my Supreme Magic mod. Since my questions here are off topic, I thought you might be able to PM?
29 comments
Thank you very much for the clarification.
You know, you have rare gift, you explain those things in a way that even I understand it and I have no clue about modding or how those MODs work.
I am just a consumer who appreciates the hard work of others.
Once again I'm glad the videos help. As for your question in regards to Wrye Bash Mayu did post something about Load Order with Mayu's Race Idles, the previous version of MAO. I'll quote her.
So you should put that below MAO but above Deadly Reflex. Basically in your case,
MAO
Bashed Patch
Deadly Reflex (if you run it).
In the videos I try to keep it as simple as possible, for most common mod users, which is why I didn't bring up Wrye Bash, because many people don't use it. That, and also time constraints, since explaining the other more esoteric variables would force me to crunch down the video even more to keep it under the 10 minute mark. Actually the second video clocked in at 10 minutes on the nose! lol
But for the nitty gritty that's what comments are for. So yes there's the ideal load order with the Bashed Patch.
As for KA 6.8 no thankfully it doesn't require any sort of resource pack. I've never had any problems running it. And a few months ago I patched it with MRI, not MAO, but the two are basically the same. The difference is MAO is just less resource demanding, and easier to navigate through when self patching mods since it doesn't break up every single race into a sub-folder.
7.3 is the latest version that Giskard released, but as far as I remember it does require the full recourse pack and that's quite a download.
I am not sure about 6.8 but it may run without the resource pack installed.
Good luck
I know a bit about MAO and its Load order now but you did not mention what is happening when I use Wrye Bash?
Usually the bashed file is the last in the load order, can (should) it remain there?
I am looking forward to the slide show that will teach me how to apply MAO settings to MOD added NPCs.
Nice find, but I'll stick with 6.8, because I already patched it with MAO. That was tedious to say the least. Especially adding the custom animations. Anyhoo I don't care to do it again so I'm good."> However do enjoy Kvatch Aftermath, it's really immersive. :
Oh and by the way the next MAO video will be out tomorrow. I just need to put a few little finishing touches on it. ">
I became curious about your mentioning of Kvatch Aftermath 6.8 by Giskard. While searching around the forums, and then Google, I found the following links. Would you reccomend any of them?
RS Kvatch Aftermath OMODReady:
http://www.tesnexus.com/downloads/file.php?id=10810
Kvatch Aftermath 7.3:
http://files.filefront.com/Kvatch+Aftermat...;/fileinfo.html
http://elderscrolls.filefront.com/file/Kva...Aftermath;97737
I am going to try out the 7.3 version, as Google refrences it most often... it looks very cool ">
Ah Keylek my friend, thank you for popping in and lending your support once again! You've so far been a big help with the Alienslof Tribute video I plan to make in the future, and I'll keep you updated on that.
I'm really glad you liked the video. I'm sorry if some of the annotations didn't stay on screen long enough for you to read everything. It was a matter of timing the flow of the video, and mostly trying to keep it under the ten minute mark.
I did for the more lengthy annotations try to keep them up longer, but depending on how fast you're reading. You may need to pause here and there to absorb everything that was written.
Anyway once again thank... Never mind you told me to stop thanking you so much. ">
@Avatus Darius
That's great news. I wish I could help you out with Kvatch Rebuilt, but sadly I don't run the mod. So I am unfamiliar with it, and why it may be conflicting with either MAO, or perhaps something else? ">
I would recommend Kvatch Aftermath 6.8 by Giskard, but I believe he pulled the mod, and quit much like Slof sadly. I even patched all of Kvatch Aftermath with MAO. I guess I'm just lucky to have it, as it's a great mod to run once you finish the main quest.
Anyhoo, I'm glad you have things working. And remember back up that Data folder just in case your game explodes. "> It's happened to me enough, that I feel obligated to give that advice. LOL
@Crashpilot
I'm thrilled you found the video both informative, and fun to watch. That was kind of the point. "> Also I'm glad some of my previous comments helped you dodge some bullets upon installation of MAO, and animation replacers.
In my next video I plan to cover proper load order, installation, and the dangers of running MAO with specialanims mods. ">
You said to me in your PM and I quote,
Pfft... We're all "newbs" at one time or another. Actually in many ways I still consider myself a newb when it comes to certain things. Trust me I've blown up my Data folder more times than I wish to count, which subsequently forces me to reinstall. Ughhh. In lieu of my constant tweaking, and fiddling with mods, and occasionally blowing up the game. I make it a point to back up my Data folder regularly, just in case I blow something up. ">
Now I looked at your load order and I did find something that can cause problems with animation replacers such as DMC Stylish. You're running Roberts Body v4.
Now I have no idea why this is, but for some bizarre, and still unknown reason to me. Roberts Body v4 can and does interfere with animation replacers such as DMC Stylish. The sad remedy for this problem is to downgrade to V3.
So download and downgrade to,
MaleFullbodyV37z by Robert
http://www.tesnexus.com/downloads/file.php?id=8295
This is just a precaution for avoiding possible future problems you may encounter.
Now you said my method worked, that's good! That means we can get back to business and try to get those mods running again.
However, while I didn't see any in your load order that I know of, make certain you are not running any specialanims animation mods. You can spot these due to the fact they use an esp to incorporate their animations. Furthermore the path to their animations goes,
OblivionDataMeshesCharacters_malespecialanims
You do not want your animations in the specialanims folder, or a corresponding esp running for them while you're running MAO. The reason being is they not only conflict with MAO, they conflict with one another. So if you are running ANY and I mean ANY specialanims mods that place animations in that folder and utilize them via esp. Remove them, and their esps.
Instead you want to use animation replacers with MAO, which do not require an esp, and send all the animations to the,
OblivionDataMeshesCharacters_male folder.
Yes you want your animations there, because with MAO NPC's won't use them. Grant you I did notice a lot of mods that may add NPC's to the game. That's the exception with MAO at the moment. NPC's added by mods as I explained in my video will default to the _male folder and copy your animations. But fear not, because in the future I plan to release a video slide show that will explain how to self patch mods that add NPC's with MAO. However, again as I said in the video, "we'll leave that for another time."
Now having MAO last in your load order seems to be working for you. And while I do not run Knights I see you have it very low on your load order, which is good based on what I know of Knights. It is really buggy, and tends to play better when it's lower on the load order if I am not mistaken.
So okay with all that said, you have it running by following my previous instructions. This is a good step in the right direction.
Now what you're going to do is downgrade Roberts Male Body to v3, and make sure to use only animation replacers as opposed to specialanims mods. Once all that's cleared up,
We get to the fun part. One by one we're going to start turning on the lights as it were. First and foremost, you expressed your desire to get your Supreme Magic mod up and running again.
Okay once you finish up with my instructions here, what you're going to do is enable the esp for the Supreme Magic mod, and try the game out and report back with the results. Hopefully it will now work, assuming you followed all my instructions.
I have returned post messing up my game pretty well... lol.
When I originally read your instructions, I, in an epic fail move proceeded to copy the meshes from the DMC files into the Characters/male folder. In doing so, I apparently caused an issue that wouldn't allow my game to load at all. So, post uninstalling everything... then redownloading nearly everything, ( some things are no longer available which is another subject alltogether ) Oh, yeah, forgot to mention the CC cleaning/defraging in between. Rather time consuming this is...
Nonetheless, I did as you asked originally in your reply to me, (thanks kindly btw), which was:
At this time, the mod is working near exactly what you have shown in that cool vid of yours :-)
My next question has to do with how I could possibly play the game with this mod installed, and my Supreme Magic mod. Since my questions here are off topic, I thought you might be able to PM?
Thanks for listening,
Avatus Darius
Fixed: I ah... learned! erm learnt! ">