I prefer to manually install. I like to know exactly what files are in my data folder. I guess I should specify. The mod will find your “Documents/My Games” Folder but I’m not sure about the “Skyrim Special Edition/Data” folder when using a mod organizer
I mean....you can use a mod manager and still know exactly what files are in your data folder.....in fact I think you would be able to know better by using a mod manager. Plus ya know, mod conflicts. I'm skeptical of your modding knowledge now. I'M SKEPTICAL I SAY
Edit, I looked at your MANY other mods. I'M NO LONGER SKEPTICAL, I SAY! CARRY ON! I WAS JUST KIDDING! I SHOULD GO BACK TO WORK!
Well sort of except with mod organizer you have to be more careful about load order which I just can’t be bothered with. Example, I had someone complaining one of my mods didn’t work. They fixed it themselves by switching the M.O. load order. Turns out another mod they downloaded included an older version of PapyrusUtil. My mod requires the latest version. If I install things manually I don’t have to worry about that, just install the latest version of dependencies and overwrite when necessary. And yes get back to work ;) lol.
Arguably, that same kind of user error is just as easy to achieve with manual modding, and much harder to detect later. Imagine, for example, that the user installs Campfire first (the usual culprit) and PapyrusUtil second. Not really knowing or perhaps thinking Campfire has a customized version of PapyrusUtil, the user forgoes installing the up-to-date DLL. Only now, to fix the problem, they have to go digging into archives again to reinstall things—after they discovered the problem to begin with. The only clear indication of the problem is that the PapyrusUtil version is grossly out of date (assuming the user even knows how to find it).
Any mod manager worth its bytes in salty Reddit tears will show you when two files conflict. Unresolved or badly-resolved conflicts are, across all mod managers except NMM, 99.9% of the time just user error (and 100% of the time user error with MO2). Mod managers give visual indicators of unresolved conflicts, meaning users can still find the conflict later down the line.
I do suggest trying out MO2 at some point; it takes a lot of the mental burden off by introducing folder-based organization without relinquishing any control over what ends up in the game folder. Not only that, but, when you run programs (and the game) through MO2, you can specify what folder new/edited files get dumped into—rather than overwriting the original copies. It's very nice when working on a mod, since you don't have to worry about remembering what files you need to put in the ZIP later; they're all just in a folder for you. I'm not trying to say you have to like it or even try it—but, from personal experience, the added organization is quite nice to have.
Thanks for the info. I wouldn't really say that's user error, more modder error if I'm being honest. I think it's bad practice to include a common resource in your mod folder, especially script resources because it can easily cause versioning conflicts. I did try MO2 a few years ago but quickly dropped it cause I couldn't get the intellisense from the papyrus plugin for vscode to work correctly when scripting outside of the data folder. I have a system set up and figured if it aint broke why fix it. I've also never had trouble with organization myself. For scripts I always put a prefix so they're easy to find, and if I need new assets I always put them in new folders that are named the mod's name so they're easy to find.
I use Vortex. I've dnldd MO2, with the intent to gain finer control over all the modd'g stuff. I am afraid of falling down a rabbit hole; no idea about all this, and I haven't coded in 20 years (whether that would help or hinder the creation of mods is unknown to me).
I love your mods, man! Work, work.
P.S.: A proper map disc in upper right corner (movable and scalable, of course) would be lovely (new mod).
Scripting in papyrus is fun, you’ll probably pick it up quick. Like I said though I couldn’t get intellisence to work scripting outside the data folder. I’m not sure how I ever scripted without go to / peek definitions, hover context, auto complete ect.
I did. Saved, quit and restarted the game, now it works. But it's the second time that I have to resort to such means today. Not sure what could be wrong, setup didn't change much since yesterday.
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Edit, I looked at your MANY other mods. I'M NO LONGER SKEPTICAL, I SAY! CARRY ON! I WAS JUST KIDDING! I SHOULD GO BACK TO WORK!
Any mod manager worth its bytes in salty Reddit tears will show you when two files conflict. Unresolved or badly-resolved conflicts are, across all mod managers except NMM, 99.9% of the time just user error (and 100% of the time user error with MO2). Mod managers give visual indicators of unresolved conflicts, meaning users can still find the conflict later down the line.
I do suggest trying out MO2 at some point; it takes a lot of the mental burden off by introducing folder-based organization without relinquishing any control over what ends up in the game folder. Not only that, but, when you run programs (and the game) through MO2, you can specify what folder new/edited files get dumped into—rather than overwriting the original copies. It's very nice when working on a mod, since you don't have to worry about remembering what files you need to put in the ZIP later; they're all just in a folder for you. I'm not trying to say you have to like it or even try it—but, from personal experience, the added organization is quite nice to have.
I love your mods, man! Work, work.
P.S.: A proper map disc in upper right corner (movable and scalable, of course) would be lovely (new mod).
Scripting in papyrus is fun, you’ll probably pick it up quick. Like I said though I couldn’t get intellisence to work scripting outside the data folder. I’m not sure how I ever scripted without go to / peek definitions, hover context, auto complete ect.
Edit: Sorry, it's not your mod. It's something else. Only, I don't know what. Crap.