- MERGE PLUGINS MOD ORGANIZER 2 INTEGRATION INSTALL
- MERGE PLUGINS MOD ORGANIZER 2 INTEGRATION PORTABLE
- MERGE PLUGINS MOD ORGANIZER 2 INTEGRATION MODS
MERGE PLUGINS MOD ORGANIZER 2 INTEGRATION INSTALL
All memory bugs have gone by magic (I'm serious no idea how, Using Qt's Binary install has helped).So I have waited for some sort of testing to take place and the project to get some momentum. I was against making any claims until now due to that people were comparing my "quick fixes" to Tannins work as a whole which is not fair to tannin's great contributions or myself for just getting things compiling in general. Sorry for the long delay there was work happening in the background, And I kinda went into radio silence since a few of us were stumped by the memory issues, Should be a Test release here soon as well once we are sure it will work as expected.
MERGE PLUGINS MOD ORGANIZER 2 INTEGRATION PORTABLE
Items Requiring a C++ Developer (Things I can't fix):Ĭustom profile locations are currently not supported, Please either use portable or the %appdata% locations for now, I'm planning on adding a new option when creating the profiles called "Custom Location" that will create everything in the location and setup all the internal settings correctly.Ĭurrently due to time restraints I will be looking at only fixing the SkyrimSE and fallout4 bugs, Please use MO1 for the others if MO2 has issues with those games. Hopefully that will help alleviate your confusion on the proper workflow for using Merge Plugins.Hi, Just thought i would place this here kinda to give feedback on what the current status is and Items that I simply don't have the skills to fix. I'm planning on making a video tutorial later today. This could be made to be useful for both MO and non-MO users.
This is nice because it could be applied to MO and non-MO users. Without Copy General Assets - could disable plugins from the user's load order by modifying loadorder.txt.It probably would, so this probably won't be happening. Unfortunately I don't know if this would cause problems with MO's VFS.
MERGE PLUGINS MOD ORGANIZER 2 INTEGRATION MODS
With Copy General Assets - could disable Mod Organizer mods by modifying modlist.txt.Possible future features relating to post-merge steps If you just disabled the plugins you merged from the Plugins tab in Mod Organizer you would be able to choose to load them from the Plugin Selection form when you wanted to rebuild those merges. Merge Plugins doesn't check an "optionals" folder when loading plugins because that would be non-standard behavior for plugin loading. I go over this in the updated documentation in the Limitations section. This is intentionally not allowed - the plugins in the merge all need to be loaded. Merging with a merged pluginĪt 3:24 you mention merging with a merged plugin. A plugin that is unchecked is not loaded by the game, so unchecking a plugin here is equivalent to moving it to the optional folder. If you don't use the Copy General Assets feature of Merge Plugins you can simply disable the ESPs from your load order in the Plugins tab of Mod Organizer. This completely removes the merged ESPs from your load order. That means you uncheck them from the Mods tab of the program. If you use the Copy General Assets feature of Merge Plugins you can entirely disable (uninstall) the mods in Mod Organizer. This is incorrect, there are actually two other ways to use merge plugins with MO that are completely viable which are covered in the "Mod Organizer Post-Merge Steps" section of the documentation. MO Merging WorkflowsĪt 2:10 in the video you made a comment about the optional feature being the only way to merge using MO. Watching the video, I'll make some notes here.