how do you work overunity?
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claudekennilol |
Sep 4 2004, 08:38 PM
Post #1
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Curate Joined: 2-September 04 |
alright, I downloaded, opened it, and it has a blank
list... The readme wasn't much help, it just says that it was made because
the guy was tired of doing it the old way, basically.. So can anyone give
me a quick rundown on what I'm supposed to do?
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claudekennilol |
Sep 4 2004, 08:55 PM
Post #2
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Curate Joined: 2-September 04 |
doesn't anybody use Overunity to
sort/manage their mods?
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claudekennilol |
Sep 4 2004, 09:04 PM
Post #3
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Curate Joined: 2-September 04 |
wow, that was really simple, just something I never
would've guessed, well. I mean I normally wouldn't've guessed it... for
future references, put the program (overunity) into your
/morrowind folder. Run the program. Then go into your /morrowind/data
files and select all of your mods. Drag and drop them to the open program
*(it doesn't actually move the mods into the program, so don't worry, it
just makes a list)...
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Kagrenac_ |
Sep 4 2004, 09:07 PM
Post #4
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Novice Joined: 2-September 04 |
QUOTE(claudekennilol @ Sep 4 2004, 09:04 PM)
wow, that was really simple, just
something I never would've guessed, well. I mean I normally
wouldn't've guessed it...
Thats probably the reason no-one answered you. :) :dance: :frog: :dance: |
kwshipman |
Sep 4 2004, 09:15 PM
Post #5
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Diviner Joined: 16-March 04 From: Washington State |
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Eskrimador |
Sep 4 2004, 09:55 PM
Post #6
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Acolyte Joined: 12-April 04 |
QUOTE(claudekennilol @ Sep 4 2004, 10:04 PM)
wow, that was really simple, just
something I never would've guessed, well. I mean I normally
wouldn't've guessed it... for future references, put the program (overunity) into your
/morrowind folder. Run the program. Then go into your
/morrowind/data files and select all of your mods. Drag and drop
them to the open program *(it doesn't actually move the mods into the
program, so don't worry, it just makes a list)... You might want to make sure it's doing what it's saying. I know it doesn't work nearly as cleanly as it says it does for me. It always leaves a lot of files behind when I "destroy" a plugin. my 2 cents |
claudekennilol |
Sep 4 2004, 09:59 PM
Post #7
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Curate Joined: 2-September 04 |
QUOTE(Eskrimador @ Sep 4 2004, 09:55 PM)
You might want to make sure it's
doing what it's saying. I know it doesn't work nearly as cleanly as
it says it does for me. It always leaves a lot of files behind when
I "destroy" a plugin. my 2 cents well, I figured out how to get the list in the window, that was about it, I don't see what use it has really... |
Daduke |
Sep 4 2004, 10:02 PM
Post #8
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Diviner Joined: 12-July 02 From: Canada |
right click on the mod - and you can compile the mod
quickly and easily for release (all the resources will be put into a
folder at your desired location) It can be found at http://daduke.m1a1.net/ Daduke QUOTE(claudekennilol @ Sep 4 2004, 10:59 PM)
well, I figured out how to get the
list in the window, that was about it, I don't see what use it has
really... |
Shanjaq |
Sep 17 2004, 01:19 AM
Post #9
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Disciple Joined: 31-July 02 From: Kudanat |
QUOTE(claudekennilol @ Sep 4 2004, 10:59 PM)
When you click "Save" or "Play", the plugins listed in the man view are Activated as if they had each been double-clicked and checked in the default Morrowind Launcher. Not much use if you're only using a few dozen plugins, but indispensible for efficiently managing large numbers of plugins. all operations are accessable by right-clicking on the selected plugin(s); I admit there are not many features, I just added whatever I thought would make life easier when *carefully* merging ~340 plugins =P |
qarl |
Sep 17 2004, 01:51 AM
Post #10
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Disciple Joined: 7-May 02 From: Within every shadow |
Overtunity is the best thing that's ever happened to
me -and you're feel to guess how pathetic that makes my life. ;) Seriously
if you are making your own mod for release, it's invaluable -especially
BIG mods. The mod I'm working on now is SO big, I would never be able to
manually collect all the resources and package them for release. No, it's
not perfect, it tends to lose textures which are in subdirectories of the
textures directory. But for making you own mods, it's a must have! it
detects all conflicts with your mod and any others you have in that
directory and makes a nice list. It makes a list of all missing resources
(no more yellow exclamation points!), and as I said, the best thing is it
packages up all the resources and puts them in the proper folders for when
you want to release your mod. |
eodor |
Oct 9 2004, 02:48 PM
Post #11
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Layman Joined: 9-October 04 |
Yeah it's really great, but on my Windows XP SP2
dropping a save game on the blank list ends up in the "run-time error '5':
Invalid procedure call or argument". :( Could someone help me? |
qarl |
Oct 9 2004, 03:16 PM
Post #12
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Disciple Joined: 7-May 02 From: Within every shadow |
I uninstalled SP2 because it totally naused up my
system. Then I read on forums that it was quite unstable. I'd get rid of
it. You can download DirectX 9c separately which is really the important
part. :) |
DenYaSis |
Oct 9 2004, 03:38 PM
Post #13
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Acolyte Joined: 27-September 04 |
QUOTE(qarl @ Oct 9 2004, 04:16 PM)
I uninstalled SP2 because it
totally naused up my system. Then I read on forums that it was quite
unstable. I'd get rid of it. You can download DirectX 9c separately which
is really the important part. :) Yeah we had internet problems from hell when we installed it. Not to mention Morrowinds stability went to hell in a hand basket. I've never seen it CTD to much. |
eodor |
Oct 10 2004, 07:00 AM
Post #14
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Layman Joined: 9-October 04 |
Thanks a lot, but I got rid of the problem without
having to remove SP2 (perhaps I'll do this later on ;) ). Had just to
reinstall Morrowind and to adjust the created on-properties of some mods. |
Lo-Fi Version |
Time is now: 1st November 2004
- 02:35 AM |
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