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> how do you work overunity?
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claudekennilol
post Sep 4 2004, 08:38 PM
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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
post Sep 4 2004, 08:55 PM
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doesn't anybody use Overunity to sort/manage their mods?
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claudekennilol
post Sep 4 2004, 09:04 PM
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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_
post Sep 4 2004, 09:07 PM
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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:
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kwshipman
post Sep 4 2004, 09:15 PM
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QUOTE(Kagrenac_ @ Sep 4 2004, 07:07 PM)
Thats probably the reason no-one answered you. :)
:dance:  :frog:  :dance:
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well, I don't have the progam, nor do I know where to find it, so I couldn't help :cry:
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Eskrimador
post Sep 4 2004, 09:55 PM
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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
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claudekennilol
post Sep 4 2004, 09:59 PM
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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
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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...
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Daduke
post Sep 4 2004, 10:02 PM
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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...
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Shanjaq
post Sep 17 2004, 01:19 AM
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From: Kudanat




QUOTE(claudekennilol @ Sep 4 2004, 10:59 PM)
I don't see what use it has really...
*



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
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qarl
post Sep 17 2004, 01:51 AM
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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.
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eodor
post Oct 9 2004, 02:48 PM
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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?

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qarl
post Oct 9 2004, 03:16 PM
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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. :)
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DenYaSis
post Oct 9 2004, 03:38 PM
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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. :)
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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.
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eodor
post Oct 10 2004, 07:00 AM
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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.
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