where do i post a bug in the tracker? I re-installed and it still doesnt work.
Nexus Mod Manager version 0.14.1 out now
Started by
Dark0ne
, Jan 27 2012 01:14 AM
114 replies to this topic
#101
Posted 04 February 2012 - 05:27 PM
#102
Posted 04 February 2012 - 05:27 PM
where do i post a bug in the tracker? I re-installed and it still doesnt work.
#103
Posted 04 February 2012 - 05:27 PM
where do i post a bug in the tracker? I re-installed and it still doesnt work.
#104
Posted 05 February 2012 - 01:15 PM
I have already installed .NET Framework 4 but it however needs 3.5!
#105
Posted 06 February 2012 - 11:25 PM
I didn't find any other place to send this, so I thought I'd put it here...
I've noticed that NMM gets confused with some of the Nexus web site mod file entries.
This happens with some mods like Serious HD Retexture Landscape Skyrim and Project Frenzy to name a couple of them. The common theme with these mods is that their web site mod entries actually contain several different needed mod files that are all lumped together under one mod name. This, so far anyway, seems to be a problem common to large file size mods, usually world re-texture etc graphics mods.
This causes two things to happen, either separately or together.
1. Mis-report the version number and constantly flag the mod as having an update available. See Serious HD Retexture Landscape Skyrim and its separate v1.1 update file for an example.
2. When only one of several mod files lumped together gets updated, all of the other lumped mods are also flagged as being updated, even though they haven't actually been updated. Then if you de-activate one of these mods and then activate it again becomes a problem. If you aren't careful or paying attention then NMM will auto-deactivate one of the other same series mods when you re-activate another (probably didn't explain that very well). See Project Frenzy to get an idea of what I'm talking about.
This happens, I believe, because the Nexus Mod Manager is basically programmed
to only handle one mod per mod entry, and and mods like Project Frenzy (with multiple mod files under one mod name at the Nexus web site) basically confuses the hell out of NMM because of it. This generally means you end up having to manually edit the mod file archive so that NMM doesn't give erroneous update signals, or incorrectly auto-uninstall mods when another of the same series is installed.
Not a big deal by itself, just something I thought needed mentioning.
Mod uploaders really need to use separate mod file entries at the Nexus web site, if their mod is split up into separate files, so that they each get a different ID number, or just bite the bullet and re-upload the entire updated file (if the mod is normally just one file), which would solve the problem.
------
For that matter it would really, REALLY, help if mod authors remembered that it doesn't help mod users much to have an infinite number of mod text info files all named README.TXT. Some individuality here would help nicely!!! ;-)
A personal suggestion/request.
It'd be nice if you had an option that would tell NMM to NOT display the description field of a fomod XML file. I only need to see that if I'm installing/re-activating a mod. I don't know about others but I really don't need that field popping up every time I highlight a mod entry, especially those that include a bunch of graphics. Heh, I won't hold my breath on that one!
I've noticed that NMM gets confused with some of the Nexus web site mod file entries.
This happens with some mods like Serious HD Retexture Landscape Skyrim and Project Frenzy to name a couple of them. The common theme with these mods is that their web site mod entries actually contain several different needed mod files that are all lumped together under one mod name. This, so far anyway, seems to be a problem common to large file size mods, usually world re-texture etc graphics mods.
This causes two things to happen, either separately or together.
1. Mis-report the version number and constantly flag the mod as having an update available. See Serious HD Retexture Landscape Skyrim and its separate v1.1 update file for an example.
2. When only one of several mod files lumped together gets updated, all of the other lumped mods are also flagged as being updated, even though they haven't actually been updated. Then if you de-activate one of these mods and then activate it again becomes a problem. If you aren't careful or paying attention then NMM will auto-deactivate one of the other same series mods when you re-activate another (probably didn't explain that very well). See Project Frenzy to get an idea of what I'm talking about.
This happens, I believe, because the Nexus Mod Manager is basically programmed
to only handle one mod per mod entry, and and mods like Project Frenzy (with multiple mod files under one mod name at the Nexus web site) basically confuses the hell out of NMM because of it. This generally means you end up having to manually edit the mod file archive so that NMM doesn't give erroneous update signals, or incorrectly auto-uninstall mods when another of the same series is installed.
Not a big deal by itself, just something I thought needed mentioning.
Mod uploaders really need to use separate mod file entries at the Nexus web site, if their mod is split up into separate files, so that they each get a different ID number, or just bite the bullet and re-upload the entire updated file (if the mod is normally just one file), which would solve the problem.
------
For that matter it would really, REALLY, help if mod authors remembered that it doesn't help mod users much to have an infinite number of mod text info files all named README.TXT. Some individuality here would help nicely!!! ;-)
A personal suggestion/request.
It'd be nice if you had an option that would tell NMM to NOT display the description field of a fomod XML file. I only need to see that if I'm installing/re-activating a mod. I don't know about others but I really don't need that field popping up every time I highlight a mod entry, especially those that include a bunch of graphics. Heh, I won't hold my breath on that one!
Edited by Coasty, 06 February 2012 - 11:26 PM.
#106
Posted 08 February 2012 - 11:48 AM
I downloaded the nmm newest version when it came out. It worked great but a few days ago it stopped working. I cannot open it. Not from desk top or when downloading. If I ty to open it nothing else works untill I restart my pc. I have enough mods added to Skyrim to suit me. I just check the boards to see whats new because modders are so creative. I,m just posting this so you will know. Maby someone else is having the same problem. I for one am at a lost as to what to do. I,m waiting for another version to come out. Thanks for your time.
#107
Posted 11 February 2012 - 02:08 PM
#108
Posted 11 February 2012 - 07:13 PM
I did some checking and I,m pretty sure that my problem is not the NMM. Pretty sure its a mod. Cant open NMM so will probably have to uninstall NMM and Skyrim and start over. Not sure whitch mod is the problem so will have to leave out several when I reinstall. I remember some of the last few that I installed because I started to write them down. If I should fine out which one it is I,ll give everyone a heads up.
#109
Posted 13 February 2012 - 07:46 PM
I have the same exact problem as Coasty - although I don't use any bundled mods. I have in total 16 mods and five of them have update signs. Here is a sample of the problem:
Name Version Latest Version
Auto Levelup 1.8.1 1.1
Better Fem 3 1
DIMONIZED 1.2 1
Glowing Ore 2.00 1.5
Real Lighting 3.1.1 2.0.1a
Clicking on the latest version link takes me to a completely other webpage (e.g. STEP instead of the Realistic Lighting mod)
Haven't had any in game problems but it does make NMM look ugly...
Name Version Latest Version
Auto Levelup 1.8.1 1.1
Better Fem 3 1
DIMONIZED 1.2 1
Glowing Ore 2.00 1.5
Real Lighting 3.1.1 2.0.1a
Clicking on the latest version link takes me to a completely other webpage (e.g. STEP instead of the Realistic Lighting mod)
Haven't had any in game problems but it does make NMM look ugly...
#110
Posted 16 February 2012 - 05:57 PM
damn,too bad it needs windows xp sp3,i have sp2
and i really don't feel like updating it -_-. is there any way i could make it work without having to install sp3 ?



Sign In
Create Account

Back to top









