Edited by SM4SHaZ, 17 March 2013 - 12:53 PM.
NMM 044.2 fix release
Started by
Dark0ne
, Mar 11 2013 05:29 PM
209 replies to this topic
#181
Posted 17 March 2013 - 12:50 PM
I'm in the process of re-installing Skyrim and all my mods and NMM after it broke my mods' list.
After the update I was given a choice: upgrade my mods (most of the upgrades were incompatible) or they get replaced in the list by new ones. Then I couldn't even delete the ones that had been replaced in as they kept re-appearing if I re-opened the NMM.
I know you guys put lots of work into this but you actually broke my whole game with this update.
I would recommend making keeping this auto-update feature optional anyways given how many modders don't always set their 'latest version' as the one players will be using (e.g betas, compatibility patches, etc.)
#182
Posted 17 March 2013 - 05:25 PM
well was hoping this new update was going to solve the problems, I would like to know why this update has now decided to ask me to update mods at start up, when I tell it no, it does it anyways & then puts both mods in the Unassigned folder, with lots of numbers after them, it also takes away what version it is in this folder, I like this nexus mod, But I only want is a simple Mod manager to look after my mods, You don't need to keep adding all these new features.
#183
Posted 17 March 2013 - 08:01 PM
0.44.3 working, even the uninstall all mods- however the progress bar for uninstall all mods is incorrect- it needs to wait time the plugins are unselected and the mod list has been depopulated.
I am having a (new) 'duplicate file' error but it is much more manageable now.
Here's what I have found, it only double populates once (if you remove the right mod in the manager) and it's only until you have saved with the new mod active, and restarted NMM- I have no clue why. If I DL 5 mods, activate them all, start my game- save, close- the 5 new mods will be doubled, if I delete the new doubles, play Skyrim again- then open NMM they do NOT repopulate in my build.
Can we have a new column that marks skse, skyUI/MCM, and SD mods??? then those can be sorted for easier locating, and therefore be uninstalled at once for patches or other issues.
Is there future plans to have 'uninstall all this category' / 'install all this category' - making the categories even more useful? (work around to above)
You are all awesome, thank you so much.
Edited by FireTiger, 17 March 2013 - 08:03 PM.
#184
Posted 17 March 2013 - 09:06 PM
If you don't want new features, do as Dark0ne said in this post and stop updating NMM.
#185
Posted 18 March 2013 - 04:21 AM
Agreed on that. I've just finished with a batch edit of books and armors. Here's one I'd like to see implemented if possible.
1 Selectible...for example... highlight a few separate mods for batch uninstalling with either a right click option or a button option with " Select files to uninstall " mode... i think the right click option would be easier to implement rather than another button in the NMM.
2 a batch DELETE mods/files mode...i just attempted it but no go. It only deleted the first file of all the files I highlighted and the rest remained highlighted for a second, then NMM crashed. So far I can't get NMM to reinitialize, even with a reboot so I'm going to try to re download it and reinstall...
ok.. the reinstall worked. For now.
Why did they redo the readme thing? well.. i see the separate zip files there now. Couldn't it be possible to just extract the text docs in separate folder with the xml link for NMM to use instead? The zip for txt files was ridiculous. TXT formats were tiny enough as it was.
3 With about 400 mods/texture resources/edits/worldspaces and other items from worldwide sources that I've all edited to work WITH nmm whereever possible...is there ANY way possible to get NMM to LOAD FASTER??? Like maybe a NON Gui mode or Classic Windows style mode with just regular File Options View Settings Help dropdowns on the titlebar?
4 I agree with ShackleJC there...NMM shouldn't ask about mod updating at startup. Just let the user decide with that yellow star/diamond thingy in the mods list that was there.. <depends on what you users have set up?> I have mods from the very first days of when skyrim was prepurchase in stores.. most of em aren't even around anymore but still work... with my updates and re-edits of dates and stuff.
5 I agree with that SKSE/SkyUI comment from above. Right now I dont think the current modders are all stating that SKSE is an actual requirement or option on some mods...but...a lot of GOOD modders aren't actually fully "english language" literate...like my grandkids in Japan, Taiwan and Sweden...so...you get the picture. When we type WWW... to goto a link we're directed to the site of our country. I was around when all of this internet crap STARTED...we're all in "Zones"...www1 www2 www3 and so on...be thankful though.. if the ENTIRE world went through ONLY one WWW link there'd be one hell of a lot more congestion on the web.
The world is united.. in gaming and computers at least... and with online "translation" links and what not we are even more so... but we're all still working on it. ha ha. Too bad all of our governments can't do the same and realize it. Hell.. i say we give em all computers and video games, take away the suits n ties for a few months, give em all blue jeans and stale beer and see how real people relax. Might make the world a bit easier to get along with.
Edited by Thorne67, 18 March 2013 - 04:32 AM.
#186
Posted 18 March 2013 - 04:36 AM
That was cold alpha.. the whole point in posting and using NMM is to talk about ways to improve and work on it. Suggestions, comments and the like are welcomed and read and noted.
#187
Posted 18 March 2013 - 05:03 AM
Welp...the batch MOVE to Catagory..ie.. highlight a group of mods and move them to a catagory...is working now.
#188
Posted 18 March 2013 - 05:06 AM
Yea.. one of the last 2 NMM updates crashed the game. That's why we're all beta testers. We know the risks. I'm one of the lucky ones. I have 8tb's of room available so I have copies and copies of all my mods backed up.
My ORIGINAL way of keeping my fav mods safe before i had the drive space available was to burn em to disc.
Just a note mate.
My ORIGINAL way of keeping my fav mods safe before i had the drive space available was to burn em to disc.
Just a note mate.
#189
Posted 18 March 2013 - 05:11 AM
That's actually a few things there. LoL. for the INI thing.. NMM does NOT do that. Basic INI edits can be done with Skyrim Configurator and read or DL people's performance tweaks as I have NOT found a reference guide on how to edit your own INI settings with full descriptions of all the options ANYWHERE. For mod installation and management.. there's... uh.. NMM, Wyre and TESModManager. Mod manager only disables and enables mods you already put in though. Doesn't actaully manage em or track what files are associated but I'm not sure that NMM does that either even though I pray it does.
#190
Posted 18 March 2013 - 05:13 AM
Eh. I had the same problem before. Had to re edit my NMM to be run as administrator for all AND my firewall always block it when I upgrade. Hope this helps.



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