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kaburke

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  1. There are new update but there are still errors in the NMM

    1 / NMM not show modes that are in conflict

    2 / NMM clicking on the "missing Gets mods info" when I click on "Edit Mod Information" (screen)

    After adding the image is displayed in the tab Viwer image but when I run it again NMM image is gone (gone)

  2. There are new update but there are still errors in the NMM

    1 / NMM not show modes that are in conflict

    2 / NMM clicking on the "missing Gets mods info" when I click on "Edit Mod Information" (screen)

    After adding the image is displayed in the tab Viwer image but when I run it again NMM image is gone (gone)

  3. Stupid Question here, but 0.17.1 version, when updated, does it overwrite the existing version?
  4. how would i use previous versions of the nmm so can get to moding again
  5. We were discussing this same issue at: http://www.thenexusforums.com/index.php?/topic/492965-nmm-and-oblivion/ The problem was as Striker surmised: the BSA dates in the GOTY were messing things up. As described here, the AI in NMM will take care of this as of 0.12.17, due out later today.
  6. Take a look at: http://www.newvegasnexus.com/downloads/file.php?id=36901
  7. It could easily support other archive types by using open source software such as 7zip which can extract almost any archive. The way subfolders are organized is a little trickier though, like you said. It would be possible to code it in a way that it doesn't require a standard packaging format (i.e, let the software look at the contents of the archive; if there's a folder named \non\standard\structure\meshes\, its contents are probably supposed to go into \data\meshes\, .esp's go into to \data\ etc, but obviously, that would not be 100% water proof. I think Wrye Bash does this, but I'm not sure. I can't speak to Wrye Bash, but FOMM does exactply what you describe. It can handle files in any archive format (well, any format supported by 7zip), and it analyses the folder structure to guess where things should go. As you say, it isn't 100%, but it works the vast majority of the time. Given that FOMM does it, there's no reason a Nexus client couldn't.
  8. Which mod are you having trouble with? What are the in-game symptoms?
  9. Go to: http://nvse.silverlock.org/ Download the newest version to your desktop. Open nvse_1_beta5.zip with WinRAR/7zip/programme of your choice. Extract the following files to your FO:NV folder (the folder containing the falloutnv.exe file):nvse_1_1.dll nvse_editor_1_1.dll nvse_loader.exe nvse_steam_loader.dll [*] Launch NV as you normally would (using Steam, FOMM, or what have you). Note that the "Enable Steam Community In-Game" option must be enabled in the "In-Game" tab of the Steam options for NVSE to work correctly. To use mods that use NVSE, simply install them as you would install any other mod.
  10. FOMM currently does this. Is the goal of this so that the Nexus could develop it's own FOMM-replacement? Or is it so that you could develop the extensions to the website required to support the discussed functionality?
  11. Are you wanting to make your own mods, or simply install mods others have already made?
  12. What is the value of the SArchiveList entry in the following files: Fallout.ini FalloutPrefs.ini Fallout_Default.ini
  13. Your idea would be great, however it would only work if mod authors were rigorous is specifying which versions of which mods were required prerequisites for their mods. For example, FCOM would need to specify which versions of MMM and OOO are required. I realise this information is listed on the instructions page, but it would need to be in a machine readable format. There would have to be a standard way for mod authors to list dependencies so that a programme could find those dependencies when the user clicked the "magic button." A "standard" could be created, but mod authors are notorious for not adhering to standards. Oblivion is the only community that really comes close to any standards adherence - OBOMs are almost universal. Unfortunately, for various reasons, FOMods don't have the same universality. Having said this, I considered adding some of the functionality you described to FOMM. More precisely, I considered allowing FOMM to download and install mods from within the interface, and allowing community members to specify which mods were prerequisites. Basically, I wanted to make it so that you could grab a small PFP from my project (PFPs are very tiny compared to mods), and then when you added it to FOMM the mod manager would download all the required files, including prerequisites, and install everything automatically. The only thing stopping me was that I like the Nexus. As I'm sure we all know, the main revenue stream for the Nexus are ads (Dark0ne can correct me on this if I'm wrong - but even if it isn't the main revenue stream, it is a major one I'm sure). If FOMM were to automatically do everything for you, you would no longer visit the Nexus. You would launch FOMM, install the mods you want and go on your way. FOMM would tell you when your mods were out of date and update for you. FOMM would fill in all the latest mods' descriptions. FOMM would be awesome for end users (thoug I like to think it already is :wink: ). But if users aren't visiting the Nexus, people aren't seeing the ads, and the Nexus's revenue drops off. Now, perhaps I'm being a little melodramatic about FOMM being the demise of the Nexus, but I didn't want to make something so automated that it could potentially affect the ad revenues of the Nexus, even by a moderate amount. Having said this, if Dark0ne is willing to discuss how this (or something similar) could be implemented in a fashion that would still allow him to generate the ad revenues he needs, I'd be open to implementing it.
  14. I, too, find the inflexibility of Steam's games install location an irritant. It is possible to overcome the limitation using mklink, however. It's a pain to need a workaround at all, but at least it's an option.
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