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Posts posted by spiderexpert
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I've changed the install info path for Skyrim and closed NMM, after this whenever I try to start NMM it crashes. Tracelog:
Trace file has been created: TraceLog20151019194603.txt Mod Manager Version: 0.60.14.0 OS version: Microsoft Windows NT 6.2.9200.0 Installed .NET Versions: CDF SP 0 v2.0.50727 SP 2 v3.0 SP 2 v3.5 SP 1 v4 SP 0 v4.0 SP 0 v4.5: 4.6 or later Tracing is forced: False Discovering Game Mode Factories... Looking in: C:\Users\spiderexpert\Documents\Tools\Nexus Mod Manager\GameModes Checking: DarkSouls.dll Initializing: Nexus.Client.Games.DarkSouls.DarkSoulsGameModeFactory Checking: DarkSouls.ModScript.dll Cannot load C:\Users\spiderexpert\Documents\Tools\Nexus Mod Manager\GameModes\DarkSouls.ModScript.dll: cannot find dependency ModScript, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null Checking: DarkSouls2.dll Initializing: Nexus.Client.Games.DarkSouls2.DarkSouls2GameModeFactory Checking: DarkSouls2.ModScript.dll Cannot load C:\Users\spiderexpert\Documents\Tools\Nexus Mod Manager\GameModes\DarkSouls2.ModScript.dll: cannot find dependency ModScript, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null Checking: DragonAge.dll Initializing: Nexus.Client.Games.DragonAge.DragonAgeGameModeFactory Checking: DragonAge.ModScript.dll Cannot load C:\Users\spiderexpert\Documents\Tools\Nexus Mod Manager\GameModes\DragonAge.ModScript.dll: cannot find dependency ModScript, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null Checking: DragonAge2.dll Initializing: Nexus.Client.Games.DragonAge2.DragonAge2GameModeFactory Checking: DragonAge2.ModScript.dll Cannot load C:\Users\spiderexpert\Documents\Tools\Nexus Mod Manager\GameModes\DragonAge2.ModScript.dll: cannot find dependency ModScript, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null Checking: Fallout3.CSharpScript.dll Cannot load C:\Users\spiderexpert\Documents\Tools\Nexus Mod Manager\GameModes\Fallout3.CSharpScript.dll: cannot find dependency CSharpScript, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null Checking: Fallout3.dll Initializing: Nexus.Client.Games.Fallout3.Fallout3GameModeFactory Checking: Fallout3.XmlScript.dll Cannot load C:\Users\spiderexpert\Documents\Tools\Nexus Mod Manager\GameModes\Fallout3.XmlScript.dll: cannot find dependency XmlScript, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null Checking: FalloutNV.CSharpScript.dll Cannot load C:\Users\spiderexpert\Documents\Tools\Nexus Mod Manager\GameModes\FalloutNV.CSharpScript.dll: cannot find dependency CSharpScript, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null Checking: FalloutNV.dll Initializing: Nexus.Client.Games.FalloutNV.FalloutNVGameModeFactory Checking: FalloutNV.XmlScript.dll Cannot load C:\Users\spiderexpert\Documents\Tools\Nexus Mod Manager\GameModes\FalloutNV.XmlScript.dll: cannot find dependency XmlScript, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null Checking: GamebryoBase.dll Checking: Grimrock.dll Initializing: Nexus.Client.Games.Grimrock.GrimrockGameModeFactory Checking: Grimrock.ModScript.dll Cannot load C:\Users\spiderexpert\Documents\Tools\Nexus Mod Manager\GameModes\Grimrock.ModScript.dll: cannot find dependency ModScript, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null Checking: Morrowind.dll Initializing: Nexus.Client.Games.Morrowind.MorrowindGameModeFactory Checking: Morrowind.ModScript.dll Cannot load C:\Users\spiderexpert\Documents\Tools\Nexus Mod Manager\GameModes\Morrowind.ModScript.dll: cannot find dependency ModScript, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null Checking: Oblivion.dll Initializing: Nexus.Client.Games.Oblivion.OblivionGameModeFactory Checking: Oblivion.ModScript.dll Cannot load C:\Users\spiderexpert\Documents\Tools\Nexus Mod Manager\GameModes\Oblivion.ModScript.dll: cannot find dependency ModScript, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null Checking: Skyrim.CSharpScript.dll Cannot load C:\Users\spiderexpert\Documents\Tools\Nexus Mod Manager\GameModes\Skyrim.CSharpScript.dll: cannot find dependency CSharpScript, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null Checking: Skyrim.dll Initializing: Nexus.Client.Games.Skyrim.SkyrimGameModeFactory Checking: Skyrim.XmlScript.dll Cannot load C:\Users\spiderexpert\Documents\Tools\Nexus Mod Manager\GameModes\Skyrim.XmlScript.dll: cannot find dependency XmlScript, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null Checking: Starbound.dll Initializing: Nexus.Client.Games.Starbound.StarboundGameModeFactory Checking: Starbound.ModScript.dll Cannot load C:\Users\spiderexpert\Documents\Tools\Nexus Mod Manager\GameModes\Starbound.ModScript.dll: cannot find dependency ModScript, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null Checking: StateOfDecay.dll Initializing: Nexus.Client.Games.StateOfDecay.StateOfDecayGameModeFactory Checking: StateOfDecay.ModScript.dll Cannot load C:\Users\spiderexpert\Documents\Tools\Nexus Mod Manager\GameModes\StateOfDecay.ModScript.dll: cannot find dependency ModScript, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null Checking: TESO.dll Initializing: Nexus.Client.Games.TESO.TESOGameModeFactory Checking: WarThunder.dll Initializing: Nexus.Client.Games.WarThunder.WarThunderGameModeFactory Checking: Witcher2.dll Initializing: Nexus.Client.Games.Witcher2.Witcher2GameModeFactory Checking: Witcher2.ModScript.dll Cannot load C:\Users\spiderexpert\Documents\Tools\Nexus Mod Manager\GameModes\Witcher2.ModScript.dll: cannot find dependency ModScript, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null Checking: Witcher3.dll Initializing: Nexus.Client.Games.Witcher3.Witcher3GameModeFactory Checking: WorldOfTanks.dll Initializing: Nexus.Client.Games.WorldOfTanks.WoTGameModeFactory Checking: WorldOfTanks.ModScript.dll Cannot load C:\Users\spiderexpert\Documents\Tools\Nexus Mod Manager\GameModes\WorldOfTanks.ModScript.dll: cannot find dependency ModScript, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null Checking: XRebirth.dll Initializing: Nexus.Client.Games.XRebirth.XRebirthGameModeFactory Loading Game Mode Factories for Installed Games... Loading Skyrim: Supported Loading Starbound: Supported Loading StateOfDecay: Supported Determining Game Mode: Skyrim Game Mode Factory Selected: Skyrim (Skyrim) Creating Game Mode mutex (Attempt: 0) Tracing an Unhandled Exception: Running Threads (1) 3 () Aborted Exception: Message: The given path's format is not supported. Full Trace: System.NotSupportedException: The given path's format is not supported. at System.Security.Permissions.FileIOPermission.QuickDemand(FileIOPermissionAccess access, String fullPath, Boolean checkForDuplicates, Boolean needFullPath) at System.IO.Directory.InternalCreateDirectoryHelper(String path, Boolean checkHost) at Nexus.Client.ApplicationInitializer.CreateEnvironmentPaths(IGameMode p_gmdGameMode, ViewMessage& p_vwmErrorMessage) at Nexus.Client.ApplicationInitializer.DoApplicationInitialize(IGameModeFactory p_gmfGameModeFactory, SynchronizationContext p_scxUIContext, ViewMessage& p_vwmErrorMessage) at Nexus.Client.ApplicationInitializer.DoWork(Object[] p_objArgs) at Nexus.Client.ThreadedBackgroundTask.RunThreadedWork(Object p_objArgs) at Nexus.Client.Util.Threading.TrackedThread.RunParameterizedThread(Object p_objParam) at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart(Object obj)
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In response to post #28986504.Clear communication is hugely important, if you're not achieving it then your devs aren't using the right bug tracking software or they aren't using it correctly.bben46 wrote:
The problem with 'rough' bug reports is they may not be put into the bug tracking system, and if they are not in the system, they are not really bug reports at all. The entire purpose of having a bug report system is to track and document the bugs - Bug reports are categorized as to severity and a few other categories so the devs will know what bugs are affecting the most people and what bugs are causing the biggest problems and which are just, "I wish it did this instead of that." And the most important, when a bug is resolved and removed from the list. Real bug reports are in a format that the devs can use and track. Acting on rough bug reports is like squeaky wheel maintenance - the one that squeaks the loudest gets all the attention while the quiet but far more important problem gets overlooked. :rolleyes:
If you want your bug to be taken seriously, first it MUST be posted in the bug tracker instead of just somewhere on a forum where it can easily be lost. See this post on "how to report bugs." :thumbsup:
As for communicating - If the devs spend all their time informing each person that submits a report of what they are doing on that particular problem, they won't have time to actually work on the problem. :pinch: The only reason a dev should have for contacting you is to get more information. Look for bug resolutions in the bug fixes that are put out with each release. Just because you don't see your bug being fixed instantly or a message from a dev that it is being looked into doesn't mean it is not important, it just means that a fix is not available yet. Some things take longer to fix. :smile:
For those who don't know, Moderators are not devs. And we really don't know any more about what bugs are being worked on than you. :blush:
Edit: definition of Devs - developers, these are the guys that work in the background programming stuff. Without them there would be no NMM or new features on the Nexus. :dance:
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Using a PHP forum engine as a backend is a really bad idea. A custom engine written in a high-performance compiled language like C# to replace Invision is years overdue.
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wait, you're waiting on full voice acting before releasing a public beta? that just sounds like a waste of several months, there's no reason people can't test it without full VA.
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sounds good, though i'm worried about giving mod authors the ability to arbitrarily delete comments - if the mod author is a graceless ape that can't handle criticism, i'd rather see that upfront rather than step into its droppings. consider adding some sort of peer review, like only being able to delete comments that have gotten 5 or more downvotes from other users, that would let authors to delete troll comments without impacting our ability to gauge what sort of a person the author is.
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you say that, but the design of your site clearly indicates that using nmm is the intended experience (download nmm is the first thing on the page; "manual download" doesn't even have a button graphic, unlike "download with manager"; etc). therefore, every failure of nmm will reflect very poorly on nexus as a whole in the eyes of your users. a little quality assurance goes a long way.
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the vast majority of mods can be installed with nmm just fine, it only takes a bit of savvy and a text editor to make an XML fomod file (a standard which has been around since what, fallout 3?), and most mods don't even need that - as long as you can drag'n'drop the files from the archive to skyrim's data directory the mod is nmm compatible. the only mods that would need to be installed outside of nmm are the ones that need to put files outside the Data directory, which is a pretty big security threat, and shouldn't be done willy-nilly.
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i hope not. considering its track record, i don't believe nmm could ever pull off something as complex as what wrye bash does and not explode in a million horrible ways.
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it's also bad form for a mod manager to dump unrelated files (e.g. readmes) into my data folder. also, see that blue number next to the name of the mod in nmm? that's the link to its nexus page. if you have a good connection, it is much faster to go to nexus than navigate a bunch of directories to get the same information.
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actually, glaring multi-colored fonts may be part of the problem. i have no desire to read anything presented in such a manner.
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the reason i block ads is because unblocking them would lead to me being tracked. you may have your own thoughts about privacy on the internet, but to me it is of paramount importance - the internet never forgets, and it's a ridiculously stupid risk to let yourself be spied upon. right now ghostery shows 4 trackers on your site. if that number ever reaches 0 i will seriously consider unblocking ads, provided they themselves are not of tracking variety. i am also quite concerned about how exactly you are going to determine if a user is running an ad blocker or not.
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@wiseman don't you think it's a little premature to ask that question?
i feel that kickstarters for modding are highly immoral, unless they're using that money to pay for professional services (voice actors, artists, programmers) which the modder/team lack. modding is a labor of love, selling it seems wrong. i'm excited for star citizen/squadron 42 though, if they manage to fulfill their promises these games stand to be the best space sims yet.
as a sidenote, if you think freelancer was the last great space sim, give x3: reunion, x3: terran conflict and x3: albion prelude a go, they are great and a lot deeper with complex fleet management and station/space complex building.
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comparing disgraceful dragon age to marvelous obsidian games is heresy. really looking forward to what they've got cooking.
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Assuming all the bandits are overly aggressive I'd agree but really they aren't. In most cases with 'bandits' you have every opportunity to not get to close to their camp and to walk away.
Choosing to live outside of normal society doesn't necessarily make you a bad guy. You see 'bad guys' fighting 'bad guys' all the time so they aren't going to be banding together anytime soon to take down society
This attitude to me means they defend their own. Go away and I wont have to hurt you. If you just came waltzing into my castle uninvited I'd probably kill you too.
ever see a bandit tending a field or breeding livestock? ever see bandit traders? yep, they are murdering, pillaging bastards all right.
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it's called confirmation bias.
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wait, why were you deploying untested code to production servers again?
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Thanks, Maimer961.
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Try as I might, I am unable to locate any option to autosort my mods. What do?
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I concur. Either an option to specify file extensions to ignore (.txt, .doc, .jpg, etc) or to prefix readme files with the mod's name would be very welcome.
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