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wolverine2710

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  1. In response to post #43379595. #43383080 is also a reply to the same post. Its possible to research the VFS by starting for example free commander (not the default windows explorer) from MO. You can then go the Skyrim/FO directory and see the contents of it with all mods/files in it.
  2. Just read the news. Absolutely totally positively news. I'm ONLY hoping Tannin won't be abandoning his Virtual Filing System system. Its a stroke of brilliance. Can't wait to find what the Nexus Mod Organizer (NMO) will look like. Tannin has performed in his spare time with MO. Imagine what he can do now he is getting paid for it and can devote all his time on it - together with the other two devs at Nexus. Note: Did not read the posts. NMO has already been often mentioned.....
  3. In response to post #11688392. #11695180 is also a reply to the same post. Normally I don't speak about MO here in the news but posted this to clarify some things Cebrions said. I'm one of the moderators of the official MO support forum on S.T.E.P. MO also has a Nexus forum. Both have lots of contents and there is a good support for MO by (just like NMM has I assume). MO supports 4 games: Fallout 3, Fallout New Vegas, Oblivion, and SkyrimFallout 3, Fallout New Vegas, Oblivion, and Skyrim. NMM supports more games. MO and NMM have a difference audience, both are good programs for that specific audience. Its up to the user to decide what he/she likes and/or needs. There is wiki for MO which will explain what it does. In the resources tab there are 5~videos which explain what is does, You can have NMM and MO installed at the same but to use MO to the fullest the best effect you get when you use only MO. MO allows you to reorder the installation order of mods on the fly, has search, fillters and it has profiles (being worked on for NMM). You can use NMM for games not supported by MO and and use MO for the rest. Download with manager works for both NMM and MO in that situation. In the advanced section of the MO the virtual filing system is explained, whick keeps the <Skyrim>/data directory in a virgin state. MO has a NMM importer to migrate from NMM to MO. That plugin currently has as a drawback that 'overwritten' files are not transferred to MO. If you enable in MO all mods you had enabled in NMM the importer works correctly. The importer mentions which mods had overwritten files and need to be installed again to also get the missing files - only needed if you disable mods in MO. I'm still planning to enhance the NMM importer plugin, so Tannin (author MO) can concentrate on MO but RL raised its head. In the wiki is also explained how to migrate manually. MO is not a silver bullet and its limited to 32bits programs. NMM is 64 bits which is great for memory hungry skyproc patchers like Automatic Variants (32 bits Java limited to approx 1.2 GB). Been using MO since May 2012 after I personally had outgrown the functionality of NMM. Again NMM and MO are very good mod managers but tailored for a different audience. MO has a bit of learning curve but Ï think the following quote of a user sums its up quit nicely: "Yes, I spent 4 hours trying to figure it out when I switched over from NMM, and yes I had some frustrating moments, but once it clicks, holy s*** it clicks.".
  4. In response to post #10539580. The tone makes the music. Personally I think you are harsh/impolite here and its not needed. Some times to progress and make the Nexus better (as Dark0ne explained) it is necessarry to make hard choices. In this case changing the urls for the web services which means that pre NMM 0.46.0 clients don't have access to the online unctionality needed for 'download with manager links', updates checking etc. Just like Nexus adapted by releasing NMM 0.46.x to support the new url scheme Tannin , author of MO also adapted by releasing MO 1.0.11. Both clients have a different audience and support features/games for that audience. It is btw possible to use NMM and MO side by side, for more info see this post. Its up to the user to decide which mod manager serves their needs best. MO supports four games, NMM supports 15+ (or even more) games so this great for users because they have a choice what they want to use for which game. This is NOT meant to promote MO but I thought the original post was impolite. I DO want to thank Dark0ne for the fact that he opened the Nexus for other clients/programs as well and allows them to use the excellent Nexus website. Like he said its all about choice and I REALLY want to thank him for that.
  5. In response to post #10119559. #10119652 is also a reply to the same post. There is a workaround I think. This is under the ASSUMPTION that EACH and EVERY file which is installed by a scripted installer is written into the installlog.xml file. This should include scripted mods which uses C# which could create files on the fly based upon already installed mods, or based upon the system of a user (language like russian) or based upon detecting the video card and then installing a different optimized shader etc.. There could be other situations. Not sure if fomod instalers could do the same. I REALY don't know if such scripted mod installers even exist!!! I would be VERY interested in this. I think that if NMM does NOT log all files installed that when a mod is uninstalled there will be orphaned files left on the FS which can cause problems. Lets ASSUME everything is logged. Each file which is installed is either installed in <Skyrim>/data or <Nexus Mod Manager><game>Install Infooverwrites. Hence you know the name of a file and its place on the filingsystem (FS). Afaik the zipfile of an installed mod must be in the <Nexus Mod Manager><game>Mods directory otherwise its detected by NMM on start up and the mod is de-installed automatically. This means you have the installed files AND the zipfiles which contains files in it (which could be renamed on install). Create a CRC or MD5 hash of every file installed AND inside the zipfiles. When running the convertor which parses the installog.xml it would be possible to determine where that file came from inside a zipfile (even if it is renamed) and install the correct file. This should even work for automatically generated files. But perhaps I've made a wrong turn somewhere in my mind and I'm overlooking things. I would like to hear if this is feasible or not and if NOT where I did go wrong. It would make the transfer from 0.45.x to 0.50 easier because then users don't have to install mods again which have scripted installer. Just my 2 euro cent. I would appreciate it if you could give (technical) feedback on this.
  6. Dark0ne said: "That should be fine for unscripted mods but any scripted mods you have will have to be reinstalled again (i.e. go through all the scripted installers as they pop up and choose all the available settings again). NMM will prompt you for each scripted mod you have. Everyone is going to have to do this anyway once we finalise this release and send it to the masses " I have a question about. For some work I have done I have looked at the installog.xml log of NMM 0.4.x. Afaik that file contains the END result of files installed by NMM, whether installed by unscripted mods or mods which have an installer". I assume the convertor of NMM 0.5.0 reads that file and other files where NMM config is stored to convert everything to symlinks. I can't figure out (but I've probably something) why with NMM 0.5.0 the mods with a scripted installer should be run again. This seems suboptimal. This is NOT a complaint but I would like to understand as a techie why that step is needed.
  7. In response to post #9160045. #9162092, #9162352, #9164413 are all replies on the same post. @ Roccondil. The tone makes the music. Programming is however NOT easy and can be really time consuming (but also extremely rewarding and addictive -- make a living as a Java programmer). What you CAN do (like everybody else) is test NMM 0.5. The more ppl test it the quicker it matures and the faster they (Nexus) reach the intended works 100% (as PRE NMM 0.5) goal. After that they can IF they choose to work on other features.
  8. In response to post #9101291. #9102688, #9103734, #9103839, #9103924, #9104214, #9104346 are all replies on the same post. @manoqueen .Good explanation (both times). Why I why do my posts turn up in a place I did NOT intended them to be.
  9. In response to post #9101291. #9102688, #9103734, #9103839, #9103924, #9104214, #9104816 are all replies on the same post. While I was typing manoqueen created a new post.... . Again I really wish you luck and just wanted to help by pointing out possible issues.
  10. In response to post #9101291. #9102688, #9103734, #9103839, #9103924, #9104346, #9104816 are all replies on the same post. @Dark0ne and @manoqueen. It didn't feel right to talk about Mod Organizer here in this thread created by Dark One but since he responded I will give my view. Automatic Variant which btw runs fine with NMM in its latest beta release introduced symlinks (like NMM is going to use) to prevent copying of files. It turned out that this works fine on some systems and does NOT on other systems. He reverted to the old systm for the stable version. Because I needed more I switched to Mod Organizer last year. Initially there were problems with skyproc based programs like Automatic Variant, Asis, Dual Sheath Redux, Reproccer (and SUM to rule them all) etc but since a year or so that has been solved. The only thing you have to do is setup an executable in MO. MO uses a virtual filing system approach. If I've interpreted it right The NMM 0.5 (as of now called simply NMM) approach is a bit similar. In both cases the mods are NOT installed in the physical <Skyrim>/data directory but each in their own directory. When starting Skyrim in both cases it gets presented a <Skyrim>/data directory which holds all the data needed for a mod like textures/meshes etc. The difference is that with MO its volatile AND after playing skyrim the <skyrim>/data directory is completely virgin, not a single file installed. With NMM this is not the case. The changes are permanent until in NMM the virgin profile (with no mods installed) is selected. After all you make a converter which removes all data from the physical data directory to the mods directory. After that <skyrim>/directory is virgin again. Both approaches have their merits. What manoqueen says it true. Profiles are a REAL challenge, especially for your approach. Let my explain this with a Wrye Bash bashed patch.esp file (essential when you have many mods which use leveled lists). If you have two profiles. Profile 1 has 10 mods and profile 2 has 100 mods. For each profile you have to create a bashed patch (BP). You can't use the BP of profile2 for profile because then Skyrim will have missing master and it crashes. For profile 2 you want to create a BP, you first select profile2, the filing system (FS) is changed, now you create a BP, after that you must have a function to move the BP from the real FS to the Bash mod directory. If you clean a mod with Tes5Edit something similar is going on. The cleaned.esp must be moved back to its own mod directory because when you change a profile you want that that profile also uses the cleaned .esp file. Same for the skyproc based programs. In MO when you run WB, Tes5Edit a skyrpoc patcher it is kickstarted by MO. That program then is presented with the VFS which its thinks is the real <skyrim>/data. The moment you change something this is put in the <MO>/overwrite directory in a place where it would exist in the real FS. Atm all profiles use one profile directory. This is a problem with WB/skyproc based stuff etc. Not with Tes5Edit becaue if you select a different profile and in that profile that mod is NOT selected the cleaned .esp file is also not selected. Imho even after NMM has the symlinks implemented the real advantages of MO are: 1) You can change the load order of the mods and its assets like textures/meshes are changed in the VFS as well directly. The assets are overwritten in the VFS and then presented to Skyrim when it starts. 2) You can change the loadorder/priority of BSA files 3) Search function. 4) All colums are sortable 5) Filter function, show active/inactive mods, endorsed mods etc... 6) Quite a few more...... I wish you luck with NMM 0.50 but like manoqueen said the profiles in combination with external programs like WB ,Tes5Edit etc et is something you REALLY have to take into account. MO has an NMM importer function which can not import all mods perfectly atm, due to the plethoria of ways mod authors have constructed there mods. I'm sure he is interested in your converter because it basically does what he needs. EDIT: When the NMM convertor works perfectly each mod is stored in its own directory. Hence its much easier to import mods between the two mod managers. Win win... ---- While I was typing manoqueen created another post. Possibly there is overlap...
  11. Somehow you I got this urge today to become a premium member (12 months). Can't wait for the improvements. Thought I would start using Nexus less because after a year of Skyrim I was looking for something fresh. Playing FONV ultimate now, guess the next year I will seen on the Nexus. I hope that this year the forum get a small overhaul, as in a WYSIWYG BBcode editor. Currently creating using of offline editor for this. More important imh are the spoiler tags. In the bethforum and others the text is hidden (don't clutter the rest of the post) till you hit the spoiler tag. In the Nexus forums spoiler text is still an overstrike (making it less readable) and text still clutters the post. Just my 2 eurocent..
  12. @Dark0ne. One thing I really miss in NMM (MO doesn't have it either) is the following. Suppose a mod has 1 main file, two optional files and one update files. Many mods have multiple files. ATM NMM is only able to check one version number. Hence suppose the versionnumber of the modpage is the same as the version number of the update files, the main file and the two optional files have a warning sign (mod is outdated). Have the webservices functionality (now or in the future) which enables NMM to check individual version numbers of files belonging to a mod? Last: I really hope you are giving other mod managers at least the change to adapt/change there programs so they work with the new WS by providing information about it when they contact you. Skyrim and the Nexus is all about allowing the enduser to chose mods which they like so can experience Skyrim as to like it. I hope the end user also continues to have the same choice when it comes to mod manager they are using or prefer. One size doesn't fill all...
  13. @Dark0ne. I really hope the API and webservices will be available for other mod managers as well. I'm using Mod Organizer and I know the author is very cautious about accessing your webservers and webservices. Afaik MO does not check for new versions at all unless you right click and request it to check for mod updates. I've used NMM in the past and I liked it very much, makes installing new mods a snap but I've outgrown it. Now using approx 200 mods and MO gives me (far) more control over the mods and its easy to see what mod overwrites which other mod, and change this. The virtual filing system which makes this all possible is imho brilliant and from a coding point of view very elegant. A dream come true would be NMM with a virtual filing system. NMM because its the official Nexus mod manager. I'm looking forward to new versions of NMM and when they can offer me what I personally need I will switch back.... To make this clear: This is NOT to promote MO (or Wrye Bash) over NMM. Each program targets a different audience and is perfect(ed) for that audience. BUT please do NOT make different mod managers impossible. One reason that he decided not to help you with NMM (or better said NOT being able to) could be the fact that NMM is written in .Net (C#) and that MO is I believe written in C++. I make a living as a Java software and the use of Java is a very deliberate one because its what I personally like. Also the idea of a virtual filing system is totally different then what WB and NMM uses afaik. Don't know of course if you offered him to incorporate the VFS in NMM.
  14. I absolutely positively totally agree with your vision. With regards to Skytest Real Animals and Predators (SRAP) I've followed his thread for quite a while and I know he has asked repeatly for (experienced) scripters to enhance his mod even further. He said, there is only so much what can be done with tweaking of the (existing) AI packages. You might want to sent Etayorius a PM to see if the WISV team can be of assistance to him and/or the other way around. His dev. has stalled a bit because his GPU has gone the way of the dinosaurs (dead) more then a month ago. Another prime example of a good wildlife mod is Real Wildlife Skyrim (RWS). He has roaming herds of Deer/Elk, diseases, juvineel,mature,old version of animals, has added ingredients. I use them both at the same time and its a blast to see the wildlife come to life. Spending more time outside then in Dungeons atm. Unfortunately Nedius apparently has RL issues, the mod hasn't had an update for months (if I'm not mistaken). It might also be a good idea to contact him if something can be worked out. Aaah and there is Prides of Skyrim which I also use (adds Lions/Lionesses and black Panthers. Also no updates for quite a while and he has problems getting leveled lists to work etc... There are of course more wildlife mods but AFAIk these three seem to be the most matured ones (personal opinion). PS. If someone knows about other good wildlife mods I would be glad to hear from you. To prevent polluting this thread a PM would be best...
  15. THIS is what I HOPED would happen or at least been explored. ASIS does a lot of things (base principles) which probably would end up in WISV. The upcoming ASIS 1.3 will even have a 'Spawn Randomizer' which could be used to create a 'WIS -lite- like world', fully configurable by users of ASIS using .ini files. Of course, probably lots of things you have planned for WISV atm can not be done in ASIS or you would like to have it seen done otherwise. Its an extremely good idea in my book to explore if ASIS could be used in some way as a base for WISV and to work together to see what kind of miracles both team can come up with. Extremely exited. Take your time to create a very rock solid foundation and built your house on top of that. It can/will take more time in the startup phase (and the modders probably need to be able to program in Java) but in the long run it will save you quite a lot of time. This is usally the case with all good software projects. To bad that in RL my managers for the firms I worked for as a (Java) software engineer always seem to go for the quick and dirty way and don't/won't/can't invest time/money to do it right. You are in the unique position to do it right because no one can tell you what you have to do!!!!!!!
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