Jump to content

Update on NMM version 0.60 and FAQ


Dark0ne

Recommended Posts

In response to post #28805459. #28807169, #28807474, #28809154, #28809529, #28810269, #28811029 are all replies on the same post.


Dark0ne wrote: We have just released version 0.60.4 of NMM that has a number of fixes for bugs reported with the help of users using the bug tracker, the list includes:

Fixed issue causing the migration process to be unable to reinstall some mods. Fixed issue preventing NMM from properly handling the load order for Fallout and Oblivion. Fixed issue causing the Morrowind game mode to hang while performing the mod migration. Fixed issue causing the Morrowind game mode to install files in the wrong folder. Fixed issue preventing NMM from automatically retrieve the Morrowind game path during the startup scan. Fixed issue preventing the ReadMe Manager from properly catching readme files. Fixed issue with the Backup file management.



Now waiting on some brave souls to try it.

Squashnoggin wrote: :ohmy: ..Not Me!!!! :teehee:
LazarusGrimm wrote: Brave soul here: Okay... So... uhm... is there like... a reason for why the speed to delete a mod has been decreased with about 500%? Took me over an hour just to uninstall and delete Raven Castle, while in previous versions it took about 4 - 5 minutes.
Majic7 wrote: Blindly up-dated to 60.3 yesterday, just clicked buttons. After up-dating Skyrim wouldn't open. NMM showed all 68 mods activated but it wouldn't run, even after re-installing Skyrim and starting over from the beginning. Had to de-activate all mods and re-activate them. Then I could restart the game from the beginning. Today I tried 60.4 on Morrowind and it worked fine. No fiddling around, just worked. 90 mods.
lexx005 wrote: Just updated to 0.60.4 without any issues, but there was no migration process since i had already updated to 0.60.3 yesterday, it just updated the version of NMM.
Squashnoggin wrote: In THAT case..
Squashy was afraid it would be another 'fresh start' type deal. If it's just a standard Nexus "worry-free" update, then, mayybee.. ;)
spiritwolf1 wrote: I used it and maybe I don't understand how it works or something , but all the mods it migrated never showed in my load order. I just reverted back to older version and reloaded new game, it seems to be the best solution for me. I am not blaming anybody for it not working for me. I tried using Mod organizer that was recommended also, and never had any clue how it works. I used obmm( tesmm) before NMM . which had some functions that NMM doesn't have, but I have learned other ways of doing the same thing with tes5edit. I would use NMM 0.60 , if there is a read me file to teach me how it works or a step by step video like the ones Gopher used to make, because they make it easier for me to learn how to use the programs.


Trying it now. Tried 60.3 last night and it seems to lock up on "overhaul" mods. Crossing my fingers.

Update: Locked up on "Complete Crafting Overhaul". Downloaded NMM 56.1 from my downloads file and game works(so far). Edited by Hiwatcher1
Link to comment
Share on other sites

  • Replies 745
  • Created
  • Last Reply

Top Posters In This Topic

I'm another of those who just went ahead and downloaded without checking. Not whining here, I take full responsibility for that. The updates have never caused issues before so I didn't see why this one would :D When I got to the message about uninstalling my mods I wasn't happy about it and cancelled and went searching for a previous NMM version to re-download. I wanted to trust its automatic re-installing in the correct order, but I couldn't. Sounded like trouble to me. But then I changed my mind, and thought I might as well try it. If the worst comes to it I can just wipe my game and start over.

 

NMM managed to automatically re-install about 4 mods before it crashed. Then I had to do the 136 remaining manually. After getting ingame, I realised that the 4 or so that it had reinstalled itself weren't even working and had to redo those too.

 

Long story short, it did mess up my game. I spent a few hours tweaking and mostly got everything working like normal, but now I'm having tons of CTD's in indoor areas and I don't think I have the willpower to figure out what is causing it and why. I set up these mods a while ago and just recently came back to the game (literally this week). I didn't intend to be fussing over mods, I just wanted to play.

 

So after wondering why I went ahead with the curious impulse, and moping around about my lost new playthrough I was intensely enjoying, right in time for the weekend, I then decided that it's about time I did a clean reinstall and start over with new and updated mods anyways. (I've been wanting to try SkyRe for a while).

 

The only issue now is that I don't want to start setting something up and only go through more hassle when updated NMM versions come out. So I guess I'll volunteer for guinea pig duties and hold off playing for a bit.

 

For anyone else who has any large and precious save games, I'd really recommend just holding on. You'd think that it'd be the first thought to backup everything before making some drastic change, but since no NMM update has been quite this drastic before as far as I can recall, I understand why people just went blindly clicking through trusting the programme to do its thing.

Link to comment
Share on other sites

"Q. When would be the best time to upgrade?

 

I'd say, when you're comfortable with the concept of reinstalling some mods (how many seems to completely depend on how the migration process goes and we've not found a pattern as of yet) and when you have the time to do it. For some, the migration procedure is taking mere minutes. Others have claimed it's taken many hours.

 

A particularly good time would be when you're wanting to do a fresh install of Skyrim (or the game you're playing) with a fresh installation of mods. Or, if you're very secure and comfortable with the process of installing mods properly: any time when you have the time to do it!"

 

I would definitely agree with this answer, honestly. It's what I ended up doing anyway. I wanted to redo some of my mods, but with you have over 200 of them and they all regularly clash, sometimes it's just easier to take advantage of a new system to just get it all rebooted (Though admittedly, I probably didn't do as clean an install as I should have, but eh. I can reinstall it again, so meh.)

 

I will say that I"m surprised that the general reactions. A lot of people wanna play the blame game I guess. I"m not gonna pretend like I helped by bug reporting, since by that time I decided to capitalize on the new launcher and uninstall, so I dropped the ball there. but, that aside. The sooner we all just move on, the better. And if it's really that bad, peeps, a clean install isn't as bad as it might seem.

Link to comment
Share on other sites

In response to post #28799344. #28799979, #28801029, #28801234, #28802034, #28802934, #28804459, #28804489, #28804644 are all replies on the same post.


Vyxenne wrote:

Dear Dark One:

 

Sometimes, I think it is difficult to see the forest because all the trees are in the way. I just read your post above, and would like to offer you a different perspective- MY perspective as a long-time Nexus fan (I have been using my husband's account for years and only recently established my own Nexus account.)

 

You said you were surprised that so many people just blindly accepted the NMM upgrade. This is because over the years, NMM has been largely stable and trouble-free, and a tremendous help to us in managing our mods- and much more user-friendly than MO. Each upgrade has been an improvement over the previous version, and we have received upgrades quite frequently. In other words, based on years of good releases, we trusted you, your expertise and your "product." Based on that trust, when NMM said an upgrade was available, we didn't think twice: click, click, clicketty-click. The outrage now is largely because you betrayed our trust with NMM 0.6.

 

You said that there were warnings in the new version that should have tipped us off that this upgrade was dangerous (my paraphrasing). You're exactly right: the warnings were IN THE NEW VERSION and came only after it was far too late to back out of the upgrade- our Skyrim was already bricked by the time we got the warnings. As someone posted in the Boo thread, the warnings are on the inside of the can. The only choices at that point were [No] or [Cancel] and manually install all your mods (because NMM has already trashed them) or [Yes] to continue and let NMM *try* to fix your system. Epic fail. The warning should have been BEFORE IT WAS TOO LATE TO BACK OUT AND LEAVE OUR PAINSTAKINGLY-ASSEMBLED AND NURTURED WORKING GAME INSTALLATION INTACT. However, in all fairness, even had I received clear warnings of the impending destruction in time to leave my system intact, I probably would've clicked [YES] anyway because I trusted you and never imagined you folks would unleash something so destructive on your fans and supporters. Only in hindsight did it become clear to me what I should have done. The warning should, at the very least, have been clearer about the imminent destruction and included a strong recommendation to quit NMM now and back up our entire game installation.

 

You said in the Boo thread, sarcastically, "...or you could go here [link] for help" but the "here" is undocumented, not linked to from anywhere that I can find, not returned in a Google search for "Nexus Mod Manager Support" and particularly not conspicuously linked to from within the NMM interface as far as I can see (Of course, I have never needed NMM support before, so I have not searched diligently for a support link within NMM, and based on what it just did to me, there is no way I'm going to open NMM 0.6 ever again in my lifetime.) Especially with a "potentially destructive release" like NMM 0.60 that deliberately destroys our working game installation and *hopes to* reconstruct it but has ZERO revert or undo capability, there should have been before-the-destruction warnings. On a so-called "beta" product (0.60 acted more like a pre-alpha release, but I digress), there should be a conspicuous [sUPPORT] button on the NMM Header. We are merely users. We do not spend all day, every day, dealing with The Nexus and/or Nexus Mod Manager. How are we supposed to know about hidden "support" forums when they are not conspicuously linked to from Nexus mod pages and/or the Nexus Forums pages, and not returned in Google searches using the logical search terms?

 

You seem to be complaining that nobody read the "Site News." Where is that? Even when you mentioned it in your post here, you did not provide a link to it. There is no [sITE NEWS] button on this page's header frame, nor is there a "Site News" sticky at http://forums.nexusmods.com/index.php?. Again, we don't spend all day every day here, and don't know where to go for what unless someone who DOES spend all day every day here helps us by providing conspicuous links.

 

So, half a day after the rogue NMM update acted like malware and destroyed my Skyrim installation with no way to opt out of it until it was already too late and no revert or undo function whatsoever, I STILL do not know how to reach the alleged page that details a recovery process. All I know for sure is that you think these things should be obvious to your users and supporters- but they are not only not obvious, they seem to have been hidden by design- otherwise there would be conspicuous links to them everywhere on the Nexus.

 

Hope this helps clear up some of your bafflement regarding the reasons for the uproar, confusion and outrage resulting from the NMM 0.6 disaster. I, personally, feel blindsided and betrayed by an old friend. It would really be great if you could stop developing NMM for a few days and write a recovery tool to help those of us whose games you trashed revert to the pre-NMM 0.60 condition.

Zettadude wrote: This deserves attention. Exactly how I feel.

Though I'm not completely angry, nor am I going to stop using NMM 0.6, I feel like you summed up what a lot of people are feeling here, including me. Thank you for wording it in a way that is not only attention-grabbing, but also informative.
toonamove wrote: I agreed totally with you and your words and feelings.

Yes a "recovery tool" can be really useful for fixing and helping everyone have their game mess up after the last NMM version update.

I can suggest to adding on the future versions a button for "importing" old NMM versions settings and mods dirs with another button for converting to the new NMM system after have imported users configs, but without touching games dirs or uninstalling mods.

Also adding a automatic backup system before the new installed version is started or starting to made any kind of changes, sounds very necessary, for avoid this kind of mess for everyone, and preserve every users modded games.

Toonamove
Morandone wrote: Yup, my feeelings exactly. Trying to put my old Mods back in the corrupted install. Wipe out all the hardlinks first (or whatever they're called) just to be able to write the data of the wiped out mods back, because explorer hangs when trying to replace them.

A warning for backing up the Skyrim-install befor installing NMM would have been nice and helpful.
GothikaGeist wrote: Wasn't the big red warning in the INSTALLER of NMM 0.60.0? You definitely had the chance to avoid this and be informed as to what it does. Regardless, I still think a TES5Edit-type pop-up prompt with a timer should force you to at least acknowledge the fact that 0.60.0 could potentially break your entire setup.
unhot wrote: Well said ... several hours later and all is not as it was and rather than spending some time relaxing in the wasteland I'm off to something else.

Very disappointed.
Annafire33 wrote: I would also like to add, when a product has been relatively stable and trust worthy, you assume warnings like that, are for the worst case, this will almost never happen type of deal. NOT a this will happen thing. I also agree that the warning should have been the first thing to pop up to give people a chance to say, "hey, i'm not gonna do that" instead of locking us into it with no return. I really hope people pay attention to this post that Vyxenne wrote, because it really speaks for the average user who doesn't work on something all day everyday. Its like, if your writing a story, you know exactly whats going on, because you made it and you work with it all the time, so you take short cuts because you figure its obvious whats happening. When in reality, someone will come along and be like, "what?" I'll leave it there.
Behelit79 wrote: Are there seriously still people not knowing that when there's a major change in a program version (0.50.x -> 0.60.x) there will surely be something important to take into account? I understand what you say about trust but, believe me, no offence, the automaton "click, click, clicketty-click" behaviour will surely have sooner or later negative consequences.
phantompally76 wrote: I'm just glad it didn't prompt to update when loading the software itself.

For me (and I can only speak for myself), the issues with the new build are eclipsed by the unremorseful contempt being shown by those responsible for said build towards the growing number of ad-revenue generators who were caught off guard by what they were getting into. Blaming the end-user for one's own poor communication and poor implementation is not the answer.


I think this post nails on the head that the more casual people are probably the worst affected. And I'm not trying to use the word casual as an insult. I'm sure there are lots of people who only have the confidence to mod their games because of an amazing tool like NMM. They trust it and maybe aren't as wary as they should be, especially if it's not given them trouble before.

We're all dumbasses for clicking through and going ahead with it even after seeing the message about the uninstalling of our mods, but still. A warning about what the update contained before clicking "yes" would have been very welcome. Lots of people won't go looking on the forums for an explanation of the update if they're not expecting trouble in the first place.
Link to comment
Share on other sites

I'm attempting it now on a save with a 60+ lvl character with 140+ mods, tweaks, and changes. I gave it some thought, began thinking of other things, then just went for it. See, this is why I don't drink. I'm capricious enough when I'm sober. Huzzah!... and stuff...

 

Edit: It went exactly as I thought it would. I needed a new install anyway. My game folder had the clap.

 

Edit 2: Thanks to surviving my past misadventures and a file hoarding habit I should be able to get my old save up and running in about 3 hours. That's my old record. I think I can beat it. Dunno if I'll finally try MO or try NMM .6. I'm not mad since I constantly bork my own installs.

Edited by laniko
Link to comment
Share on other sites

In the process of a clean install of Skyrim, I may have stumbled upon a problem. Quality World map crashes the new NMM 60.3. It only happens on the first installation of the mod. After the initial crash the mod is installed upon reopening and can be uninstalled an re installed with no problem. Perhaps its the mods options menu.
Link to comment
Share on other sites

In response to post #28808844.


ScoobyXT wrote: In the process of a clean install of Skyrim, I may have stumbled upon a problem. Quality World map crashes the new NMM 60.3. It only happens on the first installation of the mod. After the initial crash the mod is installed upon reopening and can be uninstalled an re installed with no problem. Perhaps its the mods options menu.


Quality World Map is where my NMM crashed when it was doing its reinstalls, too.
Link to comment
Share on other sites

In response to post #28805459. #28807169, #28807474, #28807489 are all replies on the same post.


Dark0ne wrote: We have just released version 0.60.4 of NMM that has a number of fixes for bugs reported with the help of users using the bug tracker, the list includes:

Fixed issue causing the migration process to be unable to reinstall some mods. Fixed issue preventing NMM from properly handling the load order for Fallout and Oblivion. Fixed issue causing the Morrowind game mode to hang while performing the mod migration. Fixed issue causing the Morrowind game mode to install files in the wrong folder. Fixed issue preventing NMM from automatically retrieve the Morrowind game path during the startup scan. Fixed issue preventing the ReadMe Manager from properly catching readme files. Fixed issue with the Backup file management.



Now waiting on some brave souls to try it.

Squashnoggin wrote: :ohmy: ..Not Me!!!! :teehee:
LazarusGrimm wrote: Brave soul here: Okay... So... uhm... is there like... a reason for why the speed to delete a mod has been decreased with about 500%? Took me over an hour just to uninstall and delete Raven Castle, while in previous versions it took about 4 - 5 minutes.
Hiwatcher1 wrote: Trying it now. Tried 60.3 last night and it seems to lock up on "overhaul" mods. Crossing my fingers.


Blindly up-dated to 60.3 yesterday, just clicked buttons. After up-dating Skyrim wouldn't open. NMM showed all 68 mods activated but it wouldn't run, even after re-installing Skyrim and starting over from the beginning. Had to de-activate all mods and re-activate them. Then I could restart the game from the beginning. Today I tried 60.4 on Morrowind and it worked fine. No fiddling around, just worked. 90 mods.
Link to comment
Share on other sites

In response to post #28805459. #28807169, #28807474, #28807489, #28809154 are all replies on the same post.


Dark0ne wrote: We have just released version 0.60.4 of NMM that has a number of fixes for bugs reported with the help of users using the bug tracker, the list includes:

Fixed issue causing the migration process to be unable to reinstall some mods. Fixed issue preventing NMM from properly handling the load order for Fallout and Oblivion. Fixed issue causing the Morrowind game mode to hang while performing the mod migration. Fixed issue causing the Morrowind game mode to install files in the wrong folder. Fixed issue preventing NMM from automatically retrieve the Morrowind game path during the startup scan. Fixed issue preventing the ReadMe Manager from properly catching readme files. Fixed issue with the Backup file management.



Now waiting on some brave souls to try it.

Squashnoggin wrote: :ohmy: ..Not Me!!!! :teehee:
LazarusGrimm wrote: Brave soul here: Okay... So... uhm... is there like... a reason for why the speed to delete a mod has been decreased with about 500%? Took me over an hour just to uninstall and delete Raven Castle, while in previous versions it took about 4 - 5 minutes.
Hiwatcher1 wrote: Trying it now. Tried 60.3 last night and it seems to lock up on "overhaul" mods. Crossing my fingers.
Majic7 wrote: Blindly up-dated to 60.3 yesterday, just clicked buttons. After up-dating Skyrim wouldn't open. NMM showed all 68 mods activated but it wouldn't run, even after re-installing Skyrim and starting over from the beginning. Had to de-activate all mods and re-activate them. Then I could restart the game from the beginning. Today I tried 60.4 on Morrowind and it worked fine. No fiddling around, just worked. 90 mods.


Just updated to 0.60.4 without any issues, but there was no migration process since i had already updated to 0.60.3 yesterday, it just updated the version of NMM.
Link to comment
Share on other sites

In response to post #28797534. #28797764, #28799519, #28799834, #28805704, #28805874, #28806604, #28806864, #28806954, #28807094 are all replies on the same post.


silfo2015 wrote: Sorry to post this here but I don't seem to be able to use the bug tracker.

I installed version 60.3. I like having the links to LOOT, BOSS, and FNIS built in. And I think I will generally like it when all's done.

Here's what seems to be my current stumbling block: FNIS stops running with "ERROR(76): Could not find a part of the path 'c:\program files (x86)\steam\steamapps\common\Skyrim\Data\meshes\actors\character\character assets female\skeleton_female.hkx"

I looked in my files and saw the folder "character assets" is not included in the folder "character" but when I fix that and run FNIS again I get a different error message referring to the same file in another location. So, I gave up since I really don't know what I'm doing. But that's where I'm currently stopped.

Just thought I'd let you know the status over here. Thanks for the work you're doing.
aramil31 wrote: I think this new version is installing files in a different location by default, I had to manually set it to install them in the "Data" folder.

I also had to delete every mod and reinstall them from the archives because of that new file location, I was getting the same sorts of errors as you got.
Kalell wrote: @aramil31 So there is an option to switch back to installing mods directly to a games folder? That makes me feel a whole lot better. I will probably make backups of my game installs and plugin lists and give it a try now. I've been asking about this for a while and nobody had answered. Thank you for your comment, and kudos to you. =)
aramil31 wrote: When you first install the new build, it asks where it should install the mod archives and whatnot. IIRC, it's on that page.
silfo2015 wrote: @aramil31 Thanks! I hope what I understand is enough like what you said; I'd like this to work :)
DuskDweller wrote: You're not supposed to do that, and serious problems could arise if you do.

There was an issue with the migration process being unable to reinstall some mods, it should all be fixed now.
Please download the update and read here:
http://forums.nexusmods.com/index.php?/topic/3231824-060-missing-mod-files-after-the-migration-process/
Kalell wrote: @DuskDweller: So setting the new version of NMM to install mods the old fashion way is something we shouldn't do? lol, I'm so confused right now.
DuskDweller wrote: You're not supposed to do that, in this specific case I think you're just ending up with a Skyrim's data folder full of unpacked mod files, in their own modname folder, and then relinked in the Data folder. A real mess :)
DuskDweller wrote: Also keep in mind that this new version of NMM will already make Windows think that the files are in the game's Data folder, so no need for gimmicks.
What happened here is that there was a bug causing some mods to not be reinstalled, so that why people were getting missing mod files.

Using 0.60.4 should fix all those issues.

For more info please read here:
http://forums.nexusmods.com/index.php?/topic/3231824-060-missing-mod-files-after-the-migration-process/

Kalell wrote: Ok, I misunderstood what aramil31 was saying. I thought he meant you could set it to install mods directly to the game/data folder instead of the archives. I do a lot of manual installs and make a lot of manual changes to my game folders so not having mods installed there causes some problems for me. For now I'll just stick to 56.1. I'm worried about what I'll do when Fallout 4 comes out though.


@DuskDweller

Thing is, it was other programs having the issue of not understanding where things were. FNIS couldn't find the skeleton files, even though they were still in existence (just in a different location, searching the computer found them).
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...