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DuskDweller

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    The dumb
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    Civilization, UFO: Enemy Unknown

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  1. In response to post #57591511. I might be able to help you here, but keep in mind I'm in no way affiliated with the Nexus and this is just a personal advice given out of experience with both managers: This is not the "how to port your NMM mod install over to Vortex and live a happy life", this is a "How to test Vortex using your already downloaded mods, without incurring into NMM generated issues and at the same time keep your old NMM mod install setup and the ability to restore it". - You should use the Vortex "Import from NMM" function right away, at this stage Vortex doesn't perform any activity over your game install/settings, it just import your current "mod install setup" and, if you choose to do so, mod archives. Then if you really want to be sure everything works as intended I suggest you to follow these steps: - Open NMM, create a new profile and switch to it (to keep your current profile intact), go in the Tools menu, select "Uninstall all active mods", get some popcorns and wait. - (Follow this step only if you read clearly what happens during this process) If you really want to be thorough and make sure you have a clean game folder, go back in the Tools menu and select "Purge unmanaged files": this process will remove all files NMM doesn't recognize as base game files or as currently managed by NMM itself, the "base game files" list is not up to date with Creator Club stuff so those files will most likely be removed by it, don't worry, after this step go in Steam, right-click on your game, select Properties, Local Files, and then click on "Verify Integrity of game files" this will fix any missing/edited base game files. - Now you can finally go back to Vortex and start managing your game with it, enjoy! - If you want to test your imported NMM mod setup into Vortex you just need to enable the imported profile!
  2. In response to post #57369831. #57387851 is also a reply to the same post. For anyone able to work in the UK, not just UK residents!
  3. In response to post #57239861. Although LOOT only handles selected Bethesda games, so it doesn't apply to all the games you listed.
  4. In response to post #57216766. #57219311 is also a reply to the same post. The Vortex's source supports custom translations, you'll just have to wait for it to go open source I guess.
  5. In response to post #44647870. #44652595 is also a reply to the same post. I used it a lot while testing the installation and performance impact of various virtual install systems, so being sent right into the character creation, where you can test right off the bat different types of mod was a real boon.
  6. You have to point it to the root game folder, not the bin/x64 one :smile: Eg.: E:\Games\The Witcher 3 Wild Hunt
  7. In response to post #43736420. Read the last bit of this news post, about the categories, pretty sure that also solves your issue ;)
  8. In response to post #43636510. This will be added in the next patch (0.63.4 ), no ETA.
  9. In response to post #43209145. Hi Roy, can you post a link to one of your reports so we can have a look at it?
  10. Hi, do you have it on Steam or GoG? Also can you tell me the path to the game executable file and the name of the executable file for this version of the game?
  11. In response to post #39908555. Yes, it will have its own section ;)
  12. In response to post #39920060. #39920765 is also a reply to the same post. Yes what you're sharing is a "config" file that will tell NMM what to download (from the Nexus), activate and how to do it.
  13. In response to post #39921280. All the issues you're experiencing in current 0.61.x builds are all fixed in the next 0.62 release.
  14. NMM can't autoupdate, I would really love to add an auto update system sooner or later, but currently the only way to update NMM is to download and run the installer. Also NMM can't automatically uninstall mods without the user interaction (eg. the specific functionality in the Tools menu or the mod migration process, but in FO4 case that's not even possible, since FO4 only works with the new install method). I can try to help you understand what happened, but I need further info: Is there anyone else having access to your PC that may have fiddled with your NMM and mods install? Are the Mods reported as installed in the NMM Mods panel? Are the plugins active in the NMM plugins panel?
  15. In response to post #37072310. #37072940, #37073560 are all replies on the same post. I can't replicate this issue on 0.61.20 (nor 0.61.19), NMM properly ignores those plugins . I also tried to manually sabotage it (adding those lines manually) but when I go into NMM and change something in the loadorder it will properly fix the file. This is what NMM does on my system: # This file is used by Fallout4 to keep track of your downloaded content. # Please do not modify this file. *Homemaker.esm *SettlementKeywords.esm *ArmorKeywords.esm *Robot Home Defence.esm *BetterGenerators.esp *BetterModDescriptions.esp *BetterSettlersNoLollygagging.esp *BetterSettlers.esp *ValdacilsItemSorting-00-ValsPicks.esp These may be possible causes for your issue: 1. You're using an older NMM version 2. Another software is messing with it 3. NMM is not pointing to the FO4 beta or a legit FO4 exe . 4. Your system is preventing NMM from interacting with the plugins.txt file. 5. You're checking the wrong Plugins.txt file.
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