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Posts posted by DuskDweller
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In response to post #59818376.axonis wrote: There seems to be a critical issue in the latest 65.2 and 65.3 versions: every mod with a ModuleConfig.xml installation declaration seems to be failing in it. The message produced is
// A problem occurred during install: The root element of a W3C XML Schema should be <schema> and its namespace should be 'http://www.w3.org/2001/XMLSchema'. The mod was not installed. // Install //
Until this is fixed, users should avoid installing these versions. Where can I report this bug ?Get it while it's hot!
https://github.com/Nexus-Mods/Nexus-Mod-Manager/releases/tag/0.65.4 -
In response to post #59818541.They're all working for me.devilmay wrote: As of now, NMM 65.3 cant download automatically from a website, one must download it manually and use "+" to add a mod.
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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:sopmac45 wrote: """ Because of the (now) archaic way that NMM handles files in the data folder, we recommend disabling any mods you have installed in NMM (or switching to an empty profile, that will in turn clear up any files NMM has placed in your game data folder) if your import to Vortex is successful. This is because Vortex and NMM both try to keep track of which files they've installed, and using multiple modding tools for the same game at the same time makes that difficult. If you need to revert back to NMM, you can simply disable Vortex and reapply your NMM profile to return your setup to how it was before. """
... thanks for the release Dark0ne. Got questions before putting my hands on Vortex and they are based on your above statement :
- Should I first import from Vortex all my mods from NMM or deactivate my mods in NMM first ? Sorry if it does sounded silly or stupid but I just want to be sure before clicking ...
- Can I tell Vortex to just import some mods or not to import some that I do not want to have in my next play through or can I delete some of them once they are all imported ?
- I do not mind to start a new game from scratch at all ( Skyrim SE ) and if so, I will donwload all my new mods via Vortex, is it better this way rather than importing ?
Thanks a lot one more time. I will provide my feedback thru the right channel. :)
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! -
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In response to post #57239861.Although LOOT only handles selected Bethesda games, so it doesn't apply to all the games you listed.Xayjyn wrote: Not being able to control load order will kill this for a great great many people.
Every bethesda game listed, dragon's dogma, xcom and both Witchers rely on strict override capabilities, especially for add on/dependency mods of existing "super mods" or total conversions/system overhauls, there's no way around this other than an ordered prioritization function, which currently doesn't exist, and would confusing as hell to boot anyway, as evidenced from games that used it (early red storm games).
That the "rule" super/sub system would be both intuitive and yet robust to cover ANY mod set up for bethesda and firaxis titles in particular without strict ordering is eyebrow raising at least. -
If you look at the reported HD free space in the explorer "This PC" window you'll notice it didn't go down.
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And I spent months coding it, let's hug :laugh:
Anyway if you read Dark0ne's post on reddit then it'll be clear why it didn't make it.
Now, what you can do is, go here on youtube and listen to this song: https://www.youtube.com/watch?v=bYJGt67Mwmo
And then watch at this screenshot I just took: https://imgur.com/P40JJ01
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Those are not the real files, what you see there are hardlinked files, they're just references to the real ones.
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Just make sure you downloaded it from the Nexus.
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The Vortex's source supports custom translations, you'll just have to wait for it to go open source I guess.
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Thanks guys! That will do it I am sure. I wish I had known this option to disable the updates and where to find it before. Would have spared me a lotta trouble.
Have a good one!
In the last 6 months there's only been 3 updates to NMM, the last one was in April.
What's happening to you sounds weird, where did you get your NMM? What's the version you're currently using ?
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Either you drag&drop the file from where it is to the NMM mods list or you click on the "Add mod from file" buttom on the left bar (of the mods tab).
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Everything should be working as intended now.
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Can't give you a precise ETA, but it should be later this week.
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This issue will soon be fixed server-side (the new NMM releases are expecting different server ids for the new fileservers but it's still receving the old one thus being unable to recognize the returned server list and then defaulting to the CDN, the UK premium server is unaffected by this).
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Thanks for the feedback, hotfixed it in 0.63.11 :P
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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.Tigon_3rd wrote: I misread the NMM software developer as just a mod dev using NMM in general at first, but anyway.
Isn't it faster to just use the command COC at the main menu instead of "Alternate Start", or is it because you're testing the NMM software and thereby have to have mods loaded?Arthmoor wrote: It's at least party because coc from the main menu is unreliable since it doesn't process the required initializations the game needs to be in a proper state.
LAL has long been used as a diagnostic tool for a lot of people because it's quick to load, has options in most parts of the game, and allows time for scripts at startup to settle before running off to start playing. -
Please open a detailed bug report in this section so we can keep track of your issue and help you solve it: https://forums.nexusmods.com/index.php?/tracker/project-3-mod-manager-open-beta/
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Version 0.63.8 should have improved the situation with mods with lots of files in it. Not expecting it to change dramatically, since it will also require a big deal of tweaking in the internal virtual install system, I guess that's not going to happen since we're making a new manager from scratch :confused:
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Please open a detailed bug report in this section so we can keep track of your issue and help you solve it: https://forums.nexusmods.com/index.php?/tracker/project-3-mod-manager-open-beta/
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All's well what ends well :tongue:
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My Skyrim.esm is not and will not let me activate it in the list so all my plugin list is orange.
Edit: Really? I send this msg, close the manager, reopen it and all is black. Guess we are good now.
:ninja:
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If you got the mod categories prompt it means NMM didn't find its config file, this usually happens when you launch another NMM install you have somewhere else on your system or you installed a new version somewhere else and didn't set the same Mods/Install Info/VirtualInstall folders you were using before.
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Many people fixed this issue by running NMM as administrator. (right-click on the NMM icon on the desktop and select "Run as Administrator")
I mean no disrespect, but if you read what I wrote you would know that I have already tried that. In fact I have both the NMM .exe and the shortcut I use set to Run as Administrator. Still having problems.
Many people thinks that running as administrator means that your user must have admin privileges on your OS, that's why I specified what to do.
Is the drive where the game is located a real drive? Is it using the ReFS file system?
Security update for Nexus Mod Manager
in Open Beta Feedback
Posted
https://github.com/Nexus-Mods/Nexus-Mod-Manager/releases