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DuskDweller

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Everything posted by DuskDweller

  1. In response to post #31573580. #31574375, #31575725, #31576020, #31583240, #31585810 are all replies on the same post. Well in this case, it's completely the other way around! If you manually install the mod you would think of putting the dsound.dll in the game's folder, where it *could* be executed by the game's exe thinking it's a legit directx dll. Since NMM won't install files in the game's root folder, that dll would end up harmless in the Data folder where nothing *should* try to access it.
  2. Can you please open a report in this section: http://forums.nexusmods.com/index.php?/tracker/project-3-mod-manager-open-beta/ Please also provide additional info: 1. which install mode are you using (default or multiHD), you can check it by going into tools and selecting "Change Virtual Folder", make sure to click CANCEL to exit that window. 2. did you use a previous 0.6x version before? Did it work? 3. please provide the name of a few mods affected by this issue? (It seems to be working with the mods I got)
  3. In response to post #30585350. For the time being you can ignore that warning.
  4. In response to post #30594325. #30599675 is also a reply to the same post. Nope, you just need to make them if you want to install mods. (this is to prevent 49087649578 "mods doesn't work" threads in the forums)
  5. In response to post #30594325. Nope, you just need to make them if you want to install mods. (this is to prevent 49087649578 "mods doesn't work" threads in the forums)
  6. In response to post #30561715. It's a known bug, it will be fixed soon.
  7. In response to post #30557800. #30558400 is also a reply to the same post. Many mods are not packed to be properly installed by mod managers. I would start by looking into the NMM Plugins tab for plugins installed by the same mod (usually alternate but conflicting variations of the same mod), and just enable the one you need.
  8. In response to post #30551345. Thanks for the feedback, keep them readonly.
  9. In response to post #30545935. That setting goes into the Fallout4Prefs.ini are you still editing the Fallout4.ini?
  10. Please open a report in this section: http://forums.nexusmods.com/index.php?/tracker/project-8-nexus-network-website/
  11. Do you get the same slow speed by using the manual download on the website?
  12. In response to post #29129729. #29130094 is also a reply to the same post. Immersive Speechcraft is the best mod ever!!!!!!!
  13. If you have issues running the new version, please open a bug report in the proper section so we can help you fix it: http://forums.nexusmods.com/index.php?/tracker/project-3-mod-manager-open-beta/
  14. In response to post #28866924. NMM will recognize some of them (Bashed, PM, DSR), for the other patches you currently need to re-run the patchers after a profile switch. You could then post on the feedback forum to let us know with patches we forgot to include. also in the near future we will add the possibility for you to flag specific plugins as profile specific and they will be stored along the profile.
  15. In response to post #28885839. Please read here, it's working as intended: http://forums.nexusmods.com/index.php?/topic/3229304-060-scripted-installers-multiple-choices/
  16. In response to post #28797534. #28797764, #28799519, #28799834, #28805704, #28805874, #28806604, #28806864 are all replies on the same post. 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/
  17. In response to post #28797534. #28797764, #28799519, #28799834, #28805704, #28805874, #28806604 are all replies on the same post. 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 :)
  18. In response to post #28797534. #28797764, #28799519, #28799834, #28805704 are all replies on the same post. 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/
  19. In response to post #28791689. You just need to reinstall it in the profile where you want it to have different options, NMM will remember about it.
  20. In response to post #28788114. If you think there are issues with bodyslide and the new NMM can you please open a bug report here so we can keep track of it: http://forums.nexusmods.com/index.php?/tracker/project-3-mod-manager-open-beta/
  21. In response to post #28788239. If you want to change the options for scripted installers you need to uninstall them: Uninstall is no longer achieved by double-clicking on a mod (that will just disable it, thus removing their link to the game's Data folder). To uninstall a mod you need to right-click on it and select one of the 2 Uninstall options. Now, if you reinstall it you'll get the usual scripted installer menus.
  22. In response to post #28787889. Yes it does. Make sure you have version 0.60.3, go in the Tools menu, click "Restore backup profile" and follow the instructions. If this doesn't fix your installation or should you have any more issues please post here: http://forums.nexusmods.com/index.php?/tracker/project-3-mod-manager-open-beta/
  23. In response to post #28785609. #28785709 is also a reply to the same post. NMM will make a backup of the currently active installation and just that, you'll need to set the other profiles you have from scratch.
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