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archerarcher

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Posts posted by archerarcher

  1. If someone has the same problem and neither of these solutions worked, you can also go to windows\system32\d3d9.dll and copy that one in your skyrim folder this fixed this problem for me.

    This will not work if you're using ENB which comes with it's own d3d9.dll.

     

    As I said before, make a fresh Win 10 installation, install necessary software like DX9 e.g. and it will work (in most cases).

  2. In response to post #57309146. #57309676, #57315811 are all replies on the same post.


    Ondrea wrote:

    After watching a couple videos and reading through the posts here, I had a question on how overwrites work as it appears to be only complete overwrites offered. I currently use MO for Skyrim and NMM for FO4. If I use say two texture packs, and I want one pack to overwrite another, except for a few textures I prefer from the first pack, is there a way to handle that in Vortex? In MO, I hide the textures I don't want to overwrite another. In NMM, I watch the textures getting overwritten and click "No" to specific ones.

     

    Can we pick and choose this way in Vortex, where we see what is conflicting and choose specific files to hide?

    simsrw73 wrote: Currently, it doesn't have a direct feature to address this. You can click a button to open a Windows Explorer window where you can rename the files, which is procedural similar to what happens in MO but requires more keystrokes to do the renaming. However, Tannin has said that this functionality is coming. I don't believe he mentioned a time frame.
    Ondrea wrote: Thanks for the info. Appreciate it.


    THIS IS A JOKE?! ISN'T IT? For the hail of modders souls please say: THIS IS A JOKE!!!
  3. In response to post #57200871. #57201401, #57201461, #57204291 are all replies on the same post.


    L0neWander3r wrote: just testing it out and i like it
    L0neWander3r wrote: thats it...
    MyDeadX wrote: I think the mod dependencie feature is way better than just let some files be overwritten with new ones. You have a better overview of which mods/textures are overwritten and it may let you overwrite loose files with .bsa's? Would be nice if that's true.
    Thallassa wrote: It doesn't let you overwrite loose files with BSAs. That's a terrible feature that never worked properly and will break every intention of every mod author.

    If for some reason you need files from a BSA to overwrite something else, unpack the BSA. What happens next is on you but at least you will have full control.


    , and . ???

    EDIT: Geht doch...
  4. After hours of reserach I got it to work. I think the reason why it didn't work was because I installed Windows 10 directly over my Windows 7 setup. Because I make full backups of all of my installments it was not a big deal to do some experiments.

     

    What I noticed was after a fresh install of WIndows 10, NVidia drivers, DirectX, VCRedist, Dotnet, Steam (did I forget something?) Skyrim + ENBs d3d9.dll workes fine.

     

    So I restored my Windows 10 installation and installed the following:

     

    -DirectX End-User Runtimes (June 2010) DL

    -DirectX End-User Runtimes (August 2009) DL

    -DirectX Software Development Kit DL

    -Microsoft Visual C++ 2010 Redistributable Package (x86) from C:\Steam\steamapps\common\skyrim\VCRedist\vcredist_x86.exe

    Yes, I'm running Windows 10 x64 but installed the x86 package.

     

    After that I did a fresh install of NMM 0.63.14. Now it works. The Launcher still crashes with d3d9.dll present but starting SKSE via NMM works fine. No RUn As Admin and no Compatibility Mode on any file.

     

    Maybe this is helpful.

  5. In response to post #44169115. #44171160, #44171925, #44172710, #44174990, #44175880, #44180895, #44190425, #44192060, #44197925, #44198580, #44201785 are all replies on the same post.


    CptVolto wrote: Not a single question or insight concerning the entire "Paid Mods" fiasco?

    Look, I like Chesko's mods as much as the next guy, but are we all really so quick to forget that he heavily took part in a spearhead movement which would have screwed both modders and the modding community as a whole in the long run.

    At least a question as to "why?" would have been nice, especially now that it's months behind and hindsight can reign free.
    seedannis wrote: He's already made a reddit post about that before if you really want to read it. I don't think this is necessary in this interview. It was nice to have the focus be on the mods he makes and nothing else.
    archerarcher wrote: I think nearly no one cares about this cr@p anymore
    camycamera wrote: He's already "explained" himself. Bethesda approached him about it, and of course he'd not turn it down, if you were in his shoes, you certainly wouldn't either; an opportunity to get paid for his work that he did for free, that would be great!

    But, unfortunately, due to the terrible way that the whole paid mods thing was implemented by Valve/Bethesda, he got caught up in a bunch of this negativity, and then they pulled the plug. End of story.

    You shouldn't demonize someone for taking such an opportunity, even if it was for a lost cause later on. Sometimes, s#*! happens, and Chesko is not to be blamed whatsoever for any of that mess.
    Rigmor wrote: How Chesko and some other modders were treated by the crapstorm was pretty much disgusting, seeing as it wasn't really their fault the green eyed genie was let out of the bottle by Valve/Beth, and at the worst possible deal available at that.

    Chesko leaves his source files in his mods so people like me can pick at them, and takes time to point you in the right direction if you are having difficulties to an issue. I hope the support he gets from his fans keeps him working on mods, especially SSE.

    Unfortunately for all you guys/gals out there, he is going to marry me, so whatever...

    :)

    Iceman8619 wrote: I have no problem with the fact that Bethesda approached Chesko about getting paid for his mods. I consider Frostfall an essential mod for me to play Skyrim. I'd gladly pay for his mods if they were released as paid mods.

    Making mods takes a lot of time and work. Sure, it is great to know that the community appreciates it. Having Bethesda approach him because of his work is, I'm sure, an honor for him. We may not all like the way that whole thing went down, but we all need to have respect and show support to all of the modders out there. Regardless of the paid mod deal, modders have made this game and many other game what they are. There are countless games out there that would not be played near as much as they are without the modders. Skyrim is one of those.
    SparrowPrince wrote: Everyone forgets and moves on today. That's how companies like EA keep getting away with nickle and dime anti-consumer practices. But no, let's not go on about it!

    Not the modder's fault? Did Bethesda hold a gun to their head? The spin is making me feel dizzy.
    SamusKnight2K wrote: Far as I'm concerned Chesko did show remorse for it and stuck around despite some mod authors vanishing after the shitstorm. He has and always will have, my respect. Besides, life is too short to hold grudges over something where someone just wanted to get some extra money doing what they love the most. It wasn't a bad idea, just poortly executed. That's my two septims on the matter.
    Leros wrote: What fiasco, the whining of kids that feel entitled to other peoples work?

    No modder supporting paid mods did anything wrong. It did not work out, be glad, shut up and move on.

    Seriously the way you people treated modders that created content for you was simply disgusting, it still makes me angry.
    Ethreon wrote: Hope you'll enjoy seeing the paid mods return. Cause they will.
    SparrowPrince wrote: 'I don't like X opinion, so it's whining.'

    Leros, people can 'whine' or complain about what they want. If they weren't allowed, how would they express their opinions? By talking to themselves? By muttering under their breath? You are doing the same right now, but no one else can because it doesn't aline with your own views? Ok then.

    It was a bad idea as it was truly built out of corporate greed. It was an attempt to profit off the work of their user base, while watching some extra revenue roll in for doing absolutely nothing; basically, it's YouTube content ID. It's easy to work out why you should have never been a part of it from the very start.
    bigo161107 wrote: "Seriously the way you people treated modders that created content for you was simply disgusting, it still makes me angry."

    Did you ever think how the modders treated their fans and supporters? crippling the community by only uploading to steam workshop which isnt a good platform, just to feed bethesda for sitting on their asses whilst the modder did all the work. Its like horsearmour all over again but with slaves doing the DLC. "Ah, i see you finished the George Clooney BatNip armor. have a piece of bread and a glass of poowater peasant, we will take it from here $$$" The modders basically took a dump on their fans and got down on their knees ready to blow bethesda. That was pretty disgusting if you ask me.

    Sure, If youre good at something, dont do it for free. But with modding you just have to bite that bullet because there is no good way to make that happen. Bethesda cant just allow people to profit from the source material. Its copyrighted and s#*!. alot of laws would be broken etc. íf modders want to be paid they need to get a job as a gamedeveloper, they cant just piggyback ride off of skyrims success.


    SparrowPrince:
    Everyone forgets and moves on today. That's how companies like EA keep getting away with nickle and dime anti-consumer practices. But no, let's not go on about it!

    Not the modder's fault? Did Bethesda hold a gun to their head? The spin is making me feel dizzy.

    -------------

    Exact!
  6. In response to post #44169115. #44171160 is also a reply to the same post.


    CptVolto wrote: Not a single question or insight concerning the entire "Paid Mods" fiasco?

    Look, I like Chesko's mods as much as the next guy, but are we all really so quick to forget that he heavily took part in a spearhead movement which would have screwed both modders and the modding community as a whole in the long run.

    At least a question as to "why?" would have been nice, especially now that it's months behind and hindsight can reign free.
    seedannis wrote: He's already made a reddit post about that before if you really want to read it. I don't think this is necessary in this interview. It was nice to have the focus be on the mods he makes and nothing else.


    I think nearly no one cares about this cr@p anymore
  7. In response to post #44163050. #44163245 is also a reply to the same post.


    archerarcher wrote: I hope that someone will bring us SkyUI to SSE. Before that SSE is not an option for me, sorry.
    B3ASTLIKE wrote: Try SkyUI 2.2, the last version that works without SKSE, but still is very familiar to the newer versions, there are some error messages coming up in the menues though, but you can delete them, see here:

    Just a nice and easy workaround. Have fun! ;)


    Already have DLed that, will try. Thank you.
  8. In response to post #43228135. #43228440, #43228710, #43228800, #43229750, #43229950, #43230240, #43231080, #43231240 are all replies on the same post.


    Mebantiza wrote: So will it be safe to say, this 'new' MM have will none of the features of NMM, and all the features of MO. IoW, just a reskinned and renamed MO? As bad as NMM 6x has been, there are things about NMM that make people want to use it, well, the pre- 6x versions anyhow. How is forcing MO and its structure on everyone, even those that don't really want it, a benefit?

    I use NMM 56.1, and do NOT require virtual installs. Its a feature, for some, but not a REQUIRED one, and I dont want it forced on me. 56.1 is old, crashes constantly, and is not all that stable tbh. But its still far preferable to anything NMM 6x, and have no need to have MO forced upon me. Not going to argue which one is 'superior', that is pointless. NMM is straight-forward enough to do what it has to, and did it well enough, well at least untill they tried to steal some of MO thunder. Then it went to complete and utter $yht. Up until that point, it wasn't perfect, but it did the job. NMM 6x added a needless feature that no one asked for, and never worked properly. Had NMM retained its pre-VM structure and improved that, things would likely be fine with it even now.

    So now, the 'solution' it seems, is make everyone use MO whether they like it or not...
    HadToRegister wrote: Having used both, I like MO, and I also like NMM, but only pre 0.62 NMM, as 0.62 and above just acted like malware and destroyed most of our mod lists

    NOWHERE in this thread has it been said that the new NMM will have NONE of the features of NMM and/or ALL of the features of MO.

    NOWHERE has the subject of "Forcing MO on everyone" even been discussed.

    If you use NMM 56.1 (For whatever hipster anti-something reason), then keep using it, but stop complaining about something that you're not only NOT going to use, but are also so misinformed about, that you were unable to make even one factual statement about the plans for NMM/MO for the future.
    xyon71 wrote: Why go right to negativity??
    I think it is very UNsafe to say it is just going to be a "re-branded MO"
    It appears to me that they are wanting to produce a simple, yet powerful NEW tool for everyone to use with varying degrees of complexity based on need.
    I didn't read anywhere that they are "forcing" anything, I read that they are taking all of the feedback from BOTH tools to incorporate the best features into 1 "best" tool.
    I switched from NMM to MO 2 years ago, and found it simply wonderful to be able to try out different mods in different orders without breaking my base game.
    I will admit there was a learning curve, but not too steep, and I am far from an advanced modder.
    I for 1 am excited to see what these talented minds can come up with.
    For whatever this or that, I say all of them are in it because they want to give people the best modding experience possible, so lets give them a chance before we jump on our band-wagons and shoot harpoons because we "think" we already know what they are going to do...
    archerarcher wrote: Same here. In times where disk space is cheaper than fuel I think this virtual install feature is completely obsolete. I don't like it and I don't like the problems it makes with certain mod installations.
    I use NMM 56.1 for Skyrim too, it's very stable to me, no problems at all, really. Okay, I track all my (700~) mods and over the years my documentation has grown into a complex website but I know exactly what to overwrite and what not and I know where my files are and I don't care about some gigabytes disk space more or less for my favorite game that I am playing/ modding since Nov 2011.

    So what should a future mod mager be like?

    1. Manage mod files
    That's the absolute priority. Everey feature that affects this should be removed or be avoided.

    2. Simple to use, simple to manage
    No need for virtual installs, no installation of mods directly by clicking on a button on a website. I need control! Everyone needs control. Is there anybody out there who installs mods via website button? I inspect EVERY file before I use a mod so you should too if you don't want to loose track of your installment.

    That's what I want from a mod manager and that's why I use NMM 56.1 and not MO
    moriador wrote: @archerarcher,

    Control. Precisely.

    The more lines of code that come between me and the stuff I want to use, the more difficult it becomes to fix what ought to be minor problems. Instead of simply locating the problem file or reference and fixing it, you have to contend with the installation software and all of its quirks. Instead of replacing a single bad mesh, for instance, you may end up having to uninstall an entire mod, create a new mod archive with the new mesh, and install it all over again.

    The more control you take away from users, the more those users have to rely on mod authors (and mod manager programmers) to fix every single little problem.

    But there seems to be a trend in software to create bigger and bigger walls of code between the user and the actual assets/files that user wants to use. I see it in 3D render software, image editing software, anything that relies heavily on user created content really.

    Which is completely backwards, IMO. The more imperfect the assets, the more DIRECT control the user needs to have in order to fix those imperfections. And the more an industry relies on user generated content, the more imperfections there will be.

    The idea of creating code that allows a user to click a single magic button is great indeed! But only if that code depends on assets that have been through a very rigorous quality assessment process which requires very strict standardization. If those assets are potentially riddled with bugs, as any user created content will be, then you can't wall the user off from direct control or their only option when things go wrong will be to scream at the developers.

    I see a lot of screaming at mod authors and mod manager programmers going on in Nexus comments (and the forums of many other industries). But I guess that's the price you pay when you try to make things *too* easy for the user.

    Not too long ago, when you wouldn't even think of assembling a bookcase without having some basic tools on hand, if the predrilled holes didn't line up, you drilled new ones in the right place, and screwed the bits together. Now that you've been led to believe that everything you will ever need comes in one single box, you swear loudly, pack your Ikea shelves back into the torn up bits of cardboard, take the whole thing back to the store for a refund, and post a nasty product review on a website while sitting angrily among your still unshelved piles of books. Given how much incredibly detailed information is available about how to fix innumerable kinds of problems, it seems that people are becoming more personally helpless than ever.
    Tannin42 wrote: It's no rebranded MO, it's a fresh start. "Controversial" MO features like the virtual filesystem may exist as options / extensions but they will not be defaults or requirements.

    With MO I was happy to develop a tool that would only appeal to a small crowd. It was always intended to be complement the existing solutions like OBMM/NMM or wrye bash, not to replace them.

    Now we're writing a modding tool for all Nexus users so obviously the approach will be different. I'm not ignorant of the problems with MO but with MO I had one target audience, now it's a different one.
    We try to make the new mod manager attractive to advanced & MO users through extensibility, not by doing the same again and hoping the majority of users will suddenly like it better.
    moriador wrote: Well, it is very refreshing to see that the developer is reading the comments!

    We all know that there's an enormous divide between those who want the software to do it all (and who -- rightly, I note -- demand that such software work as perfectly as possible) and those who insist on getting their hands dirty and hate to have anything stand in their way.

    If you can bridge that gap, you'll have done something very worthy indeed.

    I look forward to what you can come up with.
    Exoclyps wrote: I really really like the Virtual Folders that MO provides. It makes my life so much easier when it comes to modding. Especially when it comes to making my own mods.

    I hope that such feature will be included in the new NMM if the goal is to stop giving MO future support. I don't mind if I have to activate it for my profile for it to work, as long as the option to do so is there.
    DFX2K9 wrote: @tamreil42

    Honestly? You've got the skillset to fix most of what's bugging people with NMM. Improving the reliability of large file installs would get you my vote by itself. Having the option to use an MO-style visualized install if you wanted/needed/could use it would just be icing on the cake.

    That being said, I'd recommend (both for mo's case and NMM if it gets such an option) some way of manually going through the resulting 'game directory' after you've installed your mods, so you can, if needed, find and replace the odd burp.

    MO looks like an excellent peice of software, even though I couldn't use it because the CK didn't like it for some odd reason (I'll blame the CK here)


    Tannin42 says:
    " "Controversial" MO features like the virtual filesystem may exist as options / extensions but they will not be defaults or requirements."

    I REALLY hope so. As far as I know Fallout 4 for example needs the new (newer than 0.56.1 ) NMM and users are bound to use virtual installments. Is that correct? This is one reason I haven't installed any mod and haven't played FO4...
  9. In response to post #43213170. #43213650, #43214685, #43224605, #43231310, #43231435, #43232450 are all replies on the same post.


    stebo104 wrote: Mod Organizer is still a million times better then NMM.
    renthal311 wrote: NMM is so made that without a tutorial, even a novice can install selected mods, I'm Modder, and I do complicated things, but I could not install even one mod MO no tutorial, a huge difference, NMM is very user-friendly, simple, fast, is the best and will continue :)
    Thallassa wrote: To install a mod in MO is exactly the same as in NMM. Double click the download file, activate the mod. Play.

    MO just has ton more power.
    matortheeternal wrote: renthal: Installing a mod with Mod Organizer is no more difficult than with NMM. This talk about it being difficult to use is all just a bunch of mythology.

    It's literally exactly the same. Click download with NMM link on Nexus Mods, double click download in the downloads list/tab, check mod in mod list. That's it. :|

    EDIT: Didn't refresh page, Thalla beat me to it.
    renthal311 wrote: I do not deny, my first encounter with MO was bad, I just had this feeling that I can not anything to install, now already to me unnecessary, does not install mods, only their own, to test the game, so enough for me NMM, otherwise I am a man, who reluctantly changed, something that is already good for me, that is, NMM :) :)
    renthal311 wrote: Interestingly, my first encounter with NMM were that: 1. I downloaded a mod,, 2 installed, I had no idea about it, but as a '' green '' worked the first time, the application suggests itself, the design of NMM is perfect even for beginners and New urzytkowników, Modding communities, Nexus :)
    Exoclyps wrote: Thallassa and matortheeternal, I think the problem might be the NXM thingy, gotta make sure it links to MO. And installing SKSE might be a bit more effort.

    But if the MM would be able to use the NXM thingy out of the box (which it ofcourse will) and detect various things like SKSE, TES5Edit and the likes automatically I think it'd streamline things further.

    I personally use MO and takes me just mere seconds to setup, no problem. But there is a few things to keep in mind when you set it up.


    @ stebo104:
    Your aren't seroius, are you?
  10. In response to post #43222670. #43227380, #43227780, #43228265, #43228300, #43228380, #43228880 are all replies on the same post.


    46GAPA wrote: I would like to see LOOT and Tes5edit incorporated in NMM.
    That said NMM has been a God send for me as far as simplifing the download and install process.
    Arthmoor wrote: No. Just no. Let's not start pushing to absorb everything into some kind of monolithic beast.
    ColdHarmonics wrote: LOOT is already implemented very well into MO. Tes5Edit doesn't really belong IMO, though.
    endgameaddiction wrote: No, TES5Edit does not belong in a mod manager. But the fact that you can already set it as a shortcut in your MO toolbar already makes it as close as possible to TES5Edit being implemented into MO. LOOT on the other hand does work perfectly fine in MO. And it's good that it was implemented for quick sorting after installing mods. But as a rule of thumb, never fully rely on LOOT to sort your plugins in the perfect order because it never will. So use it at your will and then use your own judgement for the rest.
    HadToRegister wrote: No

    Once you start incorporating other programs into the main program you limit how each thing can be upgraded.

    Having grown up in the "all-in-one" stereo console fad, AND the "Separate component" non-console fad, it was the most expensive to buy a separate component system, but in the long run, the cheapest to replace ONE component, rather than having to replacing the entire system, when ONE thing broke.

    Just like TVs today, that have DVD and/or VCR players built in.

    When one of those Breaks, you're stuck with either

    1. A TV that can play DVDs but not Video tapes
    2. A TV that can play Video tapes but not DVDs
    3. A TV that can play DVD & Video tapes, but you can't watch because the TV is broken
    4. A TV that can play DVDs, but you can't watch, because the TV is broken
    5. A TV that can play videos, but you can't watch because the TV is broken

    Ultimately you're forced to replace THE ENTIRE THING, rather than just swap out ONE PIECE of the set-up.

    Yea, that was a long way around talking about not incorporating everything into one program, but I felt I should give an example
    RoyBatterian wrote: Please make things like LOOT optional modules too. Don't need or want it.
    xyon71 wrote: Well I personally believe it's silly to NOT use LOOT, but in MO if you didn't want to check your order, just don't hit the "sort" button.
    In MO the "sort" is a paired down version of LOOT without tag downloads, or you can install the full LOOT and use it as an EXE from within MO.
    I would hope it will be the same type of setup.


    Where is the problem to use XEdit, Bash, Loot etc. as independent sofware? I don't understand people who want to have an all-in-one application. Thats Frankenstein who wants to create the most perfect thing and you know what happened.

    I more and more get the suspicion that some people don't want to use their brain and instead of that are looking for the perfect softwae that does it for them...
  11. In response to post #43228135. #43228440, #43228710 are all replies on the same post.


    Mebantiza wrote: So will it be safe to say, this 'new' MM have will none of the features of NMM, and all the features of MO. IoW, just a reskinned and renamed MO? As bad as NMM 6x has been, there are things about NMM that make people want to use it, well, the pre- 6x versions anyhow. How is forcing MO and its structure on everyone, even those that don't really want it, a benefit?

    I use NMM 56.1, and do NOT require virtual installs. Its a feature, for some, but not a REQUIRED one, and I dont want it forced on me. 56.1 is old, crashes constantly, and is not all that stable tbh. But its still far preferable to anything NMM 6x, and have no need to have MO forced upon me. Not going to argue which one is 'superior', that is pointless. NMM is straight-forward enough to do what it has to, and did it well enough, well at least untill they tried to steal some of MO thunder. Then it went to complete and utter $yht. Up until that point, it wasn't perfect, but it did the job. NMM 6x added a needless feature that no one asked for, and never worked properly. Had NMM retained its pre-VM structure and improved that, things would likely be fine with it even now.

    So now, the 'solution' it seems, is make everyone use MO whether they like it or not...
    HadToRegister wrote: Having used both, I like MO, and I also like NMM, but only pre 0.62 NMM, as 0.62 and above just acted like malware and destroyed most of our mod lists

    NOWHERE in this thread has it been said that the new NMM will have NONE of the features of NMM and/or ALL of the features of MO.

    NOWHERE has the subject of "Forcing MO on everyone" even been discussed.

    If you use NMM 56.1 (For whatever hipster anti-something reason), then keep using it, but stop complaining about something that you're not only NOT going to use, but are also so misinformed about, that you were unable to make even one factual statement about the plans for NMM/MO for the future.
    xyon71 wrote: Why go right to negativity??
    I think it is very UNsafe to say it is just going to be a "re-branded MO"
    It appears to me that they are wanting to produce a simple, yet powerful NEW tool for everyone to use with varying degrees of complexity based on need.
    I didn't read anywhere that they are "forcing" anything, I read that they are taking all of the feedback from BOTH tools to incorporate the best features into 1 "best" tool.
    I switched from NMM to MO 2 years ago, and found it simply wonderful to be able to try out different mods in different orders without breaking my base game.
    I will admit there was a learning curve, but not too steep, and I am far from an advanced modder.
    I for 1 am excited to see what these talented minds can come up with.
    For whatever this or that, I say all of them are in it because they want to give people the best modding experience possible, so lets give them a chance before we jump on our band-wagons and shoot harpoons because we "think" we already know what they are going to do...


    Same here. In times where disk space is cheaper than fuel I think this virtual install feature is completely obsolete. I don't like it and I don't like the problems it makes with certain mod installations.
    I use NMM 56.1 for Skyrim too, it's very stable to me, no problems at all, really. Okay, I track all my (700~) mods and over the years my documentation has grown into a complex website but I know exactly what to overwrite and what not and I know where my files are and I don't care about some gigabytes disk space more or less for my favorite game that I am playing/ modding since Nov 2011.

    So what should a future mod mager be like?

    1. Manage mod files
    That's the absolute priority. Everey feature that affects this should be removed or be avoided.

    2. Simple to use, simple to manage
    No need for virtual installs, no installation of mods directly by clicking on a button on a website. I need control! Everyone needs control. Is there anybody out there who installs mods via website button? I inspect EVERY file before I use a mod so you should too if you don't want to loose track of your installment.

    That's what I want from a mod manager and that's why I use NMM 56.1 and not MO
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