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Does anyone use NMM for mods?


Katren

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As the title says - Does anyone use NMM to install their mods for Dragon Age? Its been a few years since I played and I didnt play through a few DLC's so I decided to pick it up and play again. Now I go to download Mods and I see everyone suggesting DAmodder, DAO Modmanager, DAOupdater...etc etc. and Im just so confused. Does NMM not work with DAO? Do you have to use all these different installers to use the different mods? I mean pretty much every one of them has the option to download using NMM. Im just seriously confused, I dont remember having to deal with this back when DAO and Awakening first came out. Any help would be greatly appreciated.

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Welcome (back) to Thedas, Katren!

 

NMM has only very recently started supporting DAO/DA2. I've just started using it, but as I already have quite an extensive collection of mods (downloaded, and a sub-set installed) which I've collected over the years I've been playing DA, I haven't stated over.

 

It works great for most mods, but there are a few exceptions and other caveats (that I know of.)

 

1. It has no idea how to treat ".override" files. You know, the ones packaged especially to work with DAO-ModManager (DAMM). There are only a few of those, but they are both highly popular and highly complex. (That complexity is why you need DAMM to handle them.)

 

2. The Ultimate Edition (UE) changed where the "\addins" folder is located. So for DA-UE, NMM does not put ".dazip" files in the right place. Works for all other versions and installs, plus DA2 just fine. :thumbsup:

 

3. Certain texture mods (mostly the earliest ones made) have to be placed specifically in the "\override" folder located under "\Program Files...", not the one under your user profile. But there's nothing in the packaging of the files that can tell NMM about this, so it doesn't know and puts them in the usual location. Then... they just don't work.

 

4. If you're using Terra_Ex's excellent CharGenMorph Compiler to handle all your CC mods, you'll have to be sure to run it again immediately after getting any new ones. (Otherwise, depending on exactly how the mod authors packaged things, one author's ".xml" could overwrite another's.)

 

The first problem will probably not be addressed anytime soon. If you're using ".override" mods, you'll have to use DAMM to manage them. The good news is that you CAN use both DAMM and NMM together. They won't interfere with each other. (Whether you'd want to use both is another question... :huh: )

 

I've reported the second issue to the developers, but don't know where it is on the priority list.

 

The third is probably never going to be fixed since it's limited to a very small number of mods, but the only way to deal with it would be "one-by-one".

 

And that last isn't really anything to do with NMM, just a reminder to pay closer attention with CC mods in general.

 

Finally, you never HAVE to use NMM. It's simply another tool for those who want to take advantage of mods but haven't done so, or got turned-off when they tried, because it can be a little daunting for some.

 

Happy Modded Gaming! :laugh:

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Thank you so much for the lengthy explanation! It helped a great deal. I noticed that earlier about the override files, luckily I had only downloaded about 4-5 mods with NMM before I posted this and decided to not download any others until I found out for sure which installer was for what. Now I know! :) Thanks again! Time to go modding ;D

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