DuskDweller Posted November 14, 2013 Share Posted November 14, 2013 In response to post #10106069. #10106501, #10110138, #10113753 are all replies on the same post. Yes! Link to comment Share on other sites More sharing options...
DuskDweller Posted November 14, 2013 Share Posted November 14, 2013 (edited) In response to post #10114666. ooops someone forgot to do it :P Edited November 14, 2013 by DuskDweller Link to comment Share on other sites More sharing options...
DuskDweller Posted November 14, 2013 Share Posted November 14, 2013 In response to post #10114973. As usual in the bug reports forum! Link to comment Share on other sites More sharing options...
JAllin Posted November 14, 2013 Share Posted November 14, 2013 Quote:  "That should be fine for unscripted mods but any scripted mods you have will have to be reinstalled again (i.e. go through all the scripted installers as they pop up and choose all the available settings again). NMM will prompt you for each scripted mod you have. Everyone is going to have to do this anyway once we finalise this release and send it to the masses so this isn’t a special step for the alpha alone ergo the choice is really whether you want to do it now or do it later (or never update NMM again)." Looks like I'm going to be stuck with v0.45.7 then, as there is no way I'm going to risk that on Skyrim, Oblivion, Morrowind, Fallout 3, and Fallout NV, each of which I have about 200 mods installed (Not including texture mods)! Link to comment Share on other sites More sharing options...
FaR2sToNeD Posted November 14, 2013 Share Posted November 14, 2013 In response to post #10113952. #10114187 is also a reply to the same post. Haha give this guy a Kudos ^^ That made me lol. Link to comment Share on other sites More sharing options...
Deleted3897072User Posted November 14, 2013 Share Posted November 14, 2013 (edited) I'm struggling with this. I can't get it to install mods that contain loose files (body mods, or clothing replacer mods, for example). It says it has installed the mod, the right folders appear in Skyrim\data but they are empty and the symlinks to the files themselves don't get created. There may be a clue - when I try to install a mod that contains only loose files and no plugins, instead of the green tick I get the red crossed out circle beside its name. I've tried uninstalling 0.50 and re-installing it, I've tried deleting the mods and reloading them from backups but it makes no difference. What am I doing wrong? (edit) Doh! You have to set NMM to run as adminstrator (Win 8.1) Without that, it seems to be able to copy plugin files into data and create subfolders but not to create symlinks to the loose files. Edited November 14, 2013 by OldMansBeard Link to comment Share on other sites More sharing options...
Burnout122812 Posted November 14, 2013 Share Posted November 14, 2013 Usually i'd jump at the chance to test it out but my computer gave me the most disgusted look and whispered to me "remember when you couldn't play Skyrim?". Yea, I shivered and wisely took my mouse off the DL button. Link to comment Share on other sites More sharing options...
wolverine2710 Posted November 14, 2013 Share Posted November 14, 2013 Dark0ne said: "That should be fine for unscripted mods but any scripted mods you have will have to be reinstalled again (i.e. go through all the scripted installers as they pop up and choose all the available settings again). NMM will prompt you for each scripted mod you have. Everyone is going to have to do this anyway once we finalise this release and send it to the masses "Â I have a question about. For some work I have done I have looked at the installog.xml log of NMM 0.4.x. Afaik that file contains the END result of files installed by NMM, whether installed by unscripted mods or mods which have an installer". I assume the convertor of NMM 0.5.0 reads that file and other files where NMM config is stored to convert everything to symlinks. I can't figure out (but I've probably something) why with NMM 0.5.0 the mods with a scripted installer should be run again. This seems suboptimal. This is NOT a complaint but I would like to understand as a techie why that step is needed. Link to comment Share on other sites More sharing options...
DuskDweller Posted November 14, 2013 Share Posted November 14, 2013 In response to post #10117879. Yes that was the way to fix it, the new alpha should be up in the next few minutes, it should fix this and other issues. (same download link in the news post) Link to comment Share on other sites More sharing options...
DuskDweller Posted November 14, 2013 Share Posted November 14, 2013 In response to post #10119559. Cause NMM doesn't know where in a scripted file archive the currently installed file was taken (eg. if mods have different optional models for bigger things that all share the same name, or maybe they don't even have the correct name and are renamed by the installer) Link to comment Share on other sites More sharing options...
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