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NMM 0.50.0.0a now available for brave alpha testers


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Posted

I Definitely seem to have a problem. loaded it over NMM 0.45.7 and it went through everything and reinstalled the mods. Unfortunately though it started it looks like none of the installed mods still work - for example the Hedge Knight Armour mesh in Requiem no longer shows up; all I see are head hands boots and weapon - interesting but unsettling. Similarly although a Requiem specific weapon seems to hit things, it is not visible.

 

Uninstalled all mods and tried a new start. It looks like that so long as NMM is not running and no mods are installed the game can be played. If NMM is running all that happens is that we get to the loading screen after "New Game" and that is where is stays..

 

It looks like a command to start the game/program is missing. Copy of the tracelog has been sent to bug reports.

 

Majortom100. 16/11/2013

Posted
So far so Good. havent had any issues since the install. it reinstalled all my mods (137) with only a few manual prompts for certain features. you guys are doing great keep up the good work!
Posted

my load order in NMM was out of ORDER alphabetically

with my a-g at the bottom - not sure why

so I bit the bullet and downloaded the much anticipated 5.0

I'VE GOT THE POWER ! lol

Posted (edited)

I just downloaded this alpha build to my computer. I have one question prior to installing; Does this NMM 50.0.1 allow for the previous version to run separately without replacing it?

 

When this question is answered I will install and try my hand at testing and reporting any errors/problems I encounter.

 

If it is possible to have the earlier version of the current NMM running separately and this version only reading the data it needs leaving the previous version 'as is' I think it would allow more information to be accumulated prior to the 'Open Alpha' release when it goes to the normal NMM downloads.

 

Thanks

 

Edited by Redbeard007
Posted

Is this working with virtual filing system or is it still messing up the data folder?

 

And if it is working with with virtual filing system, how does it handle tools like Bodyslide, Reproccer and FNIS which are generating files actually be valid for only one profile?

Posted
Literally a few hours before discovering this update I was thinking how great it would be if this exact function could be implemented into the next NMM build. This will solve a lot of hassle when it comes to conflicting mods.

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