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The Nexus State of the Union - 2015


Dark0ne

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Happy New Year.

 

Congratulations to the nexus for their great victories in 2014. Great achievements for all of us !. You are wonderful. My games are better and more beautiful. Thanks to the Nexus team and employees and members of this site that allowed all this. Long life and many other victories for the Nexus in 2015, and beyond ...

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In response to post #21508324. #21519829, #21519924, #21520684, #21524904, #21530079, #21530884, #21543299 are all replies on the same post.

Okay, sorry. Let me see if I can recall the issue:

When I used MO, firstly, because it was a 32bit program it didn't work for the Papyrus script compiler because that is a 64 bit program. I got a fix for this, somehow, though I cannot recall where.

Then, I had to move all the script/source files into a Script/Source folder in MO's "overwrite" folder, so MO's CK could even see the script files. That was a pain. Then, when I would compile the scripts, they wouldn't compile properly because of another issue with scripts (again, I can't remember and I am sorry).

I've known some people to get MO working with scripts, but even if I could, I spent 3 days attempting it. I love how NMM is an effective mod manager, but I don't have to mess around with my script files. I can just "plug and script" (plug'n'play) as it were. If I do need to move around my script files, I would hope that there is good documentation on how to do so. MO had almost no mention of scripting at all, and a lot of searching on Google gave me no results to help with my problems or explain how to get scripting set up with MO.

I also don't use the vanilla CK compiler, though many do. I use SublimeText2 and Skyrim Script Editor, which both hook into the same compiler as the CK.

If you need any more info just ask and I'll see what I can do to help. I'd love to see profiling in NMM. This thread goes over some troubles scripting with MO, though not all the ones I had and it didn't really help me much.
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In response to post #21508324. #21519829, #21519924, #21520684, #21524904, #21530079, #21530884, #21543299, #21548204 are all replies on the same post.

The way the new NMM install method works shouldn't cause any trouble with scripts and the CK, but if you got a specific case to test, please tell me the steps to replicate it and I will be able tell you for sure. Edited by DuskDweller
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Happy new year! Glad that you dont get woken up anymore.

 

"Rather than hide how the network is doing I've chosen to show, in plain sight, how active and busy it is."

 

I like it.

 

Edited by Nadimos
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In response to post #21508324. #21519829, #21519924, #21520684, #21524904, #21530079, #21530884, #21543299, #21548204, #21549074, #21558279 are all replies on the same post.

That is really strange, I use CK through MO with Sublime Text 2 as my compiler and I have not had the issues you describe.

So long as no property/quest windows are open I can easily compile scripts through Sublime Text 2 and have it update in CK without needing to restart it. So long as the scripts are inside of data/scripts folder before starting MO / there are no selected mods which conflict with the scripts you are modifying before starting CK /and the skyrim directory is not in your program folder you can inherently do this with 0 tweaking necessary. Edited by ThreeTen
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In response to post #21508324. #21519829, #21519924, #21520684, #21524904, #21530079, #21530884, #21543299, #21548204, #21549074, #21558274 are all replies on the same post.

I wanted to ask why NMM takes a long time to load. I know its a beta but it takes a considerable amount of time (~10s+) even with a modern machine. Compared to MO, which only takes about 3-4s I wanted to know what specifically is loading in NMM that causes it to take such a long period.

On a separate note, I am glad to hear that profiles and virtual data folders are to be implemented. This is a primary reason why I am currently using MO atm. That and the ability to set up multiple executables and mod tools from within MO to save on desktop space is very convenient.

-Natterforme
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Just to say thank you and well done to the team.

 

And hope I'm not off topic, but I hope NMM loads faster in the upcoming updates and also I just wanted to say I miss the rep up and down feature of the comments section when posting. I liked that if a comment was posted that I too wanted more info on I could rep it up to show that there is more than one person interested in that comment. Or if the comment was stupid ( ie. posting a comment like "I don't like this mod" ) then you could show your displeasure of that member for instigating. I figure it would cut down on the same comments. No?

 

Love this site. It is my fav site to visit daily... :)

Edited by badkrma
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