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NMM 0.60 Alpha release with profiling, ready for testing


Dark0ne

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I don't know what the whole consensus for the new Install/uninstall queue is over all, but I personally like it a lot. My reasons for this are:

 

- It gives a clear, visible display of what mods you have activated most recently during the session.

- It also shows what functions you performed (i.e. Install/uninstall/upgrade)

- It allows you to plug many mod installs in and doesn't 'Lock you out' while it's working. This is awesome!

- One of the most important: it shows an actual progress report on when the function is finished.

 

That's just my two cents. I personally look forward to seeing this queue display in future versions of 0.60, when it gets out of alpha.

 

I haven't installed 0.6 yet, haven't decided if I want to mess with it in alpha, but I will, of course, after it comes out in full.

 

Quick question: There's nothing stopping me from running just one general 'profile' that holds all the mods that I use for all of my playthroughs, right? Until such time as I want to, or see a need to, create multiple profiles? From reading the post it sounds like It can be used pretty much just as usual, with the added profile functionality....

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Hi, I was wondering if you can use texture optimizer and/or SMCO with profiles? are they in the data folder in skyrim folder? or someplace else and injected into the game at start? hope this isnt a stupid question...And thanks for the great site you offer, good thing i played skyrim on ps3 when first came out cuzzz now that i went to game pc i cant stop playing with the mods!!!! im lucky to make it level 5 or 6, and then clean install for new mods or combo of mod ideals i have, dont even want to say how many times ive started a new game in the last year, I dont even know myself. and watched so many gopher vids i feel like he's an old friend. thanks for eveything....Eddie.
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In response to post #21986174. #21986399, #22008409 are all replies on the same post.

Yes NMM just uses "pointers" to files, you will see them in the data folder, but they're not really there. If you remove every mod installed with NMM then your Data folder will be back at his initial state.
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In response to post #22022199.

You're not required to create even a single profile, if you perform the startup mod migration a default profile will be made for you, but you can always delete it and completely forget about profiles, and just use the new version for the new install method.
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In response to post #21986174. #21986399, #22008409, #22036654 are all replies on the same post.

MO dev here so do expect bias. ;)

The underlying approach is very different and so are the potential problems. As has been explained, NMM uses links ("hard links" if mod folder and game are on the same disk, "symbolic links" if they are on different discs).
MO works in-memory redirecting file accesses.

NMMs approach is easier to understand (the files are visible in their intended location) and more robust as regular windows features are being used.
MO needs to be active to do its work and since it doesn't support 64bit applications atm that's a limitation.
And MO can't install files outside the data directory (i.e. ENB)

NMM does however still "pollute" the data directory and without NMMs database of installed files you would have a hard time cleaning it up again.
Files being generated (i.e. by fnis, skyproc tools) still end up in the data directory and can't be switched with the profile without extra work (at least as far as I can tell)

Also note that creating symbolic links requires rights that usually only the administrators account has, creating hard links requires write access to the game folder wheras with MO you can install mods even if you have no write-access to the game directory.
Finally, creating symbolic links doesn't work on Windows XP (although that should become increasinly irrelevant).

Finally, MOs profiles also contain game configuration and (optionally) save games. Edited by Tannin42
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<snip>

Finally, MOs profiles also contain game configuration and (optionally) save games.

 

Oh, and MO only works with a specific sub-set of BethSoft games. NMM works with a broad, and ever increasing collection of games from a number of different publishers, which use a variety of different game engines.

 

If NMM doesn't support your favourite one yet, it just might someday! :laugh:

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