Xivilaii Posted October 28, 2015 Share Posted October 28, 2015 all i gotta say... you shoulda had it make a list of your activated mods before you hit yes or no. just incase it fails playing with the mods.. i had no idea this specific update was going to be this risky. lucky i did it only for fallout new vegas, which i only have only like 40 mods for... vs the other gams i have with tons of mods... ima try to make my fnv work again hopefuly can bring back to the unmolested version i had before. then im going to roll back. not because i dont want to contribute to progress.. but well with my other games having lots more modded content comes a greater risk that the progrm will fail.. thus game loss. when these games reuire mod order, specific orders of install and tons more work its too big of a risk. im admittedly fustrated right now...... not to be a hater, but yoou guys should have put a bigger warning in there. ive had nmm crash before during install type dialogs. but wel when its fiddling with ALLyour mods the risk becomes more troubleome... maybe put in some script that exports mod list if it crashes or make a button workaround to not let it crash i usually love nexus this is the single most bad experience ive had. Link to comment Share on other sites More sharing options...
Xivilaii Posted October 28, 2015 Share Posted October 28, 2015 In response to post #29892285. Xivilaii wrote: all i gotta say... you shoulda had it make a list of your activated mods before you hit yes or no. just incase it fails playing with the mods.. i had no idea this specific update was going to be this risky. lucky i did it only for fallout new vegas, which i only have only like 40 mods for... vs the other gams i have with tons of mods... ima try to make my fnv work again hopefuly can bring back to the unmolested version i had before. then im going to roll back. not because i dont want to contribute to progress.. but well with my other games having lots more modded content comes a greater risk that the progrm will fail.. thus game loss. when these games reuire mod order, specific orders of install and tons more work its too big of a risk. im admittedly fustrated right now...... not to be a hater, but yoou guys should have put a bigger warning in there. ive had nmm crash before during install type dialogs. but wel when its fiddling with ALLyour mods the risk becomes more troubleome... maybe put in some script that exports mod list if it crashes or make a button workaround to not let it crash i usually love nexus this is the single most bad experience ive had.my fnv wont even run anymore... this is useless.... Link to comment Share on other sites More sharing options...
crowbar2k Posted October 28, 2015 Share Posted October 28, 2015 anyone else have problems with the slow speed of uninstalling mods - interesting npcs has been the worst so far. It had already been deactivated but this took all night to uninstall - at least 9 hours it seems to be nearly as bad for any big mod Link to comment Share on other sites More sharing options...
Kraco Posted October 28, 2015 Share Posted October 28, 2015 LOL. I had edited Dimensional Rift (a mod offering a teleport spell to tiny space with a chest) for my own uses to have a bunch of containers instead of the single chest. After updating the NMM, my edit was gone and I'm back to the mod author original single chest setting. Needless to say, those containers I had added contained helluva lots of carefully sorted stuff, including sets of armor for different purposes and pretty much the whole (usable) potions cache I had ever created. Well, I don't take games so seriously, but I can understand why this would piss some people off. I mean, I've programming as one of my hobbies, and this would be quite high on the critical bugs list. It's easy to see NMM is a masterful product of uncountable hours of development, but anybody who has ever programmed knows even big bugs sometimes slip in when you simply can't take everything into account. In this particular case a possibility some users might have altered their mods for private use, and thus it would have been essential to retain the installed versions, if different, not simply delete them and install freshly anew. The whole upgrade process was quite impressive otherwise and took a lot less time than I anticipated (maybe because of SSD?). Congrats. Link to comment Share on other sites More sharing options...
Nas00 Posted October 28, 2015 Share Posted October 28, 2015 (edited) In response to post #29876845. #29882295, #29883540 are all replies on the same post.Arcon70 wrote: Kind of ridicilous to expand my statement from modding a game to global development of mankind. Thats not even close to what i had I my mind. What i meant was, that i will not agree to any updates again, when i am totally happy with my game. I risk the stability or in that case my whole game and i get nothing for it. Exactly "0". It´s simply stupid to take risks when you can´t get any benefit from it. I don´t even care about the savegames but all the work i putted to get to game to the state it was. After that update i will need countless hours to get it back. Nas00 wrote: You can't honestly say you weren't warned. It's also now old news that upgrading to a 0.60 version is a bit risky. At this point, if you tried the new NMM without backing up your game, then sorry, but you can only blame yourself. Arcon70 wrote: After i realised that the update tries to reinstall all mods i tried to abort it and launch it the normal way. That wasn´t working because the programm insisted on continuing and i didn´t realised that there is maybe a possibility to reroll the action. So it´s true that i might could have been more cautious. On the other hand thats a behavior pattern wich was totally fine for all other updates wich I checked carefully in the beginning. Additionally such dangerous changes should be announced clearly and with no (not even the slightest) possibility of an misunderstanding. Nearly 40 Pages are a good proof for this possibility and i will not even try to imagine how many mails. So partly i am blaming myself but for atleast the same amount i blame the bad communication during the process which is also obvious. And the good thing is blaming something or someone is a highly subjectively decision so i need no recommendations about what i have to think about that. For me 40 pages of comments only prove one thing: people don't read and just upgrade because an upgrade is available. Period. That's what the Nexus staff failed to foresee or to understand. What you don't seem to know is they started warning for months that the 0.60 version will be something completely different than what we had until now. Experimental, new path and all... As far as I can remember it's since the 0.53.1 version. Someone correct me if I'm wrong.They should never ever have brought the 0.60 version as "upgrade" of the previous NMM, although it actually is. The upgrade box should never have been there when you launch the NMM. Not because it's misleading or not clearly saying "BE CAREFUL" but just, as I said, people will click on "YES" before even thinking. Then regret it when things go south.They simply had to launch it as a new, experimental mod manager with a big red warning "BACK UP UR GAME BEFORE UPGRADING!!!" on the description page.I personally still use the 0.56.1 version and I'm happy with it. I tried the 0.60 thingy (it was the 0.60.11; I think) without backing up my game because I was about to make a clean install anyway. I never let NMM try to install or migrate my mods. It still screwed my game up. Waited for an upgrade after the clean install, tried it again, with the same result. Mods were shown as activated although they weren't and uninstalling was extremely slow.So I thought, well yeah sc*w it, back to the old one. I spent one week and two clean installs to get it right again. But hey, that's the lot of modding. Edited October 28, 2015 by Nas00 Link to comment Share on other sites More sharing options...
Draguneyez Posted October 30, 2015 Share Posted October 30, 2015 I do not know if this is a bug or not but i updated to Nexus Mod Manager-0.60.16 and it now no longer works. I click on the quickstart icon and nothing happens. I try running it as admin:no go. I have deleted and re-installed an nothing happens. How can i fix this or do I have to wait for the next update? Link to comment Share on other sites More sharing options...
EpalMasin Posted November 1, 2015 Share Posted November 1, 2015 Solution for everyone who expected a crash when starting games after installed those modz back 1.open nexus mod manager cause y not2.install those modz liek normal people (if already installed b4 reading dis note,den ignore dis step)3.After done,do backup saved files [Tutorial http://gaming.stackexchange.com/questions/126651/what-is-the-best-way-to-backup-skyrim-saved-games]4.Open up skyrim5.U might crashed(doesnt matter what kind of crash,bethesda logo or save files or whatever)6.Download LOOT(dont use BOSS,its sux bad lel) https://loot.github.io/7.Yeah,install dat thing..because y just download brah8.Done?gud,now open dat LOOT9.Well,just wait..LOOT are checking ur games and ur modz files10.After that,check ur modz11.There might be some red box that have warned about missing files or whatever(The 'Clean with TES5EDIT' is not important for now so u can just ignore it because its not the cause of ur skyrim crash)12.Understand what it said and googling might help(I don't know the solution because i just missing an esm files)13.[For someone who got warned about missing .esm files]Uninstall the mod,do not install it back until u done this solution14.After u finished those warned(fatality)make sure to refresh or re open LOOT to make sure that u really fix it15.If there's no warn left,WAT R U WAITING FOR?!!OPEN DA SKYRIM AWRWRWWRWRWW16.no srsly,just go back to step 12 if u still having a problem17.Microwave Note that this is not 100% solution for all the problem that everyone haves,some people might worked,and some not..if not,i guess u better find the other solution and yes,i pray to u guys that u guys will found the solution..one day my friend,one day... Link to comment Share on other sites More sharing options...
DAOWAce Posted November 1, 2015 Share Posted November 1, 2015 v.60 seals the deal on my transition to Mod Organizer (for Skyrim). If I ever decide to update to it, I'll just switch over instead since it's so much more powerful and runs so much better. I don't want or need profiles. As someone who has a large, slow mechanical RAID array paired with a pure SSD system, it was essential that my mods were installed on the SSDs (of which I have 7). Installing them all on the RAID and symlinking them is obviously a terrible thing to do. From what I've read, you can select a profile directory where the mods are installed, which is good, but then you'd just have to have a huge dump drive that includes all of your mods for every game with hundreds or thousands of symlinks, instead of having them distributed across the drives onto where the games are actually installed. Ontop of that, as people have noted, this can break other third party tools, even the official game's editors. I held out for the new version as I expected it to be optional, as most things have been in regards to NMM's development. This would've given NMM a huge advantage over other specialized mod managers that were solely profile systems. Huge disappointment to find out that it was instead forced, with the standard system retired and stuck to a version that will never be updated again. I do hope there's changes in the future and the old system is brought back, but as it stands, unless I'm desperate for some manager of games NMM adds new support for, I won't be updating NMM anymore. Link to comment Share on other sites More sharing options...
OoBLOSSOMSoO Posted November 5, 2015 Share Posted November 5, 2015 (edited) I want to try the upgrade but have questions.This will be mandatory for fallout 4? I have more than hundred mods activated and some that were installed with mod manager have duplicates with the older and newer versions.Like one time I installed the Skyrim script extender with the mod manager by then installed the newer versions just by dragging and dropping the files into my skyrim folder. I have done the same with some of my mods.I also have upgraded mods with the mod manager without uninstalling or removing older versions RAR files from my skyrim folder. I have more than one version of the same mod activated on the mod manager list, one is just overwritten. When it says it will attempt to reinstall mods does it mean keep what I have now or install everything as if it was brand new? I do not know much about how it works. I lost my 150 GB oblivion game to mods getting broken and don't want that to happen again with skyrim. Edited November 5, 2015 by OoBLOSSOMSoO Link to comment Share on other sites More sharing options...
Ashesofempires04 Posted November 10, 2015 Share Posted November 10, 2015 Here's what I took away from all of this: Simple mods that are just a couple of textures and meshes packaged into an .esp or .bsa, or even an .esm file will probably work fine, so long as your load order is sorted. More complex mods, and especially tools, are f*#@ed because they weren't written with virtually linked files in mind. They are hard coded to reference specific files in specific places based on where your install is at. They work fine if you manually install them, but when you try to virtual install them with NMM, they break. For example, FNIS patch tool doesn't work because the hard-coded path to certain files comes up empty. The same thing happens to Body Slide and TexBlend. TBH, I don't really see the point in mod profiles. Is the purpose to give people the ability to say "today I want to play Skyrim with this set of mods, switch to profile A, but tomorrow my girlfriend is around, so leave out all the nudes and play with profile B?" If so, perhaps instead of coding in a way for people to play in NSFW mode vs SFW mode, they should just take it upon themselves to play a game that's not going to provoke their potential audience? The thing that irked me the most is that you don't let your users know about the forced virtual mods until after the new NMM is installed and there's this warning dialog. Virtual mods is a great idea, that just doesn't work in practice. Communicating the magnitude of such a change should have started with a forum conversation with your mod developers. They should have been informed about these changes and updated their mod tools to support it, and you should have gotten feedback from them that your sym linked files weren't going to work for a lot of people. Link to comment Share on other sites More sharing options...
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