ddavies10693 Posted January 25, 2016 Share Posted January 25, 2016 As some you have probably seen, there is a glitch in the newest version of NMM in regards to mods for this game. Having a mod based out of a folder within "witcher3/mods" that is too long will effectively disable that mod. I do not know the exact cut-off for what is too long and what is OK. This is just a PSA to mod makers and mod users alike. Not sure if this will be fixed through the next version of NMM or will remain that way indefinitely. Good luck Link to comment Share on other sites More sharing options...
herboren Posted January 26, 2016 Share Posted January 26, 2016 (edited) The windows api forces a maximum file name length such as that a file name or folder name, which also includes the full or absolute path, and can't exceed 255-260 characters. The NMM application might be using an api that has cause certain files to exceed this limit, which is why that application or windows does not know how to handle the file, in other words, it will not delete the file, rename it or allow you to move it, which is kind of a suspended read-only mode that can't be changed. This is what NMM might be doing especially with long names, by disabling the mod because it may be too long to read. The issue may also be that the modder used too long of a file name, so it may be up to the modder to rename their files to be of shorter length. Some programs can create file names that exceed this limit and is considered either poor programming or a bug. An update to the application will likely be needed to either allow the use of long file names or prevent the issue from happening again. Uploading as screenshot of the issue will greatly help the developers fix the issue. Edited January 26, 2016 by herboren Link to comment Share on other sites More sharing options...
ddavies10693 Posted January 26, 2016 Author Share Posted January 26, 2016 @herboren the thing is, there's not much to show a screenshot of. It just effectively disables the mod when the name is too long, I never received any error messages, and the mods will still even merge correctly with script merger. This was especially noticeable with Custom Localization Fix, which is what I tested with. With all other variables constant, changing the mod folder's name to "modCLF" (instead of the default) enabled the mod, while restoring to the default name disabled the mod. It was exactly if I had selected "disable mod" within mod manager. Link to comment Share on other sites More sharing options...
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