ScottyPilgrim Posted November 16, 2011 Share Posted November 16, 2011 /_ Guys please. . . I don't want to pester this thread constantly asking for help. Link to comment Share on other sites More sharing options...
jotarokuro Posted November 16, 2011 Share Posted November 16, 2011 I hope logging in becomes optional in future releases. Currently this is a deal breaker for me. Link to comment Share on other sites More sharing options...
Dark0ne Posted November 16, 2011 Author Share Posted November 16, 2011 /_ Guys please. . . I don't want to pester this thread constantly asking for help. Have you posted your problem in the bug tracker? We can't fix something if you don't put it there, so please post any bugs in the bug tracker! I hope logging in becomes optional in future releases. Currently this is a deal breaker for me. Why? You already have an account. Link to comment Share on other sites More sharing options...
ScottyPilgrim Posted November 16, 2011 Share Posted November 16, 2011 I can't even use it. I load it up for Skyrim and it keeps me a bunch of effors and solutions, while I /did/ all the solutions, un-installing and re-installing it outside Problem Files. Link to comment Share on other sites More sharing options...
q111 Posted November 16, 2011 Share Posted November 16, 2011 @ ScottyPilgrim Did you start the Client as Admin? Link to comment Share on other sites More sharing options...
ScottyPilgrim Posted November 16, 2011 Share Posted November 16, 2011 E'yup. Link to comment Share on other sites More sharing options...
jotarokuro Posted November 16, 2011 Share Posted November 16, 2011 Why? You already have an account. Several reasons. Theres no guarantee one can log in at anytime, this is why people get up in arms when companies like Ubisoft mandate a persistent connection to the servers to play their games. What if my ISP has an issue? Or the Nexus login servers? Right now, the Client crashes anytime I try to log in, while OBMM and FOMM work fine. Futhermore, I get more of my mods from other sources than I do from the nexus, (and I suppose it would seem silly to use something called the Nexus Mod Manager to manage those as well, but Id hoped the successor to the prior managers would retain that functionality) I don't see a need to login to manage those mods. Link to comment Share on other sites More sharing options...
Dark0ne Posted November 16, 2011 Author Share Posted November 16, 2011 We do have an offline mode planned, so hopefully that should allay your fears. Indeed, our focus right now is on reducing any crashes that happen due to connection issues. However, you will need to login before using NMM if you want to make use of it's site checking features, like checking for new versions. Link to comment Share on other sites More sharing options...
Lice23 Posted November 16, 2011 Share Posted November 16, 2011 (edited) First of all, I'd like to say that I really like this idea, and I'd like to see how it will be in the future, but I still think that, for the time being, FOMM and OBMM are still better at Mod Managing. For example, while FOMM and OBMM both come with certain add-ons (BSA Packager, TESSnip, etc.) this one is rather bare, having only Archive Invalidated with it. Of course, I'm sure that will change in the future. I wanted to ask, do you guys think that the features from other managers such as Wrye/Gary Bash will ever be able to be implemented? I stopped using OBMM with oblivion (except to install .omods) in favor of Wrye Bash simply because it had more features that I thought were invaluable to play with lots of mods. One last problem I encountered, was that FOMM no longer works after I installed this, even after I uninstalled both Managers and re-installed FOMM. The following error came up in the crash dump: Wednesday, November 16, 2011 - 1:16:09 PM Fomm 0.13.21 OS version: Microsoft Windows NT 6.1.7601 Service Pack 1 System.NullReferenceException: Object reference not set to an instance of an object. at Fomm.PackageManager.ModInstallLog.InstallLog.InitMods() at Fomm.PackageManager.ModInstallLog.InstallLog.Load() at Fomm.PackageManager.ModInstallLog.InstallLog..ctor() at Fomm.Program.Main(String[] args) Do you guys know what's causing this? It worked fine before I installed it...Again, I really like this project and think that it will be extremely useful in the future, and I hope you have the best of luck making this Manager grow into one of the best Managers out there. Thanks for reading!Lice 23 Edited November 16, 2011 by Lice23 Link to comment Share on other sites More sharing options...
ScottyPilgrim Posted November 16, 2011 Share Posted November 16, 2011 I might of found the problem. When you start NMM it tries to locate the game in Program Files. Is there a way to change that so NMM can locate it outside Program Files? Since, you know it /asks/ you to put the game outside Program Files. Link to comment Share on other sites More sharing options...
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