damanding Posted December 14, 2016 Share Posted December 14, 2016 I'm so fed up with the latest NMM not working nonsense and then I see that they're not even going to fix the problems while they work on developing new software. https://forums.nexusmods.com/index.php?/topic/5159340-nmm-is-currently-end-of-line-read-why-and-what-this-means/ Which is totally understandable and I would probably make the same decision in their shoes, but in the mean time as both a user and as someone who spends a lot of time helping other users troubleshoot problems this is untenable. So I finally managed to track down the older releases page on Github and took a look at the release notes. I'm thinking 0.61.21 looks like the best choice as probably the most stable version available from before all these problems with NMM not installing all mods properly. I'm hoping others with knowledge on this can offer input on the stability of the version I've picked. Github's older releases page: https://github.com/Nexus-Mods/Nexus-Mod-Manager/releases Link to comment Share on other sites More sharing options...
genolune Posted December 14, 2016 Share Posted December 14, 2016 I'm thinking that earlier versions were more stable. However, I switched over to Mod Organizer 2.0 to have more control. It's a much more advanced tool if you care to learn it but I like it and think that if you know what you are doing, it's the best mod manager. The S.T.E.P. Project covers it extensively for the first version of it for Skyrim and there are guides for Fallout 3 and Fallout New Vegas, though I don't know about Fallout 4. I can link you to some of the Mod Organizer stuff if you are interested. Link to comment Share on other sites More sharing options...
damanding Posted December 14, 2016 Author Share Posted December 14, 2016 I've been using Mod Organizer 2 for most of the past 6 months. I've used other, more stable versions of it with Skyrim as well. In general yes it's a much better product. But I'm tired of its instability with outside tools like the CK and FO4Edit. I need those tools to work properly in order to work on mods and MO2 just doesn't play nicely with them. For now I'm installing things manually but that's more effort than I care to spend. Link to comment Share on other sites More sharing options...
genolune Posted December 15, 2016 Share Posted December 15, 2016 Ah okay, because all of that is what I'm doing. It's only on small simple mods that have just an .esp like my Institute settlement mod. I would definitely look at older versions. I hadn't noticed a problem until recent months so the ones you have shown should be more stable with installation and uninstallation. Link to comment Share on other sites More sharing options...
Deleted15964729User Posted December 15, 2016 Share Posted December 15, 2016 If making mods is your main thing I'd say best sticking with manual handling the mods. I use a small app to enable or disable esps but not any othet files. Of course if you play much and install and uninstalk mods a lot you might wanna use a manager as it's hard keeping track of the overwrites aWith loose files especially if they are in vanilla paths. If you can afford the storage a duo setup would perhaps be best. Link to comment Share on other sites More sharing options...
SkullBunny69 Posted December 19, 2016 Share Posted December 19, 2016 (edited) So...take what I say with a grain of salt, as I'm extremely new to all of this (I've known about mods/modding for about 3 weeks now...maybe a full month). I started out with NMM, and had no problem with the version I started on,, which was somewhere in the 61.x area, and things were working fine for what I was doing. However, with the latest version, and I'm not sure if this is what you mean, or not, it tends to, upon applying a LOOT load order, or restarting the program (which I had to do to get the LOOT order to apply for some reason) it would disable a bunch of mods, and they would subsequently be "broken" afterward. A problem that I've been unable to rectify. So, I switched to Mod Organizer 2.0.7, and have not had any problems. I followed this tutorial (which is for Fallout 4) http://wiki.step-project.com/User:Gernash/MODWiki#Base_Mods (I followed everything down to his mod installation, as the tut is a bit old, and some of those mod combos are a bit outdated now. Like Weaponsmith Extended, New Calibers, and the rest all being, basically, one mod now (since they're all required of each other) and what-not, plus, I had an idea of what mods I wanted already) and I did notice that with xEdit things weren't saving into the overwrite file in MO (I suppose that's what you mean by "it doesn't play well with xEdit"?), BUT I updated to the newest 2.0.8 a day or two ago, and have found that the overwrite folder is working now. I've done a few tweaks and patchings in xEdit, so far, and they've all shown up in the overwrite folder as they're supposed to, and it's "creating mods" properly (that I can tell). So, maybe that's what you were wanting to avoid? If so, you may give 2.0.8 a shot, and see if they've fixed your issues. I'm no modder, by any stretch, so I have no clue as to what real problems can arise between tools, and mod programs. Just thought I'd throw that in, and hope it helps. :-) Edited December 19, 2016 by Malachai6669 Link to comment Share on other sites More sharing options...
damanding Posted December 19, 2016 Author Share Posted December 19, 2016 Out of curiosity, where did you find MO 2.0.8? The last release I could find on the Github page is 2.0.7 from June: https://github.com/TanninOne/modorganizer/releases Is there a different repository that's being maintained by someone other than Tannin? Tannin is now working on development for a new Nexus mod manager and I thought MO development wasn't going to happen anymore. The issues I've had with it are that xEdit crashes on exit every single time with MO, it's never not crashed on exit for me. The CK crashes 2-5 times on startup. It will eventually load, it just takes multiple tries. LOOT has never worked for me in MO. I recently had to do an operating system reinstall and for the moment I'm doing manual installs of things I need and only have stuff necessary for working on mods and all the tools work like a dream. I'm not looking forward in some ways to when I want to go back to playing the game instead of just working on mods and will then need a mod manager because I tend to run around 200-225 mods at at time which is just too much to deal with manually. I'm certainly capable of it, I just don't want to. :D Link to comment Share on other sites More sharing options...
genolune Posted December 19, 2016 Share Posted December 19, 2016 LOOT doesn't work for me either in Mod Organizer 2.0 Interesting. Link to comment Share on other sites More sharing options...
damanding Posted December 19, 2016 Author Share Posted December 19, 2016 Yeah not having LOOT working was never that big an issue for me. I already know what mods need to be in specific load orders, which order to install them in, and I can just manually sort the small percentage of mods I use for which load order does matter. Most of the mods I use, it seriously doesn't matter where they are as long as they're just somewhere in the middle. :D Only the top part of the list and the bottom part of the list matter very much. Link to comment Share on other sites More sharing options...
SkullBunny69 Posted December 19, 2016 Share Posted December 19, 2016 (edited) Out of curiosity, where did you find MO 2.0.8? The last release I could find on the Github page is 2.0.7 from June: https://github.com/TanninOne/modorganizer/releases Is there a different repository that's being maintained by someone other than Tannin? Tannin is now working on development for a new Nexus mod manager and I thought MO development wasn't going to happen anymore. The issues I've had with it are that xEdit crashes on exit every single time with MO, it's never not crashed on exit for me. The CK crashes 2-5 times on startup. It will eventually load, it just takes multiple tries. LOOT has never worked for me in MO. I recently had to do an operating system reinstall and for the moment I'm doing manual installs of things I need and only have stuff necessary for working on mods and all the tools work like a dream. I'm not looking forward in some ways to when I want to go back to playing the game instead of just working on mods and will then need a mod manager because I tend to run around 200-225 mods at at time which is just too much to deal with manually. I'm certainly capable of it, I just don't want to. :D I'm probably talking out of my ass here, but I've heard that TanninOne is now working with NMM, and has passed on Mod Organizer to ...someone else... here's the Github for 2.0.8. ... https://github.com/LePresidente/modorganizer/releasesI've also noticed MO crashing with xEdit, but from a tut that I watched this is perfectly fine, and from what I've seen it's still working. Not sure what the crash is about, but (like I said earlier) I've made a few patchings and tweaks, and MO crashed on finishing, but after reloading MO the patch and tweaks were there and working properly that I can tell. One thing I have noticed, and I may just be doing it wrong (complete newb doing it wrong...go figure...lol), is that I have to manually copy the .esp from the overwrite folder to the installed mod folder (unless creating a new mod within MO, that works properly). I may just be doing this wrong, but I haven't figured out the "drag and drop" feature. Edited December 19, 2016 by Malachai6669 Link to comment Share on other sites More sharing options...
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