WaxenFigure Posted March 16, 2013 Posted March 16, 2013 The new addition to gather up the readme files gets any file with the .TXT extension and will therefore break any install you make using FNIS for additional animations since one of the requirements is to have a .TXT file with the animations you will be using listed. Once you know of the problem it's not hard to find the right folder and place the file where it belongs but until Nexus fixes their code to not grab all .TXT files or Fore switches to an alternate file extension this is going to be an ongoing bug.
Ark of Truth Posted March 16, 2013 Posted March 16, 2013 Nexus Mod Manager is incompatible with about 80% of all mods anyway.
cornbreadtm Posted March 16, 2013 Posted March 16, 2013 Nexus Mod Manager is incompatible with about 80% of all mods anyway. I'm starting to think that people don't notice the big "OPEN BETA" sign when they download the NMM. They've been open testing the 0.44.~ version for the last couple of weeks preforming bug fixes when people find them. It's not like the manager forces you to update anyway. I've had close to no problems with it myself but I always check the mods I download, to be sure that they are packaged right anyway. Not mention that I've used it since its release. This Fnis problem will be fixed once they get the bug reports and 0.44.4 will roll out.
Ark of Truth Posted March 16, 2013 Posted March 16, 2013 Nexus Mod Manager is incompatible with about 80% of all mods anyway. I'm starting to think that people don't notice the big "OPEN BETA" sign when they download the NMM. They've been open testing the 0.44.~ version for the last couple of weeks preforming bug fixes when people find them. It's not like the manager forces you to update anyway. I've had close to no problems with it myself but I always check the mods I download, to be sure that they are packaged right anyway. Not mention that I've used it since its release. This Fnis problem will be fixed once they get the bug reports and 0.44.4 will roll out. No the manager is just shit regardless. Nexus has before locked the manager so anything to do with LoversLab does not even work correctly if it is installed via it. That damn manager has been in "OPEN BETA" for a stupid amount of time.
cornbreadtm Posted March 17, 2013 Posted March 17, 2013 Nexus Mod Manager is incompatible with about 80% of all mods anyway. I'm starting to think that people don't notice the big "OPEN BETA" sign when they download the NMM. They've been open testing the 0.44.~ version for the last couple of weeks preforming bug fixes when people find them. It's not like the manager forces you to update anyway. I've had close to no problems with it myself but I always check the mods I download, to be sure that they are packaged right anyway. Not mention that I've used it since its release. This Fnis problem will be fixed once they get the bug reports and 0.44.4 will roll out. No the manager is just shit regardless. Nexus has before locked the manager so anything to do with LoversLab does not even work correctly if it is installed via it. That damn manager has been in "OPEN BETA" for a stupid amount of time. First off, name one mod that doesn't work from LL please. Second, I have all of my mods from this site in my Nexus Mod Manager and they ALL work perfectly. I can install and uninstall with ease. I even have some of them link to this site for easy travel from the manager to the mod page. Your personal opinion is fine but proof holds a lot of weight in the world.
Ark of Truth Posted March 17, 2013 Posted March 17, 2013 First off, name one mod that doesn't work from LL please. Second, I have all of my mods from this site in my Nexus Mod Manager and they ALL work perfectly. I can install and uninstall with ease. I even have some of them link to this site for easy travel from the manager to the mod page. Your personal opinion is fine but proof holds a lot of weight in the world. FNIS for starters as it is made by a user from here! Let's see players with been having issues with Lovers with PK for Oblivion to start, then there was Sexout. (You can find all of this on here by the way) Then there is the code which reports back to them about what you have been using whenever it crashes.
srayesmanll Posted March 17, 2013 Posted March 17, 2013 Nexus Mod Manager is incompatible with about 80% of all mods anyway. I'm starting to think that people don't notice the big "OPEN BETA" sign when they download the NMM. They've been open testing the 0.44.~ version for the last couple of weeks preforming bug fixes when people find them. It's not like the manager forces you to update anyway. I've had close to no problems with it myself but I always check the mods I download, to be sure that they are packaged right anyway. Not mention that I've used it since its release. This Fnis problem will be fixed once they get the bug reports and 0.44.4 will roll out. No the manager is just shit regardless. Nexus has before locked the manager so anything to do with LoversLab does not even work correctly if it is installed via it. That damn manager has been in "OPEN BETA" for a stupid amount of time. AoT - statements like "Nexus Mod Manager is incompatible with about 80% of all mods anyway." are not very useful, and highly inaccurate. I've used NMM to install mods for Oblivion, FO3, FONV, and Skyrim, from both Nexus and Loverslab. This includes LPK mods from LL, and all of the sexout mods. The only mods I had issues with were older Oblivion mods that were desgined strictly for manual install. And even those I just zipped up in the proper path and they installed perfectly fine. Now if there were issues with NMM versions prior to last March (when I started using NMM), I wouldn't know. All I know is that it has worked perfectly fine since March of last year. As far as being in Beta, well, foever, so what? If they are continually adding new features, then leaving in BETA makes sense. No worse than leaving a mod marked as WIP for an extended time. As far as the new issues, I haven't updated to 44.3 (NMM has tried to update to it yet), but supposedly turning off the new option to not copy txt files should prevent the issue.
Dude500X Posted March 17, 2013 Posted March 17, 2013 NMM is fine.. Works well for Fallout 3, NV and Skyrim. Cant speak for Morrowwind or Oblivion however.
cornbreadtm Posted March 17, 2013 Posted March 17, 2013 FNIS for starters as it is made by a user from here! Let's see players with been having issues with Lovers with PK for Oblivion to start, then there was Sexout. (You can find all of this on here by the way) Then there is the code which reports back to them about what you have been using whenever it crashes. FNIS? You mean the problem being discussed in this specific thread? Cause other wise all of the FNIS issues I've trouble shooted for people have been user error (incorrect pathing, not using the right patches, Not running the generate fnis of users program.) NMM installs it perfectly and I not only personally use it and can account for it but also use NMM for various overwrites, be it ASX or random modder created idles which all install and uninstall fine with no problems. If you personally are having a problem using it with NMM; other than the problem brought up by the OP; than I maybe able help. Most Oblivion mods are made for OBMM. Last update for NMM added more support for it but NMM came out for FONV and Skyrim. They are adding backwards compatibility but it's just that "backwards compatibility." Now Sexout doesn't work because it'd designed for FOMM and it's fomod works for FOMM some other mods didn't work on NMM before one of the latest patches as well, genade hotkey is one of them. If you remove the fomod it should install fine. You'd have to make sure that the folder pathing is correct of course but it should work. So no NMM doesn't hate mods from this site. It just has problems with mods made for other managers. Personally I was surprised that they wasted time on Oblivion compatibility updates at all but they did. It is a beta and will probably remain a beta until they get all the games hosted on the site working apparently.
CGi Posted March 19, 2013 Posted March 19, 2013 instead of yelling that NMM sucks, report the error.Well, i already did like some others.NMM is a pretty complicated tool, if it comes down to it's code as the target audience are less experienced player. i find most automations to much myself, but then again, it's still beta... like most mod manager nowadays. ^^ in case of the new ReadMe handler, they just didn't think of this case so you can expect an update soon.And just to have it mentioned: if an text file is found before NMM has to dig into the directory structure, it'll handle animation lists, translation file and other text files correctly. So the thread title is wrong. FNiS and most other mod's install perfectly fine, as most come with other text files (mostly readme's). it's just a few mod's w/o own readme, where NMM uses the next best found text file (animation list, translation files, w/e else). So my guess is, they limit the depth for scanning the directory structure so everything will be fine again.
Rayblue Posted March 19, 2013 Posted March 19, 2013 According to the author, to download his mod, NMM should be configured not to read off text files from the archive.
fore Posted March 19, 2013 Posted March 19, 2013 o the thread title is wrong. FNiS and most other mod's install perfectly fine, as most come with other text files (mostly readme's). it's just a few mod's w/o own readme, where NMM uses the next best found text file (animation list, translation files, w/e else). So my guess is, they limit the depth for scanning the directory structure so everything will be fine again. Not correct. FNIS comes with an FNIS_README_3.5.txt. NMM 0.44.3 seems to remove ALL .txt files, independent of existing readmes. Although I have no intention to verify. Apparently the authors of NMM are under the impression that .txt files are not part of vanilla skyrim. But this is wrong. Skyrim comes with many .txt files in data/meshes and below. They are used (in some not understood way) as interface files between the engine and the behaviors. I just found out the hard way, when I was searching for hours, why the Dragonborn rieklings had nothing but idle animations. EDIT: I just read a post by tehn NMM developer, that this is considered a bug, and will be fixed in the next release.
Rayblue Posted March 19, 2013 Posted March 19, 2013 Didn't expect you to drop by. Thanks for the 411.
cornbreadtm Posted March 19, 2013 Posted March 19, 2013 According to the author, to download his mod, NMM should be configured not to read off text files from the archive. Yeah, this will fix problems with FNIS and ASIS. Along with any other mod that uses TXT files. I Just reinstalled all my mods for cleaning with the new TESEdit and 1.9 update changes and NMM works fine if you have the readme install turned on.
CGi Posted March 19, 2013 Posted March 19, 2013 Not correct. FNIS comes with an FNIS_README_3.5.txt. NMM 0.44.3 seems to remove ALL .txt files, independent of existing readmes. Although I have no intention to verify. Strange. Works for me. Tried before posting. For me NMM only removes the first found text file, keeping all other where they are and installs them correctly. :/
visby Posted March 21, 2013 Posted March 21, 2013 Mod Organizer now works with FNIS 100% with no work around needed any more. It is so far superior to any other mod program that its not even funny. Mod organizer works with virtual directories so there is no need to modify a single file! With MO you can still use the Skyrim launcher and run a 100% vanilla game. This is very useful if your significant other and or kids like to play to (make sure to turn on local saves though). With MO you never need to reinstall your game or Mods because their files never overwrite each other. I use MO for both Skyrim and Oblivion. One issue though is for Moders. The CK wont work with virtual directories for file browsing so if you try to select a niff file say it has to be in the actual Skyrim data directory. However you can still use CK from MO to modify esp files for say changing armor values and other such things, the only thing you cant do is browse for meshes or textures. I don't know anything about scripts so I can't say if you can modify them with CK through MO. This is a limitation built into CK and is not something that MO can do anything about I think.
Niobia Posted March 21, 2013 Posted March 21, 2013 I guess most people aren't aware that betas can go on for multi years. Not all betas actually last as long as all these streamlined MMOs that keep coming out broken and end up failing. those short 3 month betas are abnormal and the games would probably end up not failing if they stay in beta for at least a year. Some older MMOs actually stayed in beta for 5 or 6 years. Many programs and services were in beta as well. Even gmail was in beta for a very long time. The nexus has it's problems on a human level, but NMM is pretty good. Much better than manually installing a ton of mods.
Pfactor Posted March 25, 2013 Posted March 25, 2013 Mod Organizer now works with FNIS 100% with no work around needed any more. It is so far superior to any other mod program that its not even funny. Mod organizer works with virtual directories so there is no need to modify a single file! With MO you can still use the Skyrim launcher and run a 100% vanilla game. This is very useful if your significant other and or kids like to play to (make sure to turn on local saves though). With MO you never need to reinstall your game or Mods because their files never overwrite each other. I use MO for both Skyrim and Oblivion. One issue though is for Moders. The CK wont work with virtual directories for file browsing so if you try to select a niff file say it has to be in the actual Skyrim data directory. However you can still use CK from MO to modify esp files for say changing armor values and other such things, the only thing you cant do is browse for meshes or textures. I don't know anything about scripts so I can't say if you can modify them with CK through MO. This is a limitation built into CK and is not something that MO can do anything about I think. I think I saw your post in SD talking about Mod Organizer so I took a look at it last week. Maybe I was doing everything wrong but it would not work correctly for me. It took me 6+ hours to transfer over my mods off NMM to MO, why? Damn thing kept crashing on me on specific mods like Equipment of Eternal Shine and about a dozen others. Why 6 hours? Crashes and then I had to manually remove everything from NMM because that is what MO told me to do since it could not copy/erase them by itself. And then it ran out of room. It stopped at 220 +/-5 mods and no more ESP's showed up in the list, and I had 30 more to go. When I did finally get to run Skyrim, none of my texture mods were working, it was just a mess, even after trying to sort things out. BOSS didn't seem to integrate with it, even though MO promised that it would, I couldn't see how. So after trying vainly for a night, I removed everything and spent another night reinstalling all my old mods into NMM again. It may be imperfect, but I've found it works better than the new alternative.
quin666 Posted March 25, 2013 Posted March 25, 2013 Downloaded Tropical Skyrim second time using NMM. Cluster f@@k bad textures left and right. Always 50/50 chance NMM screw up so refuse make same mistake twice. Manually downloads only.
cornbreadtm Posted March 25, 2013 Posted March 25, 2013 Downloaded Tropical Skyrim second time using NMM. Cluster f@@k bad textures left and right. Always 50/50 chance NMM screw up so refuse make same mistake twice. Manually downloads only. Are you sure you set up your pathing correctly? I know I lot of people just install NMM and start clicking on mods without considering where they are sending them. Considering that I'm very anal and check each update to make sure my pathing hasn't changed and that all of my folders are in correct order, my lack of ever having mods going into the wrong place tells me that most people don't mod with that level of care. I've installed Tropical Skyrim with NMM then installed the 2k texture pack once I saw that it was working. Then I uninstalled it using NMM and there aren't any traces of it left in my data folder nor did I have any trouble over writing or installing any related mods. So I'm pretty sure you did something wrong. Check you pathing and make sure nothing is checked that you don't want checked like "don't extract readme files." Make sure that your folders don't have left over textures from other mods that might cause conflicts. NMM is a program, so if you having problems with it, you made a mistake it only does what you tell it to. In the settings menu you have to direct it. If you don't do that correctly you are always going to have problems. If your textures get messed up that means that you did something wrong. Literally every time I've helped someone with a texture problem it has been an user error, which is why I'm suggesting to you to check.
myuhinny Posted March 27, 2013 Posted March 27, 2013 I almost always click manual install just to check to see if there is more then one version any updates bug fixes and so forth then click the download with NMM unless it's a manual download. I reverted my version of NMM back to the version before they broke fnis and have left it there.
cornbreadtm Posted March 27, 2013 Posted March 27, 2013 I almost always click manual install just to check to see if there is more then one version any updates bug fixes and so forth then click the download with NMM unless it's a manual download. I reverted my version of NMM back to the version before they broke fnis and have left it there. NMM never "broke" FNIS. Just had to click off "don't extract readme files." It's in the settings. It was on by default and most people didn't check for it even though it was stated to be added in the update notes.
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