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NMM won't activate mod.


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Posted

I'm having a problem attempting to install Sexlab Defeat with the NMM.

Basically, when I try to activate it, nmm says that a different version of Sexlab_AmorousAdventures_ArousalTriggers-v1_0(why? o.O) has already been installed and asks if I'd like to upgrade.

Whether I press yes or no, the mod will not activate and displays a standard status message of "The mod was not activated."

Pre-v5.0.2 versions of Defeat have installed fine with no issues.

I've tried re-downloading the mod, removing the AmorousAdventures mod, repackaging the mod... But nothing helped.

 

Does anyone have any suggestions on what to do?

Thanks in advance. :)

Posted

Well, uh a lot of people have had trouble installing Defeat with NMM.

 

I only know that cause I actually read the postings guess that makes me weird.

 

I seem to remember reading that quite a few NMM users actually found a way to solve that problem.

 

Never had the installation problem myself cause I stopped using NMM over a year ago, I got tired of the fact that its an archaic piece  of garbage, in fact it always was trash.  Even Fallout Mod Manager or FOMM is far superior to NMM and FOMM hasn't seen an official update in like 3 years so I can only imagine people use NMM cause its highly visible and has a sleek interface.

 

But being pretty doesn't make it the best, in fact its the worse.

 

As far as solving your problem, there is an answer in Defeats Comments Pages though you'll probably have to dig for it.  I'm not about to look for it myself I have Mod Organizer and its runnin fine for me.

Posted

Are you close to 255 active mods or at it? i find when im 245+ active i get that message alot but as long as it installs all i ever have to do is go manually activate sometimes what I do is disable one of my patchers before i start nmm just to be sure I don't have any issues.

Posted

Are you close to 255 active mods or at it? i find when im 245+ active i get that message alot but as long as it installs all i ever have to do is go manually activate sometimes what I do is disable one of my patchers before i start nmm just to be sure I don't have any issues.

I have 272 active mods. :P

Of course I don't try to use them all at the same time. I have different sets of active mod-lists for different characters. Effectively using 200-220 mods for each of my characters. (Don't need vampire overhauls on my werewolf, don't need werewolf overhauls on my mages, don't need magic overhauls on my rogues, etc.) I switch between loadorders by importing loadorders specific to the character I'm going to play. Anyway, I don't think that's the issue.

Other mods are installing fine. Most recently been updating Cursed Loot with no issues.

 

I tried google, of course. Found suggestions but no solutions.

I checked Defeat's faq. Was not listed.

I made a post in Defeat's topic asking for help. Nobody noticed/cared.

Tried searching the topic for similar cases. No results.

Defeat v5.1.0 is still not activating.

I've got 52 LoversLab mods installed. I can't read every new post in each individual support topic on the off-chance that some day I'm going to have the same problem as someone else. :/

I think I've attempted to do my homework before making this thread. Now I just hope someone here can help me. :)

Posted

Just unpack the mod.

 

NMM has an option to pack a mod itself from a folder.

 

--------------------------

 

activating and deactivating Mods on a per playstyle is not something I would ever say is safe with NMM.

 

Your adding and removing files from the physical directory eventually your bound to inadvertently overwrite or remove files that may be crucial to essential mod functions thereby destabilizing your game.  This is not something I expect typical users to understand.

 

The only way available now to ensure an end user can activate/deactivate mods right now without say removing a script such as playerisavampire.pex is literally using MO.

 

If you were to lose that script, default to the game script, or have some other mods version of that script when playing your vampire for instance your game would crash the moment an esp made a call function for the modified script and then access some other mods modded vamp script or the default game script.

 

As far as mods go.

 

I would say its time to start merging.

Posted

Thank you for your condescension, but it isn't really needed. It's been working perfectly so far.

I'm not activating/deactivating mods, I'm simply choosing not to tick their box in the load order if they aren't necessary for my playthrough.

Unpack the zip.

 

Repack the zip.

 

then install it.

 

It has something to do with the way it was packed.

Already tried that.

http://forums.nexusmods.com/index.php?/topic/2399429-the-mod-was-not-activated-help/

Posted

Thank you for your condescension, but it isn't really needed. It's been working perfectly so far.

I'm not activating/deactivating mods, I'm simply choosing not to tick their box in the load order if they aren't necessary for my playthrough.

Unpack the zip.

 

Repack the zip.

 

then install it.

 

It has something to do with the way it was packed.

Already tried that.

http://forums.nexusmods.com/index.php?/topic/2399429-the-mod-was-not-activated-help/

 

Did you try to unpack the file and reorganize the file structure?

 

Seriously dude this is an easy thing to fix.

 

Unpack the file.

 

Look at the Folders contents

 

Folder contains these folders

 

00 base defeat     <---The Guts

01 defeat English  <---Da ESP

99 docs    <----Shit to read

fomod <---The automated installer that wasn't made for NMM

 

Make a New folder, name that folder DATA

Place the guts in that folder

Place the ESP in that folder

 

Zip Dat folder

 

Select the zip from NMM

Activate the install

Put the check next to the ESP

Start Game with SKSE executable

 

Profit

Posted

Is your NMM connected online aka the little guy in the lower left corner is green? Sometimes NMM has issues with mods from other sites if it is connected. Trying installing mods from LL with it not connnected aka the little guy is red. It should take care of the issue. I had that problem with a couple of mods about a year ago and that was the only fix I found.

Posted

The first message about AmorousAdventures happens probably because the names in NMM for both mods start with "Sexlab - " and so NMM thinks they are the same mod. In case of doubt always say no to update.

 

The "The mod was not activated" message means something was wrong during the installation process.

It's normal if you don't have installed and enabled any of these defeat requirements: Skyrim.esm, Update.esm, SexLab.esm, SkyUI.esp

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