Guest Posted September 20, 2016 Posted September 20, 2016 NMM 0.62.0 new function - Purge loose files Anyone with good knowledge of English, please explain this (see the picture in spoiler) because I do not know how to explain this function. I do know what it does, just don't know how say it ... Thank you. Apparently that function will remove every file from the data folder that is not: - from the base game; - on .bsa (CK archived/packed) format. Thank you, very much.
prinyo Posted September 20, 2016 Posted September 20, 2016 Hmm, what is the point of such a function?
JRCosta Posted September 20, 2016 Posted September 20, 2016 Hmm, what is the point of such a function? Probably an attempt to make it easy to return a game installation to vanilla, quickly removing loose files insteald of manual or NMM mod-by-mod uninstall; that won't remove anything outside /data folder, like enb, and .dll files.
prinyo Posted September 20, 2016 Posted September 20, 2016 But it will leave behind all bsa files added buy mods.. and it will partially remove SKSE ... Interesting.
Guest Posted September 20, 2016 Posted September 20, 2016 prinyio - that's why they emphasized - use at your own risk. New ID functions: I also love these new options: Very fast, reliable and it works.
Rebel Marauder Posted September 21, 2016 Posted September 21, 2016 62.1 is out now and judging from the A.M.A they had the other day there will be many more updates coming for NMM Those options will come in handy with my Skyrim Installation since all the meta tags on the mods in NMM were lost during an update, this will make finding everything easier and I'm all for that. That said the purge option looks to be a means of cleaning out all mod added loose files that aren't directly tied to the base game or contained within BSA/BA2 or whatever file structure F4 uses now. When you think of where they plan on taking NMM it actually fits in with the development timelines rather well, since there is a talk of having options to save and share mod lists and this would be integrated nicely with the option of cleaning out your folders in such a way, It's an exciting time to be a NMM user I have to say.
Guest Posted September 21, 2016 Posted September 21, 2016 A new feature in 0.62.+ If having "Check for Updates on start up" enabled in your settings NMM woll check you present version in set day and if the new update is available, it will offer you options to "Update", "Create Backup" and "Cancel". If the user decide to update the manager, it is highly recommended to use "Backup" first and then, update the manager. Canceling updating manager, also works. I would recommend to use this feature. If you have disabled for checking Updates, enable it because sometimes we all simply forget to do the most important thing to do before upgrading NMM - BACK UP, ALWAYS DO A BACKUP
Guest Posted September 21, 2016 Posted September 21, 2016 Short report on testing of NMM 0.62.+ 1.Upgrading from 0.61.23 to 0.62.0 was flawless 2. Installing new version was flawless 3. Creating complete backup and restoring backup was flawless 4. Getting new IDs for mods was flawless 5. Fixing broken IDs for mods was flawless 6. Creating new profile and switching between profiles was flawless 7. Uninstallation of all mods went well and without any errors or freezing. 8. Installation of all mods went flawless, quite fast and without any freezing or errors. 9. Starting Wrye bash while still having NMM active/open works now. Mods aren't disabled in Plugins as were before 10. Reinstalling mods using mouse right click command, works now. 11. Better integration with LOOT and Wrye bash 12. Installing large mods in size is slightly faster, but only if NMM is freshly installed, not upgraded. 13. Improved "search for missing info" 14. Better Plugins merging.
RitualClarity Posted September 21, 2016 Posted September 21, 2016 14. Better mods merging. ? What is meant by this...? Are mods merged together...
Guest Posted September 21, 2016 Posted September 21, 2016 14. Better mods merging. ? What is meant by this...? Are mods merged together... My apologies I said wrong: Correct sentence is: NMM autonomously merges Plugins, not mods Starting with 0.61 version, NMM has autonomous plugins merging. So for instance. If there is certain mod incompatibilities or some co-dependent mod is missing, NMM will display them in orange color and will disabled them or main mod in "Plugins". It will display an error too showing what mod is missing for problematic plugin. This helps the user to see what mod is missing or being incompatible. It isn't the type of the merging as it is in Wrye bash or Tes5dit. NMM doesn't merge mods in that way. Better explanation is here: http://www.loverslab.com/topic/55528-difference-between-mod-and-plugin-in-nmm/?p=1397810
JRCosta Posted September 21, 2016 Posted September 21, 2016 Installed the new version (0.62.1) from the last 0.61 without any issue; all the mod updates are FINALLY displayed properly, the load order wasn't messed up or plugins deactivated. The only thing I can't find is wht NMM can't upgrade a mod correctly: as an example, I've found out my USLEEP was outdated so I've downloaded the new version, added manually and, when installing, NMM didn't recognize the former version or prompt to update, leaving both versions of the mod instead (former NMM versions did this automatically).
Guest Posted September 21, 2016 Posted September 21, 2016 Installed the new version (0.62.1) from the last 0.61 without any issue; all the mod updates are FINALLY displayed properly, the load order wasn't messed up or plugins deactivated. The only thing I can't find is wht NMM can't upgrade a mod correctly: as an example, I've found out my USLEEP was outdated so I've downloaded the new version, added manually and, when installing, NMM didn't recognize the former version or prompt to update, leaving both versions of the mod instead (former NMM versions did this automatically). Yeap, the new version has problem with upgrading mods. I also had to uninstall previous version of the mod and then install new one. Upgrading any mod isn't working. Thank you for confirming this.
Guest Posted September 26, 2016 Posted September 26, 2016 Updating NMM directly from manager, not installer (works for me) Some people also reported losing mods or having them disabled after updating the manager using NMM's "Update". I can't confirm this bug. When my manager notified me about new version 0.62.1 availability, i pressed" Back up" and then "Update". Then I got notification that my manager is active and I should close it down. When I did it, NMM backed up my mods and updated my manager to latest version. I checked my mods and Plugins list and all my mods and Plugins were active.
Guest Posted September 27, 2016 Posted September 27, 2016 Some interesting questions/answers about NMM: ask me anything (Robin Scott) 1. Paul: It’s alright, I’ll type it all out. The next one was, is Nexus Mod Manager going to get a new UI?Robin: Yes, it is! And hopefully sooner rather than later.We’ve got a lot going on at the moment. Both as you know with the site redesign, and with Nexus mod managers as well, we’re…this is kind of like a transition year for us. Up until now a lot of our time – pretty much all our time was spent just trying to keep the sites running. Making it financially stable as well as physically stable. Getting the right server architecture in, content distribution network, the database cluster, and we finally got to the point now where we’re not being woken up at 3am at least fifty percent of the nights that we go to sleep. And that’s really awesome, but unfortunately what’s happened is that we have a lot of technical debt to pick up on. So up until now we’ve been jamming things in, trying to fix bugs willy nilly without really having any sort of order to it. And now we need to go back and reorganise things and the same thing’s happening with the Nexus Mod Manager.So we definitely are going to be giving the Nexus Mod Manager a face lift. We’ve got quite a lot of big news happening in that regard actually with Nexus Mod Manager, we’re just getting our bearings and we’re gonna, we’re gonna put up a big news post relatively soon. As soon as we got something to show for it. 2. Paul: Okay, how far along are you guys on your redesign? When do you plan on deploying things out on the site? Do you guys plan on migrating – oh you just answered that – to use the IPB software anytime soon?Robin: The redesign is stumbling at the moment. Not because it’s difficult, so much is the fact that – one of the things I was talking about in the technical debt earlier. If you just joined us, to give you the short version, this year is a bit of a transition year for us where we having had to go back though our logic code and then update it. Make sure that it’s working properly. The sites were designed to be made by a single person and now we’ve got four or five people working on them. They need to be redesigned to accommodate more people which takes time.So it’s literally just a matter of time. We’re grinding through it. We obviously want to get this out as soon as flipping possible because our current design is obviously very dated and something that I’ve noticed personally from dealing with the No Man's Sky modding community is that we’re struggling to compete with other websites online simply because we’re using a dated look, even though these new sites are using WordPress skins which take ten minutes to set up, people would rather use a WordPress site than a Nexus if they’ve never been to Nexus just because it looks a bit dated. So the redesign is definitely foremost in our mind right now. But I can’t give you an actual time because I have no flipping idea. If I knew, I’d tell you. 3. Paul: Can the redesign be an option, or will we just have to accept it?Robin: You will accept it. We will be running it side by side for probably a couple of months. So you’ll be able to switch between the old and the new pretty much with one click. And we’re hoping that obviously people will transition over quickly and learn the new way; learn the new system and realise that it is absolutely a hell of a lot better, which it is. And as much as people are gonna say that it isn’t better I absolutely guarantee you it is and if you think it isn’t then you’re a little bit silly. But after those couple of months once we’re absolutely satisfied that the new design is working bug free the old design will be decommissioned. If you’re gonna ask why. Then the obvious reason is that maintaining two different forks of a web design is not efficient for a very small development team. And when we want to add new features we don’t want to be cramming it into the old site which is already ridiculously bloated. So that’s a few good reasons. 4. Paul: Okay, as consoles have come into play and competition from other sites, do you see more quality control of mods uploaded to the Nexus?Robin: No. No, not really. Simply because it’s not really our place to do quality control in that regard. Obviously we’ll do quality control when it comes to viruses, mods that we know break the game, etc. etc. but my issue with quality control, especially on a free mod hosting site as opposed to a paid modding site is everyone starts somewhere. And I’m pretty sure most mod authors have made some pretty shitty mods in the time they released them, or some mods that – when they look back they think “oh my God, that was pretty crappy” and if we start trying to only raise the bar with modding and only release mods and help mods that are of a certain standard and quality then you are raising the barrier to entry where there shouldn’t be a barrier to entry. So it’s important that we are free, open, and willing to accept every sort of mod and not be dicks about it basically. 5. Paul: Years ago you’ve talked of possibly making an adult Nexus for the questionable mods. Has anything changed?Robin: Yeah, I’m not gonna do that. I can’t remember what actually motivated me to want to do that. I think it was revolving around the Supporter image share. I was really not happy with what I was seeing in the image share on the site, which was basically just rule 34. It wasn’t nice. It wasn’t pretty and irrespective to whether we had an adult filter or not it was getting ridiculous. And I just didn’t want to host it. And I don’t mind it – I don’t mind if it’s a bit like with the mods. Five percent of the mods we have are adult content. We mean adult content doesn’t necessarily mean nudity. So I’m happy with the five percent ratio. That’s good, that’s fine, that’s quite actually a minority. But the image share was actually a majority of what I would call porn. And not very nice porn either. And I just wasn’t happy with it so I think that’s what sparked that conversation, but I’m now a lot more at peace with it so, no that won’t be happening anytime soon. 6. Paul: Will the Nexus Mod Manager ever support all the games on Nexus mod?Robin: Oh, I hope so. That really is an aim. That’s you know, actually that’s a good answer for the five-year plan. We definitely want to be supporting as many games as possible. And we’re making changes to accommodate as many games as possible. I know that. And, yeah, we really want to make it to the point where when – you know – when we’ve got a site that’s got more than thirty mods for it we just put support in because hopefully it’s only going to take a day to add it anyway. So, yeah that’s definitely something. 7. Paul: What are your thoughts on open source and do you have any plans for Nexus Mod Manager or any of your other software sites be on open source?Robin: So Nexus Mod Manager is open source and has been from the very beginning. The mentality being that I personally think that mod authors should be more open with sharing their creation with other mod authors. And therefore would be hypocritical to then create some software that facilitates modding which isn’t open source as well. So, in a way we kind of had to make it open source, not that we didn’t want to. Open source is brilliant. We wouldn’t make the website open source for two reasons. One, security. Two, it’s kind of a competition issue. But as far as Nexus Mod Manager being open source, abso-flippin-lutely and people have forked in and used it for their websites and we don’t mind at all.
RitualClarity Posted September 27, 2016 Posted September 27, 2016 Interested in backing up my NMM installation for F04. I understand some but would like some more details to be sure I don't break it if I uninstall or move the program etc. Some details on what the above does for me. For example I understand if I want a complete backup I need all of them to be selected but in-between major backups I only might want the active ones (I believe Installed Mod Files (which I assume covers the installed mod and configurations) With MO I have no problems because I manually backup the required folders inside the program (I like that and feel comfortable with that as I KNOW what is being done ) I have been thinking about refreshing my windows install and would like to be able to restore my NMM back to exactly the way I have it. Also if you move it somewhere else does these backups work the same? OH... didn't even think about this question. What if you have different games installed? Do you have to open up each of the games that are installed and do the same backup? Or does the backup process above cover all the games installed At the same time? Sorry for the questions. I am an alien. I understand the MO process better (despite its apparent difficulty for understanding for humans ) When humans make it simpler I get confused lol
Guest Posted September 27, 2016 Posted September 27, 2016 ritual - That's very good question indeed. Well, I think the restoring backup will (should) work even if you install you game in new directory. Your backup file is not "locked" or dependent to the game installation directory but to NMM that looks game directory autonomously and when it finds it, it just restore all your back up to the present game directory. How can I be so sure? - Because NMM team didn't specify anything about NMM backup restrictions or/and they didn't say anything about where the game directory must be installed if you want to restore your backup file. Do you have to open up each of the games that are installed and do the same backup? Or does the backup process above cover all the games installed At the same time? You have to do "Restore backup" for each game. They are separated and as such they were placed in different game categories.
RitualClarity Posted September 27, 2016 Posted September 27, 2016 Is there any info on those 4 types of backups and what they cover?
Guest Posted September 27, 2016 Posted September 27, 2016 ritual - unfortunately, not yet. (not that I know and I searched the web about it.)
Rebel Marauder Posted September 27, 2016 Posted September 27, 2016 Is there any info on those 4 types of backups and what they cover? Below are my thoughts on what each setting does, these are not backed up by actual facts at this point. Base Game Files This backup is assumed to be used for backup of only the Vanilla assets (Base game files (this is similar to Mod Organizers option to keep a clean un-modded version of the game files for safe keeping)) Installed Mod Files This backup would generally be used to back up any mod files that have been installed either manually or via Nexus Mod Manager Files not managed by NMM This backup would be used to only backup files that were installed manually since Mod Organizer wouldn't be used alongside Nexus Mod Manager. Mod Archives This backup would just be for backing up the archives, or the zip files of all the mods you have downloaded whether they have been used in game or not. ritual - unfortunately, not yet. (not that I know and I searched the web about it.) I could do some tests on Skyrim for you, since that game is un-modded right now while I wait for the updated edition through steam. Let me know if this would help in any way.
prinyo Posted September 27, 2016 Posted September 27, 2016 Well, the 4 components are quite self-explanatory. What I don't understand however is if the backup is done of the game or the data directory only. NMM operates in general only in the data directory but if the backup is limited to that folder then it is by no means a full and useful backup.
RitualClarity Posted September 27, 2016 Posted September 27, 2016 That is some of my concerns. I don't understand the process and if relied completely on it can end up loosing some mods I have collected. In some cases that can be very bad as those mods might not be available anymore. Currently I was going to find the Virtual folder files and the main game files and just bulk backup the entire thing. At least then I know I have the files. At least as a minimum I have the downloaded files from Nexus stored somewhere where I can then go through the effort of reinstalling them again if needed. I do understand this is the first public showing of the features so there might be some issues and or problems and the support tools might not have documentation to the level of the rest of the manager currently has. Which brings me to the question .. worst case where can I get all the downloaded files from Nexus that have been stored in Nexus (not the installed ones etc just the raw downloads that can be used to re-install in the future if needed) I wanted to make a backup of these but haven't gotten around to it yet. Now is as good a time as any. At least if I have a manual backup of these I can be a bit more comfortable trying out their backup tools Is there any info on those 4 types of backups and what they cover? Below are my thoughts on what each setting does, these are not backed up by actual facts at this point. Base Game Files This backup is assumed to be used for backup of only the Vanilla assets (Base game files (this is similar to Mod Organizers option to keep a clean un-modded version of the game files for safe keeping)) Installed Mod Files This backup would generally be used to back up any mod files that have been installed either manually or via Nexus Mod Manager Files not managed by NMM This backup would be used to only backup files that were installed manually since Mod Organizer wouldn't be used alongside Nexus Mod Manager. Mod Archives This backup would just be for backing up the archives, or the zip files of all the mods you have downloaded whether they have been used in game or not. ritual - unfortunately, not yet. (not that I know and I searched the web about it.) I could do some tests on Skyrim for you, since that game is un-modded right now while I wait for the updated edition through steam. Let me know if this would help in any way. I don't know about Elf Prince but I think would be a nice thing if you do it. Lets us see what we have and get a really good real world test to boot. I doubt few here are at a point where you are and can give such a real hard test as you can currently for Skyrim. I'd test the crap out of MO (32bit version) as I understand that very well but with NMM and me using it for Fallout 4 (perfect setup for me currently) don't want to risk messing that bad boy up. Still learning the features that NMM has with the few minutes I give to it Hey...!!! the reason to use NMM is it is dead simple to install a few mods and get playing the game.. Why would I be messing with the manager any more. If I wanted to do that I would be using MO
Rebel Marauder Posted September 28, 2016 Posted September 28, 2016 Ok Well I just performed a Vanilla game file backup on my Skyrim and despite it saying it would take 6 minutes, it took something like 16 minutes and everything that is included with Vanilla Skyrim is in the zip folder which NMM made for me and placed at the location of my choosing. The structure of the zip file is DataInterface Strings Video All Vanilla esm's, bsa's and esp's ProfileContains a folder within which holds your loadorder.txt and profile.xml files Skyrim FolderEmpty folder Virtual Install FolderEmpty folder again (could be due to me having no mods installed) Install log .xml So when backing up Vanilla it copies over every file and folder that it should, meaning it has access to all the required areas to make the backup extremely useful indeed I haven't tried any other forms of back up as yet but I will try the "Not managed by NMM" backup next, it's the easiest one to do since the other requires me to install mods again.
Mart0206 Posted October 3, 2016 Posted October 3, 2016 Hmm, i forgot this thread nearly, my apologies. And i forget, that NMM sometimes wants to make an update. Today i started NMM to try a mod....and it does an update. So a few clicks later, update was done and what i saw is, that nearly 70 % of all my mods are "disabled", but after the first shock i noticed, the game didn´t crash. It starts normaly with all mods loaded. Usually i should get a ctd on start, because there are a lot of mods disabled, which have dependencies on each other. So my question is, should i leave it the way it is? If i "activate" the those mods, then it is really the same like starting from the beginning. There are a lot of mods where i have to follow a installation sequence, so that they don´t overwrite themselves, or neccessary files. greetings Mart0206
GenioMaestro Posted October 3, 2016 Posted October 3, 2016 Yesterday i have a similar problem... i update to NMM 0.62.1 and have this exact problem... then start to reactivate some mods and see they take a lot time to activate... I go to the Virtual install of NMM and see that the mod's re-installed lost their name in the folders and change to numbers.. this is not valid for me.. i use the virtual folder to see how are made the mod and sometimes i copy manually some files from this folder to re-mod the mod... Then i downgrade to NMM 0.61.6 and waste near all the morning in reinstal all my configuration because the profile are lost.. a lot of time waiting for NMM regenerate the profiles... but this is not enougth.. The version 0.61.6 have some problem and give me crashes when activating mods.. say that some files not exist and cant work.. then i make another downgrade to 0.61.4 the version that i have from a lot of months.. and work perfect... Then you are warned.. if the version 0.62.1 not work for you.. prepare some time for the downgrade...
prinyo Posted October 3, 2016 Posted October 3, 2016 You don't need to do anything if 0.62.1 shows mods as deactivated but are actually not. It might get a bit confusing but the best solution is to do nothing (if you don't use the profiles). It can be confusing because you need to check in the plugins tab if a mod is installed or not. And if you want to remove such mod you will need to first install it and then uninstall it. But the alternative been a complete reinstall is too unwelcome if you have lot's of mods. The problem comes from older bug in NMM where the profiles data get's corrupted and with this new version they are trying to fix the broken profiles - in some cases actually breaking them more. And what happens is that NMM thinks the mod is disabled for the current profile but it is actually not. So when NMM shows a mod as disabled it doesn't mean it is - check in the plugins tab to see if it is there. If you use the profiles or if you add/remove mods frequently then the "wait and do nothing" approach might not be the best for you.
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