RitualClarity Posted April 22, 2016 Posted April 22, 2016 Cool so in order to keep your mods safe.. you could copy (run script for backup and update) your virtual folder. Then even if there is a bug you always have a up to date current copy of your mods. However most of the time just deleting the mod is safe. Then you can go to your backup if your actual virtual folder has the mod missing . Also if totally messed up you still have the "source" from the downloads ready MO does the same thing .. that is unless you go to the downloads tab (section where your downloaded mods are) and delete it there. Then it is gone. Also a small chance to "delete all" not a bug but a selection on the same panel as the delete option. One can end up deleting 100gbs of mods they have stored there. Again not a bug ... however dangerous none the less. Exactly. Backing up you mods using NMM's backup and (I recommend) manual back up of your mods folder is the MUST DO in order to spare yourself from troubles that can appear and if want your NMM to work as you want it. Ah.. so NMM has a "mods" folder as well
Guest Posted April 22, 2016 Posted April 22, 2016 Ah.. so NMM has a "mods" folder as well it has, but the function is completely different from the most people's understanding. Mods in Mods folder are not double copies, the files you see installed in the game's data folder are fake, they look like the real thing but they're truly just windows' shortcuts. The mods a saved in VirtualInstall folder for real. Deleting Mods folder wouldn't affect anything but deleting VirtualInstall folder will damage NMM mod install.
RitualClarity Posted April 22, 2016 Posted April 22, 2016 Ah.. so NMM has a "mods" folder as well it has, but the function is completely different from the most people's understanding. Mods in Mods folder are not double copies, the files you see installed in the game's data folder are fake, they look like the real thing but they're truly just windows' shortcuts. The mods a saved in VirtualInstall folder for real. Deleting Mods folder wouldn't affect anything but deleting VirtualInstall folder will damage NMM mod install. Yes I am aware of the "hardlinks" function of the virtual folder, however it is good that you brought that up as I wasn't very clear and someone could be backing up their data folder thinking everything is good and end up with nothing.
prinyo Posted April 22, 2016 Posted April 22, 2016 From the changelog: Fixed issue where switching to a profile didn't load the saved scripted installer options. Fixed issue where NMM could randomly add files to the profile it was switching from. It took them quite a long time to realize that the functionality that they forced on theirs users is flawed and dangerously implemented. Still it is good to see that they have finally started to fix it.
Guest Posted April 22, 2016 Posted April 22, 2016 Yes I am aware of the "hardlinks" function of the virtual folder, however it is good that you brought that up as I wasn't very clear and someone could be backing up their data folder thinking everything is good and end up with nothing. My friend, thank you for pointing out to me that I was unclear about backingup Mods folder. (Sorry for that, still learning how to think in English) You see, I did some tests some time ago and this is what I learned: 1. If I do not touch VirtualInstall folder (delete or manually remove to another place) before unistallation/reinstallation of NMM, both operations will pass without any consequences. After reinstallation of NMM, it is very important to chose the same place for VI as it was before, otherwise, NMM will make it's clone and double it which can mess up your mod installation. 2. If I backup up all mods from VI to separate folder (lets say on the desktop) and delete VI before reinstallation of NMM, I can place back all mods again into VI regardless placed "new" Vi. The only problem is that those mods wouldn't be installed although they will be showed as installed in "plugins". So, backingup mods from Vi has only one purpose - avoiding their "possible" permanent deletion in the process of unistallation/reinstallation of NMM if something goes wrong. Again, I truly apologize if my explanation doesn't make sense. I know what I want to say but don't know better.
prinyo Posted April 22, 2016 Posted April 22, 2016 The "Mods" folder contains exact copies of the archives of the downloaded mods. Nothing more. It seems there is lots of confusion about the NMM folder structure, so I'll explain it with an example. I download a mod "Amazing micro bikini" that is actually a rar file called "Amazing_micro_bikini.rar". This mod will have a "scripted installer" that will ask me to choose from different options and will also overwrite some textures installed by other mods before. - The "Mods" folder will contain the "Amazing_micro_bikini.rar" exactly the way I have downloaded it. - The "Install Info" folder will contain information about the options I chose while installing the mod and the files it has overwritten (so if I uninstall the mod NMM can recover them). - The "Virtual install" folder will contain all the files from the mod after it was unpacked, installed and activated. - The [game]/data folder will contain symlinks to the files in the "Virtual install" folder When I switch profiles NMM will read the info in the "Install Info" folder and will make the needed changes using the files in the original rar file stored in the "Mods" folder. This will result in files been added/removed from the Virtual install folder and their symlinks in the game's "data" folder. It seems an exception of this are the esp/esm files that are actually put into the game's data folder and not in the virtual install. Hope this helps explain the folder structure.
prinyo Posted April 22, 2016 Posted April 22, 2016 [...] and someone could be backing up their data folder thinking everything is good and end up with nothing. That would be the case if using MO, but not NMM. Example: The file "cool_hat.nif" is located in the "virtual install" folder. There is a shortcut to this file in the game's "data" folder. If you copy this file (the shortcut) and paste it somewhere else Windows will follow the link and will copy the actual file (that is located in the virtual install). Example with screenshots: This is a file in my "Fallout4/data" folder. It is simply a symlink to the actual file located in the Virtuall Install. I has a size of 0 KB. Now I right-click the file, copy it and paste it to a new directory: We can see that the pasted file is not the link, but the actual file - with a size of 1643KB. So if you copy/paste your "data" directory you will have a real usable backup.
RitualClarity Posted April 23, 2016 Posted April 23, 2016 The "Mods" folder contains exact copies of the archives of the downloaded mods. Nothing more. It seems there is lots of confusion about the NMM folder structure, so I'll explain it with an example. I download a mod "Amazing micro bikini" that is actually a rar file called "Amazing_micro_bikini.rar". This mod will have a "scripted installer" that will ask me to choose from different options and will also overwrite some textures installed by other mods before. - The "Mods" folder will contain the "Amazing_micro_bikini.rar" exactly the way I have downloaded it. - The "Install Info" folder will contain information about the options I chose while installing the mod and the files it has overwritten (so if I uninstall the mod NMM can recover them). - The "Virtual install" folder will contain all the files from the mod after it was unpacked, installed and activated. - The [game]/data folder will contain symlinks to the files in the "Virtual install" folder When I switch profiles NMM will read the info in the "Install Info" folder and will make the needed changes using the files in the original rar file stored in the "Mods" folder. This will result in files been added/removed from the Virtual install folder and their symlinks in the game's "data" folder. It seems an exception of this are the esp/esm files that are actually put into the game's data folder and not in the virtual install. Hope this helps explain the folder structure. Mods folder = Download folder in MO Install info = Profile folder in MO (which contains the modlist.txt, loadorder.txt Skyrimprefs and other settings and configuration files etc) Virtual Install = Mods folder in MO. The actual mods installed. Data folder = empty (only containing the original game files) unless MO is active and files selected is virtually installed and removed once MO is deactivated. If I understand this properly. Can be useful for those that either decide to move to NMM from MO(for those that need it for Fallout 4 for example) Copying the "Mods folder" will assure that I have the files for re-installation barring all other failures in case some of those mods are no longer available or massive and require a large amount of time to download again. So much like MO NMM needs to backup the Mods folder, Install info, and Virtual Install folders. (MO is the Downloads, Mods, and profile folders) with these folders you can reinstall the NMM manager and then drop the files into the proper folders (overwriting fresh install) and get back to work quicker. Am I correct? Also forgive me if this has been stated before. I believe the Virtual Install folder can be moved anywhere you choose can you do the same for the "mods folder" in NMM? From the changelog: Fixed issue where switching to a profile didn't load the saved scripted installer options. Fixed issue where NMM could randomly add files to the profile it was switching from. It took them quite a long time to realize that the functionality that they forced on theirs users is flawed and dangerously implemented. Still it is good to see that they have finally started to fix it. They are working their asses off on the upgrades or so it at least seems to be the case. Their versions are coming out rapid fire. I am impressed on their progress so far. yes I agree there are some serious and many not so serious issues that need addressing.
Guest Posted April 23, 2016 Posted April 23, 2016 ritual So much like MO NMM needs to backup the Mods folder, Install info, and Virtual Install folders. (MO is the Downloads, Mods, and profile folders) with these folders you can reinstall the NMM manager and then drop the files into the proper folders (overwriting fresh install) and get back to work quicker. Am I correct? Also forgive me if this has been stated before. I believe the Virtual Install folder can be moved anywhere you choose can you do the same for the "mods folder" in NMM? 1. Yes 2. Yes, but it is advisable to do it via NMM, not manually. Quote from Nexus moderator: "You must never manually move stuff installed through NMM. Move your folders back where they were. Open NMM, to change the VirtualInstall go in the Tools menu, click on Change Virtual Install and then select the new path, NMM will automatically uninstall stuff from the old location and activate it in the new folder."
Slorm Posted April 23, 2016 Posted April 23, 2016 Version 0.61.17 is out Warning: This version requires .Net Framework 4.6 (If you're not using Windows 10, you can download it HERE )Impact: MinorType: Support for Fallout 4 version 1.5 and more tweaks and bugfixes Added support for Fallout 4 version 1.5 beta or higher. Added new "Import profile's Load Order' button to the profile's submenu. NMM will now properly recognize the official Fallout 4 DLCs as such. Fixed a few crash issues where NMM was unable to link a mod file. The login form will now always show on top of the NMM window. Fixed crash when purging mod links. Fixed crash when the system prevents NMM from interacting with the plugins and loadorder files. Fixed issue where switching to a profile didn't load the saved scripted installer options. Fixed issue where NMM could randomly add files to the profile it was switching from. Fixed issue where NMM was assigning the same DownloadID to mod files sharing the same ModID. Supported tool Bodyslide will now be referred as such (instead of "Bodyslide [version number]").
Guest Posted April 23, 2016 Posted April 23, 2016 Version 0.61.17 is out Warning: This version requires .Net Framework 4.6 (If you're not using Windows 10, you can download it HERE )Impact: MinorType: Support for Fallout 4 version 1.5 and more tweaks and bugfixes Added support for Fallout 4 version 1.5 beta or higher. Added new "Import profile's Load Order' button to the profile's submenu. NMM will now properly recognize the official Fallout 4 DLCs as such. Fixed a few crash issues where NMM was unable to link a mod file. The login form will now always show on top of the NMM window. Fixed crash when purging mod links. Fixed crash when the system prevents NMM from interacting with the plugins and loadorder files. Fixed issue where switching to a profile didn't load the saved scripted installer options. Fixed issue where NMM could randomly add files to the profile it was switching from. Fixed issue where NMM was assigning the same DownloadID to mod files sharing the same ModID. Supported tool Bodyslide will now be referred as such (instead of "Bodyslide [version number]"). lol.. thanks for informing people about new version (again) I already did it in previous page.
Guest Posted April 23, 2016 Posted April 23, 2016 No problem my friend... I'm glad you did it for some people reads only last thread page...
RockMic Posted April 23, 2016 Posted April 23, 2016 Attention in windows 10 Net Framework 4.6 and an existing function you want to check.
RockMic Posted April 23, 2016 Posted April 23, 2016 Now my version and Windows 10 Pro, maybe something changes in the basic versions?
Guest Posted April 24, 2016 Posted April 24, 2016 Public plea I'm very tired and at some point burned out. I have no strength, will, concentration and motivation to do test of NMM 0.61.17. Therefore I'm withdrawing from all activities on LL for some time. I'm not giving up from NMM thread but I need some time to fill up my batteries. Therefore I kindly ask anybody who use NMM to test the latest version and provide results in these topics: Most important is to test NMM upgrade and new installation. Thank you. Added support for Fallout 4 version 1.5 beta or higher. Added new "Import profile's Load Order' button to the profile's submenu. NMM will now properly recognize the official Fallout 4 DLCs as such. Fixed a few crash issues where NMM was unable to link a mod file. The login form will now always show on top of the NMM window. Fixed crash when purging mod links. Fixed crash when the system prevents NMM from interacting with the plugins and loadorder files. Fixed issue where switching to a profile didn't load the saved scripted installer options. Fixed issue where NMM could randomly add files to the profile it was switching from. Fixed issue where NMM was assigning the same DownloadID to mod files sharing the same ModID. Supported tool Bodyslide will now be referred as such (instead of "Bodyslide [version number]").
RockMic Posted April 24, 2016 Posted April 24, 2016 Thanks to our commitment, and more than justified your posting after so much time spent in testing NMM you been a valuable guide to the various problems.
prinyo Posted April 24, 2016 Posted April 24, 2016 Warning for everybody who uses a double NMM setup. The current version - 0.61.17 will not ask for a location where to install itself. It will overwrite the latest NMM install. The only way to setup a double NMM is to use one of the older 0.61 versions before installing the new one. SO if you want to install 2 NMM - one pre 0.61 and the newest one: 1. Install the old NMM and change the install path to somehting else (for example "NMM old") 2. Install 0.61.14 in a normal way. The install location that you select here will be used from NMM from now on. 3. Install the current new version. It will overwrite 0.61.14
Slorm Posted April 24, 2016 Posted April 24, 2016 You take it easy Elf Prince I've done some basic testing adding/removing Skyrim mods and it's worked perfectly so far
RitualClarity Posted April 24, 2016 Posted April 24, 2016 Warning for everybody who uses a double NMM setup. The current version - 0.61.17 will not ask for a location where to install itself. It will overwrite the latest NMM install. The only way to setup a double NMM is to use one of the older 0.61 versions before installing the new one. SO if you want to install 2 NMM - one pre 0.61 and the newest one: 1. Install the old NMM and change the install path to somehting else (for example "NMM old") 2. Install 0.61.14 in a normal way. The install location that you select here will be used from NMM from now on. 3. Install the current new version. It will overwrite 0.61.14 Forgive the question. (I have more than one MO install for some games for testing purpose). Why would you install two versions of NMM. Unlike MO, NMM places the files actively from the start not at manager run time. Do you have to instances of the game running? (insert whatever game you desire)
RitualClarity Posted April 25, 2016 Posted April 25, 2016 Our current tests involve the new ‘Profile backup and sharing’ functionality. Here a user can save their mod profile and have it backed up on the Nexus Mods site. This profile can either be kept as a personal backup, available only to yourself, or it can be shared with other users, allowing them to download any mods they’re missing from your profile and have it setup exactly how you have it (including scripted installer options, installation order and load order). The result being they can play their game with the exact same mods and options as yourself. Dam awesome if it does send up working. Don't you think?
prinyo Posted April 25, 2016 Posted April 25, 2016 Warning for everybody who uses a double NMM setup. The current version - 0.61.17 will not ask for a location where to install itself. It will overwrite the latest NMM install. The only way to setup a double NMM is to use one of the older 0.61 versions before installing the new one. SO if you want to install 2 NMM - one pre 0.61 and the newest one: 1. Install the old NMM and change the install path to somehting else (for example "NMM old") 2. Install 0.61.14 in a normal way. The install location that you select here will be used from NMM from now on. 3. Install the current new version. It will overwrite 0.61.14 Forgive the question. (I have more than one MO install for some games for testing purpose). Why would you install two versions of NMM. Unlike MO, NMM places the files actively from the start not at manager run time. Do you have to instances of the game running? (insert whatever game you desire) I use NMM 0.61 for FO4 and 0.56.1 for all other games (incl. Skyrim). I set it up when the new versions were still unstable and were creating problems. And also - the move to the 0.61 versions requires to do a full mod reinstall and many people don't want to do that.
prinyo Posted April 25, 2016 Posted April 25, 2016 Our current tests involve the new ‘Profile backup and sharing’ functionality. Here a user can save their mod profile and have it backed up on the Nexus Mods site. This profile can either be kept as a personal backup, available only to yourself, or it can be shared with other users, allowing them to download any mods they’re missing from your profile and have it setup exactly how you have it (including scripted installer options, installation order and load order). The result being they can play their game with the exact same mods and options as yourself. Dam awesome if it does send up working. Don't you think? I actually entered the beta testing group that they created around this. Figured instead of only bitching and complaining I should try to help if I can :-) If we exclude the bugs that are a normal part of a beta version and they are working on fixing, they have actually implemented the profile sharing extremely well. It really follows the install order and the options selected in the scripted install (haven't tested the load order yet). I still don't completely understand what is supposed to happen when a profile contains mods that are not on Nexus. I experimented with such a profile, did an online backup, deleted the local profile and restored the backup. The non-Nexus mod was correctly installed and activated as part of the process. So I suspect if you already have the mod in your mod list in NMM it will activate it according to the profile. I'm not really sure how many people will use this profile sharing because the profiles are a full package. And people will post profiles centered around what they are good at. User A will post a profile with cool weapon mods, user B a profile with with cool outfits, hairs, bodies and such, and user C will have a good selection of texture replacers. The fact that it is shared on level profiles means that I need to choose one of them and not combine them. On the other hand that will help users discover more mods because now with several clicks they can install hundreds of mods in correct order and the correct way.
RitualClarity Posted April 25, 2016 Posted April 25, 2016 Our current tests involve the new ‘Profile backup and sharing’ functionality. Here a user can save their mod profile and have it backed up on the Nexus Mods site. This profile can either be kept as a personal backup, available only to yourself, or it can be shared with other users, allowing them to download any mods they’re missing from your profile and have it setup exactly how you have it (including scripted installer options, installation order and load order). The result being they can play their game with the exact same mods and options as yourself. Dam awesome if it does send up working. Don't you think? I actually entered the beta testing group that they created around this. Figured instead of only bitching and complaining I should try to help if I can :-) If we exclude the bugs that are a normal part of a beta version and they are working on fixing, they have actually implemented the profile sharing extremely well. It really follows the install order and the options selected in the scripted install (haven't tested the load order yet). I still don't completely understand what is supposed to happen when a profile contains mods that are not on Nexus. I experimented with such a profile, did an online backup, deleted the local profile and restored the backup. The non-Nexus mod was correctly installed and activated as part of the process. So I suspect if you already have the mod in your mod list in NMM it will activate it according to the profile. I'm not really sure how many people will use this profile sharing because the profiles are a full package. And people will post profiles centered around what they are good at. User A will post a profile with cool weapon mods, user B a profile with with cool outfits, hairs, bodies and such, and user C will have a good selection of texture replacers. The fact that it is shared on level profiles means that I need to choose one of them and not combine them. On the other hand that will help users discover more mods because now with several clicks they can install hundreds of mods in correct order and the correct way. I imagine that could take a massive amount of time to install those mods if you don't already have them. I am assuming that this also downloads (Nexus mods) as well in order. That is a tall deal and quite a feat for NMM to do. With the non nexus mods I assume you are talking about having downloaded them and installed them before correct? They aren't being uploaded to Nexus for others to download with the profile provided? As for the use of profile sharing I believe there will be people like Gopher, or perhaps GamerPoet that will upload their profile for the video series that they just created since both of them basically use Nexus mods for their videos. ON the Hundereds of mods in the correct order and correct way. Couldn't they create a profile following some of what they see from others as they would already have the mods installed? I have taken so much from various tutorials in Skyrim that I have created my own from those and I am sure others have as well. Not for the noob but a newer member could start playing with this with a new profile correct?
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