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NMM from 0.52.+to 0.70.+ ( important info, help, tips & tricks)


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Here is a draft for an easy to follow SL via NMM install tutorial. I'm posting it for "critical community assessment" :-). If I missed something or got something wrong, please let me know.

 

 

 

 

Installing SexLab via NMM

 

Installing SexLab via NMM is easy, fast and quite secure. There is probably less than 1% chance that you will experience any problems with it. And it is unlikely that the whole process will take more than 5 to 10 minutes.

 
Following this guide doesn't requite any modding knowledge. The only thing you need to know how to do is to install mods via NMM.

    

OK, lets do it.

 

1. Open the Skyrim folder. The one where the game is installed.
If you don't know which one - click on the yellow folder icon with the red arrow on the NMM top bar and click the first option ("Open Game Folder"). 

 

2. Do you have SKSE installed?
If you don't know - look in the game directory (the one we just opened) for a file called "skse_loader".
If you don't have it you can install it via Steam - http://store.steampowered.com/app/365720/

It is required by quite a lot of mods. Important - you will need to start Skyrim from now on using SKSE and not directly. Installing it via Steam already adds a new item in your library - "Skyrim Script Extender (SKSE)" that you ae going to use from now on.

If you use a shortcut to start Skyrim: in the game's folder now there is a file "skse_loader". Right click, "Create a shortcut" and use this one from now on.

  

3. Do you have SkyUI? It's the mod that makes all menus in the game look nice.
Not sure - type "SkyUI" in the NMM searcbox.
If it is not there - install it from Nexus - http://www.nexusmods.com/skyrim/mods/3863/?

 

4. Do you have FNIS?
Dont know? Open the directory "data" in the game's directory (the one from step 1). Is there a directory "tools" inside?
If yes - is there a subdirectory "GenerateFNIS_for_Users" in it? If yes continue to step 5.
If no - install it from Nexus - http://www.nexusmods.com/skyrim/mods/11811/?
Simply install it and nothing more, ignore anything else the mod page is telling you (for now).
Installing the main file is enough if you want to have sex with other people. If you want animals having fun also, then also install "FNIS Creature Pack" that is in the Optional files.

  

5. Do you have a skeleton installed?
If you are not sure - type "xp" in the searchbar of NMM and see if there is a result with "skeleton" in the name.
If not - install it from Nexus - http://www.nexusmods.com/skyrim/mods/68000/?

It requires SKSE and FNIS ( Fores New Idles in Skyrim  ) that we just covered, so you only need to think about the other two requirements.

 

  

6a. Download SexLab.
You will always find the latest SexLab version pinned at the top of the mod list here : http://www.loverslab.com/files/category/19-sexlab-framework/
Download the file called "SexLabFramework_v(some number)_FULL.7z"

   

6b. Install the file you just downloaded via NMM
If not sure how to install mods from sites other than Nexus - click on the big green plus top-left in NMM, find the file you downloaded, select it and click Open.
This will add it to the list of the mods you have in your NMM. Now find it there and install it like any other mod. That's all.

    

7. In your game folder there is a subfolder "data" that now has a new subfolder "tools".
Go there and open the folder "GenerateFNIS_for_Users". Inside there is a file "GenerateFNISforUsers". Open it.
In the lower part there is a list with checkboxes. The second one will be "Skeleton arm fix". Check it's checkbox.
Now press the big yellow button "Update FNIS Behavior". Wait for it to do it's job. At the end it should print something like "x animations for x mods successfuly included" and/or "x animations for x mods successfuly installed"
If it shows warnings or errors instead, which is very unlikely, copy the text of the error and search for it on Google. There will be most probably an easy solution in the first few search results.

   

8. Start Skyrim and load your game. Press Esc and choose "Mod configuration". This will open the Mod Configuration Menu (MCM).
Find SexLab in the list on the left and click it. This will open the menu for configuring SexLab. On the right side you will see an option to "Install". Click it.
Press Esc several times in order to return to the game. There will be several messages shown in top left corner and the last will let you know that the install is sucesfuly done. 

    

Congratulations! SexLab is now ready to use :-) 

    

You can now install any of the mods that work with it (http://www.loverslab.com/files/category/19-sexlab-framework/).

  

Now is a good time to go back to the GenerateFNISforUsers file. Right-click on it and select "Create shortcut". Copy the shortcut this will create and paste it on your desktop or wherever your game related shortcuts are (for example where the NMM shortcut is). You will need to run it in the future when installing some other mods and it is handy to have the shortcut. 

  

----------
Two possible problems that the GenerateFNISforUsers can encounter and their solutions.
1. It might complain that the last time Skyrim was not run correctly. The solution for this is to open the Steam client, start Skyrim from there and then close it.
2. It might have problems creating the files it needs to create because of some Windows thingies. Right click on it and select Run as administrator.

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

        

      

Why did we do all this?

  

If you look at the list of steps we just did, only 2 of them are actually SexLab specific. Everything else was needed in order to make it work in the game.
You will also notice that simply installing SexLab wil not make any real difference in your game. You need the other mods for that. You can install any of them in order to have sex in the ways you prefer and skip others that you would not like.

    
Here is the quick explanation of how it all comes together.
SKSE (from point 2) allows mods to add their own scripts to the game telling NPCs (and the PC sometimes) what they need to do.
SkyUI lets you tune the mods you use to the best of your liking.
FNIS (from points 4 and 7) allows mods to add animations - how to do the things that the scripts make them do.
Think about "GenerateFNISforUsers" like an NMM for animations. You use NMM to register the mods you want to use in the game. You use the FNIS app in order to register the animations you want. 

The skeleton (from point 5) : Think about the characters in the game as marionettes - puppets controlled via strings, attached to key places on the puppet's body. The skeleton provides this - it allows the animation to control parts of the character's body: open your mouth, bend your hand and so on.

    

Here is an example. A mod that you install can add a dialogue option "I want you to give me a blowjob" and the NPC will say "Cool, no problems"
The mod will say to SexLab that the NPC and the PC need to start a sex scene. So SexLab will use a script - with the help of SKSE, that will make both characters perform an animation - one that is registered in the game via FNIS. And SexLab is able to differentiate between the animations - in this case the mod will instruct it to play an animation tagged as "oral". And that's how the blowjob works :-)

 

 

 

Link to comment

 

 

Here is a draft for an easy to follow SL via NMM install tutorial. I'm posting it for "critical community assessment" :-). If I missed something or got something wrong, please let me know.

 

 

Installing SexLab via NMM

 

Installing SexLab via NMM is easy, fast and quite secure. There is probably less than 1% chance that you will experience any problems with it. And it is unlikely that the whole process will take more than 5 to 10 minutes.

 
Following this guide doesn't requite any modding knowledge. The only thing you need to know how to do is to install mods via NMM.

    

OK, lets do it.

 

1. Open the Skyrim folder. The one where the game is installed.
If you don't know which one - click on the yellow folder icon with the red arrow on the NMM top bar and click the first option ("Open Game Folder"). 

 

2. Do you have SKSE installed?
If you don't know - look in the game directory (the one we just opened) for a file called "skse_loader".
If you don't have it you can install it via Steam - http://store.steampowered.com/app/365720/

  

3. Do you have SkyUI? It's the mod that makes all menus in the game look nice.
Not sure - type "SkyUI" in the NMM searcbox.
If it is not there - install it from Nexus - http://www.nexusmods.com/skyrim/mods/3863/?

 

4. Do you have FNIS?
Dont know? Open the directory "data" in the game's directory (the one from step 1). Is there a directory "tools" inside?
If yes - is there a subdirectory "GenerateFNIS_for_Users" in it? If yes continue to step 5.
If no - install it from Nexus - http://www.nexusmods.com/skyrim/mods/11811/?
Simply install it and nothing more, ignore anything else the mod page is telling you (for now).
Instaling the main file is enough if you want to have sex with other people. If you want animals having fun also, then also install "FNIS Creature Pack" that is in the Optional files.

  

5. Do you have a skeleton installed?
If you are not sure - type "xp" in the searchbar of NMM and see if there is a result with "skeleton" in the name.
If not - install it from Nexus - http://www.nexusmods.com/skyrim/mods/68000/?

  

6a. Download SexLab.
You will always find the latest SexLab version pinned at the top of the mod list here : http://www.loverslab.com/files/category/19-sexlab-framework/
Download the file called "SexLabFramework_v(some number)_FULL.7z"

   

6b. Install the file you just downloaded via NMM
If not sure how to install mods from sites other than Nexus - click on the big green plus top-left in NMM, find the file you downloaded, select it and click Open.
This will add it to the list of the mods you have in your NMM. Now find it there and install it like any other mod. That's all.

    

7. In your game folder there is a subfolder "data" that now has a new subfolder "tools".
Go there and open the folder "GenerateFNIS_for_Users". Inside there is a file "GenerateFNISforUsers". Open it.
In the lower part there is a list with checkboxes. The second one will be "Skeleton arm fix". Check it's checkbox.
Now press the big yellow button "Update FNIS Behavior". Wait for it to do it's job. At the end it should print something like "x animations for x mods successfuly included" and/or "x animations for x mods successfuly installed"
If it shows warnings or errors instead, which is very unlikely, copy the text of the error and search for it on Google. There will be most probably an easy solution in the first few search results.

   

8. Start Skyrim and load your game. Press Esc and choose "Mod configuration". This will open the Mod Configuration Menu (MCM).
Find SexLab in the list on the left and click it. This will open the menu for configuring SexLab. On the right side you will see an option to "Install". Click it.
Press Esc several times in order to return to the game. There will be several messages shown in top left corner and the last will let you know that the install is sucesfuly done. 

    

Congratulations! SexLab is now ready to use :-) 

    

You can now install any of the mods that work with it (http://www.loverslab.com/files/category/19-sexlab-framework/).

  

Now is a good time to go back to the GenerateFNISforUsers file. Right-click on it and select "Create shortcut". Copy the shortcut this will create and paste it on your desktop or wherever your game related shortcuts are (for example where the NMM shortcut is). You will need to run it in the future when installing some other mods and it is handy to have the shortcut. 

  

----------
Two possible problems that the GenerateFNISforUsers can encounter and their solutions.
1. It might complain that the last time Skyrim was not run correctly. The solution for this is to open the Stream client, start Skyrim from there and then close it.
2. It might have problems creating the files it needs to create because of some Windows thingies. Right click on it and select Run as administrator.

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

        

      

Why did we do all this?

  

If you look at the list of steps we just did, only 2 of them are actually SexLab specific. Everything else was needed in order to make it work in the game.
You will also notice that simply installing SexLab wil not make any real difference in your game. You need the other mods for that. You can install any of them in order to have sex in the ways you prefer and skip others that you would not like.

    
Here is the quick explanation of how it all comes together.
SKSE (from point 2) allows mods to add their own scripts to the game telling NPCs (and the PC sometimes) what they need to do.
SkyUI lets you tune the mods you use to the best of your liking.
FNIS (from points 4 and 7) allows mods to add animations - how to do the things that the scripts make them do.
Think about "GenerateFNISforUsers" like an NMM for animations. You use NMM to register the mods you want to use in the game. You use the FNIS app in order to register the animations you want. 

    

Here is an example. A mod that you install can add a dialogue option "I want you to give me a blowjob" and the NPC will say "Cool, no problems"
The mod will say to SexLab that the NPC and the PC need to start a sex scene. So SexLab will use a script - with the help of SKSE, that will make both characters perform an animation - one that is registered in the game via FNIS. And SexLab is able to differentiate between the animations - in this case the mod will instruct it to play an animation tagged as "oral". And that's how the blowjob works :-)

 

 

 

Excellent work. Thank you very much. I will add it to the OP. :)

Link to comment

 

 

Here is a draft for an easy to follow SL via NMM install tutorial. I'm posting it for "critical community assessment" :-). If I missed something or got something wrong, please let me know.

 

 

Installing SexLab via NMM

 

Installing SexLab via NMM is easy, fast and quite secure. There is probably less than 1% chance that you will experience any problems with it. And it is unlikely that the whole process will take more than 5 to 10 minutes.

 

Following this guide doesn't requite any modding knowledge. The only thing you need to know how to do is to install mods via NMM.

    

OK, lets do it.

 

1. Open the Skyrim folder. The one where the game is installed.

If you don't know which one - click on the yellow folder icon with the red arrow on the NMM top bar and click the first option ("Open Game Folder"). 

 

2. Do you have SKSE installed?

If you don't know - look in the game directory (the one we just opened) for a file called "skse_loader".

If you don't have it you can install it via Steam - http://store.steampowered.com/app/365720/

  

3. Do you have SkyUI? It's the mod that makes all menus in the game look nice.

Not sure - type "SkyUI" in the NMM searcbox.

If it is not there - install it from Nexus - http://www.nexusmods.com/skyrim/mods/3863/?

 

4. Do you have FNIS?

Dont know? Open the directory "data" in the game's directory (the one from step 1). Is there a directory "tools" inside?

If yes - is there a subdirectory "GenerateFNIS_for_Users" in it? If yes continue to step 5.

If no - install it from Nexus - http://www.nexusmods.com/skyrim/mods/11811/?

Simply install it and nothing more, ignore anything else the mod page is telling you (for now).

Instaling the main file is enough if you want to have sex with other people. If you want animals having fun also, then also install "FNIS Creature Pack" that is in the Optional files.

  

5. Do you have a skeleton installed?

If you are not sure - type "xp" in the searchbar of NMM and see if there is a result with "skeleton" in the name.

If not - install it from Nexus - http://www.nexusmods.com/skyrim/mods/68000/?

  

6a. Download SexLab.

You will always find the latest SexLab version pinned at the top of the mod list here : http://www.loverslab.com/files/category/19-sexlab-framework/

Download the file called "SexLabFramework_v(some number)_FULL.7z"

   

6b. Install the file you just downloaded via NMM

If not sure how to install mods from sites other than Nexus - click on the big green plus top-left in NMM, find the file you downloaded, select it and click Open.

This will add it to the list of the mods you have in your NMM. Now find it there and install it like any other mod. That's all.

    

7. In your game folder there is a subfolder "data" that now has a new subfolder "tools".

Go there and open the folder "GenerateFNIS_for_Users". Inside there is a file "GenerateFNISforUsers". Open it.

In the lower part there is a list with checkboxes. The second one will be "Skeleton arm fix". Check it's checkbox.

Now press the big yellow button "Update FNIS Behavior". Wait for it to do it's job. At the end it should print something like "x animations for x mods successfuly included" and/or "x animations for x mods successfuly installed"

If it shows warnings or errors instead, which is very unlikely, copy the text of the error and search for it on Google. There will be most probably an easy solution in the first few search results.

   

8. Start Skyrim and load your game. Press Esc and choose "Mod configuration". This will open the Mod Configuration Menu (MCM).

Find SexLab in the list on the left and click it. This will open the menu for configuring SexLab. On the right side you will see an option to "Install". Click it.

Press Esc several times in order to return to the game. There will be several messages shown in top left corner and the last will let you know that the install is sucesfuly done. 

    

Congratulations! SexLab is now ready to use :-) 

    

You can now install any of the mods that work with it (http://www.loverslab.com/files/category/19-sexlab-framework/).

  

Now is a good time to go back to the GenerateFNISforUsers file. Right-click on it and select "Create shortcut". Copy the shortcut this will create and paste it on your desktop or wherever your game related shortcuts are (for example where the NMM shortcut is). You will need to run it in the future when installing some other mods and it is handy to have the shortcut. 

  

----------

Two possible problems that the GenerateFNISforUsers can encounter and their solutions.

1. It might complain that the last time Skyrim was not run correctly. The solution for this is to open the Stream client, start Skyrim from there and then close it.

2. It might have problems creating the files it needs to create because of some Windows thingies. Right click on it and select Run as administrator.

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

        

      

Why did we do all this?

  

If you look at the list of steps we just did, only 2 of them are actually SexLab specific. Everything else was needed in order to make it work in the game.

You will also notice that simply installing SexLab wil not make any real difference in your game. You need the other mods for that. You can install any of them in order to have sex in the ways you prefer and skip others that you would not like.

    

Here is the quick explanation of how it all comes together.

SKSE (from point 2) allows mods to add their own scripts to the game telling NPCs (and the PC sometimes) what they need to do.

SkyUI lets you tune the mods you use to the best of your liking.

FNIS (from points 4 and 7) allows mods to add animations - how to do the things that the scripts make them do.

Think about "GenerateFNISforUsers" like an NMM for animations. You use NMM to register the mods you want to use in the game. You use the FNIS app in order to register the animations you want. 

    

Here is an example. A mod that you install can add a dialogue option "I want you to give me a blowjob" and the NPC will say "Cool, no problems"

The mod will say to SexLab that the NPC and the PC need to start a sex scene. So SexLab will use a script - with the help of SKSE, that will make both characters perform an animation - one that is registered in the game via FNIS. And SexLab is able to differentiate between the animations - in this case the mod will instruct it to play an animation tagged as "oral". And that's how the blowjob works :-)

 

 

 

Excellent work. Thank you very much. I will add it to the OP. :)

 

 

Cool, glad you like it :-)

I'll probably add one or two small things (like in the SKSE part something about how they need to start the game from there from now on) and fix some typos (like Stream instead of Steam). And maybe there will be other ideas about what can be included. 

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prinyo - I'm very happy that you want to help. You saw and corrected things I couldn't see. That's why every project need couple of extra eyes and hands.

 

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Part 2 of the tutorial or maybe a new section for new SL users?

 

 

 

 

Some advice.

 

- Don't go shopping for food while hungry
With SexLab itself installed, installing (almost) all the mods you see on the site is extremely easy. Overwelmed by all the posibilities this opens, people sometimes install tens of mods in one go.
Dont! While most of the mods are stable enough it is possible that they might create problems in your game. Any mod, even the most stable, can create problems, based on the many unknown and unpredictable factors in your game setup. This is valid not only for the SexLab mods, but for all mods in general.
Install no more than 1 (recomended) to 3 (if you can not wait so badly :-)) mods in one go. Then open Skyrim and play for a while. Fast travel to the major locations and walk around. If there is a problem uninstall one of the new mods and try again. If you have many mods installed in one go it is very hard to pinpoint the offender.

   

- WIP and "alpha" mods
Some of the mods have WIP in their name. WIP stands for "Work In Progress". It would be better to avoid them in the first several weeks until you get the grip on how the things work and how to deal with unexpected problems.
If it is a quest that you want to try - install it and play it, then uninstall it and continue playing from a save made before the install!
I'll say this again - before installing the mod go to a place you will easily remember and make a save there ("save A"). Then install the WIP quest mod, play it, when you are done uninstall it and continue playing from the "save A"!

    

- Experiment with the mod settings
Lots of the mods have their settings pages in MCM. Lots of the mods are made in a way to satisfy a wide range of tastes and posibilities. Experiment with the settings at will to find what works for you best.

    

- Getting help
If you face a problem - search for a solution. It is most probable that many people before you have faced the same problem and the solution is writen somewhere in the forums. Use Google and word your search as best as you can. The forums are open to Google and seem well indexed. If you find no solution post a question and try to word it as good as possible. Saying that "the game breaks", "nothing works" and such general statements mean nothing to other people and you will not get a (helpful) responce. Try to be as specific as you can.

       

- Upgrading mods
There is an optimal procedure that it is best to follow when upgrading scripted mods (most of the SL based mods are).
1. Start the game, go to a quiet place, save and close the game.
2. Uninstall the old version of the mod you are going to upgrade. Do not install the new version yet!
3. Start the game and load the save you made earlier. Say Yes when it asks you about the missing content. Wait several seconds, save the game and quit.
4. Install the new version of the mod
5. Start the game and load the save from point 3.
6. Wait some seconds or more if there are messages in the top left corner, save the game and load the save you just made.

     

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

 

And now what?

Now you have SexLab installed but no sex in the game! Let's fix that :-)

  

As I said you can browse the mod list in the Download section here and install anything you wish. 

Here are some mods that are essential for a nice SL (SexLab) experience. This selection does not include quest or niche mods.

 

But first - some other mods that will be needed.

- Fuz Ro D-oh - Silent Voice
It is required by so many mods that it is quite possible you allready have it installed.
Type "fuz" in the NMM searchbox to see if it is there. If it is not - install it from Nexus - http://www.nexusmods.com/skyrim/mods/14884/?

  

  

So, on to the "essential" mods. There will be disagreements about the selection and the order of the mods. I need to say that I did not follow my own taste and preferences. I selected mods I consider really essential.

     

1. SL Solutions
http://www.loverslab.com/files/file/1635-sexlab-solutions-402-07-sep-2015/
It integrates the sex into the actual gameplay. It gives the sex a context and makes it more "immersive".
For example it adds sex as alternative options to advance in the vanilla game quests. Note that it does not replace the vanilla options - it just adds more options.
I'm putting it first because this is the mod that adds "Skyrim" into the phrase "Sex in Skyrim"

  

2. SL Aroused
http://www.loverslab.com/files/file/1421-sexlab-aroused-redux-1-december-2015/
This one is required by lots of other mods. It adds and tracks arousal level of the players and the NPCs. Many other mods will consult it in order to determine what is the chance of sex acts happening.
If you have SOS or SAM on the males in your game, the arousel level will be reflected also by the visible "hardness" of their schlongs.
This mod is essential not only because it is cool, but because of it's importance in the ecosystem of SexLab mods.
Ignore everything the mod page says and simply install it. There is nothing that should go wrong when installing it for the first time.

   

3. SLEN (SexLab Eager NPCs)
http://www.loverslab.com/files/file/2182-sexlab-eager-npcs/
This is a huge mod that adds ways to flirt with NPC's and improve your relationship with them. It adds the social context to your sex adventures.

      

4. Random sex
http://www.loverslab.com/files/file/395-random-sex-mod-for-sexlab-2014-12-302015-04-14/
Lets NPC's have sex with each other.

    

5. SL Defeat
http://www.loverslab.com/files/file/286-defeat-v522/
This mod is somewhat more complex and even advanced users are confused about how to use it correctly. It adds sex as an option in the battles. Lets say you are fighting some bandit and your health drops below some given value. Then instead of killing you the bandit rapes you. Or you fight a bandit, mark the bandit by pressing a hotkey and when their health drops you get to rape them. There are many options that you can experiment with in order to make it work correctly. Alternatively you can try SL Submit - http://www.loverslab.com/files/file/247-sexlab-submit-01sep14-1133/ 

It is best to also install this if you use SL Defeat or SL Submit - http://www.loverslab.com/files/file/1057-sexlab-stop-combat/

 

6. NSAP
http://www.loverslab.com/topic/38870-hiatus-non-sexlab-animation-pack/
Adds more animations so you can have sex in even more ways. It seems there will be no updates to it as there are now new ways to add animations.
However you need to install it because currently the animations it has are not provided by any other mod.
Later, when you feel more confident, you can try researching "SLAL".
You need to run GenerateFNISforUsers when you install it.

     

5. SL Leveling
http://www.loverslab.com/files/file/1697-abandoned-sexlab-leveling/
The mod is abandoned but is working quite well. The idea is that the gods of sex are watching you and the more you fuck the more they like you. It lets you increase some of your combat stats (damage, armor, resistance) when you have more sex.

   

6. Immersive first person for SexLab
http://www.loverslab.com/files/file/826-immersive-first-person-for-sexlab/
Does exactly what the name says.

      

7. SL Cumshot
http://www.loverslab.com/files/file/437-sexlab-cumshot/
Adds appropriate visual elements to the male orgasm.

 

 

 

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prinyo - I love the second part too. You did a great job. :)

You really covered the basics for new users. I will add it to my OP as a new topic. New users now have fundamental information of how to install and what to do with mods using NMM. Thank you.

 

Have very important request for you if you are willing to do and if you have a time. Will you be kind to go through my OP and fix the grammar, typing errors and make my no understandable sentences understandable? There isn't a lot of my text. Only in several topics. Most of my topics are copy/paste from other forums and tutorials. You  are already familiar with my English you will recognized them. After you done (if you accept it) you can PM and I will input the changes. Once the job is done, I will give you and all other participators deserved public credit for it. What do you say?

 

P.S. - would you be kind to place your large posts in spoiler due to the thread size and easier/faster access to the posts? Thank you. :)

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Spoiler tags added :-)

 

Maybe there are other things that can be added to the general advice part?

And maybe the part for upgrading scripted mods can be expanded into it's own section so people understand why they need to do all those things and what are the risks if they don't. 

 

I really wanted to include SLAL but for now I don't see how it can all be explained at a beginner level.

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Spoiler tags added :-)

 

Maybe there are other things that can be added to the general advice part?

And maybe the part for upgrading scripted mods can be expanded into it's own section so people understand why they need to do all those things and what are the risks if they don't. 

 

I really wanted to include SLAL but for now I don't see how it can all be explained at a beginner level.

 

Thanks for hard and excellent work. You, see, I want to stick to the basic mods that are required for SexLab like FNIS, SKSE, SKYUI. All of them are covered in OP. Some of them has more detailed installation instructions and some of them have basic. NMM does excellent job in installation, upgrade and uninstallation of those mods.

 

If you want, you can cover Skeleton part since proper Skeleton selection and installation is very important. Maybe you can describe when, how and why to install skeleton via NMM. It doesn't have to be something big, but basic.

So far, all NMM versions did a good job on installation of skeleton.

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Coming back on to the queuing issue. Today I ended up spending an hour or two swapping around a load of Bodyslide stuff and meshes so was using NMM extensively.

 

I thought initially I had run into a hang again but looking more carefully although it said "queuing"  and the little whirlygig thing wasn't spinning (just said "idle" rather than uninstalling) it did in fact uninstall after a while. Oddly if you actually do queue 3 or 4 mods it then works perfectly and the indicator then seems to work correctly.

 

That's not to say there isn't an issue with hangs but some of it is probably cosmetic in that the descriptions and install/uninstall indicators don't always function correctly.

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Coming back on to the queuing issue. Today I ended up spending an hour or two swapping around a load of Bodyslide stuff and meshes so was using NMM extensively.

 

I thought initially I had run into a hang again but looking more carefully although it said "queuing"  and the little whirlygig thing wasn't spinning (just said "idle" rather than uninstalling) it did in fact uninstall after a while. Oddly if you actually do queue 3 or 4 mods it then works perfectly and the indicator then seems to work correctly.

 

That's not to say there isn't an issue with hangs but some of it is probably cosmetic in that the descriptions and install/uninstall indicators don't always function correctly.

 

It can stay on idle for a lot of time while processing a queue  - sometimes more than 5 minutes. Or less than a second. I have not felt any difference in the speed it will install/uninstall a mod, that can be correlated to the idle time. For example - if a mod takes about 5 seconds it will take 5 seconds regardless if the idle time before that was 1 second or 5 minutes.

Sometimes it will finish the queue extremely fast with no idle time, sometimes it will not. The problem is - there is no way to predict this. 

 

The other problematic situation is when disabling/enabling mods. Then it shows the popup wit the two progress bars. While going through a queue it can hang while processing a mod - the two bars suddenly stop filling in for some time. But it can also do all the mods in the queue fast and with no problems. Again the problem is that you can't predict it. This is the situation I meant when I was talking about "hanging" in my previous posts.

 

My point about the queuing - if you do that it might hang or it might not. If you don't queue - then it will not hang at all (or very very rarely). 

 

[Added] The example you have is probably some of those rare "hangs" that happen if it is uninstalling with no actual queue. I would imagine it might need time sometimes in order to decide which files belong to the mod and should be removed.

 

 

And just when I wrote all this NMM decided to prove me wrong. I opened it and told it to uninstall "Debauchery_v2-2-1" and it says its is queued for more than 10 minutes now and does nothing... I remember it did the same with an earlier version of that mod. I guess it is because there are lots of scripts in it. However I still think that killing it while in this idle stage is OK because it is preparing to move files but it is not actually doing it.

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Spoiler tags added :-)

 

Maybe there are other things that can be added to the general advice part?

And maybe the part for upgrading scripted mods can be expanded into it's own section so people understand why they need to do all those things and what are the risks if they don't. 

 

I really wanted to include SLAL but for now I don't see how it can all be explained at a beginner level.

 

Thanks for hard and excellent work. You, see, I want to stick to the basic mods that are required for SexLab like FNIS, SKSE, SKYUI. All of them are covered in OP. Some of them has more detailed installation instructions and some of them have basic. NMM does excellent job in installation, upgrade and uninstallation of those mods.

 

If you want, you can cover Skeleton part since proper Skeleton selection and installation is very important. Maybe you can describe when, how and why to install skeleton via NMM. It doesn't have to be something big, but basic.

So far, all NMM versions did a good job on installation of skeleton.

 

 

 

If someone can write a simple explanation about the skeletons I would love to read it. For me the skeletons are deep in the twilight zone  :)

My understanding about them is fully covered in what I wrote about them in the tutorial. 

 

However the step in the tutorial about the skeleton is quite problematic (because of the racemenu/ECE dilema it presents) and I'm hoping there will be some ideas from other users in how to make it better.

Thing is - the tutorial is intended as a "workflow" kind of guide - click here, click there and is not supposed to put the user in situations that requires them to make hard choices. So instead of presenting alternatives for skeletons I simply pointed to one of them. But is it the best one? It will definitely do the job, but maybe there is a better one? The skeleton install also presents an additional challenge that breaks the flow of the tutorial - users need to choose between racemenu or ECE which would completely derail the smoothness of the installation process. So I'm thinking about adding a new sentence to that point directly telling them to install racemenu which is widely considered the better choice.

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Spoiler tags added :-)

 

Maybe there are other things that can be added to the general advice part?

And maybe the part for upgrading scripted mods can be expanded into it's own section so people understand why they need to do all those things and what are the risks if they don't. 

 

I really wanted to include SLAL but for now I don't see how it can all be explained at a beginner level.

Your tutorials above are very good.

 

If I may make a suggestion, not sure if this will appeal to you, or others here,

Perhaps make tutorials with different users levels, Level 1, Level 2, Level 3 etc.

example.

 

 

Today we will be discussing the installation, configuration, and use of X, Y, Z mod.

This is a Level 2 mod, you will be required to understand and use A, B, C mods / tools.

The prerequisites of installing this mod is 1, 2, 3.

 

Here are some useful links to refresh your understanding of the per-requirement.

X mod (link)

Y mod (link)

etc.

 

Here are the mods/tools that will be needed to be installed prior to attempting this tutorial

Mod (link)

Mod (link)

Tool (link)

 

To start....

 

 

Something along those lines. However for best use it would be best to have its own thread that can be linked to from the OP (and other threads and even users :)) The X,Y, Z mod can have proper links to the mods support thread, downloads etc. This can also be for the tools and even tutorials and videos etc before the users even starts the main body of the tutorial. If they run into problems they can research further for understanding. I have a tutorial that follows this somewhat from a few years ago (SCR Resources Tutorial ( which was very well received by many new members here). A very basic example of What I am talking about.

 

Then you can increase your complexity of tutorials for the more complex aspects of modding because the user will have an idea how complex it is  Level 2, Level 3 etc. and even the requirements and prerequisites. Of course the "level" is just an example.

 

The great thing about this is you can place many links in the introduction linking to tutorials, videos (even your own tutorials etc that you created specifically for this purpose) all the time helping improve the understanding of the members. Other members can take over aspects like Skeleton explanation or other aspects in greater detail giving the user an ever growing source of info to help them be successful in modding their game or even possibly modding itself. ;).

 

I suggest this because not everything can be easily explained in a beginner level. This way you can help those that want more from their modding experience obtain gradual understanding of the mods and tools available to them.

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Coming back on to the queuing issue. Today I ended up spending an hour or two swapping around a load of Bodyslide stuff and meshes so was using NMM extensively.

 

I thought initially I had run into a hang again but looking more carefully although it said "queuing"  and the little whirlygig thing wasn't spinning (just said "idle" rather than uninstalling) it did in fact uninstall after a while. Oddly if you actually do queue 3 or 4 mods it then works perfectly and the indicator then seems to work correctly.

 

That's not to say there isn't an issue with hangs but some of it is probably cosmetic in that the descriptions and install/uninstall indicators don't always function correctly.

 

It can stay on idle for a lot of time while processing a queue  - sometimes more than 5 minutes. Or less than a second. I have not felt any difference in the speed it will install/uninstall a mod, that can be correlated to the idle time. For example - if a mod takes about 5 seconds it will take 5 seconds regardless if the idle time before that was 1 second or 5 minutes.

Sometimes it will finish the queue extremely fast with no idle time, sometimes it will not. The problem is - there is no way to predict this. 

 

The other problematic situation is when disabling/enabling mods. Then it shows the popup wit the two progress bars. While going through a queue it can hang while processing a mod - the two bars suddenly stop filling in for some time. But it can also do all the mods in the queue fast and with no problems. Again the problem is that you can't predict it. This is the situation I meant when I was talking about "hanging" in my previous posts.

 

My point about the queuing - if you do that it might hang or it might not. If you don't queue - then it will not hang at all (or very very rarely). 

 

[Added] The example you have is probably some of those rare "hangs" that happen if it is uninstalling with no actual queue. I would imagine it might need time sometimes in order to decide which files belong to the mod and should be removed.

 

 

And just when I wrote all this NMM decided to prove me wrong. I opened it and told it to uninstall "Debauchery_v2-2-1" and it says its is queued for more than 10 minutes now and does nothing... I remember it did the same with an earlier version of that mod. I guess it is because there are lots of scripts in it. However I still think that killing it while in this idle stage is OK because it is preparing to move files but it is not actually doing it.

 

 

 


 

It looks like that version 0.61.9 have serious issue with "queuing" mods. Queuing was present before during insatllation/uninstallation of the mods, but not so often. In my case it wasn't so much on installing textures mods but almost on any other mod not matter of the size of the mod. For instance. I was updating my "Pride of Valhalla" texture mod to the latest (HDT) version and I got few minutes of "Mod is queued". I can tolerate a minute or two but when it comes to more then 10 minutes I'm getting pissed off. Here are few others mods that NMM did the same. They are large mods except the last one and NMM always had a problem with RCOTS mods but it was frustrating to wait to install these:

- RCOTS Mega hairpack

- RCOTS more folowers

- Wintermyst - Enchantments of Skyrim - Wintermyst v405

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I think there are two issues here. The first is I don't think the interface updates correctly, in other words is says it queuing but it is actually working (but not always).

 

Which brings us on to the second observation, it's pretty quick uninstalling from a single profile but for all profile which removes it from the virtual folder it's excruciatingly slow. Hopefully they'll get a fix for that soon as well.

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Slorm - agree. VirtuallInstall is still a "weak spot" in NMM. I can understand it because it's still under development and it is a new addition to manager. Well, I can say that I'm quite satisfied how fast it works in my case when it comes to "Uninstall all". But doing single installation/uninstallation of certain mods is frustrating.

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NMM 0.61.10 is out

 

Warning: This version requires .Net Framework 4.6 (If you're not using Windows 10, you can download it HERE )

Impact: Minor
Type: Hotfix

  1. Fixed null reference crash when disabling mods in Witcher3 mode.
  2. Fixed another "failed rollback" crash when interacting with the plugin load order or activation state.
  3. Fixed crash when UAC is preventing NMM from interacting with its VirtualInstall folder.
  4. Fixed crash when purging file links and the user had manually removed mod files.

 

Download: my OP under NMM - downloads (Virus free rar and .exe installers): or you can go directly to Nexus: http://www.nexusmods...ds/modmanager/?

 

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TEST REPORT ON NMM 0.61.10

(testing were done with 140 mods and 132 plugins)

 

1. Upgrading from 0.61.9 went flawless

2. Installation of full version went flawless

3. Uninstalling and reinstalling mods in both methods; upgrading/full version installation went well and without any problems.

4. Listed fixes for the current version works

 

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Just for info, I'm playing around with trying to compile some scripts so in case I made a total "pigs ear" of it (which I did) I'd copied over /skyrim and /games (holds the virtual install files) as it would be quicker than restoring from the system image.

 

I then wondered what would happen if you started skyrim having deleted the all the virtual files and I was surprised to see it still worked. I checked on Nexus and apparently if you manually delete the virtual install folder the hard links then become the real files.

 

Not sure how that works but it seems to.

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That was a quick update for the reported issues. They do seem to be working hard at fixing all the issues that have cropped up with the changed implementation of how NMM works.

- yes. It took about 2 hours and some minutes to check how it works. This time I had less then 150 mods, I had 140 mods and 132 plugins. It looks like that guys are working hard to fix as many bugs as they can. :)

 

Just for info, I'm playing around with trying to compile some scripts so in case I made a total "pigs ear" of it (which I did) I'd copied over /skyrim and /games (holds the virtual install files) as it would be quicker than restoring from the system image.

 

I then wondered what would happen if you started skyrim having deleted the all the virtual files and I was surprised to see it still worked. I checked on Nexus and apparently if you manually delete the virtual install folder the hard links then become the real files.

 

Not sure how that works but it seems to.

 

Thanks Slorm. Excellent idea. I didn't even came to idea to delete VirtualInstall folder in 0.61.+ versions. The last time I tried that was in 1.60.0 version and it was disaster. Now that you mentioned: I did one trick I forgot to mention in version 0.61.6. Before I installed any mod, I placed my mod folder into Skyrim/Nexus mod manager. I was interesting that NMM saw them as not installed in plugins list but as installed in mod list. Mods in plugin list were checked but not installed. All I had to do was "reinstall them" by double click on every one of them and they "reactivated." lol. ..

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Just for info, I'm playing around with trying to compile some scripts so in case I made a total "pigs ear" of it (which I did) I'd copied over /skyrim and /games (holds the virtual install files) as it would be quicker than restoring from the system image.

 

I then wondered what would happen if you started skyrim having deleted the all the virtual files and I was surprised to see it still worked. I checked on Nexus and apparently if you manually delete the virtual install folder the hard links then become the real files.

 

Not sure how that works but it seems to.

 

 

Microsoft says that

"A hard link is the file system representation of a file by which more than one path references a single file in the same volume."

and

"You can delete hard links in any order regardless of the order in which they are created."

 

So the files in the data dir and the virtual install dir are in fact one and the same single file. 

This means, among other things, that overwriting one of those means overwriting the other one. 

This also means that you need to backup only one of them :-)

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You still have to be a little careful though. If you change a file in CK it doesn't update the version in the virtual install dir, I gather because CK actually overwrites the file in /data rather than updating it.

 

It's actually rather useful, if you screw up adjusting a mod you still have the original in virtual install

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I have to admit that I don't understand what is the point of the virtual install dir and when it is used. 

I made a "mod" (aaa.zip)  with a folder "aaa" containing a file - "aaa.txt" with a single letter "A" inside. 

Installed it via NMM and now in the Skyrim dir there is the correct "data/aaa/aaa.txt" But this file is not in any of the NMM directories. 

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You still have to be a little careful though. If you change a file in CK it doesn't update the version in the virtual install dir, I gather because CK actually overwrites the file in /data rather than updating it.

 

It's actually rather useful, if you screw up adjusting a mod you still have the original in virtual install

 

I noticed that some mods, when updated via NMM behaving differently. Some mods when updating itself overwrite older version but doesn't disable it and NMM keeps both versions active. So, after updating, I had to disable and uninstall older version manually. But some mods disable older version and NMM threat them as deactivated and makes them ready for removal. I like this one better.

 

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