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


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Posted

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.

 

So this disabled mod question is related to Profiles. If you never use profiles or change them you are safe?

 

And I believe you are telling someone to reinstall it (if already installed) then you can uninstall it?

 

I am only using one profile

 

Posted

Using the NMM 0.6 versions you are always using a profile - regardless if yo have created one or not. If you have not then you are using the default profile that NMM has created for you. The info about which mods are active in a profile is stored in an XML file. There was a bug that would corrupt the xml file and cause mods that should be activated to not be and vice-versa. 

Now with the newest version they have fixed this but it seems they have also included a procedure as part of the upgrade to check the xml files for the profiles and fix them if needed. Somehow this procedure ends up cleaning more than it should for some users. But as the upgrade doesn't force reapplying of the profile the actual mod files stay intact.

 

When this happens NMM has a wrong idea about which mods should be active but if it doesn't act on this idea everything is fine. So if you change profiles that will make NMM look at it's (now broken) mod list to see which mods should be active in the profile and act accordingly. This would destroy the game setup as NMM will not deactivate mods it thinks are not active and will not activate mods it thinks it should not (not sure how to explain this better). However if you never change the profiles and don't give NMM a reason to act based on it's XML files info you should be safe. 

 

The problem in this situation is however that you need to rely on memory and the Plugins tab to know which mods are really active. And if you want to remove a mod that is active but NMM thinks it is not you have to activate it first so NMM knows it is active before you can tell it to remove it. 

 

 

Posted

 

If you have not then you are using the default profile that NMM has created for you

This is the profile I am using.

 

So far for Fallout 4 I haven't had the problems that other are stating they have with the upgrades. So far all looks good. Thanks for the more detailed explanation. I am not very knowledgeable with NMM and no where as good with it as I am with MO so every bit of help is greatly appreciated. When using NMM I use it to just manage my installation and load order. That is it I haven't used any backups or profiles or other advanced features.

 

Speaking of XML files... does one of the backup processes cover this file?

Posted

So i checked if there was anaother update. Indeed, there was one. But the problem still occurs. NMM shows a lot of mods disabled but they arn´t actually disabled. Fun fact...i did an upgrade for Bodyslide and NMM realized the older version and was asking if it should be upgraded. So i confirmed. The instalaltion was fine, the old version got deinstalled and the new version was marked as deactivated, but isn´t actually. :P

 

So the best would be i do not touch this anymore. ^^

 

*Edit:*

 

I tried to "Activate" a mod marked as disabled, which isn´t actually disabled but nothing happend. Could it be that this is just some kind of display failure? Like NMM using the wrong icon?

Posted

 

...

 

 

This is slightly off-topic... but isit possible to turn off the splash screen that MO always spams before the game starts?

In anticipation of Skyrim SE and expecting that I will no longer be able to use NMM 0.56 that for me is the latest version of the manager that has acceptable performance, stability and backup friendliness I decided to try MO. However it seems I can't use it and will need to stay with NMM.

I'm playing Skyrim and other games using the 3D driver of Tridef. In order for it to work you need to start the game from the interface of Tridef. I found out that it is possible to create a shortcut to SKSE within MO to the desktop and add that to Tridef. However when I start the game in this way the MO splash screen hijacks the output and tridef says that the game is not supported ("This game did not use Direct3D 9, 10 or 11") . I need a way to make the game start without MO contaminating the output in the meantime. 

(And to be honest the lame splash screen by itself is quite off-putting )

Posted

 

[..]

 

I tried to "Activate" a mod marked as disabled, which isn´t actually disabled but nothing happend. Could it be that this is just some kind of display failure? Like NMM using the wrong icon?

 

I think it is safe to say that nobody knows at this point

 

The one lesson to learn from that thread at th emoment is to update NMM while opening it with a game that is not heavily modded. 

Posted

Hmm, looks like I've been lucky then as I've not had any problems at all with mods showing as deactivated. I only have a 104 mods of which 78 have active plugins and I don't use profiles (except the default) so perhaps that's something to do with it

Posted

 

 

...

 

 

This is slightly off-topic... but isit possible to turn off the splash screen that MO always spams before the game starts?

In anticipation of Skyrim SE and expecting that I will no longer be able to use NMM 0.56 that for me is the latest version of the manager that has acceptable performance, stability and backup friendliness I decided to try MO. However it seems I can't use it and will need to stay with NMM.

I'm playing Skyrim and other games using the 3D driver of Tridef. In order for it to work you need to start the game from the interface of Tridef. I found out that it is possible to create a shortcut to SKSE within MO to the desktop and add that to Tridef. However when I start the game in this way the MO splash screen hijacks the output and tridef says that the game is not supported ("This game did not use Direct3D 9, 10 or 11") . I need a way to make the game start without MO contaminating the output in the meantime. 

(And to be honest the lame splash screen by itself is quite off-putting )

 

 

 

 

Which version of MO did you use? If it is the 32 bit one it should be as easy as dropping it where you want and clicking start. Then point to the EXE of the game you want managed. It isn't automatic. I don't know about the splash screen with that and how to disable it. Never gave it much though. Can see how it could be annoying. Don't know the program Tridef so can't comment on its use with MO. Sounds like both are trying to fight for control.

 

For some of these things I'd contact http://www.loverslab.com/user/134143-uhuru-nuru/ he provides heavy support with MO.

 

 

Posted

Thank you all for keeping this thread alive and helping those in need.

 

I haven't done new tests but can't confirm recently posted problems, because all works fine for me.

Posted

Hmm, did the NMM Team said something concerning that issue?

 

I tried a few things. It seems, that if a mod marked as disabled got uninstalled, the files neither the esp file is removed. The mod entry in NMM is the only thing which disappears.

I just tried this with 2 small armor mods, because afterwards i had to remove the file manually which will be a pain in the ass for bigger mods.

 

I also tried to upgrade a mods which works pretty fine. The mod i choose was also marked as "disabled" but could be upgraded without problems. The old version got removed without problems. And the new NMM entry of the mod got also marked as "disabled". :D

 

Funny...

 

I have no idea, what that shit is about and i am pretty afraid that i will mess up my installation, if i make a major update of some of my bigger mods, for example  Capture Dreams Shop. which requires a complete Uninstall of all previous versions. Or i just wait a little longer, maybe there will be some kind of hotfix.

Posted

Mart0206 -  thank you for your bugs report. I honestly don't know what to suggest you regarding your issues because I can't reproduce them. I reinstalled NMM from scratch, twice, I upgraded manager, also twice, and haven't had those issues.  All works fine for me.  I would recommend to visit NMM forum site and search for possible answers here: https://forums.nexusmods.com/index.php?/tracker/project-3-mod-manager-open-beta/

 

If that doesn't help, I would recommend to visit my OP and check the topics about complete removing and reinstalling NMM. If that doesn't help at all, you have only two options: to wait for the fix or to revert to an earlier NMM version. (it is also explained on my OP)

 

Truly sorry for your inconvenience.

Posted

Mart0206 -  thank you for your bugs report. I honestly don't know what to suggest you regarding your issues because I can't reproduce them. I reinstalled NMM from scratch, twice, I upgraded manager, also twice, and haven't had those issues.  All works fine for me.  I would recommend to visit NMM forum site and search for possible answers here: https://forums.nexusmods.com/index.php?/tracker/project-3-mod-manager-open-beta/

 

If that doesn't help, I would recommend to visit my OP and check the topics about complete removing and reinstalling NMM. If that doesn't help at all, you have only two options: to wait for the fix or to revert to an earlier NMM version. (it is also explained on my OP)

 

Truly sorry for your inconvenience.

 

Can i make a reinstall of the whole NMM whithout removing all of my installed mods? I mean, will they remain "installed" and the new installation of NMM will check this? Keep the profile for example and try to use it again?

Posted

 

Mart0206 -  thank you for your bugs report. I honestly don't know what to suggest you regarding your issues because I can't reproduce them. I reinstalled NMM from scratch, twice, I upgraded manager, also twice, and haven't had those issues.  All works fine for me.  I would recommend to visit NMM forum site and search for possible answers here: https://forums.nexusmods.com/index.php?/tracker/project-3-mod-manager-open-beta/

 

If that doesn't help, I would recommend to visit my OP and check the topics about complete removing and reinstalling NMM. If that doesn't help at all, you have only two options: to wait for the fix or to revert to an earlier NMM version. (it is also explained on my OP)

 

Truly sorry for your inconvenience.

 

Can i make a reinstall of the whole NMM whithout removing all of my installed mods? I mean, will they remain "installed" and the new installation of NMM will check this? Keep the profile for example and try to use it again?

 

 

Yes, they will remain installed. First, uninstall them all using NMM "Uninstall all "option from "Tools" menu. But, I would suggest you to make a copy of them in separate folder and Place; Desktop for instance.

Posted

 

 

Mart0206 -  thank you for your bugs report. I honestly don't know what to suggest you regarding your issues because I can't reproduce them. I reinstalled NMM from scratch, twice, I upgraded manager, also twice, and haven't had those issues.  All works fine for me.  I would recommend to visit NMM forum site and search for possible answers here: https://forums.nexusmods.com/index.php?/tracker/project-3-mod-manager-open-beta/

 

If that doesn't help, I would recommend to visit my OP and check the topics about complete removing and reinstalling NMM. If that doesn't help at all, you have only two options: to wait for the fix or to revert to an earlier NMM version. (it is also explained on my OP)

 

Truly sorry for your inconvenience.

 

Can i make a reinstall of the whole NMM whithout removing all of my installed mods? I mean, will they remain "installed" and the new installation of NMM will check this? Keep the profile for example and try to use it again?

 

 

Yes, they will remain installed. First, uninstall them all using NMM "Uninstall all "option from "Tools" menu. But, I would suggest you to make a copy of them in separate folder and Place; Desktop for instance.

 

 

I think he's asking if his plugins will remain active.  If doing a complete reinstall I would deactivate them.

 

I haven't messed with the backup at all yet, and just started wondering if the backup will reinstall and activate the mods properly overwriting the proper files, as if you installed a mod that needed to overwrite part of another.

 

Posted

 

 

 

Mart0206 -  thank you for your bugs report. I honestly don't know what to suggest you regarding your issues because I can't reproduce them. I reinstalled NMM from scratch, twice, I upgraded manager, also twice, and haven't had those issues.  All works fine for me.  I would recommend to visit NMM forum site and search for possible answers here: https://forums.nexusmods.com/index.php?/tracker/project-3-mod-manager-open-beta/

 

If that doesn't help, I would recommend to visit my OP and check the topics about complete removing and reinstalling NMM. If that doesn't help at all, you have only two options: to wait for the fix or to revert to an earlier NMM version. (it is also explained on my OP)

 

Truly sorry for your inconvenience.

 

Can i make a reinstall of the whole NMM whithout removing all of my installed mods? I mean, will they remain "installed" and the new installation of NMM will check this? Keep the profile for example and try to use it again?

 

 

Yes, they will remain installed. First, uninstall them all using NMM "Uninstall all "option from "Tools" menu. But, I would suggest you to make a copy of them in separate folder and Place; Desktop for instance.

 

 

I think he's asking if his plugins will remain active.  If doing a complete reinstall I would deactivate them.

 

I haven't messed with the backup at all yet, and just started wondering if the backup will reinstall and activate the mods properly overwriting the proper files, as if you installed a mod that needed to overwrite part of another.

 

 

 

Yep, that´s what i was thinking about. Thing is, if i make a reinstall of NMM and then have to install every mod again i have to take care for install order. That´s something i want to prevent ´cause it´s really pain and will take much time.

 

Posted

Mar0206 - Sorry for misunderstanding.

Posted

The NMM Team are aware of the issue. Unfortunally, there is (atm) no way to fix that besides uninstalling the affected mod, also double check the mod got really uninstalled (vitual NMM folder, Skyrim Folder), which is totally time consuming and afterwards, install the mod from the beginning. In my case, this thread means, to start from the very beginning. Exspecially for my bigger mods i have take care of installation order to get the correct mod overwritten by the correct mod, etc...

 

This is excatly, what i was trying to prevend... *sigh*

 

For now i will let it the way it is. Atm i don´t encounter problem in my game. Every mod works as intended and all mods comming with an ESP File are active. I don´t have the time nor the "muse" to kill everything and start from the very beginning.

 

Here´s the thread for interested people:

https://forums.nexusmods.com/index.php?/topic/4901075-nmm-0621-known-issues-disabled-mods/

Posted

The NMM Team are aware of the issue. Unfortunally, there is (atm) no way to fix that besides uninstalling the affected mod, also double check the mod got really uninstalled (vitual NMM folder, Skyrim Folder), which is totally time consuming and afterwards, install the mod from the beginning. In my case, this thread means, to start from the very beginning. Exspecially for my bigger mods i have take care of installation order to get the correct mod overwritten by the correct mod, etc...

 

This is excatly, what i was trying to prevend... *sigh*

 

For now i will let it the way it is. Atm i don´t encounter problem in my game. Every mod works as intended and all mods comming with an ESP File are active. I don´t have the time nor the "muse" to kill everything and start from the very beginning.

 

Here´s the thread for interested people:

https://forums.nexusmods.com/index.php?/topic/4901075-nmm-0621-known-issues-disabled-mods/

 

The NMM system is both beautiful as many see and enjoy with all their mods properly configured on installation. Seeing all the files and overwriting what needs overwriting into the file keeping the folder (virtual NMM folder) nice neat and as small as possible. Things just work ! The horror and problem is when something does go wrong. All the eggs are in one basket and when that basket gets knocked over ... well you have to restart and rearrange them again. Not impossible just tedious if you know what you did before. provided you can remember what you did before ;) This is the nature of the NMM system. It is the path that is chosen when you decide to use it.

 

I understand this and have notes for what is in my load order currently understand what needs to overwrite others etc. If this happens to me i have a light install with just what is needed and I can do it but it will be  a pain in the ass of course. (NMM in Fallout 4)  However in the future I will have less and less understanding of what I did and it will become harder and harder to reconstruct.

 

The MO system is opposite. It can be a pain in the ass to setup a mod in the manager (as some have stated in comparison to NMM and I will give them that to a small degree) . Have some added steps and stuff like that but once it is in the system it stand alone. Untouched. (MO 1 that is not sure of MO 2) Then when something goes wrong it isn't as hard to reconstruct just drag and drop to the proper locations. If you place notes inside of the mod (which you can in MO1) then it makes it even easier. That combined with the conflicts clearly show when the mod is active makes it really easy to reconstruct the installations and even change things around. by drag and drop. In fact I just drag and drop my TTW folder and many other extracted mods right into the "mods" folder of MO and start the manager click on the new mod, hit sort and then play. It takes me about 3~5 minutes for a complete TTW creation to play in MO 1. No need to create a FMOD ;) easy peasy. :P

 

NMM is easy as well just requires you to reinstall the mod(s) in the order that they need to be (base then any mods that required to overwrite those files) Requires a bit of forethought or a bit of time for trial and error to get this but it can be done. This can be the pain in the ass that many experience when this happens. Fortunately most don't need to rework their game install and so long as NMM is working properly they don't experience this pain in the ass often if at all.

 

Hopefully those that experience this only experience a few mods "falling through" the cracks of the manager and if that is the case it should be easier to fix. Just try to remember what is conflicting with what mod and which order you want them to go (the files to win being the last ones loaded of course) then reinstall the base then the ones you want to win and it should only take a few minutes to an hour for most people.Hop into the game test it out a bit to be sure it is what you want.. and then perhaps jump out and reinstall a few other mods again to be sure (in different order this time of course ;) and then try again. Most will solve most of their issues reasonably fast enough.

 

Those that want a complete reinstall and refresh... well that is going to take quite a bit of work. If the mods are missing currently.. I'd just try to fix the issues and keep with the current install if possible until they can give a fix. It sounds like based on the above post that they know and are embarrassed and that might make them really focus on fixing this. Something like this really shouldn't happen with a manager. The purpose of a manager is to well ... manage your mods properly. This isnt' the case currently. :(

 

Now to be clear.. yes I prefer MO I like the mechanics and how it handles the files. However I have been impressed with NMM and what is is currently doing thanks to help from Elf Prince.. (or what he is spelling his name now :P) any way.  I use it for Fallout 4 and so far have been able to do all my modding needs using it with little to no problem and none that wasn't able to be fixed with a few minutes. I am looking forward to seeing what they can do with this manager... provided they fix the shameful glitch they have currently :P

 

Question..  is the current version causing the problem 0.63.0?

Posted

Fallout 4 Report: Updated to 0.63.0

 

The update worked well. The mods are still active when the NMM started. I went through and tried to reactivate or reinstall the mods and ran into problems on several of the most basic mods. One time NMM even crashed giving me a trace report. Only occurs on some of the mods not all of them. Scripted mods as well as unscripted basic mods can be effected in my case.

 

I'd try to reinstall the mod and it would go through the process of uninstalling it but never install it. It showed 100 % in the mod activation report window but no active mod. I couldn't get it to wok. I went and deleted it... it seems to work well and went to the page and downloaded a fresh version of the current active mods (which is all I am currently testing) Then it would work and install.

 

NOTE: I haven't played the game to see if these mods that wouldn't install again were indeed actually missing and just miss-marked on my manager. Sorry didn't think of that until after I had already done the deed of updating those that wouldn't reinstall.

 

conclusion. Not sure.. I don't show any deactivated mods like other have reported however if I try to reinstall any mods the NMM crashes (once) or the mod just don't get reinstalled. Not all of them have this issue only some of them and they can be FMOD scripted installers that give me this problem as well as simple texture re placers / unscripted mods.

Posted

That's why I said earlier that the best solution is to do nothing. Everything I wrote here still stands. 

http://www.loverslab.com/topic/52647-nmm-061-062-important-info-help-tips-tricks/?p=1695864

 

I didn´t forget your posting, i just forget to mentioned that the posted url ends in an error message for me. :P

 

 

 

The NMM Team are aware of the issue. Unfortunally, there is (atm) no way to fix that besides uninstalling the affected mod, also double check the mod got really uninstalled (vitual NMM folder, Skyrim Folder), which is totally time consuming and afterwards, install the mod from the beginning. In my case, this thread means, to start from the very beginning. Exspecially for my bigger mods i have take care of installation order to get the correct mod overwritten by the correct mod, etc...

 

This is excatly, what i was trying to prevend... *sigh*

 

For now i will let it the way it is. Atm i don´t encounter problem in my game. Every mod works as intended and all mods comming with an ESP File are active. I don´t have the time nor the "muse" to kill everything and start from the very beginning.

 

Here´s the thread for interested people:

https://forums.nexusmods.com/index.php?/topic/4901075-nmm-0621-known-issues-disabled-mods/

 

The NMM system is both beautiful as many see and enjoy with all their mods properly configured on installation. Seeing all the files and overwriting what needs overwriting into the file keeping the folder (virtual NMM folder) nice neat and as small as possible. Things just work ! The horror and problem is when something does go wrong. All the eggs are in one basket and when that basket gets knocked over ... well you have to restart and rearrange them again. Not impossible just tedious if you know what you did before. provided you can remember what you did before ;) This is the nature of the NMM system. It is the path that is chosen when you decide to use it.

 

I understand this and have notes for what is in my load order currently understand what needs to overwrite others etc. If this happens to me i have a light install with just what is needed and I can do it but it will be  a pain in the ass of course. (NMM in Fallout 4)  However in the future I will have less and less understanding of what I did and it will become harder and harder to reconstruct.

 

The MO system is opposite. It can be a pain in the ass to setup a mod in the manager (as some have stated in comparison to NMM and I will give them that to a small degree) . Have some added steps and stuff like that but once it is in the system it stand alone. Untouched. (MO 1 that is not sure of MO 2) Then when something goes wrong it isn't as hard to reconstruct just drag and drop to the proper locations. If you place notes inside of the mod (which you can in MO1) then it makes it even easier. That combined with the conflicts clearly show when the mod is active makes it really easy to reconstruct the installations and even change things around. by drag and drop. In fact I just drag and drop my TTW folder and many other extracted mods right into the "mods" folder of MO and start the manager click on the new mod, hit sort and then play. It takes me about 3~5 minutes for a complete TTW creation to play in MO 1. No need to create a FMOD ;) easy peasy. :P

 

NMM is easy as well just requires you to reinstall the mod(s) in the order that they need to be (base then any mods that required to overwrite those files) Requires a bit of forethought or a bit of time for trial and error to get this but it can be done. This can be the pain in the ass that many experience when this happens. Fortunately most don't need to rework their game install and so long as NMM is working properly they don't experience this pain in the ass often if at all.

 

Hopefully those that experience this only experience a few mods "falling through" the cracks of the manager and if that is the case it should be easier to fix. Just try to remember what is conflicting with what mod and which order you want them to go (the files to win being the last ones loaded of course) then reinstall the base then the ones you want to win and it should only take a few minutes to an hour for most people.Hop into the game test it out a bit to be sure it is what you want.. and then perhaps jump out and reinstall a few other mods again to be sure (in different order this time of course ;) and then try again. Most will solve most of their issues reasonably fast enough.

 

Those that want a complete reinstall and refresh... well that is going to take quite a bit of work. If the mods are missing currently.. I'd just try to fix the issues and keep with the current install if possible until they can give a fix. It sounds like based on the above post that they know and are embarrassed and that might make them really focus on fixing this. Something like this really shouldn't happen with a manager. The purpose of a manager is to well ... manage your mods properly. This isnt' the case currently. :(

 

Now to be clear.. yes I prefer MO I like the mechanics and how it handles the files. However I have been impressed with NMM and what is is currently doing thanks to help from Elf Prince.. (or what he is spelling his name now :P) any way.  I use it for Fallout 4 and so far have been able to do all my modding needs using it with little to no problem and none that wasn't able to be fixed with a few minutes. I am looking forward to seeing what they can do with this manager... provided they fix the shameful glitch they have currently :P

 

Question..  is the current version causing the problem 0.63.0?

 

 

Don´t get me wrong, i have notes, how to install what mod and when for all the stuff i use. I just don´t have the time nor the mood to start over again. ^^

I will check for updates of NMM tomorrov and give a feedback. Last update was about 2 days ago, but that didn´t fix the issue. Don´t know, what version exactly is running now.

Posted

the version that is most current is the version I am currently using. 0.63.0

 

I am sure you had notes... mostly that was for everybody that hasn't gotten some notes.

 

This version didn't cause me any problems with mods not being installed properly. Now I did have the above problems with them when I upgraded today. I believe that is the one that was updated a few days ago. I had to download the mods again and install those because NMM wouldn't reinstall.

 

 

Posted

@Ritualclarity

 

I have noticed that when upgrading to 0.63.0 that there is something you have to watch out for, when you disable a mod and try to re-enable it errors can occur, but if you uninstall the mod fully and reinstall it the error doesn't seem to present itself anymore, this may be an issue in how the handling of the mods are done or simply how volatile modding for Fallout 4 is right now with Bethesda's constant upgrades coming through, nothing that a few minutes won't solve, I updated to 0.63.0 today with a full mod list activated on Fallout 4 and none of them got deactivated "But" I did notice something else that caught my attention, I'm not sure if it's tied to the update or it's an issue with Nexus' caching but none of the mods were showing as needing an update despite almost half of my list being out of date by a couple of versions.

Posted

@Ritualclarity

 

I have noticed that when upgrading to 0.63.0 that there is something you have to watch out for, when you disable a mod and try to re-enable it errors can occur, but if you uninstall the mod fully and reinstall it the error doesn't seem to present itself anymore, this may be an issue in how the handling of the mods are done or simply how volatile modding for Fallout 4 is right now with Bethesda's constant upgrades coming through, nothing that a few minutes won't solve, I updated to 0.63.0 today with a full mod list activated on Fallout 4 and none of them got deactivated "But" I did notice something else that caught my attention, I'm not sure if it's tied to the update or it's an issue with Nexus' caching but none of the mods were showing as needing an update despite almost half of my list being out of date by a couple of versions.

I noticed some needed updating as well when I went to download those mods again that were giving me some problems. I didn't have a problem with the reinstall on those mods I was having problems with this time. Didn't think Or don't think I did the uninstall all reinstall option. There were quite a few mods might have.

 

Needless to say Fallout 4 had some issues this time with the update.

 

Posted

Yeah that's a slight understatement, probably why NMM 0.63.1 is out for download already.

 

  • Version 0.63.1
  • Impact: Minor
  • Type: Hotfix
    • Fixed Crash issue on mod upgrades and file overwrites.

 

Updated to 0.63.1 without any issues, no mods were disabled/uninstalled and all plugins remained loaded and intact.

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