Nexus Mod Manager Latest Version
The Nexus Mod Manager has my non-steam mod archives stored in C:GamesSkyrimmods. Do the archives I have downloaded contain redundant information, and do I need to keep these downloaded copies? Will the archives sorted by NMM be sufficient for the future?
An update to the last version of NMM we released before profiling was introduced in 0.60.x of NMM.
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1 Answer
As an answer to this question:
No, you do not need to keep the mod archive files that you have downloaded. NMM seems to make a copy of these archives in the directory you setup for each game. The archives you download from the Nexus or other sites can safely be deleted.
Nexus Mod Manager Oblivion
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It seriously needs some UI work done. Ajaran konfusianisme pdf.
I love how easy this makes downloading/organizing/activating mods for my favorite games like Fallout and Skyrim.
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i found some problem, when i download big skyrim mod in korea version 0.53.2 first, start download mod, later, do not match download speed always say 16kb/s, but download speed is zero.. second, not say to me stoped download.. status is always downloading, but not downlad so i always check byte, and i press pause button, and redownload! then just few minute, it is download, but just few minute, then again upper problem
A great tool, but, is prone to bugs, such is the nature of not only beta programs, but also open source. When it works, it makes installing mods from the Nexus easy. And when its not working, you can really appreciate just how much easier the manager makes installing the more advanced mods. Looking forward to seeing the tool mature.
NMM is an omni-tool that is compatible with many 'moddable' games such as Fallout, The Elder Scrolls, and Dragon Age. It's sole purpose is to make mods both not overwrite base game files and improve compatibility by letting users determine load order. NMM is the spiritual successor to the Fallout Mod Manager and even shares many features. One of the main features other than load order is the ability to launch using a custom executable (for instance, a script extender or a memory allocation executable for 32-bit processes) and even installing mods by putting them in a custom folder (useful for script extenders that use .dll injectors placed in a separate folder). The design is improved upon the NMM, but maintains simplicity. Icons are used in place of labeled buttons, though hovering over them will give a description of their use. A (minor) flaw in the mod loader itself is that it needs to restart when manually installing a mod into its folders. On slower computers, this means sitting for an extra several seconds to install the mod to the game when simply adding a reset button (i.e: refreshing the mod directory) would almost immediately churn up results. The site it pulls from is nice, I guess. Downloads for normal users are capped at 1 mbit per second, which makes downloading larger or multiple mods a pain. However, downloading multiple mods from separate servers can mitigate this problem. However, the sluggishness of the website itself results in a 2-30 second wait time between page loads even on a broadband connection. Of course, to rate by this alone seems a little unfair as it is advertised as a mod manager. For what it does, it's mostly efficient. Though in beta, it is completely operational and will even update already downloaded mods that were downloaded from the website in question (which directly connects to the download servers rather than going through the high-traffic website). I have not tried the mod loader with anything other than the Bethesda's reboot of Interplay's Fallout series, but for what I have used it for, it does the job.