Originally Nexus user skynet424 posted this in the Nexus MO forum. So that this discussion will not get buried on the nexus forums I created the question here and will respond to it here.
Just downloaded, imported all mods from me NMM all good, and what I love about this is the exclamation mark informing you if it belongs to another ESM or esp... inactive esp's just select and drag and drop at the bottom of the load order. Fantastic work....Kudos gladly given.
I was very hesistant to write this but I think it needed to be written so as to not give you a false positive feeling. If the NMM importer does not give an error during the import that unfortunately is NOT a guarantee that the import has been successful. I have torture tested the NMM import three times now and imho it is NOT ready for general use. It took me about 5-6 effective working days to do the tests. I've tested the NMM importer with 100 mods, some tiny, others medium sized and some real big ones. I choose them so that I knew for sure they have assets which override each other. After every test I have created/update the issue tracker with my findings. After that Tannin used the report(s) to improve the importer. Tannin because he is extremely busy did not have time to look into the issues I have reported in the third test report. Hence the issues I mentioned do exist in the current 1.07 (RC8) version of MO.
My conclusion so far. It imports all 100 mods without a problem. The priority given in MO is not the order in which the mods were activated in NMM. Though you can very easily change that with MO. The problem comes with mods which have assets (like textures, meshes) which are overwritten when you have installed them with NMM . Those overwritten assets are not copied to the MO correctly. For more details see Bug report ticket #435 in the issue tracker. Please DO read the summary there and have a look at the detailed test reports (attached there). If you don't have ANY overwritten assets you probably are fine.
Signs that something is not correctly imported.
You have one or mods in MO which have a red warning sign stating 'no valid game data'
You don't have any 'conflicts' flag set in MO. For a description of the flags see the Plugins tab of the MO wiki.
What I do recommend is the following:
0) Look up everything I describe below in the MO wiki and read it carefully.
1) Create a new instance of MO.
2) Copy the download directory of NMM to the downloads directory of MO.
3) Perform a query info on every file in the downloads tab in the right pane.
4) If you want to know the order in which they were installed in NMM (so you can set priority correct in MO) do the following. Start NMM, select the 'Open Folder' button and select 'Open NMM's Install Info Folder'. Open the installog.xml file. Goto the tag. Each .. represent an installed mod. The first signifies the first mod you installed. The second is the second mod you installed. In that order.
You do have to reinstall the mods in MO but you can do that in phases. Post #1545 of the Nexus MO forum describes this. It actually contains an error because then I did NOT about the fact that the actual order in which mods are installed in NMM can be found in the the file installog.xml (see below).
To check if you there were assets overwritten during the install with NMM do the following. Goto the tag. Below is for every asset you have installed a ... tag. If you a entry which has TWO or more entries you know that that asset was overwritten. See below example.
If you want to know to which mod(s) that file belongs you have to lookup the entries. These represent a value which corresponds to the name of the mod you have installed. Go to the top of the file and look first for szpyotfk and later for pdxusflc. In my case this results in
2.0
Bethesda Hi-Res DLC Optimized
7-9-2013 16:21:47
and
1.7
Bellyaches Animal and Creature Pack
7-9-2013 17:47:23
Note: I tried to be factual, being objective and tell you what MY personal experiences with the NMM importer are. I was NOT trying to discredit the incredible and excellent work Tannin has done so far with MO. I was merely trying to warn you that the NMM import might not be as successful as you think.
Question
wolverine2710
Originally Nexus user skynet424 posted this in the Nexus MO forum. So that this discussion will not get buried on the nexus forums I created the question here and will respond to it here.
I was very hesistant to write this but I think it needed to be written so as to not give you a false positive feeling. If the NMM importer does not give an error during the import that unfortunately is NOT a guarantee that the import has been successful. I have torture tested the NMM import three times now and imho it is NOT ready for general use. It took me about 5-6 effective working days to do the tests. I've tested the NMM importer with 100 mods, some tiny, others medium sized and some real big ones. I choose them so that I knew for sure they have assets which override each other. After every test I have created/update the issue tracker with my findings. After that Tannin used the report(s) to improve the importer. Tannin because he is extremely busy did not have time to look into the issues I have reported in the third test report. Hence the issues I mentioned do exist in the current 1.07 (RC8) version of MO.
My conclusion so far. It imports all 100 mods without a problem. The priority given in MO is not the order in which the mods were activated in NMM. Though you can very easily change that with MO. The problem comes with mods which have assets (like textures, meshes) which are overwritten when you have installed them with NMM . Those overwritten assets are not copied to the MO correctly. For more details see Bug report ticket #435 in the issue tracker. Please DO read the summary there and have a look at the detailed test reports (attached there). If you don't have ANY overwritten assets you probably are fine.
Signs that something is not correctly imported.
- You have one or mods in MO which have a red warning sign stating 'no valid game data'
- You don't have any 'conflicts' flag set in MO. For a description of the flags see the Plugins tab of the MO wiki.
What I do recommend is the following:0) Look up everything I describe below in the MO wiki and read it carefully.
1) Create a new instance of MO.
2) Copy the download directory of NMM to the downloads directory of MO.
3) Perform a query info on every file in the downloads tab in the right pane.
4) If you want to know the order in which they were installed in NMM (so you can set priority correct in MO) do the following. Start NMM, select the 'Open Folder' button and select 'Open NMM's Install Info Folder'. Open the installog.xml file. Goto the tag. Each .. represent an installed mod. The first signifies the first mod you installed. The second is the second mod you installed. In that order.
You do have to reinstall the mods in MO but you can do that in phases. Post #1545 of the Nexus MO forum describes this. It actually contains an error because then I did NOT about the fact that the actual order in which mods are installed in NMM can be found in the the file installog.xml (see below).
To check if you there were assets overwritten during the install with NMM do the following. Goto the tag. Below is for every asset you have installed a ... tag. If you a entry which has TWO or more entries you know that that asset was overwritten. See below example.
If you want to know to which mod(s) that file belongs you have to lookup the entries. These represent a value which corresponds to the name of the mod you have installed. Go to the top of the file and look first for szpyotfk and later for pdxusflc. In my case this results in
and
Note: I tried to be factual, being objective and tell you what MY personal experiences with the NMM importer are. I was NOT trying to discredit the incredible and excellent work Tannin has done so far with MO. I was merely trying to warn you that the NMM import might not be as successful as you think.
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