Two questions - FXAA injector and Mod manager

Post » Sun May 20, 2012 5:31 pm

1. FXAA Injector has been hidden for a long time now on Nexus (I think a few weeks). Does anybody know if it will be up again? I never got to download the latest version.
It is a pity such a great mod is down.

2. Does anybody know when a Skyrim Mod Manager will come out (like OBMM)? I don't like the Nexus one, it has too few features and doesn't always work for all mods. I enjoyed organizing things with OBMM with OMOD files, it was so easy to use and it had many useful features as well. Anybody know if Timeslip is working on it?
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Darian Ennels
 
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Post » Mon May 21, 2012 2:17 am

NMM is made on the same code as obmm, and will eventually have all the same features. And you can use omods with nmm already.
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Rebekah Rebekah Nicole
 
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Post » Sun May 20, 2012 9:45 pm

1. You can still find it on FilePlanet, not sure if it was uploaded by the author though. I'd also like to know why it was taken off nexus...

2. NMM is still in beta. Also, NMM is the official successor to FoMM. Timeslip posted in a thread somewhere that he doesn't have time to mod Skyrim (unfortunately... that guy's pretty good).
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Czar Kahchi
 
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Post » Mon May 21, 2012 12:49 am

Thanks for responses.
1. You can still find it on FilePlanet, not sure if it was uploaded by the author though. I'd also like to know why it was taken off nexus...

2. NMM is still in beta. Also, NMM is the official successor to FoMM. Timeslip posted in a thread somewhere that he doesn't have time to mod Skyrim (unfortunately... that guy's pretty good).

Is it the newest version that is available on FilePlanet? Which version number is the newest of FXAA btw?

So NMM is pretty much the only decent choice we will have, unless Bethesda releases something with Workshop? The reason I wanna know is because I don't wanna start adding mods to one mod manager, and then a month later a new awesome mod manager pops up with many more features, etc, thus forcing me to re-install everything. I know we can't predict the future, but do anyone think or have heard of their being work done on another mod manager?

How well does Wrye Bash work for Skyrim btw? BAIN is what is the replacement for mods there right? Can BAIN be used to create OMODs of every file you download like OBMM?
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Dan Endacott
 
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Post » Sun May 20, 2012 3:14 pm

No idea why the FXAA injector was taken off Nexus...
http://www.skyrimnexus.com/downloads/file.php?id=384 has the FXAA injector included with his mod, so you don't have to worry about downloading the original. (not sure about latest version though, last file shows it was uploaded in November)


NMM is still beta, but works well, and all of your mods (if downloaded with NMM are most likely still zipped) are stored in the "Nexus Mods" folder, wherever you choose to place it. If you ever want to use mods with a different manager, just use the "Nexus Mods" folder.

ALSO: if you uninstall NMM, all of your mods remain intact and active for your game, so there is no need to re-install. If you want to deactivate the mods before uninstalling, just double click them in the NMM. After deactivating the mods, they will still remain in their archive (.zip/.7z/.rar) format in the "Nexus Mods" folder and show up as inactive mods in NMM until you delete them, just in case you ever felt like using them again.
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liz barnes
 
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Post » Sun May 20, 2012 2:24 pm

No idea why the FXAA injector was taken off Nexus...
http://www.skyrimnexus.com/downloads/file.php?id=384 has the FXAA injector included with his mod, so you don't have to worry about downloading the original. (not sure about latest version though, last file shows it was uploaded in November)


NMM is still beta, but works well, and all of your mods (if downloaded with NMM are most likely still zipped) are stored in the "Nexus Mods" folder, wherever you choose to place it. If you ever want to use mods with a different manager, just use the "Nexus Mods" folder.

ALSO: if you uninstall NMM, all of your mods remain intact and active for your game, so there is no need to re-install. If you want to deactivate the mods before uninstalling, just double click them in the NMM. After deactivating the mods, they will still remain in their archive (.zip/.7z/.rar) format in the "Nexus Mods" folder and show up as inactive mods in NMM until you delete them, just in case you ever felt like using them again.
Thanks a lot, convinced me of getting NMM :)

Quick question: if I download a mod from another side than Nexus (so that there is no "download with nexus mod manager" button), for instance TESalliance, how do you install the mod with NMM then?
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Kay O'Hara
 
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Post » Mon May 21, 2012 4:45 am

Can BAIN be used to create OMODs of every file you download like OBMM?

Why would you even want it to be able to create an OMOD with BAIN?
It's in every way a superior way to install and manage your mods. http://www.tesnexus.com/downloads/file.php?id=35230
More than worth your time to learn it's functions. At first glance it looks complex and it's learning curve I admit is steeper than OBMM/NMM, but once you've used it there's no way you'll return to using OMOD format ever again.
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Deon Knight
 
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Post » Sun May 20, 2012 7:35 pm

Why would you even want it to be able to create an OMOD with BAIN?
It's in every way is a superior way to install and manage your mods. http://www.tesnexus.com/downloads/file.php?id=35230
More than worth your time to learn it's functions. At first glance it looks complex and it's learning curve I admit is steeper than OBMM/NMM, but once you've used it there's no way you'll return to using OMOD format ever again.
I said I wrong I meant I wondered if BAIN could create OMOD-like files for easy organization.
Looking at the documentation I don't think I got the time to get into something like bain. Does Bashed Patch work nicely with Skyrim though?
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Christina Trayler
 
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Post » Mon May 21, 2012 12:53 am

After the release of the CK an ever increasing number of mods will start to effect the leveled lists etc. At that time a bashed bash will become a necessity to make your modded game function correctly.
Wrye Bash has a huge and to many an intimidating readme, but it's basic functions believe it or not are pretty straight forward and not as complex as it appears.
If your going to mod Skyrim you may as well start on the right foot because I'll guarantee that you'll eventually have to make the switch.
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Gemma Flanagan
 
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Post » Sun May 20, 2012 7:43 pm

After the release of the CK an ever increasing number of mods will start to effect the leveled lists etc. At that time a bashed bash will become a necessity to make your modded game function correctly.
Wrye Bash has a huge and to many an intimidating readme, but it's basic functions believe it or not are pretty straight forward and not as complex as it appears.
If your going to mod Skyrim you may as well start on the right foot because I'll guarantee that you'll eventually have to make the switch.
For Oblivion I modded a lot and I managed fine without BAIN. But Bashed patch was a necessity and I know how to use that properly.
As far as I know, any other mod manager works just fine installing mods.

One (big) downside with NMM now though is that it doesnt detect conflicts, right? Does anybody know if this will change in later versions?
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Russell Davies
 
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Post » Mon May 21, 2012 12:37 am


For Oblivion I modded a lot and I managed fine without BAIN. But Bashed patch was a necessity and I know how to use that properly.
As far as I know, any other mod manager works just fine installing mods.

One (big) downside with NMM now though is that it doesnt detect conflicts, right? Does anybody know if this will change in later versions?

I think it is planned. But BAIN detects conflicts already and let's you sort install order very easily. I'll link you some pictoral guides for wrye bash when I'm not on my phone.
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A Boy called Marilyn
 
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Post » Sun May 20, 2012 4:18 pm

I think it is planned. But BAIN detects conflicts already and let's you sort install order very easily. I'll link you some pictoral guides for wrye bash when I'm not on my phone.

http://www.tesnexus.com/downloads/file.php?id=35230

Done.
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Hannah Barnard
 
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Post » Mon May 21, 2012 1:41 am

Bash has always been my favourite utility. The only times I use OBMM/FOMM is to install OMOD versions of mods that are complex and require more effort than usual when installing manually.

Bash has a lot of advanced features that can confuse people, but activating mods and changing load orders is very easy.
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abi
 
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Post » Sun May 20, 2012 1:39 pm

Thanks a lot, convinced me of getting NMM :smile: Quick question: if I download a mod from another side than Nexus (so that there is no "download with nexus mod manager" button), for instance TESalliance, how do you install the mod with NMM then?

Sry for the late response - had to head to class -
But you asked something about adding a mod from somewhere other than a nexus site:

If it is in archive format (.7z/.rar/.zip) all you need to do is put it in the "Nexus Mods" folder, (wherever you decided to put that during NMM installation) then re-open NMM, and double-click on your mod.


Just make sure that the mod is zipped with the correct file path. The folders would open something like this if extracted:
Data>Textures>Weapons>Ebony>ebonysword.dds
OR
Data>yourmodhere.esp

Edit:
I think the latest update of NMM fixes that issue, so that if you have 'textures' as the first folder, it will auto-magically put it in the 'Data' folder. NMM is still in beta, so some issues like that are still being worked out. So if a mod doesn't activate right, it's most likely because the mod doesn't have the right file path in the archive.
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RaeAnne
 
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