can't seem to get NMS Extender nor Stack Size (based on your vid example) to work. I can't seem to launch the game with NMSE after the NMSE launches. Removing NMSE lets me launch the game.
Is NMSE necessary for your mod manager to run as I see it as part of your list of steps to set this up?
I just LOVE the idea of this mod but I'm not very technical and I can't make it work. I already had NMSE running successfully (with the F*uck Inventory Mgmt mod). Then I installed your Mod manager. I have reread your instructions and all of the comments and I just have no idea what to do next. Sorry to be asking dumb questions but if NMS is to thrive I would think that your mod needs to be popular with the average gamer, not just the techies! You could really play a huge role in extending the life of this game by making mods less intimidating. Thanks very much for your efforts, I realise you're not getting paid, and I'm hugely appreciative of what you're doing.
Ew? lol ooooook. I'd love to know why you dislike symlinks
Want files physically copied back and forth between your game and the Mods Directory? Put the mods directory on a different drive letter (D: instead of C: or vise versa) and now it won't symlink.
This is why I was so against NMM's v0.60 change to use symlinks instead of copy files directly.
Having to micromanage different game installations for different mod managers based on their file copy preferences is a big PITA. If we can set a directory to extract to, then that removes some micromanagement since we can set it to that game's folder.. but then what's the damn point of symlinking in the first place, right?
Besides that, symlinking can also cause issues with certain mods and third party applications, be it just by their file type, or by the way the application works. This became quite a big issue with Fallout 4 before it was fixed.
I DO symlink, so I'm not against the idea, but that's for things I keep the same between multiple OS installations; quite different.
My point is, symlinking only occurs if you keep the mods on the same hard disk as your game. Since you store your mods on a different drive, the mod manager will do a true copy of the files to your game directory, which from what you typed is what you wanted, no?
I do agree that regular symlinks can cause weird results with some badly coded software, which is why I chose to use hardlinks, as even those programs cant accidentally get the source directory instead of the directory the file is linked at.
So new version running as admin error as follows:-
Unable to get InstallPath for your game, set it manually! System.NullReferenceException: Object reference not set to an instance of an object. at NoMansSky_ModManager.MainWindow.GetInstallPath()
Windows will not allow drag and drop from a normal user context to a process thats running as administrator, no way to fix that.
If you restart the app after renaming your mods it should fit properly, I've been trying to fix that without a reboot but its been a pain in the butt, i'll keep working on it.
re - "Windows will not allow drag and drop from a normal user context to a process that's running as administrator, no way to fix that." - correct, but if file perms are an issue then that needs to be addressed by the user on install as admin would only be as a workaround to any initial problems.
re - "If you restart the app after renaming your mods it should fit properly, I've been trying to fix that without a reboot but its been a pain in the butt, i'll keep working on it." - good stuff keep going :-)
Found a work around to fix the naming issue, latest release will no longer give that bug
I fixed the steam install path after finding a friend with a steam copy to give me the registry path. You shouldn't have to run the manager as administrator to get it working. On Windows 10 though it's pretty strict on moving files in and out of the %programfiles% directory, so if a user installs their games there, they may have to use administrator to get it to work, but then lose drag and drop functionality
Some mods have to load before or after other mods to work correctly. Does this mod handle that or is that still something that needs to be manually done by renaming the actual mod files?
You will have to rename the mod yourself before or after you import it into the manager. I'll look into seeing if there is a more automated way to do this though.
26 comments
Is NMSE necessary for your mod manager to run as I see it as part of your list of steps to set this up?
Translated with Google.
Still looking for a suitable mod manager for this game..
Want files physically copied back and forth between your game and the Mods Directory? Put the mods directory on a different drive letter (D: instead of C: or vise versa) and now it won't symlink.
The mods drive is a slow redundant RAID array.
The game drive is a fast SSD.
This is why I was so against NMM's v0.60 change to use symlinks instead of copy files directly.
Having to micromanage different game installations for different mod managers based on their file copy preferences is a big PITA. If we can set a directory to extract to, then that removes some micromanagement since we can set it to that game's folder.. but then what's the damn point of symlinking in the first place, right?
Besides that, symlinking can also cause issues with certain mods and third party applications, be it just by their file type, or by the way the application works. This became quite a big issue with Fallout 4 before it was fixed.
I DO symlink, so I'm not against the idea, but that's for things I keep the same between multiple OS installations; quite different.
I do agree that regular symlinks can cause weird results with some badly coded software, which is why I chose to use hardlinks, as even those programs cant accidentally get the source directory instead of the directory the file is linked at.
So running on Windows 10, on launch the app throws an exception seems to be related to install path. It is the steam version of the game ....
The crash window does not write to a log and the text can be copied, might be best to get that working so you can receive crash information.
Cheers
Shaggy
If you're getting access denied errors during path check, then you may need to run this as admin
So new version running as admin error as follows:-
Unable to get InstallPath for your game, set it manually! System.NullReferenceException: Object reference not set to an instance of an object.
at NoMansSky_ModManager.MainWindow.GetInstallPath()
Cheers
Shaggy
Drag and drop to list box does not work when running as admin ..
Cheers
Shaggy
Steam version was not detected, added path manually ..
Cheers
Shaggy
When renaming a mod only six characters are displayed in the check list.
Cheers
Shaggy
If you restart the app after renaming your mods it should fit properly, I've been trying to fix that without a reboot but its been a pain in the butt, i'll keep working on it.
Thanks for your help
re - "Windows will not allow drag and drop from a normal user context to a process that's running as administrator, no way to fix that." - correct, but if file perms are an issue then that needs to be addressed by the user on install as admin would only be as a workaround to any initial problems.
re - "If you restart the app after renaming your mods it should fit properly, I've been trying to fix that without a reboot but its been a pain in the butt, i'll keep working on it." - good stuff keep going :-)
Cheers
Shaggy
I fixed the steam install path after finding a friend with a steam copy to give me the registry path. You shouldn't have to run the manager as administrator to get it working. On Windows 10 though it's pretty strict on moving files in and out of the %programfiles% directory, so if a user installs their games there, they may have to use administrator to get it to work, but then lose drag and drop functionality
Install is not in the program files area so will not be a problem ... :-)
Cheers
Shaggy
Does this mod handle that or is that still something that needs to be manually done by renaming the actual mod files?