Does Nexus Mod Manager have a mod auto-update?

Post » Fri May 18, 2012 10:19 pm

Or do I have to deactivate, delete, download, re-activate everytime a mod is updated?
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Natasha Biss
 
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Post » Fri May 18, 2012 11:23 pm

I'd go the deactivate, delete, download, re-activate route. Also be sure to pay attention to any update instructions provided by the mod authors. Mods are not professionally developed software forced to adhere to a strict code of conduct. In some cases special steps will need to be taken when updating. Because of this, I doubt NMM will ever have an auto-update feature.
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maria Dwyer
 
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Post » Sat May 19, 2012 10:22 am

Actually I'm glad it DOESN'T auto-update mods.
Some mods I use I like to use a specific version of the mod, if the modder adds stuff to their mod that I don't really want to use etc, I can always just stay at that version, instead of having NMM
auto-update me to a version I don't like.
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Prue
 
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Post » Fri May 18, 2012 11:37 pm

I wouldn't want an auto update function either, but I would like to be able to update with a click of a button when it tells me the mod is out of date. However I don't see this happening because some mods are not directly compatible with NMM. I usually have to manually download, edit the contents and then turn it into an archive before installing with NMM.
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Ricky Meehan
 
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Post » Sat May 19, 2012 8:50 am

The ones I don't install through NMM, I install manually.
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jodie
 
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Post » Sat May 19, 2012 7:53 am

The ones I don't install through NMM, I install manually.
i thought about doing that, but If I have to uninstall a mod, It is so much easier to just hit a deactivate button. When you have 100+ mods it gets confusing.
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sarah simon-rogaume
 
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Post » Sat May 19, 2012 4:40 am

Just to provide anecdotal evidence, I made a needs mod that applied penalties via actor effect when you became hungry, tired, or thirsty (which is pretty standard, it ended up being the way New Vegas applied its hardcoe mode penalties.) The way actor effects work though, if you alter or remove the changes they make in an update, it will permanently alter the players stats if they are under any of those effects at the time of updating. At one point enough of my users had requested a rebalancing of penalties that I decided to edit those effects. That update needed a big disclaimer telling users to first click the "disable and dispell all effects for update or uninstall" button that was built into the mod before uninstalling and updating. Even so I'm sure a lot of users ignored the instructions and messed up their games unknowingly. An auto-update feature would be completely oblivious to such instructions. In order to work, all mod authors would need to write their updates in such a way as to be compatible with a simple replacement of .esp files, which in that case would have been a major headache. Most mod authors are not going to go to the trouble.
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Deon Knight
 
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Post » Sat May 19, 2012 12:04 pm

The ones I don't install through NMM, I install manually.

I install just about everything with NMM now, but I often will edit the compressed file before installation either to remove files out of taste or for compatibility reasons, adjust the file structure if needed, or to make optional files be the default. That way, if I need to re-install a mod later (and it hasn't been updated), I can just do it with a single click. :)
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Miranda Taylor
 
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Post » Sat May 19, 2012 5:43 am

I'm going to have to think about doing that once the CK is released and I start downloading mods for real.
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m Gardner
 
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Post » Sat May 19, 2012 2:41 am

I think they are going to work in an auto-update feature as it was discussed a long time ago. Of course they would make it mod specific, so you pick which modes you want to update.
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Multi Multi
 
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