Dovahkiin804 Feb 16, 2013 @ 7:28pm
skyrim and nexus help
i need help with nexus after i download it it says i dont have permission to run it i have windows 8, can you not use nexus and steam at the same time or what. is there away to make it run with using steam to?
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Dovahkiin804 Feb 16, 2013 @ 8:04pm 
well the reason why bc the mods that i have was to big for steam so they movied it to nexus plus they have graphis mods that steam dosent have
Gropax Feb 17, 2013 @ 8:04am 
Originally posted by tx3000:
Why are you getting mods from the Nexus when you have Steam? It totally defeats the purpose. The nexus is pretty much for people who have pirated the game and have improperly created mods that aren't formatted to be totally compatible with the game. Mods that are removed from the creation kit, lose that formatting. So sure you can make a mod in teh creation kit and save it then remove it and upload it somewhere else, but the formatting no longer exists because that formatting happens when it gets uploaded into the Steam Workshop

ok lets do this part first. you are worng people who use the nexus are not people that pirate games we are the ones that have been using it for over 10years since marrowind and the mods on nexus are updated more offten have older version incase that one worked better for you and are over 50mb i beleave thats the max for the workshop. the texture pack alone i use is 3.7gb and the workshop can't host it.



Originally posted by tx3000:
When mods are created in the Creation Kit, they are formatted to be compatible with Skyrim (think of it like formatting an an XBOX game using QUIX. Sure you can just created an image and burn it to a DVD with any burning software, but unless you create the image itself with QUIX or some other xbox formatting creation tool when you make the image, then it won't work on the xbox. It's the same princible.

ok this is wrong when they are made with the creation kit they are formated for skyrim not steam. and with hacks you can use them on the xbox.

Originally posted by tx3000:
I have had people try to argue this point with me to no end and i've heard everything, but the fact remains that the mods in the Steam workshop only have a conflict because the person who made the mod didn't know how to make the mod using the creation kit.

this is true that is why no one who really mods there game uses the workshop.

Originally posted by tx3000:
The other fact is that the creation kit only uses 2 files for mods no matter how many files and things were used in creating it, a BSA which contains every extra file, meshes and all that, and the esp. the nexus has tons of lose files that 1/4 of the time don't even have the proper directory or require 3rd party programs such as a Script Extender that is completely un-necessary. And let me expalin what I mean by un-neccessary. Sure that specific mod may need the script extender to run/work. You don't actually need a script extender for any mod to work. Meaning you can get the mod to work without a script extender, the only reason people use a 3rd party tool like that is because they don't know how to create the mod to use it without having the mod rely on an outside source.

wrong the creation kit uses BSA ESP ESM DDS NIF and font files. and the SKSE is useful for a few mods i used to hate it with FONV but i am begining to like it for skyrim it has its uses. and no there are some things that skyrim can't do that is why we got the script extenders. you can't add in dragon souls with the creation kit or mod the UI or favorities menu without it also you can't make keybinding that are not already set in the game menu.

Originally posted by tx3000:
Again people throw out every type of excuse to counteract what I said but the fact remains is mods only require 2 files, and proper creation and formatting to run correctly.

still wrong please stop saying only 2 files and look in your skyrim\data folder before you open your mouth.
Last edited by Gropax; Feb 17, 2013 @ 8:16am
J3X Feb 17, 2013 @ 8:14am 
Originally posted by tx3000:
Why are you getting mods from the Nexus when you have Steam? It totally defeats the purpose. The nexus is pretty much for people who have pirated the game and have improperly created mods that aren't formatted to be totally compatible with the game. Mods that are removed from the creation kit, lose that formatting. So sure you can make a mod in teh creation kit and save it then remove it and upload it somewhere else, but the formatting no longer exists because that formatting happens when it gets uploaded into the Steam Workshop


When mods are created in the Creation Kit, they are formatted to be compatible with Skyrim (think of it like formatting an an XBOX game using QUIX. Sure you can just created an image and burn it to a DVD with any burning software, but unless you create the image itself with QUIX or some other xbox formatting creation tool when you make the image, then it won't work on the xbox. It's the same princible.

I have had people try to argue this point with me to no end and i've heard everything, but the fact remains that the mods in the Steam workshop only have a conflict because the person who made the mod didn't know how to make the mod using the creation kit.

The other fact is that the creation kit only uses 2 files for mods no matter how many files and things were used in creating it, a BSA which contains every extra file, meshes and all that, and the esp. the nexus has tons of lose files that 1/4 of the time don't even have the proper directory or require 3rd party programs such as a Script Extender that is completely un-necessary. And let me expalin what I mean by un-neccessary. Sure that specific mod may need the script extender to run/work. You don't actually need a script extender for any mod to work. Meaning you can get the mod to work without a script extender, the only reason people use a 3rd party tool like that is because they don't know how to create the mod to use it without having the mod rely on an outside source.

Again people throw out every type of excuse to counteract what I said but the fact remains is mods only require 2 files, and proper creation and formatting to run correctly.
Do not speak of things you have no knowledge of.

The specific formating (or packing) of mods make some mods unable to be uploaded to the Workshop, my flyable dragon mod for example.
It is very easy to create conflicting mods via the Workshop and it has nothing at all to do with how you upload it.

SKSE adds functionallity, like key detection, which is impossible without it.
stabbykitteh Feb 17, 2013 @ 8:18am 
Originally posted by tx3000:
Why are you getting mods from the Nexus when you have Steam? It totally defeats the purpose. The nexus is pretty much for people who have pirated the game and have improperly created mods that aren't formatted to be totally compatible with the game.
LOL. What idiot told you that? What Gropax said, basically. Pretty much everything you typed was wrong.

OP, I don't know much about Windows 8 but here are some suggestions:

Do you have NMM set to Run As Administrator? Try that first. Here are instructions:
http://www.intowindows.com/run-program-as-administrator-in-windows-8/

Ask here, you may find more people with experience with Win 8 and NMM:
http://forums.nexusmods.com/index.php?/forum/439-open-beta-feedback/

Good luck, I hope you can get it sorted.
Last edited by stabbykitteh; Feb 17, 2013 @ 8:18am
H3X Feb 17, 2013 @ 9:20am 
Okay, Utter idiocy from tx3000 aside (clearly doesn't know what the nexus really is) Nexus mod manager can be finnicky sometimes. I had a similar issue with an old version from a good while back, though not the later ones (I was using Vista on that machine btw). If you're getting errors about not having permission to run then it could well be admin rights that it needs, or maybe UAC is stopping it from running. Chances are that it's being blocked from writing to the directory by windows or something like that, from what you said that's what it sounds like to me anyway.
H3X Feb 17, 2013 @ 9:38am 
tx: formatting is important to a degree, yes. But it doesn't make any difference if the mod came from Nexus, or the workshop, or anywhere else. If there's a bug in scripting, or something was edited incorrectly, then packaged up by the CK your mod will still screw up the game when it's run. There are always reports of mods breaking people's games, and over 99% of the time it's a case of operator error on the part of the author or it's installed badly by the user. Sure, the CK allows things to be packaged up in a plugin format easily, but a bad edit is still a bad edit, however it's delivered. The construction kit or the workshop can't magically fix that.

The truth is, people are too easygoing about just throwing a bunch of mods into the game expecting them to work anyway, if you're careful it's not a problem at all. My game is heavily modded, from both Nexus and the Workshop too. Not a CTD, not a stutter, not a lockup in sight. It took careful tweaking and experimentation, which most people can't be bothered to do. Generally, the modding community on the Nexus sites have been helpful enough to give me pointers on things that I wasn't sure of or didn't know. Which is more than statements like "they're all pirates" could ever accomplish. You could learn a thing or two from some of the people there, if you're truly interested in figuring out how this software really works and how to edit and modify its content.
Last edited by H3X; Feb 17, 2013 @ 9:40am
J3X Feb 17, 2013 @ 10:05am 
Originally posted by tx3000:
Everyone in this topic is an idiot because they are totally ignoring the formatting issue which is what is crucial in making mod compatible for working properly.

People think that because they can run a mod off the nexus that it's perfectly fine and that is a 100% totally misguided understanding. Sure the mdo may be running, but unless the mod has been formatted to be compaible with the game, then it is not running CORRECTLY. And that's why there are all sorts of these various issues people report.

Again people love to dismiss things with false logic so it's impossible to get this point across.
What do you mean by "packing"?
There is no difference between having your data files (*.nif, *.dds) packed inside a *.bsa archive and having them loose in your data folder.
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Date Posted: Feb 16, 2013 @ 7:28pm
Posts: 7