I've no idea on the NMM's state of current development if I'm being perfectly honest. Its means of literally overwriting (next mod overwrites the files of the last mod installed) was one of its worst features. At that point in time it was an absolutely terrible implementation of mod management. I threw NMM to the curb many moons ago, pre-Vortex, when it was all but useless to any but those who couldn't let go of the familiarity. MO2 is completely virtualized, your vanilla remains completely vanilla. The rest are load overhead, no more or less.Īs far as profiles and instances go, if that's your ultimate goal, you should be using MO2 for Fallout 4, not NMM or Vortex at all. Only the last one (in the case provided) will do anything. NMM lets you screw up, without warning, and load all of those plugins. Live Dismemberment off the top of my head if you want to try one) or you say no and enable the plugins you do want separately. Up to you, in Vortex you either say yes and disable the plugins you don't want (i.e. It doesn't give you a pick or choose list, no, but neither does NMM, or MO. Vortex lets you know there are multiple plugins and will enable them all (or none) depending on whether you answer yes/no to the "has multiple plugins, enable them all" question. Just like NMM (and MO/MO2, fwiw), it lists mods and plugins separately. It actually sounds more like you're unfamiliar with Vortex than any actual real criticism in this or your prior post. I'm not saying it is bad and I do use it for other games which it does very well but I find NMM worked, still works and will continue to work so why break it If Vortex does the same, then I uninstall, reinstall still the same so I have to Bash or NMM to activate. There are comments that it doesn't activate ESL's but you click the tab and instantly activate and deactivate any mod. Originally posted by Sauro:I've been using the community version of NMM for all of my current 200 hours of Fallout 4 and it has not had a single issue thus far.
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