How To Make Nexus Mod Manager Download Faster

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Haven't had time to actually try and test if it works, but. I CAN RUN IT.GMM wouldn't run on my computer because I didn't have Python, so I had to write up a.bat file just to append Captain's Edition to a copy of FTL's.dat files. Not exactly as easy as this, though at least I managed to append most of the files through copy-pasting it into the relevant XMLs and packing a new file.Great work!Edit: MD5 hash for Expanded Enemy Window, standalone addon for Captain's Edition: cf9549a24c75fbc7207d8ffc2d0e945d. UltraMantis wrote:This may need clarifying.Right.

How To Make Nexus Mod Manager Download Faster For Pc

How to make nexus mod manager download faster free

Thanks. In Slipstream 1.0, patching with no mods selected will restore backups - from 'SMM/backup/'. In GMM 1.7, patching with no mods selected will restore backups - from 'GMM/backup/'.

How To Make Nexus Mod Manager Download Faster Free

I like to do everything manually; keeps clutter down on parts of mods I'll never use, and I know where everything is if I want to change something (I like to mod the mods sometimes to make them the way I like). But I suppose the real issue isn't he mod manager itself, it's the crappy servers the mods are hosted on.

Nexus Mod Manager Versions

In GMM 1.6, same deal, but it restored from 'data.dat.bak' and 'resource.dat.bak' in 'FTL/resources/'. Those backups will no longer be necessary afterward, so delete them. In GMM 1.5, selecting no mods would use backups from 'FTL/resources/', unpack them to 'FTL/resources/.-unpacked/', do nothing, then pack them, clobbering 'data.dat' and 'resource.dat'.Not a perfect restore, but okay I guess.Or you could go into that folder and manually rename.bak to.dat.Otherwise backups in 'FTL/resources/' should be deleted, not because of conflict so much as clearing litter. UltraMantis wrote:What i meant by unpacking though, was previous GMM versions unpacking the resources into.-unpacked folders.No temp files or folders here.Every time you patch, backups are restored beforehand clobbering the game's dats.Then it literally pulls bytes into memory - from the mods, and as needed, the dats - and then sends those bytes directly into those same dats.Oh. The word 'repack' in the example code.That just compacts the dat after adding/removing files (editing leaves gaps of unused bytes) to get it back into a sane state. It scoots bytes toward the beginning within the dat to defrag it.It's a cleanup step, not a 'transforming a real folder into a dat' step.That's just what FTLDat originally called the function.