Please don't draw the wrong conclusion here: MO2 progress was very slow long before I was offered this position. My previous job was quite tiring and made it hard for me to invest time into MO.
This slow progress on MO was a reason for me to accept the offer, it wasn't the other way around.
Of course there was some progress on MO and now there is none but I'm not sure if I would have had a stable MO2 anytime soon even if I had continued.

Big changes for the Nexus Mod Manager and the introduction of Tannin42, our new head of NMM development
Started by
Dark0ne
, Oct 13 2016 01:36 pm
896 replies to this topic
#21
Posted 13 October 2016 - 02:28 pm

#22
Posted 13 October 2016 - 02:28 pm

Hopefully this new mod manager will not ruin installs or the warning message will be clearer,
I wish you gl and looking forward
I wish you gl and looking forward
#23
Posted 13 October 2016 - 02:33 pm

Just had to check if it was April 1st.
Wow. This is... surprising.
I'm a pretty diehard MO fan. It does have a significantly steeper learning curve than NMM, yes, but is a much more powerful tool. It's a flat out amazing tool, actually, despite the somewhat dated GUI.
Which is why I fall into the "concerned" camp. People used MO precisely b/c they didn't want to use NMM. B/c they wanted (possibly even needed) the additional features and level of control that MO provided. So, the big concern, of course, is: will those features be retained? Or, in the goal to try to please/appeal to everyone -- advanced and novice users -- will the new tool end up with too many compromises? Ultimately, the question is this: Do the goals Nexus has for NMM redux align with what MO users expect (and were expecting) from MO?
Well... I guess we'll find out.
Wow. This is... surprising.
I'm a pretty diehard MO fan. It does have a significantly steeper learning curve than NMM, yes, but is a much more powerful tool. It's a flat out amazing tool, actually, despite the somewhat dated GUI.
Which is why I fall into the "concerned" camp. People used MO precisely b/c they didn't want to use NMM. B/c they wanted (possibly even needed) the additional features and level of control that MO provided. So, the big concern, of course, is: will those features be retained? Or, in the goal to try to please/appeal to everyone -- advanced and novice users -- will the new tool end up with too many compromises? Ultimately, the question is this: Do the goals Nexus has for NMM redux align with what MO users expect (and were expecting) from MO?
Well... I guess we'll find out.
Edited by moho25, 13 October 2016 - 02:37 pm.
#24
Posted 13 October 2016 - 02:37 pm

Refreshing to hear this. Both NMM and MO have good and bad sides, but I've always felt we need a new one that combines both. I don't want to see hooking of Windows API in running executables anymore, though.

#25
Posted 13 October 2016 - 02:37 pm

Nice to hear, I hope the best for all of the NMM Team and their newcomer Tannin
One thing for Dark0ne though, more related to articles in general:
Your articles could really improve if you would use some headlines in between the walls of text. If the first third of the article is "just" the preamble, people will tend to skip parts or stop reading. Headlines allow separating parts of the text and direct people. It also improves readability, which is important in longer articles. (In this article having a section called "Future" would make it easy for people to see what's going to happen with NMM/MO, which is arguably the most important part).
Hope this helps!

One thing for Dark0ne though, more related to articles in general:
Your articles could really improve if you would use some headlines in between the walls of text. If the first third of the article is "just" the preamble, people will tend to skip parts or stop reading. Headlines allow separating parts of the text and direct people. It also improves readability, which is important in longer articles. (In this article having a section called "Future" would make it easy for people to see what's going to happen with NMM/MO, which is arguably the most important part).
Hope this helps!

#26
Posted 13 October 2016 - 02:40 pm

Please can we get a mode for us old stick in the muds who still do everything manually and only want something to enable mods and change the load order? I'm still using 0.52.3.
#27
Posted 13 October 2016 - 02:41 pm

Fantastic news, a great decision indeed ! Thank you for everything you have been doing for the modding community ! I'm excited to see how the modding scene will evolve with this new tool and all the features, like profiles, you are developing.
I'm curious to see how you plan to give us the ability to mod all the games with one tool. Some games are harder to mod than others, and require specific tools, like the Mass Effect trilogy. How will you tackle these ? By integrating the tools already made for these games, or creating new ones ?
I'm curious to see how you plan to give us the ability to mod all the games with one tool. Some games are harder to mod than others, and require specific tools, like the Mass Effect trilogy. How will you tackle these ? By integrating the tools already made for these games, or creating new ones ?
Edited by CreeperLava, 13 October 2016 - 02:41 pm.
#28
Posted 13 October 2016 - 02:48 pm

Based on the "complaints" coming up already, wouldn't it be a good idea to simply offer two seperate views like "simple" and "advanced".
Simple covers the basics like turning mods on and off, basic load order etc. like NMM currently does while the advanced view offers things like managing data overrides etc.?
People with a low amount of conflicts can just stick to the simple view and be happy and not worry about which file gets overwritten by what, while more advanced users can fiddle with their overrides etc.
Simple might just look like OBMM/FOMM while advanced looks along the lines of NMM/MO?
Just and idea
Simple covers the basics like turning mods on and off, basic load order etc. like NMM currently does while the advanced view offers things like managing data overrides etc.?
People with a low amount of conflicts can just stick to the simple view and be happy and not worry about which file gets overwritten by what, while more advanced users can fiddle with their overrides etc.
Simple might just look like OBMM/FOMM while advanced looks along the lines of NMM/MO?
Just and idea

#29
Posted 13 October 2016 - 02:50 pm

There must be a way to make the new mod manager get along with, for example, NMM profiles or something along that stretch so that existing NMM profiles can be imported?
#30
Posted 13 October 2016 - 02:50 pm

Ideally we'd prefer to use existing libraries / tools to implement advanced features instead of reinventing the wheel, but this will have to be decided on a case-by-case basis: A tool with a command line interface or a library will be relatively easy to integrate but we can do very little with a pure gui application apart from starting it.
IPB skins by Skinbox
