It's also using a lot of our web services that took us, and indeed still take us, a hell of a long time to maintain. We leave them open for others to use at this time as the creator's have been good to not over exploit the open nature of the services, but heck, NMM would have taken half the time to build and quarter of the time to maintain if we didn't have to bother with the web services. We can close these services at any time we wish and make them exclusive to NMM. Something we're not planning to do, but posts like this help to push me. The reason we've been working on profiling for the past 6 months is because it was next on the list. It's been requested since we released NMM 2 years ago and this was the time we chose to get around to it. I don't feel we need to compete with anyone or any thing. ------- NMM is not a focused tool for a specific game. It does not have the luxury of being able to focus on one particular engine. NMM supports 12 games using 7 different engines. It's a modding platform, not a modding tool. It's been coded from the ground up to be a platform from which we, and others, can work from, and from which we can expand in to many different games more easily. Other tools commonly mentioned have not been coded in this way. A piece of software simply focusing on Skyrim, or Elder Scrolls games is always going to have an easier time of things because they don't have to worry about many of the things we do have to worry about. That's just logical. So when people come along and say "this piece of software has had this for ages" I want to retort sarcastically with "What a freaking surprise!". Our focus on NMM over the past few years has been to create an introductory tool for modders and not an advanced piece of kit that tailors to everyone. A focused kit that tailors to the needs of the majority of users who wish to casually mod their games. We've specifically focused on this area, and not shied away from this point, because there's already great tools out there for the die-hard, hardcore minority of users who want to mod their games like a pro. We've also made NMM open source so the creators (or indeed other users) of these tools can integrate better with NMM, which is the most popular and most used modding tool for the games we support by a long, long way. I'm not sure how many of the creators have actually made use of this, but when people come to me and say "NMM needs to integrate with software X, Y or Z else it'll be shite" I'm typically thinking "OK, so why don't you get it to integrate with software X, Y and Z? It's open source for that very reason!". Well by now I know better than to argue with you Robin, so let me just say Im sorry for stepping out of line; it wasn't my intention at all. And you're right, what the NMM developers have done is brilliant and a real testament to how dedicated members of a community can come together and create such a robust piece of software that's also open source - And ANY open source software is worth supporting over proprietary, that's why, for example, I run 7ZIP over WINRAR; It might not have all of the features WINRAR does, but at least its contributing positively to the PC community. And of course NMM has features other software doesn't, such as support for Dragon Age, which has been really useful. Anyway, my point is I don't want to put down what you and the NMM devs have done at all, all I was doing was being passionate about a piece of software that I enjoy; so please don't spite the hard work that Tannin and other creatives have done based on the ramblings that some idiot blurts out without thinking.