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UX/UI Designer needed for NMM v2.0


TheTokenGeek

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So we will be having a version 2 of the mod manager, cool.

 

I would like to help but I have no experience with the nexus staff, I am currently learning HTML and CSS since they are both required for web design, JavaScript is another level of coding for me, and I have little to no elegance when it comes to designing visual stuff.

 

I hope you can get it done soon though, the script extender for skyrim special edition is nearing completion and a new mod manager would be awesome for the modding explosion that will happen after it is released for modders to play with.

 

As such I wish the Nexus Staff good luck and may Talos smile upon you.

 

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In response to post #48195362. #48199512 is also a reply to the same post.


lxndr wrote: Thank goodness people stop talking about the name! :)
lued123 wrote: NMM2 was (and as far as we know, still is?) a placeholder name. I agree that it seems likely it'll stick, but there isn't any actual confirmation that I'm aware of.


Why does it even have to be NMM2? I wouldn't change the name. It's Nexus Mod Manager, just the most recent version.
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In response to post #48196397. #48199432 is also a reply to the same post.


YngvieMalmsteen wrote: Mod Organizer UI is very intuitive for me. But maybe thats because i discovered the APP via gophers tutorial for it. My friend seemed to learn modding with it pretty quickly though, much faster than he would with NMM as the mistakes he made didnt require him to reinstall his entire game, and he didn't have to start from scratch with the mods either (thanks to MO)
lued123 wrote: The hardest part of MO's UI is just getting used to the concept of changing your mods' installation order... without installing them in that order. Beyond that, you can use it just as simply as you would NMM.


Its not a hard concept to get used to. In fact i think having to WORRY about which order to install in every time is a gigantic downside to managers that arent MO and i think i wouldnt even be modding if i had to deal with that gigantic crappy hassle every time, that is an archaic and annoying step in modding that needs to just go away (thankfully due to MO its gone but for some godforsaken reason people still cling on to outdated programs, especially for Oblivion which MO works perfectly fine in and better than other managers but people treat it like voodoo in the OB mod community, because of seemingly non-existant issues that nobody is ever able to explain what they are, even),

especially the tangled crashy un-fixable ruined mess of files you get once mods start overwriting files and you want to uninstall something who's files have already been overwritten. Its pretty simple to see the message that files are being overwritten with the little lightningbolt, and to see priority numbers and realize you can click and drag them up and down as you wish. That feature is amazing and i would never mod without it.

I stick by my opinion that MO is far more user friendly than NMM and ive seen it firsthand how quickly someone can catch on to MO. Installation order is just one more thing that can be severely screwed up, and always WILL be screwed up by new mod users, which doesn't matter with MO. Edited by YngvieMalmsteen
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In response to post #48196397. #48199432, #48207232 are all replies on the same post.


YngvieMalmsteen wrote: Mod Organizer UI is very intuitive for me. But maybe thats because i discovered the APP via gophers tutorial for it. My friend seemed to learn modding with it pretty quickly though, much faster than he would with NMM as the mistakes he made didnt require him to reinstall his entire game, and he didn't have to start from scratch with the mods either (thanks to MO)
lued123 wrote: The hardest part of MO's UI is just getting used to the concept of changing your mods' installation order... without installing them in that order. Beyond that, you can use it just as simply as you would NMM.
YngvieMalmsteen wrote: Its not a hard concept to get used to. In fact i think having to WORRY about which order to install in every time is a gigantic downside to managers that arent MO and i think i wouldnt even be modding if i had to deal with that gigantic crappy hassle every time, that is an archaic and annoying step in modding that needs to just go away (thankfully due to MO its gone but for some godforsaken reason people still cling on to outdated programs, especially for Oblivion which MO works perfectly fine in and better than other managers but people treat it like voodoo in the OB mod community, because of seemingly non-existant issues that nobody is ever able to explain what they are, even),

especially the tangled crashy un-fixable ruined mess of files you get once mods start overwriting files and you want to uninstall something who's files have already been overwritten. Its pretty simple to see the message that files are being overwritten with the little lightningbolt, and to see priority numbers and realize you can click and drag them up and down as you wish. That feature is amazing and i would never mod without it.

I stick by my opinion that MO is far more user friendly than NMM and ive seen it firsthand how quickly someone can catch on to MO. Installation order is just one more thing that can be severely screwed up, and always WILL be screwed up by new mod users, which doesn't matter with MO.


I totally agree @YngvieMalmsteen
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In response to post #48196397. #48199432, #48207232, #48209512 are all replies on the same post.


YngvieMalmsteen wrote: Mod Organizer UI is very intuitive for me. But maybe thats because i discovered the APP via gophers tutorial for it. My friend seemed to learn modding with it pretty quickly though, much faster than he would with NMM as the mistakes he made didnt require him to reinstall his entire game, and he didn't have to start from scratch with the mods either (thanks to MO)
lued123 wrote: The hardest part of MO's UI is just getting used to the concept of changing your mods' installation order... without installing them in that order. Beyond that, you can use it just as simply as you would NMM.
YngvieMalmsteen wrote: Its not a hard concept to get used to. In fact i think having to WORRY about which order to install in every time is a gigantic downside to managers that arent MO and i think i wouldnt even be modding if i had to deal with that gigantic crappy hassle every time, that is an archaic and annoying step in modding that needs to just go away (thankfully due to MO its gone but for some godforsaken reason people still cling on to outdated programs, especially for Oblivion which MO works perfectly fine in and better than other managers but people treat it like voodoo in the OB mod community, because of seemingly non-existant issues that nobody is ever able to explain what they are, even),

especially the tangled crashy un-fixable ruined mess of files you get once mods start overwriting files and you want to uninstall something who's files have already been overwritten. Its pretty simple to see the message that files are being overwritten with the little lightningbolt, and to see priority numbers and realize you can click and drag them up and down as you wish. That feature is amazing and i would never mod without it.

I stick by my opinion that MO is far more user friendly than NMM and ive seen it firsthand how quickly someone can catch on to MO. Installation order is just one more thing that can be severely screwed up, and always WILL be screwed up by new mod users, which doesn't matter with MO.
ThatDirtyShisno wrote: I totally agree @YngvieMalmsteen


Wrye Bash does what it does... in a different way.

One problem I have with Mod Organizer is how it manages mods. I tried to use it, but almost always lost track of my mods and which files are which. I also couldn't get the Creation Kit to work properly with Papyrus (which I need). I also don't like my mods in their own little folders. It makes things a pain to manage in my mind.

I tried using Mod Organizer with Oblivion and none of my mods actually worked. They didn't appear in-game and most mods made for Oblivion are built only for Oblivion Mod Manager (yes I'm pretty sure I ran it through Mod Organizer).

The last issue is the people that use it. The Skyrim Mods subreddit really pulled me from the tool after seeing how many people who take the time to make posts because they needed help with Nexus Mod Manager, but anyone who posted said "f*ck nmm use mo it works for everything". The people that use it (the vocal minority at least) seem to worship the damn thing. It's just a modding tool, not your spouse.

You also have a very isolated enviroment. Want to run DynDOLOD? Do this, hit this check, click this button, run TexGen, click this, do this, etcetera.

Yeah, sorry about this post. I felt like some input was needed.
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In response to post #48196397. #48199432, #48207232, #48209512, #48213187 are all replies on the same post.


YngvieMalmsteen wrote: Mod Organizer UI is very intuitive for me. But maybe thats because i discovered the APP via gophers tutorial for it. My friend seemed to learn modding with it pretty quickly though, much faster than he would with NMM as the mistakes he made didnt require him to reinstall his entire game, and he didn't have to start from scratch with the mods either (thanks to MO)
lued123 wrote: The hardest part of MO's UI is just getting used to the concept of changing your mods' installation order... without installing them in that order. Beyond that, you can use it just as simply as you would NMM.
YngvieMalmsteen wrote: Its not a hard concept to get used to. In fact i think having to WORRY about which order to install in every time is a gigantic downside to managers that arent MO and i think i wouldnt even be modding if i had to deal with that gigantic crappy hassle every time, that is an archaic and annoying step in modding that needs to just go away (thankfully due to MO its gone but for some godforsaken reason people still cling on to outdated programs, especially for Oblivion which MO works perfectly fine in and better than other managers but people treat it like voodoo in the OB mod community, because of seemingly non-existant issues that nobody is ever able to explain what they are, even),

especially the tangled crashy un-fixable ruined mess of files you get once mods start overwriting files and you want to uninstall something who's files have already been overwritten. Its pretty simple to see the message that files are being overwritten with the little lightningbolt, and to see priority numbers and realize you can click and drag them up and down as you wish. That feature is amazing and i would never mod without it.

I stick by my opinion that MO is far more user friendly than NMM and ive seen it firsthand how quickly someone can catch on to MO. Installation order is just one more thing that can be severely screwed up, and always WILL be screwed up by new mod users, which doesn't matter with MO.
ThatDirtyShisno wrote: I totally agree @YngvieMalmsteen
Pabulum wrote: Wrye Bash does what it does... in a different way.

One problem I have with Mod Organizer is how it manages mods. I tried to use it, but almost always lost track of my mods and which files are which. I also couldn't get the Creation Kit to work properly with Papyrus (which I need). I also don't like my mods in their own little folders. It makes things a pain to manage in my mind.

I tried using Mod Organizer with Oblivion and none of my mods actually worked. They didn't appear in-game and most mods made for Oblivion are built only for Oblivion Mod Manager (yes I'm pretty sure I ran it through Mod Organizer).

The last issue is the people that use it. The Skyrim Mods subreddit really pulled me from the tool after seeing how many people who take the time to make posts because they needed help with Nexus Mod Manager, but anyone who posted said "f*ck nmm use mo it works for everything". The people that use it (the vocal minority at least) seem to worship the damn thing. It's just a modding tool, not your spouse.

You also have a very isolated enviroment. Want to run DynDOLOD? Do this, hit this check, click this button, run TexGen, click this, do this, etcetera.

Yeah, sorry about this post. I felt like some input was needed.


You definitely did something wrong, because Mod Organizer has worked perfectly for me with all oblivion mods from the start, and im running 190 active esp's stable, with re-textures, and many OBSE plugins. Installing mods with Oblivion Mod Manager works perfectly within MO, and so does dyndolod, tes4lodgen, construction kit extender obse, etc. You just have to read the steps. You set it up once, and its done.

BTW i never actually used wrye bash to install mods because its interface is like windows 95 and i couldn't figure out how to do anything at all in that program, other than do a bashed patch and run some save file fixes. How is it actually as full featured as MO and how does it do it without seperating the mods into seperate folders?? That seems to be the entire thing, because its impossible to keep track of the history of file overwrites without using insanely ridic amounts of HD space and file transfer times. Also MO has a plethora of mod sorting and categorizing features, you just have to make use of them. Edited by YngvieMalmsteen
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In response to post #48192147. #48201777 is also a reply to the same post.


lxndr wrote: I would suggest using Stylus instead of SASS. As far as I know SASS is a C library which doesn't look very beautiful within JavaScript environment.
Weolo wrote: That is not what SASS is


Sass is NOT a C library. Sass is pre process language which can process to equivalent CSS.
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In response to post #48192147. #48201777, #48219022 are all replies on the same post.


lxndr wrote: I would suggest using Stylus instead of SASS. As far as I know SASS is a C library which doesn't look very beautiful within JavaScript environment.
Weolo wrote: That is not what SASS is
joshuaman wrote: Sass is NOT a C library. Sass is pre process language which can process to equivalent CSS.


Official Sass for Node.js is a binding to libsass. Try to install it, it'll either download or start to build a binary file.

PS: Never mind, I realized the devs were not going to ship sass files to the end users. Edited by lxndr
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In response to post #48196397. #48199432, #48207232, #48209512, #48213187, #48213752 are all replies on the same post.


YngvieMalmsteen wrote: Mod Organizer UI is very intuitive for me. But maybe thats because i discovered the APP via gophers tutorial for it. My friend seemed to learn modding with it pretty quickly though, much faster than he would with NMM as the mistakes he made didnt require him to reinstall his entire game, and he didn't have to start from scratch with the mods either (thanks to MO)
lued123 wrote: The hardest part of MO's UI is just getting used to the concept of changing your mods' installation order... without installing them in that order. Beyond that, you can use it just as simply as you would NMM.
YngvieMalmsteen wrote: Its not a hard concept to get used to. In fact i think having to WORRY about which order to install in every time is a gigantic downside to managers that arent MO and i think i wouldnt even be modding if i had to deal with that gigantic crappy hassle every time, that is an archaic and annoying step in modding that needs to just go away (thankfully due to MO its gone but for some godforsaken reason people still cling on to outdated programs, especially for Oblivion which MO works perfectly fine in and better than other managers but people treat it like voodoo in the OB mod community, because of seemingly non-existant issues that nobody is ever able to explain what they are, even),

especially the tangled crashy un-fixable ruined mess of files you get once mods start overwriting files and you want to uninstall something who's files have already been overwritten. Its pretty simple to see the message that files are being overwritten with the little lightningbolt, and to see priority numbers and realize you can click and drag them up and down as you wish. That feature is amazing and i would never mod without it.

I stick by my opinion that MO is far more user friendly than NMM and ive seen it firsthand how quickly someone can catch on to MO. Installation order is just one more thing that can be severely screwed up, and always WILL be screwed up by new mod users, which doesn't matter with MO.
ThatDirtyShisno wrote: I totally agree @YngvieMalmsteen
Pabulum wrote: Wrye Bash does what it does... in a different way.

One problem I have with Mod Organizer is how it manages mods. I tried to use it, but almost always lost track of my mods and which files are which. I also couldn't get the Creation Kit to work properly with Papyrus (which I need). I also don't like my mods in their own little folders. It makes things a pain to manage in my mind.

I tried using Mod Organizer with Oblivion and none of my mods actually worked. They didn't appear in-game and most mods made for Oblivion are built only for Oblivion Mod Manager (yes I'm pretty sure I ran it through Mod Organizer).

The last issue is the people that use it. The Skyrim Mods subreddit really pulled me from the tool after seeing how many people who take the time to make posts because they needed help with Nexus Mod Manager, but anyone who posted said "f*ck nmm use mo it works for everything". The people that use it (the vocal minority at least) seem to worship the damn thing. It's just a modding tool, not your spouse.

You also have a very isolated enviroment. Want to run DynDOLOD? Do this, hit this check, click this button, run TexGen, click this, do this, etcetera.

Yeah, sorry about this post. I felt like some input was needed.
YngvieMalmsteen wrote: You definitely did something wrong, because Mod Organizer has worked perfectly for me with all oblivion mods from the start, and im running 190 active esp's stable, with re-textures, and many OBSE plugins. Installing mods with Oblivion Mod Manager works perfectly within MO, and so does dyndolod, tes4lodgen, construction kit extender obse, etc. You just have to read the steps. You set it up once, and its done.

BTW i never actually used wrye bash to install mods because its interface is like windows 95 and i couldn't figure out how to do anything at all in that program, other than do a bashed patch and run some save file fixes. How is it actually as full featured as MO and how does it do it without seperating the mods into seperate folders?? That seems to be the entire thing, because its impossible to keep track of the history of file overwrites without using insanely ridic amounts of HD space and file transfer times. Also MO has a plethora of mod sorting and categorizing features, you just have to make use of them.


Jeez. Lot to respond to here. Sorry for the wall of text.
First, yes, I agree that having to remember overwrites if you want the same level of control in NMM is more arcane than wrapping your head around adjusting installation order in post. It's just that NMM doesn't tell you that, and lets load order determine how your bsa files interact with each other, and loose files overwrite those, which is *usually* sufficient. That's how Skyrim was designed to work, so NMM working that way doesn't have as many problems as you would think.
Second, I do think Mod Organizer's methods are going to be how managers tend to work going into the future. And while Oblivion does tend to interact with OBMM a bit better, MO is perfectly usable for it. You just aren't likely to get support because OBMM has ingrained itself so thoroughly in that community. To them, it doesn't matter which manager is best. Everyone is using OBMM, so why bother supporting anything else?
It can be a bit weird having all your mods in their own folders if you're used to having everything in one place, but you just have to realize that MO is designed so that you never have to look at the actual file structure. MO knows, in advance, what your data folder is going to look like, which is what the data tab is for.
As for the people who use it, I can definitely see your point there. A lot of people are really obnoxious about it. Just don't let the community decide the feature set of your mod manager.
Isolated environment? DynDOLOD installs? I don't see what you mean by that. DynDOLOD's install procedure is basically the same in MO. You just run the exe files through MO instead of through Windows... like everything else.
Oh, and second that question about Wrye Bash. I also only use it for bashed patches, and would also like to know how it compares.
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