Vorians Posted September 7, 2011 Share Posted September 7, 2011 @ biosman: May want to read the actual news post by Dark0ne, it clearly states it's optional. Link to comment Share on other sites More sharing options...
cpocurtis Posted September 7, 2011 Share Posted September 7, 2011 (edited) This is great! I've been wondering about something like this for a while. :D Good luck making it work with all games, but I probably won't use it until Skyrim comes out, as I don't play many of the Nexus-Supported games now (I recently discovered Minecraft :P), but I always look forward to things like this, and I love seeing people working together for the community. Edited September 7, 2011 by cpocurtis Link to comment Share on other sites More sharing options...
eric31415 Posted September 7, 2011 Share Posted September 7, 2011 This is a great idea, thanks to all invovled for putting so much time, effort, and thought into this. But i do have one concern; I run multiple clones of Oblivion using TES4Manager, each with completely different mod setups. Currently, i need seperate installs of OBMM & Wrye Bash for each. Will the new client be able to support this type of setup? I have found too many benefits from multiple clones to be willing to give them up. And also a suggestion; Concerning read-me files (and images) - I don't like the way the current managers handle these, i have found it much easier to create a seperate folder for them in docs. That way i can reference something quickly, without having to open OBMM (not sure how Wrye Bash handles them, i only use it for the bashed patch). Link to comment Share on other sites More sharing options...
TwistedBlack Posted September 7, 2011 Share Posted September 7, 2011 The only thing that could make this better is if it could make FCOM work for me. <_< >_> Link to comment Share on other sites More sharing options...
Hickory Posted September 7, 2011 Share Posted September 7, 2011 Concerning read-me files (and images) - I don't like the way the current managers handle these, i have found it much easier to create a seperate folder for them in docs. That way i can reference something quickly, without having to open OBMM (not sure how Wrye Bash handles them, i only use it for the bashed patch). Wrye Bash does just that, ie. places all readmes and other documents into \Data\Docs\ . Link to comment Share on other sites More sharing options...
falloutperson416 Posted September 7, 2011 Share Posted September 7, 2011 Fallout Mod Manager on steroids... sounds awesome! Link to comment Share on other sites More sharing options...
griz024 Posted September 7, 2011 Share Posted September 7, 2011 (edited) sounds sweet! how will it work for people who already use FOMM or OBMM? will the client detect that those programs already exist on your computer and just copy the info in them or will we have to redownload mods for the client to take over managing the mods we have currently installed? Edited September 7, 2011 by griz024 Link to comment Share on other sites More sharing options...
Hickory Posted September 7, 2011 Share Posted September 7, 2011 I obviously do not know the capabilities of this software, but unless it keeps accurate track of all prior installed assets, backs them up (and continues to track changing assets on the fly) and restores them in their entirety after un-installing a mod (as Wrye Bash does), then it will be just as useless as a real manager as OBMM is. It would be nice to know that it does this. Link to comment Share on other sites More sharing options...
JimboUK Posted September 7, 2011 Share Posted September 7, 2011 This does sound really good, when you are running 100+ mods it's no easy task keeping them up to date. Link to comment Share on other sites More sharing options...
Argomirr Posted September 7, 2011 Share Posted September 7, 2011 (edited) This is pretty neat. We are releasing the Nexus Client under the GPL license, which is something you'll probably not find with any other site that releases this sort of software. This means you'll have access to the source code of the client to make sure we're not up to any funny-business. It's not just to show that we're being completely transparent with our software, but also because the GPL enables you to help us with the development of the client, or make your own versions, plug-ins and adaptations to it. We really, really like it when mod authors work together, share their work with others and allow other mod authors to use their work. We want to set an example here and say "here's what we've made, please, use it, modify it to your liking, make it better and share it with others". Copyleft licensing is something we think more mod authors should aspire to. May I suggest setting up a git/svn repository or something along those lines? It would allow other programmers to easily get the latest source code, and apply bug fixes, updates or features of their own and they can then simply commit those changes for review so they can be merged into the "official" code if they meet the requirements. C# isn't exactly my language of choice but I think I could commit a bug fix or two if it were possible. :P Edited September 7, 2011 by Argomirr Link to comment Share on other sites More sharing options...
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