twixle Posted September 8, 2011 Share Posted September 8, 2011 This is exciting news! Thank you to all involved in this project. I'm looking forward to watching it evolve. Link to comment Share on other sites More sharing options...
lostone1993 Posted September 8, 2011 Share Posted September 8, 2011 sounds awesome, Cant wait to try it out :dance: :dance: :dance: :dance: :dance: :dance: Link to comment Share on other sites More sharing options...
Dashael99 Posted September 8, 2011 Share Posted September 8, 2011 This is excellent news, I'm very excited to see how this goes. Link to comment Share on other sites More sharing options...
McMuffin Posted September 8, 2011 Share Posted September 8, 2011 Sounds great but I have one concern. How will the Nexus client handle mods which are later pulled down by their authors? Surely it won't suck them back into the Nexus, deleting them from users' computers. I'd rather not have my game broken just because a mod author got pissed off one day. Link to comment Share on other sites More sharing options...
Oldwolf58 Posted September 8, 2011 Share Posted September 8, 2011 This is going to be a blessing especially for people new to the modding community. Great work all keep it up!!! Link to comment Share on other sites More sharing options...
DevilleTGR Posted September 8, 2011 Share Posted September 8, 2011 That sounds really great and I'm excited for the release. Is there any possibility that something like TES4Edit cleaning can be included, or is this in the newer Bethesda titles not needed anymore? Link to comment Share on other sites More sharing options...
anandus Posted September 8, 2011 Share Posted September 8, 2011 (edited) Great news! Is this based on FOMM-code as well or build from the ground up?So this will be the new SKMM too?And I assume it's OBSE/FOSE/NVSE/SKSE-compatible? Will it still be possible to manually create your own FOMOD's/OMOD's/SKOMOD's to use in the NMM? (Are the files called NOMOD's? :P ) But all in all great news!I see a plethora of possibilities! :) Edited September 8, 2011 by anandus Link to comment Share on other sites More sharing options...
TommyCreo Posted September 8, 2011 Share Posted September 8, 2011 This sounds so effing awesome, for modders and mod-users alike. I'm glad to hear about the Mod Memory function, since I reinstall Windows quite often. Link to comment Share on other sites More sharing options...
Silki08 Posted September 8, 2011 Share Posted September 8, 2011 This is quite brilliant! Link to comment Share on other sites More sharing options...
cancausecancer Posted September 8, 2011 Share Posted September 8, 2011 (edited) Now, we use the client to uninstall Mod B. The Client has no way of knowing that we installed Mod C, so it assumes that the version of fun_file.dds currently installed belongs to Mod B. Thus, upon uninstallation, the Client restores Mod A's version of the file, overwritng the version installed by Mod C. Thus the installed state of the mods is likely not what the user expects. This wouldn't be a big deal unless you were modding a lot and forgot about some hard work. One way to be safe would be to have it tell the user that the current mod being un-installed has been changed. It could be something like this: on mod install record checksums (you're probably doing this anyways) and on uninstall compare the files against them, if files were changed then pop up a child window showing detected changes with a list of changed files + dates (window with scrolling). Add an Ok button and a "Save Changed File to Zip" button that zips them to NV's root folder name something like [mod_name]_date.zip Just a thought for the dev backlog [edit] Wait, this is open source right? Maybe if I get time I can add it in later. Edited September 8, 2011 by cancausecancer Link to comment Share on other sites More sharing options...
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