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Nexus Mod Manager in extended closed beta with mod authors


Dark0ne

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@ xXDaRkMiLlEnIuMXx

 

How long do you suspect before Skyrim is supported? I'm sure the directories and such will be the exact same.

 

I would not bet money on it, because Nehrim is designed on a completely new and different engine (Creation Engine) than Morrowind/Oblivion/Fallout3/New Vegas. They may be the same, but they may be even completely different.

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just a very quick question about NMM is it going to be able to auto chck for update upon start up for both mods you have installed and updates for NMM its self, if not auto update will there be some sorta notification sytem telling you when Mod X has a update available to download?
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@ xXDaRkMiLlEnIuMXx

 

How long do you suspect before Skyrim is supported? I'm sure the directories and such will be the exact same.

 

I would not bet money on it, because Nehrim is designed on a completely new and different engine (Creation Engine) than Morrowind/Oblivion/Fallout3/New Vegas. They may be the same, but they may be even completely different.

As soon as people are able to preload Skyrim we can see what the file and folder structure will be, I suppose :)

 

Edit:

Main folder: http://s7.postimage.org/dhu19vy8p/Capture.jpg

Data folder: http://s9.postimage.org/nt7wn93od/Capture2.jpg

 

So far looks the same.

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I for one (being a musician, not a Modder) would be glad of a centralized Mod handler. My gameplay has been severely impeded by CTD's, FOMM crashing on update and all kinds of load-order related nightmares. I recently wondered if someone couldn't do something to help the simpletons out here in game land, now it seems someone has.

I can roll through the lead breaks of Sultans of Swing no problem, but juggling a few files in a list appears to defeat me every time. I can't wait!!

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This does look promising. Certainly centralization has its advantages in these situations but there also may be problems for new and upstart modders. especially those who are pretty much making small tweaks and still learning the ropes Reminds me of the attempt that was made to implement an approval system a few years back that would have charged modders a fee to have their files approved and uploaded.
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This seems to handle scripts much differently then OBMM, many mods that work with OBMM will not with NMM. Script errors stack 20 deep at times much like how the CS does on some things then crashes. Not sure if this was meant for win7 64bit or not but in my case it does not work.

But it is still in the early stages of testing so I wasn't expecting the MM to end all MM's :)

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