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Nexus Mod Manager focus group needs more help


TheTokenGeek

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In response to post #39909305. #39910355, #39912505, #39913875 are all replies on the same post.


ff7legend wrote: I seriously hope this upcoming update won't be a radical one like the disastrous 0.60 update was. A lot of modders, including the SOT (Sands of Time) Team, lost their entire modded Skyrim setup due to the aforementioned radical update. I really don't want to have to play Russian Roulette with future NMM updates.
Dark0ne wrote: That's kind of the entire point of asking for people to help us bug test before major releases, guys.
drscott11 wrote: I think what he is saying is that do we really need these new features? Honestly I have zero use for them. Are they nice tech achievements, yes, but not really necessary imo.

I'd really like to see more QoL features like a better UI, the ability to "send esp to top/bottom" of the mod list or to a specific number/place in the load order. How about fixing the horrid column resizing in the mod activation list or improving the abysmal performance of the "remove mod from all profiles" as it takes forever even on an i7 w/SSD. I could go on but I'm sure others will agree.

I'd like to see more focus on improving the core product as opposed to adding unneeded features.
janishewski wrote: I couldn't disagree more. These features are, I think, fundamental to make modding easier which should be the main goal of NMM in the first place. Exchanging mod setups with people that have already worked out the kinks and have a stable game going is a fantastic feature that will bring more people into modding. I see, almost daily, stories around the internet about how people want to mod their games, but don't know where to start, and let's be honest, this is a good community, but as I know from when I started years ago, it is not the most friendly towards people new to it and new to modding. Just because a feature may not be important to you, does not mean it won't be important to modding. There is no reason for a mod manager of any kind to exist if the point isn't to make modding games easier. If you want to wait and see how the next release pans out before upgrading, I see no problem. The current version of NMM isn't working properly in many ways anyway.


@drscott11
It sounds like you know a fair bit about modding your game. That's great! The problem is, the vast majority of people don't. This kind of stuff isn't there for the people that know a lot about modding, it's there for those who want it to be simple and easy. There are tons of people who want to get into modding their games, but for them, it's too intimidating to start. And who can blame them for feeling that way? With nearly 50K mods uploaded to the Skyrim Nexus, and 12K on Fallout 4, that's a lot to take in for someone new. Adding shareable profiles is mostly for those new people. It helps them get a grasp on how modding works, without throwing too much at them. That way, the modding community expands it's borders; and the more people in the community the better! After all, the more people that are here, the more people will be making great new mods, which means great news for you!

Just because this update won't accomplish things for you directly doesn't mean that it won't be beneficial to everyone in the long run
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Thank you for the news of the new features. I don't know how many times that would have saved me in the past.

 

I've been using NMM for many years and overall, its been a great tool to have. I appreciate all the time and effort that is being put into its development. Cheers and congratulations!.

 

 

 

 

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In response to post #39904240. #39911050, #39913065 are all replies on the same post.


ddd8000 wrote: I want to be in this focus group just to see if the fix has come for the manager not checking for updates to mods.
TIH2WA wrote: I 2nd this!
TrippyTheO wrote: I'd cry if we got a bunch of fancy new features without this issue being fixed.


The issue (usually) isn't because of NMM, it's because the mod makers use update numbers that NMM doesn't understand, and there's no real way around that.

And no, that's not always the issue, but I find it is more often than not
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In response to post #39909305. #39910355, #39912505, #39913875, #39914805 are all replies on the same post.


ff7legend wrote: I seriously hope this upcoming update won't be a radical one like the disastrous 0.60 update was. A lot of modders, including the SOT (Sands of Time) Team, lost their entire modded Skyrim setup due to the aforementioned radical update. I really don't want to have to play Russian Roulette with future NMM updates.
Dark0ne wrote: That's kind of the entire point of asking for people to help us bug test before major releases, guys.
drscott11 wrote: I think what he is saying is that do we really need these new features? Honestly I have zero use for them. Are they nice tech achievements, yes, but not really necessary imo.

I'd really like to see more QoL features like a better UI, the ability to "send esp to top/bottom" of the mod list or to a specific number/place in the load order. How about fixing the horrid column resizing in the mod activation list or improving the abysmal performance of the "remove mod from all profiles" as it takes forever even on an i7 w/SSD. I could go on but I'm sure others will agree.

I'd like to see more focus on improving the core product as opposed to adding unneeded features.
janishewski wrote: I couldn't disagree more. These features are, I think, fundamental to make modding easier which should be the main goal of NMM in the first place. Exchanging mod setups with people that have already worked out the kinks and have a stable game going is a fantastic feature that will bring more people into modding. I see, almost daily, stories around the internet about how people want to mod their games, but don't know where to start, and let's be honest, this is a good community, but as I know from when I started years ago, it is not the most friendly towards people new to it and new to modding. Just because a feature may not be important to you, does not mean it won't be important to modding. There is no reason for a mod manager of any kind to exist if the point isn't to make modding games easier. If you want to wait and see how the next release pans out before upgrading, I see no problem. The current version of NMM isn't working properly in many ways anyway.
sgtmcbiscuits wrote: @drscott11
It sounds like you know a fair bit about modding your game. That's great! The problem is, the vast majority of people don't. This kind of stuff isn't there for the people that know a lot about modding, it's there for those who want it to be simple and easy. There are tons of people who want to get into modding their games, but for them, it's too intimidating to start. And who can blame them for feeling that way? With nearly 50K mods uploaded to the Skyrim Nexus, and 12K on Fallout 4, that's a lot to take in for someone new. Adding shareable profiles is mostly for those new people. It helps them get a grasp on how modding works, without throwing too much at them. That way, the modding community expands it's borders; and the more people in the community the better! After all, the more people that are here, the more people will be making great new mods, which means great news for you!

Just because this update won't accomplish things for you directly doesn't mean that it won't be beneficial to everyone in the long run


What I want is the capability of upgrading mods back again.

Currently all we can do is install the new version and then uninstall the old version, not intuitive at all.
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Maybe you could instead just make it so the mods were placed in serperate folders like Mod Organizer which is much more efficent then putting all the mods into the Data Folder, also making these big updates which could brick mods and saves files which Nexus Mod Manager has forced me to restart skyrim 10+ times which I hate because of the instability of nexus mod manager which (Thanks ff7legend for the point) was horrible enough but testing with a test group isnt enough, thousand of people or more use nexus mod manager and the variety of mods and game files out there isnt enough to be calculated by a small test group of 20 people... Edited by Guest
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In response to post #39909305. #39910355, #39912505, #39913875, #39914805, #39915370 are all replies on the same post.


ff7legend wrote: I seriously hope this upcoming update won't be a radical one like the disastrous 0.60 update was. A lot of modders, including the SOT (Sands of Time) Team, lost their entire modded Skyrim setup due to the aforementioned radical update. I really don't want to have to play Russian Roulette with future NMM updates.
Dark0ne wrote: That's kind of the entire point of asking for people to help us bug test before major releases, guys.
drscott11 wrote: I think what he is saying is that do we really need these new features? Honestly I have zero use for them. Are they nice tech achievements, yes, but not really necessary imo.

I'd really like to see more QoL features like a better UI, the ability to "send esp to top/bottom" of the mod list or to a specific number/place in the load order. How about fixing the horrid column resizing in the mod activation list or improving the abysmal performance of the "remove mod from all profiles" as it takes forever even on an i7 w/SSD. I could go on but I'm sure others will agree.

I'd like to see more focus on improving the core product as opposed to adding unneeded features.
janishewski wrote: I couldn't disagree more. These features are, I think, fundamental to make modding easier which should be the main goal of NMM in the first place. Exchanging mod setups with people that have already worked out the kinks and have a stable game going is a fantastic feature that will bring more people into modding. I see, almost daily, stories around the internet about how people want to mod their games, but don't know where to start, and let's be honest, this is a good community, but as I know from when I started years ago, it is not the most friendly towards people new to it and new to modding. Just because a feature may not be important to you, does not mean it won't be important to modding. There is no reason for a mod manager of any kind to exist if the point isn't to make modding games easier. If you want to wait and see how the next release pans out before upgrading, I see no problem. The current version of NMM isn't working properly in many ways anyway.
sgtmcbiscuits wrote: @drscott11
It sounds like you know a fair bit about modding your game. That's great! The problem is, the vast majority of people don't. This kind of stuff isn't there for the people that know a lot about modding, it's there for those who want it to be simple and easy. There are tons of people who want to get into modding their games, but for them, it's too intimidating to start. And who can blame them for feeling that way? With nearly 50K mods uploaded to the Skyrim Nexus, and 12K on Fallout 4, that's a lot to take in for someone new. Adding shareable profiles is mostly for those new people. It helps them get a grasp on how modding works, without throwing too much at them. That way, the modding community expands it's borders; and the more people in the community the better! After all, the more people that are here, the more people will be making great new mods, which means great news for you!

Just because this update won't accomplish things for you directly doesn't mean that it won't be beneficial to everyone in the long run
arkayn71 wrote: What I want is the capability of upgrading mods back again.

Currently all we can do is install the new version and then uninstall the old version, not intuitive at all.


Well, so as long as update doesn't cause malfunction, there's no problem about adding new features right? Even if some find it has zero use for them. OP and drscott11 are talking about different things.
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In response to post #39901825.

 

 

 

prinyo wrote:

I assume trying someone's profile would queue up a list of downloads based on the active mods (excluding any the new user already has downloaded), and then queue an installation of all the mods in question?

 

If so, is there a way to handle merged patches/altered esps? The first thing I do when installing a new mod is check for incompatibilities, and hand-merge any changes (and I have merged a good number of smaller mods as well, to reduce load order bloat from mods making a handful of simple changes). So if someone tried to use my profile, half the mods wouldn't work due to conflicts, and they might even hit the 255 plugin cap.

It can't handle modified mods when sharing or backung-up a profile.

When you download a profile it will check the mods you have and will download from Nexus the ones that are missing.

If a mod is not on Nexus you can download it and add it to NMM yourself. NMM will recognize the archive file name and will use the mod as part of the profile.

But the profile sharing and backup is all about the meta data about the mods - what is installed, activated, in what order. It is not about the files themselves. You are not going to be sharing fles with the people you share profiles with.

If you want to use the backup feature you will need to pack the changed files in a custom "mod" and install it via NMM so it will able to work with it in the future.

Not sure if I managed to explain exactly.

P.S. I'm part of the test group and I've been using the future version for some time now.

This is exactly what I expected. I have a couple of MODs from the site that should not be named and from Steam as well, I also have some MODs that I modified myself a bit. A snap shoot of my configuration would be useless since some critical MODs are not available on the Nexus.

Nevertheless, a reliable MOD Manager that can handle MODs downloaded from other Game sites would be most appreciated and I do not think that a MOD manager needs automatic MOD ordering functionality. I guess that would be extremely hard to maintain for all the games the MOD Manager supports.

I hate the idea of switching to another MOD manager because NMM becomes a Nexus MODs only tool.

 

 

 

If you want to share a profile that includes LL mods you can provide links to those mods in the profile description.

The user can download them as usual and use your profile.

The only problem that can arise is if the non-Nexus mod gets updated and the file name changes. In this case you can update the shared profile or instruct the users to rename the mod archive before adding it to NMM.

The sorting of the mod and plugin order is so everybody else can have a setup identical to yours. It is not auto-sorting them, it is remembering the sorting done by the person who created the profile.

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