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Hopefully NMM compatibility will be required and verified


Talonvore

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The Nexus family has developed and implemented a fantastic program to make modding our bethesda games as easy as possible. My hope is that Nexus administrators / moderators will require any modders submitting new mods to the site to be fully NMM compliant. What i mean by fully compliant is that users can download , install, and manage thier mods all through the use of NMM.

 

Let me further clarify what i mean. Some mods can be downloaded with NMM by using the "Download With Manager" button and some mods cannot. Some mods additionally can be installed with the NMM while others do not install properly because the modder did not set up the files properly, i.e. files not in the proper folders or even folders missing.

 

The NMM is an outstanding modding tool that simplifies and keeps modding tidy and clean. There is no reason why every mod on the Nexus site should not be fully compatible with NMM. If someone has enough knowledge to create a working mod, they then should have enough knowledge to set their mod up to be fully functional with the NMM. Obviously some downloads on the Nexus sight do not actually effect in-game code and of course these would not need to be NMM compatible. An example would be "Large Address Aware" which does not actually change Skyrim game code but allows more memory usage.

 

I hope this will be a new standard set for the Nexus modding community. Please reply (hopefully with agreements) so that if this is not already a standard that it soon will become one.

 

P.S.

 

As i've had a couple of responses to this issue let me state that I'm not saying that there should not be an option to download and install manually if people so choose. Only that there should also be a fully compatible NMM option as well.

 

Also someone replied that if it would create too much work for the modder to make it fully NMM compatible they should not have to be forced to do that to which i replied:

 

"I am not a mod creator but i have used mods extensively in Oblivion and try to help people in the forums on how to install some of the more confusing mods. So like i said im not a modder but from my understanding all it really requires for a mod to be NMM compatible is for the modder to insure that he sets up the folder structure properly. For example ensure that you have a Data folder and then ensure that any subsequent sub-folders are also present and in the proper place in the download package.

 

To the best of my knowledge this is not the same as making OBMM mods which had the option to specially pack files into omod files where you had to use scripting to make them install automatically.

 

This also would make the modders life much easier and probably save him/her much more time by not having to answer hundreds of questions on issues installing his/her mod and why its not working properly.

 

If there are any expert modders out there that can shed more light on this issue please feel free to do so."

Edited by Talonvore
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The Nexus family has developed and implemented a fantastic program to make modding our bethesda games as easy as possible. My hope is that Nexus administrators / moderators will require any modders submitting new mods to the site to be fully NMM compliant. What i mean by fully compliant is that users can download , install, and manage thier mods all through the use of NMM.

 

Let me further clarify what i mean. Some mods can be downloaded with NMM by using the "Download With Manager" button and some mods cannot. Some mods additionally can be installed with the NMM while others do not install properly because the modder did not set up the files properly, i.e. files not in the proper folders or even folders missing.

 

The NMM is an outstanding modding tool that simplifies and keeps modding tidy and clean. There is no reason why every mod on the Nexus site should not be fully compatible with NMM. If someone has enough knowledge to create a working mod, they then should have enough knowledge to set their mod up to be fully functional with the NMM. Obviously some downloads on the Nexus sight do not actually effect in-game code and of course these would not need to be NMM compatible. An example would be "Large Address Aware" which does not actually change Skyrim game code but allows more memory usage.

 

I hope this will be a new standard set for the Nexus modding community. Please reply (hopefully with agreements) so that if this is not already a standard that it soon will become one.

 

I know absolutely nothing about NMM, obviously it sounds nice, but let's say I do a large volume item mod, how much more work will be necessary to make it NMM compliant? The way you make it sound like its a simple fix, but if it requires a large volume of time compared to the time that could be spent modding I could see how people would pass it up.

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What if I do not use NMM, you would require me to make my mods work with somthing I am not useing?

 

GASP But Nivea you must use NMM!

 

Maybe when its not beta, but I am very capable of installing any mod I find.

 

I for one will not being going back on any of my older mods to make it work with NMM, so much more work... ick.

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The Nexus family has developed and implemented a fantastic program to make modding our bethesda games as easy as possible. My hope is that Nexus administrators / moderators will require any modders submitting new mods to the site to be fully NMM compliant. What i mean by fully compliant is that users can download , install, and manage thier mods all through the use of NMM.

 

Let me further clarify what i mean. Some mods can be downloaded with NMM by using the "Download With Manager" button and some mods cannot. Some mods additionally can be installed with the NMM while others do not install properly because the modder did not set up the files properly, i.e. files not in the proper folders or even folders missing.

 

The NMM is an outstanding modding tool that simplifies and keeps modding tidy and clean. There is no reason why every mod on the Nexus site should not be fully compatible with NMM. If someone has enough knowledge to create a working mod, they then should have enough knowledge to set their mod up to be fully functional with the NMM. Obviously some downloads on the Nexus sight do not actually effect in-game code and of course these would not need to be NMM compatible. An example would be "Large Address Aware" which does not actually change Skyrim game code but allows more memory usage.

 

I hope this will be a new standard set for the Nexus modding community. Please reply (hopefully with agreements) so that if this is not already a standard that it soon will become one.

 

I know absolutely nothing about NMM, obviously it sounds nice, but let's say I do a large volume item mod, how much more work will be necessary to make it NMM compliant? The way you make it sound like its a simple fix, but if it requires a large volume of time compared to the time that could be spent modding I could see how people would pass it up.

 

How long would it take you to install the mod manually? That much time. Except, if you do it, you expend that much time once and thereafter all anyone has to do is run NMM, if you don't, everyone who downloads it has to.

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Nivea

 

I said that all mods should be NMM compatible , however I did not say that you should not be able to download and install manually if you so choose. Obviously the option to do so should always be present.

 

Every mod that i've seen that was NMM compliant also had manual option.

 

 

Shadowclaimer

 

I an not a mod creator but i have used mods extensively in Oblivion and try to help people in the forums on how to install some of the more confusing mods. So like i said im not a modder but from my understanding all it really requires for a mod to be NMM compatible is for the modder to insure that he sets up the folder structure properly. For example ensure that you have a Data folder and then ensure that any subsequent sub-folders are also present and in the proper place in the download package.

 

This also would make the modders life much easier and probably save him/her much more time by not having to answer hundreds of questions on issues installing his/her mod and why its not working properly.

 

If there are any expert modders out there that can shed more light on this issue please feel free to do so.

Edited by Talonvore
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I never heard about NMM, and I use the nexus sites since 2007... What is that? Sounds like OBMM or FOMM...

 

I did notice the appearance of a "download with manager" button. Is that the manager you are talking about? I searched it but didn't find it. :/

 

EDIT: Nevermind, I found it.

Edited by Gilead Maerlyn
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Nivea

 

I said that all mods should be NMM compatible , however I did not say that you should not be able to download and install manually if you so choose. Obviously the option to do so should always be present.

 

Every mod that i've seen that was NMM compliant also had manual option.

 

 

Shadowclaimer

 

I an not a mod creator but i have used mods extensively in Oblivion and try to help people in the forums on how to install some of the more confusing mods. So like i said im not a modder but from my understanding all it really requires for a mod to be NMM compatible is for the modder to insure that he sets up the folder structure properly. For example ensure that you have a Data folder and then ensure that any subsequent sub-folders are also present and in the proper place in the download package.

 

This also would make the modders life much easier and probably save him/her much more time by not having to answer hundreds of questions on issues installing his/her mod and why its not working properly.

 

If there are any expert modders out there that can shed more light on this issue please feel free to do so.

 

If that's all it takes then wouldn't a well crafted mod to begin with be by default NMM compatible?

 

Regardless if its that simple I'll do it, I just didn't know if it was going to be some annoying drawn out process that would consume time I could spend making my mod better. I understand some people find it much easier to install using it, but if it would require a serious amount of work for a minority of downloaders, I'd rather pass and put that work into my mod. But if as you said was true, just proper folder structures, I'd easily just toss it in there, shouldn't be hard at all.

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Ok, I just took a look at NMM and it turns out that a file is NMM-compatible as soon as it has a correct folder structure (as was said before, but I needed to check^^), which I think should be mandatory. So yes, I agree with Talonvore, every mod should be NMM-compatible. Edited by Gilead Maerlyn
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