Jump to content

Big changes for the Nexus Mod Manager and the introduction of Tannin42, our new head of NMM development


Dark0ne

Recommended Posts

WAIT WHAT? That blank cheque over 50k$ I send you so you could do this years ago never reached you? Guess I should not have put:

 

Robin Dark0ne

NexusMods

England

 

on the letter...

 

On a more serious note, I felt like I could here Dr. Farnsworth at the beginning of this article. Ye know...

"GOOD NEWS everyone!"

Link to comment
Share on other sites

  • Replies 895
  • Created
  • Last Reply

Top Posters In This Topic

  On 10/14/2016 at 3:32 PM, HadToRegister said:

 

In response to post #43231020. #43231160, #43234190, #43235645 are all replies on the same post.

 

 

 

  Reveal hidden contents

  Quote

prinyo

 

This is bad news. This is exactly what nobody wants. This is exactly what people want to get rid of.

 

Whoa, hold on there, I don't remember electing you to represent everybody, and you certainly don't represent me.

 

 

I'm confused now, after reading your next post. Do you want virtual install with links or not.

 

My point was this. The MO crowd wants the new manager to use virtualization of "pure nature" with "pristinely clean" data folder as MO does it. The NMM crowd wants direct mod installs as NMM 0.5* does it. (Almost) nobody wants it to handle the mod installs as the current NMM versions do - a mix of the two ways.

 

Now, I hate the virtual install with links and I believe that Talos himself can't create a mod manager that uses this way of installing mods that will not confuse me and that I would be able to use with pleasure. I, been a vocal NMM 0.5 fan on other forums for some time, recently started transitioning to MO with the idea to use it for the future games. The fact is the way MO deals with mods is easier to work with than the new NMM.

That said, I, been a programmer myself, have a pretty good idea why Tannin is pushing for this kind of system and I realize that if I was in his shoes I would go ahead and implement it exactly the way I believe is right.

This means that, as an user, I need to wait a month or two and see what happens. It seems there will be one mod manager able to handle Skyrim SE and we have no way of knowing what the response of community to this development will be.

Link to comment
Share on other sites

I would like to see an option in NMM where you can view the save file for a particular game and see what mods it uses, this was a feature of WRYE Bash / FLash up untill Fallout 4, Fallout New Vegas being the last version of WRYE that was fully implemented. The reason why I think it's important for this feature to be added is because it helps users trouble shoot mod problems by comparing load orders used for the save VS the present load order, which can be a HUGE time saver.
Link to comment
Share on other sites

In response to post #43213170. #43213650, #43214685, #43224605, #43231310, #43231435, #43232450, #43232890, #43235755, #43237595 are all replies on the same post.


  Reveal hidden contents


Actually you don't have to rename anything or repackage anything, you just install it. There are no special steps, you extract the files into your skyrim folder just like anything else. It's so frustrating to see people making mountains out of nothing, personally I use MO and it just makes it way easier to install/uninstall mods because you can't accidentally break a dependency and ruin a 50+ hour game save (which happened to me with NMM causing me to switch to MO).
</rant>
Link to comment
Share on other sites

In response to post #43210430. #43215310, #43215490, #43215920, #43216655, #43217565, #43217935, #43218210, #43222660, #43225585, #43227190, #43227900, #43227920, #43237490 are all replies on the same post.


  Reveal hidden contents


> My main objection is having an intermediate layer between my OS and my game that is
> under the control of neither one and prone to bugs because neither one has been
> subjected to the appropriate levels of QA.

I understand this position although I would like to point out that
a) MO doesn't do anything different, technology-wise, from skse or enb. And your AV. And your graphics card support software. And probably at least half a dozen other tools you're running right now.
I would argue - in fact - that skse / skse plugins are a bigger safety risk than MO because with skse you're loading multiple dlls from different sources, some of which may be closed source.
MO is wider in scope but if you worry about MO you should be worrying about similar tools as well.
b) I've always advocated to run MO as limited user. With MO you can install mods without having write access to the game folder. As such it has limited potential for damage.
NMM otoh requires administrator rights and copies/deletes files outside its own "domain". You are very wrong if you think MO is a bigger security concern than Wrye Bash or NMM, it's the other way around.
MOs vfs is very complex and will thus contain (way) more bugs than a simpler solution but the damage these bugs may cause is far smaller.

> Plus I just don't see the point considering Wrye Bash has not had issues with "dirty data > folders" since the BAIN installers module was perfected.

But is it really perfect? MO has no problem with dirty data folders by design. Even if it's bugged. even if the user messes up. Even if you install mods and then manully remove wrye bash your data folder will be clean.
Relying on software to be perfect is a bit unrealistic in my experience. If a software is bugfree that only means you're not looking hard enough.

I'm not sure why I now ended up defending MO when I'm supposed to advocate the new Mod Manager ;)
I guess what I should be saying is: All solutions have their pros and cons. Trust me, I've spent years analyzing the alternatives, considered some that have never been implemented and there is no approach that is 100% superior to any other.
If you think MOs vfs is useless or if you think symbolic / hard links are wrong or direct installation is bad you just don't have all the facts or haven't considered how others want to mod.

Which is why I want to offer alternatives with the new manager and not presume to know what's best for each individual.
Link to comment
Share on other sites

One thing I truly hope you consider is documentation. A powerful tool that's badly documented can be destructive. Additionally, poor documentation causes people to ask the same questions over and over until they "sledgehammer" their way into understanding. In my opinion, documentation should be detailed if not exhaustive, and NOT contain vague and ambiguous references, or slang. English isn't everyone's first language.

 

I know you are familiar with many accomplished mod authors that have been vocal about their issues with MO, and in some cases intensely so. I would hope that you revisit some of these issues and the author's concerns, regardless of the decided source of the problem. Since your work at this point is foundational, this may be critical input.

 

Very best regards

Link to comment
Share on other sites

Congratulations to you, Tannin!

 

Overall, my experience with MO made transitioning back to NMM last November challenging. I felt like I lost a lot of control in my installs, which I did, but NMM has been doing just fine, overall. I am excited to see how you implement ideas and functions from both into MONex(t).

 

I honestly don't know much on the tech side of how the managers actually do what they do, but I do have some observations from the user end, things I like or don't, just so you have a little more grist for the mill.

 

MO's install control is probably one of my favorite things about it. Being able to manually verify and select files is a powerful tool, and the reason I manually installed files for a long time. This, integrated with virtual installs, gives me real freedom to install and try things willy-nilly, without worrying about breaking my game.

 

MO's virtual file system really cleans things up in the Data folder. This is important to me, because if I have a mod that I enjoy, except for that one texture (you know the one), I can find that texture, adjust it to suit my game, and know exactly where to put it back when I'm done. As an example. This ease of access (mods folder/mod name folder/mod's additions for the Data folder) is a big deal because I like to tweak, and because I like to have all a mod's assets in one place, discrete from the others.

 

Actual post-install file control is a big deal, too. Finding and moving orphaned files (like a merge patch or new mod I just CKd up), the file explorer shell from virtually (heh) anywhere in MO, and the ability to adjust installs with drag and drop were features I grew surprisingly dependent upon.

 

It's been a year now since I last used MO, so a number of its features slip my mind, but launching a plethora of tools from within MO (especially with the ability to configure how they launch) to then run them on the virtual installs, managing saves, switching between profiles painlessly, and even tracking downloaded mods until I decide to clear the list (or even clear individual entries) are all important to me, and sorely missed in NMM.

 

On the other hand, NMM has run rock-solid for me with Fallout 4, without a single hiccup in the last year. Profiles are a good idea, but because of NMM's implementation, I don't really use them because of the time (and hassle, sorry NMM team!), but for basic load order stuff, it's solid as Gibraltar. I don't know if that is helpful feedback, now that I'm typing it out, but there it is. NMM seems to do better with running scripted installers, which is less important to me with more robust installation options, but it is nice for really complex mods and for modders who are more casual or simply newer to all of this.

 

I'll stick by MONex as my name in the hat. Thanks for the update, Robin, and thank you for hiring Tannin! I think the Nexus mod scene just got an upgrade. ;)

Link to comment
Share on other sites

In response to post #43236125. #43237275, #43237355 are all replies on the same post.


  Reveal hidden contents


@PirateZ86

Not impossible. The guy who makes the Papyrus Data Wrapping tool for cleaning saves in Skyrim has an bat file that can convert it to 32bit and back to 64bit if needed Edited by Eman17j
Link to comment
Share on other sites

In response to post #43210430. #43215310, #43215490, #43215920, #43216655, #43217565, #43217935, #43218210, #43222660, #43225585, #43227190, #43227900, #43227920, #43237490, #43238795 are all replies on the same post.


  Reveal hidden contents


Please do not take out the BSA unpacking tool I use it all the time. Its perfectly fine having it off by default and having to enable it but removing it seems extreme.
Link to comment
Share on other sites

  • Community Manager
In response to post #43210430. #43215310, #43215490, #43215920, #43216655, #43217565, #43217935, #43218210, #43222660, #43225585, #43227190, #43227900, #43227920, #43237490, #43238795, #43239135 are all replies on the same post.


  Reveal hidden contents


  Quote
I'm not sure why I now ended up defending MO when I'm supposed to advocate the new Mod Manager


You got triggered, basically ;)
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...