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


Dark0ne

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  On 10/15/2016 at 5:24 AM, Sharlikran said:

This is best viewed from the forum.

 

 

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Woah, Sharlikran, great list. When I started this project I created a similar list of features in MO / NMM (and Wrye Bash as far as I was aware because admittedly I never used it for long) but

your list contains some stuff I missed.

 

I can't promise we will implement all of that but I'll add the missing stuff to our to-do list for consideration.

Much of this I would consider advanced features so they wouldn't be part of the core application but implemented as extensions.

 

> What if Wrye Bash just built the Bash Patch and did it well?

 

and

 

> Currently "ONE" volunteer is refactoring Wrye Bash and has darn near completely rewritten the entire program.

 

Yeah, it would have been quite awesome if the Bashed Patch functionality would have been a separate application or a library because that would have made it much easier

to integrate it into other mod managers.

 

I've looked at the bashed patch code and it is quite complex stuff that requires a lot of experience with the file format. I would much rather have an extensions for the new mod manager

that bridges the gap to existing wrye bash code than trying to reimplement everything from scratch. This would allow both NMM devs and Wrye Bash devs to improve the routines

for the benefit of all. If he's willing, could you ask that one volunteer to contact me so we can see if we can get a cooperation going?

 

> Do you want to start from scratch? How long would it take to start form scratch and provide the above features? Could you use existing code and add to it?

 

We do create the mod manager from scratch but try to identify independent pieces of functionality from the existing managers, factor them into libraries, polish and try to reuse them.

I.e. we won't be rewriting all the fomod installer code and then try to make it compatible with all the existing installers, we will use the existing code from NMM and polish it to the

point where we can neatly integrate it into the new mod manager.

 

We can reuse code to a degree, it all depends on how "clean" the interface is.

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In response to post #43256595.


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I am not a member of the nexus team, but I'm sure the new manager will be available to all once it's released and won't require premium membership.

As for the other question - it's not available yet. Keep your eye on the nexus sites and you'll see more news for it in time.
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In response to post #43256595. #43256980 is also a reply to the same post.


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No new MO, this is a new NMM, and it doesn't exist yet.
You bought lifetime premiun access to the Nexus Site, not NMM. NMM is free software, and the same for all users.

The only thing premium accounts get you, that free ones don't, is it gives you access to faster servers for downloads, which is a site feature, and one you will get no matter what.

This is a site feature the manager takes advantage of by linking to special servers.

@Tannin
Congratulations on the new job, as a long standing supporter of the original MO, I'm sad to see that end, but trust you can do great new things, now you can devote your full time efforts to the task.

The biggest issue I see as the greatest problem, is you can make a simple manager for all games, but you can't be an advanced manager for them all as well.

NMM is a Jack of all Games, Master of none.

There simply can't be one manager to rule them all, due to the multiple different engines. Managers dedicated to one game/engine, will always produce better advanced results, where generic ones will fail.

This is the major problem, I see by definition, generic solutions, will never be advanced, simply due to the fact, they must work for all games, not just one.
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^This
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Mator's Merge Plugins, and Mator Smash are the Standalone example to the Bashed Patch, I would use.
They both use xEdit at their core, and both work fine with MO. Mator Smash is not fully released, but shows greater promise, in my view.

Though Mator has/had put them on the backburner to work on the Mod Picker site, whether as plugins, or standalone, using the current functionality.

Then there's the fact you are focusing on older Bethesda games, which are a large part of the Nexus, but eventually, and maybe sooner than later, with the imminent arrival of 64-bit Skyrim, those games will not be the focus.

We come back to the difference I mentioned in another post.

NMM is a multi-engine manager, and you talk of one, and frankly, since NMM became multi-engine, all Skyrim Development ceased, and only features that work on all engines, has been added, that's incompatible with being advanced, which by it's nature must be engine specific, to be of any use.

My general rule is the manager most developed, when the modding is at it's peak, is the most advanced, and I find it telling, that only when the Wrye Bash Team, abandoned the game specific approach, did they lose focus on what makes an advanced manager work.
Making it work best for just one game, the more games added, the less advanced it becomes.

Examples
Morrowind = Wrye Mash
Oblivion = Wrye Mash
Fallout3/NV = Wrye Flash or FoMM (Fallout Mod Manager)
Dragon Age = DAOMM (Dragon Age Origins Mod Manager)
Skyrim = Mod Organizer

Can NMM be both advanced, and simple, for every game, I doubt it very much, and fear it will stifle the independant managers, from starting.

That has been seen with newer games, where NMM is an option, from the start.

A few devs have embraced the MO philosophy, of mod isolation (Witcher3, and XCOM 2, for example), and that helps, alleviate that need.

I wish you all the best, but see no way, one manager can be advanced for all games/engines, as that requires focvusing on features, only useful to one of them.

Sharlikran's post above, does just that, focuses on one, that's the problem, NMM doesn't.
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In response to post #43223160. #43223235, #43225810, #43226065, #43226570, #43226580, #43226675, #43226930, #43227145, #43227835, #43229000, #43229600, #43229700, #43231180, #43250055, #43250125, #43252635, #43253770, #43254560, #43254880, #43255025 are all replies on the same post.


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NMM DOES NOT use a virtual file system.

It uses Hard Links/Symbolic Links, to move files in and out, there's nothing Virtual about it,simply naming a folder "Virtual", doesn't make it so

The big problem is that NMM needs 100% control, of everything.

It simply doesn't work properly with any 3rd party tools (FNIS, Bodyslide, etc), that changes, or adds new files.
These can, and will simply replace the links NMM relies on, with standard files

The result is, all these altered files remain in the data folder, when you switch profiles.

This is why Tannin rejected this linking method for MO, at the start, and went to the fully virtual system.

Even then it took MO years to iron out all the issues, that using 3rd party tools introduces. The "Overwrite" mod is not ideal, but it does work.

Basically it's not profile specific, which is why manual action is required.
Anything file that a 3rd party tool puts in the Data folder, with no mod linked to it, gets put in "Overwrite", for the user to move.

That's the big difference, MO works with 3rd party tools, and manual intervention.
NMM ignores it, and leaves the resulting mess in the data folder, but it only affects users who use multiple profiles, and the vast majority of multi-profile modders, use MO instead.

I've only discovered these issues with non Bethesda games, as MO is my choice for those.

Multi-profiles work in NMM, if you only use NMM on the Data folder files, it's a basic system, and not designed for advanced modding.

MO is Virtual file system, NMM is Hard/Sym Link file system.
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In response to post #43236125. #43237275, #43237355, #43239080 are all replies on the same post.


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So, will MO2 work with Skyrim SE?
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Well, without virtualized system I'm not even touching it. I mean sure, when it's out I will download it and test it, that's my hobby after all and I want to know all the mod managers out there. However, I cannot simply imagine modding any game right now without virtualized system from Mod Organizer (unless I install 5-10 mods, but for game like Skyrim is more like 300-400, including retexture mods). People say that MO is more complicated or harder - umm, no. For me, NMM and any other classic Mod Managers are MUCH harder. There's one reason I will always use MO over any mod manager - it allows you to make mistakes while installing mods. Recently I've been making new MO profile and I cannot even remember how many times I changed installation order in left panel in Mod Organizer - 10? 15? Maybe more. If I was installing mods in NMM or other Mod Manager then I'd be screwed and it would take me more time to reinstall mods in correct order (terrible thing).

 

I also don't like installing conflicting mods with NMM (for example texture packs) that can conflict not only with eachother but also with SMIM and ELFX. I can understand that NMM makes some kind of copy when you overwrite some files of one mod with other one. But what if on top of that you add 3 other mods that conflict? Which copy is saved then? What if at some point I want to remove the mod in the middle? Which files will be restored? This was always soooo extremely confusing to me when I was using any other mod managers. It was completely solved by MO. This I cannot give up.

 

There's one more thing I like about virtualized system. Every mod has different folder and I can clearly see how mods overwrite each other. I couldn't see that in NMM (only during installation of the mod when it was asking me if I want to overwrite this and that file - but who remembers that in a long run?), therefore it was harder to resolve any conflicts. I know many people might say to me "If you had to reorganize your mods so many times, then you should plan more what you want to install and get them in a correct order". I'm sorry... what? Plan? Think? No thanks :D I prefer to get mods as they go, install them as they go and THEN reorder them in the left panel the way I want when I see how ALL of them conflict with eachother. Much easier, less hassle, less thinking, less planning. Better. WIthout VFS this will be just other mod manager that dumps file into Data folder - what's unique about MO is the VFS so if it won't be available then I can't see how NMM will be better.

 

As a curiosity I will tell you one thing. I was using MO for 2 years and recently I thought I would play Oblivion for the first time. I went with classic tools like OBMM (in other words - classic mod managers that install files to Data folder). I felt lost, I felt blind. I wanted to pluck my hair out after 1 hour of using that. Even though it was a hassle I gave up, went back to MO and I managed to finally get Oblivion working with MO (for some reason OBSE plugins weren't working through VFS so I had to install them manually to data folder + I had to manually activate "archive invalidation" to get textures to work). Even though it was more work, it felt like home. So yeah, you have a "proof" that for people like me going back to classic mod managers is just terrible. MO allows you to make so many mistakes and fix them later on in a matter of seconds - that's for me the most important thing.

Edited by kazuyuki
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In response to post #43223160. #43223235, #43225810, #43226065, #43226570, #43226580, #43226675, #43226930, #43227145, #43227835, #43229000, #43229600, #43229700, #43231180, #43250055, #43250125, #43252635, #43253770, #43254560, #43254880, #43255025, #43258040 are all replies on the same post.


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@pedantic:

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You click on the executable ( The gears ) Type a name then click on the [ ... ] to navigate to the .exe and, well, that's all there is to it.

For everything needed to mod the game. At some point one has to concede that needing to do this special for MO vs not having to do it at all is "all that" and it's seen as an inconvenience to more people than you seem to realize.
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In response to post #43224730. #43229715, #43231195, #43231225, #43234520, #43237900, #43238095, #43248580, #43248780, #43256345, #43256845 are all replies on the same post.


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Voting for NeMO.

Optionally include images of sushi.
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