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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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In response to post #43223160. #43223235, #43225810, #43226065, #43226570, #43226580, #43226675, #43226930 are all replies on the same post.


ContessaR wrote: Simple question: Will you be keeping MO's virtual installation/file system? That's all I want. Don't care what the name on the Mod Tool is as long as it has that.
JDM90 wrote: This
TehPikachuHat wrote: Thirded.
mfeile1974 wrote: Fourth....main reason I won't touch NMM is because I don't want my install folder touched
rcv wrote: me 5
The Vampire Dante wrote: @ mfeile1974

NMM has been using virtual installs for a while now.
bla08 wrote: NMM already offers a type of virtual installation system.
Arthmoor wrote: Personally I would hope not, or that it would be moved into an extension for those people who want that.


NMM virtualization system uses hardlinks, which clutter up your install folder. MO does it better.
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In response to post #43210430. #43215310, #43215490, #43215920, #43216655, #43217565, #43217935, #43218210, #43222660, #43225585 are all replies on the same post.


jim_uk wrote: Please can we get a mode for us old stick in the muds who still do everything manually and only want something to enable mods and change the load order? I'm still using 0.52.3.
kingtobbe wrote: This works perfectly for that. It doesn't disable mods beyond unchecking the esp though. Of course if it did, it wouldn't be simple anymore :)

http://www.nexusmods.com/fallout4/mods/13671/?
vram1974 wrote: You're never too old to save time. If a veritable moron like myself can figure out mod managers then anybody can.
jim_uk wrote: It's nothing to do with figuring them out, it's that I don't need all the other stuff, I've been installing mods since 2002, I know what I'm doing and prefer to do things myself.

@kingtobbe I used something similar for FO4, it saved me from upgrading and risking breaking my older games.
Arthmoor wrote: I'm with jim_uk on this one. If I were to be convinced to use this new NMM, I'd want it to be straightforward and without all the file system virtualization stuff. And it would need to be at least as robust about handling the Data folder as Wrye Bash is now.

Oh, and please, for the love of Talos, leave the BSA unpacking to other tools where it belongs!
HadToRegister wrote: So if you're still using 0.52.3 then just continue using it then, problem solved, as you're not even using NMM for anything except to enable/disable mods and change the load order.
You're not even using it to it's fullest potential, so you'll be able to use that version forever.
jim_uk wrote: It won't work for newer titles, this months Skyrim Shiny Edition being one of them.
PirateZ86 wrote: @jim_uk: Please don't listen or reply to morons who have no common sense.
HadToRegister wrote:

PirateZ86 9 kudos 557 posts
@jim_uk: Please don't listen or reply to morons who have no common sense.


Wow, so you go straight to the ad hominems because someone has a different opinion than you?

Jesus christ dude, chill out.
ShalabiRogue wrote: @arthmoor This could be a dumb (or too long to answer) question but what do you have against file virtualization? For me the benefits are massive; quick and easy profiling, clean skyrim folder, quick and easy file priority, and MO lets me use Wrye Bash for bash patches and such even between profiles. I can't even think of a negative point.

Without MO I couldn't have both Enderal and Skyrim installed right now and quickly choose which one I want to play.


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.

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. Proven technology that gives you the kind of control MO users want without injecting code into the task to accomplish it.

IMO if you want something sufficient to separate Enderal from Skyrim you should be prepared to sacrifice the extra install space for it. Drive storage is cheap, and nothing beats a hard separation when it comes to guaranteeing one can't contaminate the other.

Also, I don't need to jump through hoops for each tool I want to use in order to get the virtual file system to notice it. Which ironically includes not having to faff about with that to make Wrye Bash work to do bashed patches with :P
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I've been using NMM for years without any substantial problems. I also used MO for a while. To be honest, I can't remember exactly why I stopped using MO, but something about it really annoyed me, and I went back to NMM.

 

Recently, I decided to try MO again. But after reading in the comments that some mod *authors* were having trouble figuring out how to get their changes in the CK to work seamlessly with MO, I decided against using MO.

 

I make mods for myself. I have an enormous (but very well organized) data folder of mod resources (textures, meshes, scripts, sound files, etc) along with a folder of meshes/textures that I've created myself. I also have a very long list of half-finished ESPs that are not activated. And I tend to tweak -- sometimes completely overhaul -- most of the mods I download.

 

Also, since I'm not making mods for distribution, I often use assets from downloaded mods without installing the mods themselves. Or I install the mods temporarily (to make putting those assets in my own mod easier or just to take a look at how a mod author did something) and then simply deactivate/delete/move/rename the ESP and/or unused assets when I'm done.

 

After watching several tutorials, I still couldn't for the life of me figure out how to get this style of modding to work with MO. But with NMM (and Windows Explorer), it's simple and obvious.

 

So... please... when creating this new mod manager, please consider making it simple for mod authors to use in conjunction with the CK. And especially for those who tend to use bits and pieces from mods (such as resource mods) without wanting to have those mods active in a playthrough nor always visible and cluttering up the UI in a mod manager.

 

TL;DR I'd really like a profile system that makes mod creation, mod testing, and mod tweaking simple and straightforward -- with options to 1. keep a mod and/or its assets completely separate and 2. integrate a mod and/or its assets in a playthrough.

 

If I have to watch a dozen tutorials to figure out how to do this (and still not quite sure at the end of it), I'd rather spend the time learning more about how to actually CREATE MODs than about how to use a MOD MANAGER.

Edited by moriador
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In response to post #43222670.


46GAPA wrote: I would like to see LOOT and Tes5edit incorporated in NMM.
That said NMM has been a God send for me as far as simplifing the download and install process.


No. Just no. Let's not start pushing to absorb everything into some kind of monolithic beast.
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In response to post #43222670.

 

 

 

46GAPA wrote: I would like to see LOOT and Tes5edit incorporated in NMM.

That said NMM has been a God send for me as far as simplifing the download and install process.

No. Just no. Let's not start pushing to absorb everything into some kind of monolithic beast.

 

i agree. dont want to over stretch. but a module system could work. just slap LOOT into a folder within the new manager and allow a button to start it within the manager or something.

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