Jump to content

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


Dark0ne

Recommended Posts

  • Replies 896
  • Created
  • Last Reply

Top Posters In This Topic

Welcome to the team Tannin.

I am so happy to read this. For too long it has been a problem for me, they are both awesome programs. What MO has, NMM doesn't. And vice versa. In fact at one time I managed to get them both working at one time for the same game. God knows how I did that :) It would be nice to have one program that is the best of both worlds.

Well done guys, now stop reading posts and get this done already :)

Edited by Dustyg
Link to comment
Share on other sites

 

In response to post #43228135. #43228440, #43228710, #43228800, #43229750 are all replies on the same post.

 

 

 

Mebantiza wrote: So will it be safe to say, this 'new' MM have will none of the features of NMM, and all the features of MO. IoW, just a reskinned and renamed MO? As bad as NMM 6x has been, there are things about NMM that make people want to use it, well, the pre- 6x versions anyhow. How is forcing MO and its structure on everyone, even those that don't really want it, a benefit?

 

I use NMM 56.1, and do NOT require virtual installs. Its a feature, for some, but not a REQUIRED one, and I dont want it forced on me. 56.1 is old, crashes constantly, and is not all that stable tbh. But its still far preferable to anything NMM 6x, and have no need to have MO forced upon me. Not going to argue which one is 'superior', that is pointless. NMM is straight-forward enough to do what it has to, and did it well enough, well at least untill they tried to steal some of MO thunder. Then it went to complete and utter $yht. Up until that point, it wasn't perfect, but it did the job. NMM 6x added a needless feature that no one asked for, and never worked properly. Had NMM retained its pre-VM structure and improved that, things would likely be fine with it even now.

 

So now, the 'solution' it seems, is make everyone use MO whether they like it or not...

HadToRegister wrote: Having used both, I like MO, and I also like NMM, but only pre 0.62 NMM, as 0.62 and above just acted like malware and destroyed most of our mod lists

 

NOWHERE in this thread has it been said that the new NMM will have NONE of the features of NMM and/or ALL of the features of MO.

 

NOWHERE has the subject of "Forcing MO on everyone" even been discussed.

 

If you use NMM 56.1 (For whatever hipster anti-something reason), then keep using it, but stop complaining about something that you're not only NOT going to use, but are also so misinformed about, that you were unable to make even one factual statement about the plans for NMM/MO for the future.

xyon71 wrote: Why go right to negativity??

I think it is very UNsafe to say it is just going to be a "re-branded MO"

It appears to me that they are wanting to produce a simple, yet powerful NEW tool for everyone to use with varying degrees of complexity based on need.

I didn't read anywhere that they are "forcing" anything, I read that they are taking all of the feedback from BOTH tools to incorporate the best features into 1 "best" tool.

I switched from NMM to MO 2 years ago, and found it simply wonderful to be able to try out different mods in different orders without breaking my base game.

I will admit there was a learning curve, but not too steep, and I am far from an advanced modder.

I for 1 am excited to see what these talented minds can come up with.

For whatever this or that, I say all of them are in it because they want to give people the best modding experience possible, so lets give them a chance before we jump on our band-wagons and shoot harpoons because we "think" we already know what they are going to do...

archerarcher wrote: Same here. In times where disk space is cheaper than fuel I think this virtual install feature is completely obsolete. I don't like it and I don't like the problems it makes with certain mod installations.

I use NMM 56.1 for Skyrim too, it's very stable to me, no problems at all, really. Okay, I track all my (700~) mods and over the years my documentation has grown into a complex website but I know exactly what to overwrite and what not and I know where my files are and I don't care about some gigabytes disk space more or less for my favorite game that I am playing/ modding since Nov 2011.

 

So what should a future mod mager be like?

 

1. Manage mod files

That's the absolute priority. Everey feature that affects this should be removed or be avoided.

 

2. Simple to use, simple to manage

No need for virtual installs, no installation of mods directly by clicking on a button on a website. I need control! Everyone needs control. Is there anybody out there who installs mods via website button? I inspect EVERY file before I use a mod so you should too if you don't want to loose track of your installment.

 

That's what I want from a mod manager and that's why I use NMM 56.1 and not MO

moriador wrote: @archerarcher,

 

Control. Precisely.

 

The more lines of code that come between me and the stuff I want to use, the more difficult it becomes to fix what ought to be minor problems. Instead of simply locating the problem file or reference and fixing it, you have to contend with the installation software and all of its quirks. Instead of replacing a single bad mesh, for instance, you may end up having to uninstall an entire mod, create a new mod archive with the new mesh, and install it all over again.

 

The more control you take away from users, the more those users have to rely on mod authors (and mod manager programmers) to fix every single little problem.

 

But there seems to be a trend in software to create bigger and bigger walls of code between the user and the actual assets/files that user wants to use. I see it in 3D render software, image editing software, anything that relies heavily on user created content really.

 

Which is completely backwards, IMO. The more imperfect the assets, the more DIRECT control the user needs to have in order to fix those imperfections. And the more an industry relies on user generated content, the more imperfections there will be.

 

The idea of creating code that allows a user to click a single magic button is great indeed! But only if that code depends on assets that have been through a very rigorous quality assessment process which requires very strict standardization. If those assets are potentially riddled with bugs, as any user created content will be, then you can't wall the user off from direct control or their only option when things go wrong will be to scream at the developers.

 

I see a lot of screaming at mod authors and mod manager programmers going on in Nexus comments (and the forums of many other industries). But I guess that's the price you pay when you try to make things *too* easy for the user.

It's no rebranded MO, it's a fresh start. "Controversial" MO features like the virtual filesystem may exist as options / extensions but they will not be defaults or requirements.

 

With MO I was happy to develop a tool that would only appeal to a small crowd. It was always intended to be complement the existing solutions like OBMM/NMM or wrye bash, not to replace them.

 

Now we're writing a modding tool for all Nexus users so obviously the approach will be different. I'm not ignorant of the problems with MO but with MO I had one target audience, now it's a different one.

We try to make the new mod manager attractive to advanced & MO users through extensibility, not by doing the same again and hoping the majority of users will suddenly like it better.

 

 

 

This sounded really good until I read the comments on the STEP forum where there is this: "The default setting will probably work similar to what NMM is doing currently, using symlinks or hardlinks into the game directory because this is simply more robust "

 

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

When people talk about "the way NMM works" they mean pre-0.6. If the new manager uses the current NMM logic then everybody loses.

It was obvious that the choices you make about this will upset one of the two crowds. But upsetting both of them at the same time... hmm

Edited by prinyo
Link to comment
Share on other sites

What the heck! People who don't like MO, what are you talking about? Download, double-click, click, run the game - how easier can it be?

 

If you love dump your game folder with bunch of files, do everything manually, spend hours of your life searching for errors and reinstalling, and pray Steam won't mess it up - then go do it, nobody makes you to use any mod manager.

 

The only way to leave a game folder untouched is to trick the system into think the files are there - hence a virtual filesystem. Yes, it is a hack! So what? Everything is a hack if game is close-sourced.

 

MO has been ingenious and a bliss for players who needed to manage massive mod collection and all these little mod patches.

 

Tannin, and other devs, don't listen to anyone. It is really hard to please everybody's taste, do what you think is right. I wish you best of luck.

 

Link to comment
Share on other sites

In response to post #43228135. #43228440, #43228710, #43228800, #43229750, #43229950, #43230240 are all replies on the same post.


Mebantiza wrote: So will it be safe to say, this 'new' MM have will none of the features of NMM, and all the features of MO. IoW, just a reskinned and renamed MO? As bad as NMM 6x has been, there are things about NMM that make people want to use it, well, the pre- 6x versions anyhow. How is forcing MO and its structure on everyone, even those that don't really want it, a benefit?

I use NMM 56.1, and do NOT require virtual installs. Its a feature, for some, but not a REQUIRED one, and I dont want it forced on me. 56.1 is old, crashes constantly, and is not all that stable tbh. But its still far preferable to anything NMM 6x, and have no need to have MO forced upon me. Not going to argue which one is 'superior', that is pointless. NMM is straight-forward enough to do what it has to, and did it well enough, well at least untill they tried to steal some of MO thunder. Then it went to complete and utter $yht. Up until that point, it wasn't perfect, but it did the job. NMM 6x added a needless feature that no one asked for, and never worked properly. Had NMM retained its pre-VM structure and improved that, things would likely be fine with it even now.

So now, the 'solution' it seems, is make everyone use MO whether they like it or not...
HadToRegister wrote: Having used both, I like MO, and I also like NMM, but only pre 0.62 NMM, as 0.62 and above just acted like malware and destroyed most of our mod lists

NOWHERE in this thread has it been said that the new NMM will have NONE of the features of NMM and/or ALL of the features of MO.

NOWHERE has the subject of "Forcing MO on everyone" even been discussed.

If you use NMM 56.1 (For whatever hipster anti-something reason), then keep using it, but stop complaining about something that you're not only NOT going to use, but are also so misinformed about, that you were unable to make even one factual statement about the plans for NMM/MO for the future.
xyon71 wrote: Why go right to negativity??
I think it is very UNsafe to say it is just going to be a "re-branded MO"
It appears to me that they are wanting to produce a simple, yet powerful NEW tool for everyone to use with varying degrees of complexity based on need.
I didn't read anywhere that they are "forcing" anything, I read that they are taking all of the feedback from BOTH tools to incorporate the best features into 1 "best" tool.
I switched from NMM to MO 2 years ago, and found it simply wonderful to be able to try out different mods in different orders without breaking my base game.
I will admit there was a learning curve, but not too steep, and I am far from an advanced modder.
I for 1 am excited to see what these talented minds can come up with.
For whatever this or that, I say all of them are in it because they want to give people the best modding experience possible, so lets give them a chance before we jump on our band-wagons and shoot harpoons because we "think" we already know what they are going to do...
archerarcher wrote: Same here. In times where disk space is cheaper than fuel I think this virtual install feature is completely obsolete. I don't like it and I don't like the problems it makes with certain mod installations.
I use NMM 56.1 for Skyrim too, it's very stable to me, no problems at all, really. Okay, I track all my (700~) mods and over the years my documentation has grown into a complex website but I know exactly what to overwrite and what not and I know where my files are and I don't care about some gigabytes disk space more or less for my favorite game that I am playing/ modding since Nov 2011.

So what should a future mod mager be like?

1. Manage mod files
That's the absolute priority. Everey feature that affects this should be removed or be avoided.

2. Simple to use, simple to manage
No need for virtual installs, no installation of mods directly by clicking on a button on a website. I need control! Everyone needs control. Is there anybody out there who installs mods via website button? I inspect EVERY file before I use a mod so you should too if you don't want to loose track of your installment.

That's what I want from a mod manager and that's why I use NMM 56.1 and not MO
moriador wrote: @archerarcher,

Control. Precisely.

The more lines of code that come between me and the stuff I want to use, the more difficult it becomes to fix what ought to be minor problems. Instead of simply locating the problem file or reference and fixing it, you have to contend with the installation software and all of its quirks. Instead of replacing a single bad mesh, for instance, you may end up having to uninstall an entire mod, create a new mod archive with the new mesh, and install it all over again.

The more control you take away from users, the more those users have to rely on mod authors (and mod manager programmers) to fix every single little problem.

But there seems to be a trend in software to create bigger and bigger walls of code between the user and the actual assets/files that user wants to use. I see it in 3D render software, image editing software, anything that relies heavily on user created content really.

Which is completely backwards, IMO. The more imperfect the assets, the more DIRECT control the user needs to have in order to fix those imperfections. And the more an industry relies on user generated content, the more imperfections there will be.

The idea of creating code that allows a user to click a single magic button is great indeed! But only if that code depends on assets that have been through a very rigorous quality assessment process which requires very strict standardization. If those assets are potentially riddled with bugs, as any user created content will be, then you can't wall the user off from direct control or their only option when things go wrong will be to scream at the developers.

I see a lot of screaming at mod authors and mod manager programmers going on in Nexus comments (and the forums of many other industries). But I guess that's the price you pay when you try to make things *too* easy for the user.

Not too long ago, when you wouldn't even think of assembling a bookcase without having some basic tools on hand, if the predrilled holes didn't line up, you drilled new ones in the right place, and screwed the bits together. Now that you've been led to believe that everything you will ever need comes in one single box, you swear loudly, pack your Ikea shelves back into the torn up bits of cardboard, take the whole thing back to the store for a refund, and post a nasty product review on a website while sitting angrily among your still unshelved piles of books. Given how much incredibly detailed information is available about how to fix innumerable kinds of problems, it seems that people are becoming more personally helpless than ever.
Tannin42 wrote: It's no rebranded MO, it's a fresh start. "Controversial" MO features like the virtual filesystem may exist as options / extensions but they will not be defaults or requirements.

With MO I was happy to develop a tool that would only appeal to a small crowd. It was always intended to be complement the existing solutions like OBMM/NMM or wrye bash, not to replace them.

Now we're writing a modding tool for all Nexus users so obviously the approach will be different. I'm not ignorant of the problems with MO but with MO I had one target audience, now it's a different one.
We try to make the new mod manager attractive to advanced & MO users through extensibility, not by doing the same again and hoping the majority of users will suddenly like it better.
moriador wrote: Well, it is very refreshing to see that the developer is reading the comments!

We all know that there's an enormous divide between those who want the software to do it all (and who -- rightly, I note -- demand that such software work as perfectly as possible) and those who insist on getting their hands dirty and hate to have anything stand in their way.

If you can bridge that gap, you'll have done something very worthy indeed.

I look forward to what you can come up with.


I really really like the Virtual Folders that MO provides. It makes my life so much easier when it comes to modding. Especially when it comes to making my own mods.

I hope that such feature will be included in the new NMM if the goal is to stop giving MO future support. I don't mind if I have to activate it for my profile for it to work, as long as the option to do so is there.
Link to comment
Share on other sites

In response to post #43231060.


lxndr wrote:

What the heck! People who don't like MO, what are you talking about? Download, double-click, click, run the game - how easier can it be?

 

If you love dump your game folder with bunch of files, do everything manually, spend hours of your life searching for errors and reinstalling, and pray Steam won't mess it up - then go do it, nobody makes you to use any mod manager.

 

The only way to leave a game folder untouched is to trick the system into think the files are there - hence a virtual filesystem. Yes, it is a hack! So what? Everything is a hack if game is close-sourced.

 

MO has been ingenious and a bliss for players who needed to manage massive mod collection and all these little mod patches.

 

Tannin, and other devs, don't listen to anyone. It is really hard to please everybody's taste, do what you think is right. I wish you best of luck.

 


the issues lots of people have with MO aren't how it does what it does, but the fact that manually editing files (which, if you're running old mods, is basically unavoidable) is without fighting the mod manager. And groups of folks who plan out the mods they'll use from the get-go and don't change anything. The whole point of leaving the game folder untouched doesn't exist so much then.

I couldn't use it because I'm trying to use the creation kit, and couldn't get it and MO to play nice.

NMM, with the option to use MO's virtualized installs or not (as per case use or preference), will be fantastic. I know MO handles large files better then NMM, even as far back as .5, so that aught to improve, too.
Link to comment
Share on other sites

In response to post #43231020.


prinyo wrote:

 

In response to post #43228135. #43228440, #43228710, #43228800, #43229750 are all replies on the same post.


Mebantiza wrote: So will it be safe to say, this 'new' MM have will none of the features of NMM, and all the features of MO. IoW, just a reskinned and renamed MO? As bad as NMM 6x has been, there are things about NMM that make people want to use it, well, the pre- 6x versions anyhow. How is forcing MO and its structure on everyone, even those that don't really want it, a benefit?

I use NMM 56.1, and do NOT require virtual installs. Its a feature, for some, but not a REQUIRED one, and I dont want it forced on me. 56.1 is old, crashes constantly, and is not all that stable tbh. But its still far preferable to anything NMM 6x, and have no need to have MO forced upon me. Not going to argue which one is 'superior', that is pointless. NMM is straight-forward enough to do what it has to, and did it well enough, well at least untill they tried to steal some of MO thunder. Then it went to complete and utter $yht. Up until that point, it wasn't perfect, but it did the job. NMM 6x added a needless feature that no one asked for, and never worked properly. Had NMM retained its pre-VM structure and improved that, things would likely be fine with it even now.

So now, the 'solution' it seems, is make everyone use MO whether they like it or not...
HadToRegister wrote: Having used both, I like MO, and I also like NMM, but only pre 0.62 NMM, as 0.62 and above just acted like malware and destroyed most of our mod lists

NOWHERE in this thread has it been said that the new NMM will have NONE of the features of NMM and/or ALL of the features of MO.

NOWHERE has the subject of "Forcing MO on everyone" even been discussed.

If you use NMM 56.1 (For whatever hipster anti-something reason), then keep using it, but stop complaining about something that you're not only NOT going to use, but are also so misinformed about, that you were unable to make even one factual statement about the plans for NMM/MO for the future.
xyon71 wrote: Why go right to negativity??
I think it is very UNsafe to say it is just going to be a "re-branded MO"
It appears to me that they are wanting to produce a simple, yet powerful NEW tool for everyone to use with varying degrees of complexity based on need.
I didn't read anywhere that they are "forcing" anything, I read that they are taking all of the feedback from BOTH tools to incorporate the best features into 1 "best" tool.
I switched from NMM to MO 2 years ago, and found it simply wonderful to be able to try out different mods in different orders without breaking my base game.
I will admit there was a learning curve, but not too steep, and I am far from an advanced modder.
I for 1 am excited to see what these talented minds can come up with.
For whatever this or that, I say all of them are in it because they want to give people the best modding experience possible, so lets give them a chance before we jump on our band-wagons and shoot harpoons because we "think" we already know what they are going to do...
archerarcher wrote: Same here. In times where disk space is cheaper than fuel I think this virtual install feature is completely obsolete. I don't like it and I don't like the problems it makes with certain mod installations.
I use NMM 56.1 for Skyrim too, it's very stable to me, no problems at all, really. Okay, I track all my (700~) mods and over the years my documentation has grown into a complex website but I know exactly what to overwrite and what not and I know where my files are and I don't care about some gigabytes disk space more or less for my favorite game that I am playing/ modding since Nov 2011.

So what should a future mod mager be like?

1. Manage mod files
That's the absolute priority. Everey feature that affects this should be removed or be avoided.

2. Simple to use, simple to manage
No need for virtual installs, no installation of mods directly by clicking on a button on a website. I need control! Everyone needs control. Is there anybody out there who installs mods via website button? I inspect EVERY file before I use a mod so you should too if you don't want to loose track of your installment.

That's what I want from a mod manager and that's why I use NMM 56.1 and not MO
moriador wrote: @archerarcher,

Control. Precisely.

The more lines of code that come between me and the stuff I want to use, the more difficult it becomes to fix what ought to be minor problems. Instead of simply locating the problem file or reference and fixing it, you have to contend with the installation software and all of its quirks. Instead of replacing a single bad mesh, for instance, you may end up having to uninstall an entire mod, create a new mod archive with the new mesh, and install it all over again.

The more control you take away from users, the more those users have to rely on mod authors (and mod manager programmers) to fix every single little problem.

But there seems to be a trend in software to create bigger and bigger walls of code between the user and the actual assets/files that user wants to use. I see it in 3D render software, image editing software, anything that relies heavily on user created content really.

Which is completely backwards, IMO. The more imperfect the assets, the more DIRECT control the user needs to have in order to fix those imperfections. And the more an industry relies on user generated content, the more imperfections there will be.

The idea of creating code that allows a user to click a single magic button is great indeed! But only if that code depends on assets that have been through a very rigorous quality assessment process which requires very strict standardization. If those assets are potentially riddled with bugs, as any user created content will be, then you can't wall the user off from direct control or their only option when things go wrong will be to scream at the developers.

I see a lot of screaming at mod authors and mod manager programmers going on in Nexus comments (and the forums of many other industries). But I guess that's the price you pay when you try to make things *too* easy for the user.

It's no rebranded MO, it's a fresh start. "Controversial" MO features like the virtual filesystem may exist as options / extensions but they will not be defaults or requirements.

With MO I was happy to develop a tool that would only appeal to a small crowd. It was always intended to be complement the existing solutions like OBMM/NMM or wrye bash, not to replace them.

Now we're writing a modding tool for all Nexus users so obviously the approach will be different. I'm not ignorant of the problems with MO but with MO I had one target audience, now it's a different one.
We try to make the new mod manager attractive to advanced & MO users through extensibility, not by doing the same again and hoping the majority of users will suddenly like it better.

 

 

 

This sounded really good until I read the comments on the STEP forum where there is this: "The default setting will probably work similar to what NMM is doing currently, using symlinks or hardlinks into the game directory because this is simply more robust "

 

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

When people talk about "the way NMM works" they mean pre-0.6. If the new manager uses the current NMM logic then everybody loses.

It was obvious that the choices you make about this will upset one of the two crowds. But upsetting both of them at the same time... hmm


Ok, can you explain what's so bad about the *link approach?
Link to comment
Share on other sites

In response to post #43223160. #43223235, #43225810, #43226065, #43226570, #43226580, #43226675, #43226930, #43227145, #43227835, #43229000, #43229600, #43229700 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.
TehPikachuHat wrote: NMM virtualization system uses hardlinks, which clutter up your install folder. MO does it better.
ColdHarmonics wrote: The VFS of MO is second to none, let's hope the new NMM uses that. I may sound like a bit of a fanboy, but after grappling with a variety of virtual file systems, I just haven't found anything quite as nice as MO's.
moriador wrote: So, NMM uses "a type of virtualization system" already?

I don't know whether it does or not, or whether it's an option you have to enable in NMM.

All I *do* know is that when I install a mod with NMM: its assets are available when I load the CK to mod and when I load a game to play; moreover, I can easily locate those assets in my data folder, should I need to unpack/change/adjust/alter/move/rename/overwrite or delete them.

Last I checked, this was not the case with MO, since it was impossible to load a game without starting MO. And MO's file virtualization wasn't recognized by the CK.

With MO, if a mod had a single and simple problem, such as missing mipmaps for a few textures or an incorrect file path or even a single messed up mesh, it was not clear to me how to fix it. Whereas right now, I just fix them the straightforward and obvious way.

I have no idea if that's the case now -- or whether I'm simply totally wrong about MO -- because the description of the implementation was too confusing for me to really grasp fully. Forum threads and tutorials didn't help.

At the moment, with NMM, if I find that my data folder has unwanted stuff in it, I delete that stuff or manually shove it into a different folder. If I want a completely "clean" data folder, I unpack a backup archive of a vanilla install. I'm not sure what could be simpler than that.

Ultimately, for me, nothing beats actually looking at mod archives to see what's in them (and where) before installing anything into my data folder. I actually read the readme's. :D
xyon71 wrote: @ Moriador
While I can't speak to using the CK with MO, because I haven't used it, I can say that what you described is what I think most of the problem with MO.... people don't understand it so they don't like it.
How I came to understand it, was that MO "injects" a mods assets into the game's DATA folder when a mod is activated without actually writing it there, and possibly overwriting a file that is already there and permanently breaking a game.

You are ALWAYS using the clean backup of your DATA folder because you never change it..

The reality is, when you use MO, every mod you install creates a folder with the mod's name (e.g. Steamapps/Skyrim/ModOrganizer/mods/modxyz) and all of the assets are extracted there instead of your game's actual DATA folder. You then simply "activate" a mod when you want to use it, or deactivate it if you don't.
You have total freedom to go into the mod's folder and change or delete files at will if you please, either through MO or with Explorer. There is also a nifty function to "hide" a file in MO so it won't be used without deleting/destroying it.(great for texture/sound mods when you want to use some parts of 1 mod, and some parts of another mod)

While this all might be moot at this point, because who knows how the new tool is going to work, I hope I made the MO virtualization make a little more sense.

Yes, you launch your game from within MO, but I did the same with NMM, so it didn't bother me.
Tanker1985 wrote: @moriador, the CK works fine with MO, if you start it from within MO. It will see any plugins that are active in MO. The main issue is with MO's archive management, which allows it to see bsa assets as loose files. This might be the cause of inaccuracies with things like Xedit and CK.


Gotta voice my opinion here as well. The way MO does the Virtualization is just awesome. Separating everything by folder makes it so easy for me to keep track of it and the main reason why I love MO.
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...