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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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archerarcher
Where is the problem to use XEdit, Bash, Loot etc. as independent sofware?


I agree wholeheartedly
There's NOTHING wrong with being able to add 3rd party programs to NMM and MO, the only thing I'd change, is if the NMM part of the upcoming Manager, could allow you to use ANY third party software, and not just a handful like the current version of NMM does (FO4Edit, LOOT, Bodyslide)
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In response to post #43223160. #43223235, #43225810, #43226065, #43226570, #43226580, #43226675, #43226930, #43227145, #43227835, #43229000 are all replies on the same post.


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@ 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.
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In response to post #43223160. #43223235, #43225810, #43226065, #43226570, #43226580, #43226675, #43226930, #43227145, #43227835, #43229000, #43229600 are all replies on the same post.


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@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.
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In response to post #43222670. #43227380, #43227780, #43228265, #43228300, #43228380, #43228855, #43228880, #43229180, #43229215 are all replies on the same post.


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Programs like LOOT and xEdit are tools not mod installing programs. Also they are updated frequently and you download them. Nobody would want to have NMM with an outdated version of a tool.

Now with that said though. Most people tell me in all the forums, can you make LOOT, Wrye Bash, or xEdit work with MO. They ask me that because they can't get the program working with MO. MO uses DLL files to create the virtual folders. Because of that it's in control of your windows file system. 3rd party tools are designed to work directly with the Data folder. So MO has to create the compatibility not the 3rd party tool. Another thing about 3rd party tools that probably makes it hard for MO is that they are all 32 bit programs and will not be upgraded to 64 bit programs. There would be too much to change for that to happen. Trust me I work on all of them, and I know. They just don't need to be 64 bit programs anyway.

I have never had anything against MO. I can't support it because I have never used it and I know very little about it. I like my files in the Data folder as personal preference. This was WrinklyNinja's last post in regards to MO support and I have taken that stance as well.

I do think Tannin makes very well written and well thought out programs. So if anyone were to carry the torch and improve on things to create a better Mod Manager he is a very good choice. Edited by Sharlikran
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In response to post #43228135. #43228440, #43228710, #43228800, #43229950 are all replies on the same post.


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@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. Edited by moriador
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I don't want to go into a lengthy discussion about this, there may be a forum thread at a later time regarding technical details.
What I can say is: We considered Qt, WinForms, WPF and many other options but these didn't fit all our requirements. Instead we're going with an html-based UI.
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In response to post #43228135. #43228440, #43228710, #43228800, #43229750 are all replies on the same post.


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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. Edited by Tannin42
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In response to post #43228135. #43228440, #43228710, #43228800, #43229750, #43229950 are all replies on the same post.


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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.
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That is absolutely awesome news! Mod Organizer has been the one and only mod manager for me for years, and if the new manager will be anything even close to that, then that will be great! Tannin definitely deserves to have a chance to work full-time on a mod manager. MO (and the USVFS) definitely beat any CV I could think of. Congratulations! Also my thanks to Dark0ne for taking this step.

 

Good luck to the whole dev team, looking forward to the new manager! :thumbsup:

Edited by Contrathetix
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