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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 #43232045.


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IMO, what I think would be best is to give two options. One where you can use a basic version like old NMM and one where you can create MO like profiles, using the system that is used there.
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In response to post #43213170. #43213650, #43214685, #43224605, #43231310, #43231435 are all replies on the same post.


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Thallassa and matortheeternal, I think the problem might be the NXM thingy, gotta make sure it links to MO. And installing SKSE might be a bit more effort.

But if the MM would be able to use the NXM thingy out of the box (which it ofcourse will) and detect various things like SKSE, TES5Edit and the likes automatically I think it'd streamline things further.

I personally use MO and takes me just mere seconds to setup, no problem. But there is a few things to keep in mind when you set it up.
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  On 10/14/2016 at 10:40 AM, Exoclyps said:

 

In response to post #43232045.

 

 

 

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IMO, what I think would be best is to give two options. One where you can use a basic version like old NMM and one where you can create MO like profiles, using the system that is used there.

 

 

That's what I was expecting after reading the posts here but then after reading on the STEP forum I realized this is not what they are actually planning to do.

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


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@ stebo104:
Your aren't seroius, are you? Edited by archerarcher
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In response to post #43228135. #43228440, #43228710, #43228800, #43229750, #43229950, #43230240, #43231080, #43231240 are all replies on the same post.


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Tannin42 says:
" "Controversial" MO features like the virtual filesystem may exist as options / extensions but they will not be defaults or requirements."

I REALLY hope so. As far as I know Fallout 4 for example needs the new (newer than 0.56.1 ) NMM and users are bound to use virtual installments. Is that correct? This is one reason I haven't installed any mod and haven't played FO4...
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  On 10/14/2016 at 11:21 AM, archerarcher said:

 

In response to post #43228135. #43228440, #43228710, #43228800, #43229750, #43229950, #43230240, #43231080, #43231240 are all replies on the same post.

 

 

 

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Tannin42 says:

" "Controversial" MO features like the virtual filesystem may exist as options / extensions but they will not be defaults or requirements."

 

I REALLY hope so. As far as I know Fallout 4 for example needs the new (newer than 0.56.1 ) NMM and users are bound to use virtual installments. Is that correct? This is one reason I haven't installed any mod and haven't played FO4...

 

 

 

This will only escalate with Skyrim SE. I have asked here on this forum if they would be willing to add support for it to NMM 0.56.1 but got only silence as an reply. The only good thing in this regard is that it will take some time before SKSE/SkyUI and other fundamental mods are available for it (as well as for FO4) and by then I guess the dust will settle and the big picture in regards to mod organizers will be more clear.

Seems to me that the possibility that someone will fork NMM 0.56 and start working on updating it is getting more and more real.

Edited by prinyo
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In response to post #43231060. #43231150 is also a reply to the same post.


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How could you not get the CK and MO to play nice? You add the CK as an executable. Done. The only thing I ever had trouble with was getting editing fragments to work in notepad++ while using MO (other scripts were fine). But who cares about that? I usually edit write fragments in the CK anyway. I have yet to have a legitimate problem with any third party executable in MO...
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In response to post #43232045. #43232355 is also a reply to the same post.


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Thanks for the detailed answer. half-installations / half-removals are of course a problem of the implementation not of the concept. There is no reason to assume the same problems would appear in a fresh implementation

1) I can't speak too much about NMM 0.6x but the way I intend to implement it you would only ever have to backup the mod directories managed by the mod manager and you will then be able to restore your mods on a different system or after reinstalling the game.

2) I agree. If you run, say TESVEdit on a file that belongs to a mod, afterwards you have a real file in the data directory with no way of telling if it once belonged to a mod. But I don't see how this is different from a regular file install? Unless you have a "manifest" of which file belongs to which mod you can't keep track and this works the same for links and real files.
Even MO has problems with that which resulted in the "overwrite" directory.
I have two possible alternative approaches for virtual installs in my head that might solve this problem but I'd rather not go into too much detail getting hopes up before having verified it can be implemented.

3) Again, this is an implementation detail that I don't intend to repeat. With the new manager the intended behaviour is that things just work and you are only confronted with profiles when you actually start using them.

4) I disagree, the virtual install stuff makes a lot of things easier especially when dealing with file conflicts: If you do a regular file install, mods overwrite each other. When you now remove / disable a mod that, upon installation, overwrote a file from another one, you have to restore that file. A mod manager has to keep track of which files exist in which mod in a "manifest" (the InstallLog in NMM) and it has to keep the archives around so it can restore the files.
This is massively error prone because if this manifest gets damaged you're screwed, the mod manager completely loses its knowledge of previous installs.
MO had far fewer problems with stuff like this - not because it used vfs magic but because it kept mods in separate directories from the very beginning. It never tried to keep a "manifest" valid and up-to-date between versions - it simply didn't need one.
"Virtual Installs" make the mod management way more robust no matter how they are implemented.

I agree that this is something that needs to be discussed in detail. There are multiple points I don't want to just decide without having heard opinions.
But my impression is that your gripe with the VirtualInstalls stuff in NMM 0.6x is more with how it was implemented than the underlying idea.
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In response to post #43232045. #43232355, #43233385 are all replies on the same post.


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I really like how you are handling the comments and criticism coming from both sides. Kudos to you! From what i read i get a strong feeling that your vision for the new manager is indeed one, that satisfies the needs of either side.
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