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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 #43213860. #43214125, #43214650, #43216125, #43216490, #43216630, #43216760, #43216880 are all replies on the same post.


renthal311 wrote: one thing I do not like the NMM that creates a 'virtual installation folder mods', it looks like this: install for Skyrim 50 mods, weighing 12GB, NMM creates additional 12GB unnecessary ballast on my hard, cleanrooms think: if I mods already installed and placed files in Skyrim, what I 12GB redundant copies? ? It is a bad solution, the only thing I noticed, I love NMM :D , REN
Gruftlord wrote: It's not actually taking up twice the space, that is a display error in windows explorer. I hope they stay with this technique of 'virtualization', because it sounded way more robust than MO's (actual) virtualization.
Thallassa wrote: After actually testing a few months ago, NMM is not robust >_< That is, it lets you run things directly on the skyrim folder instead of launching through NMM, but that's the only advantage. Things made by executables still aren't managed (they are in MO), NMM still needs to "remember" things (MO and Bash both just compare files in the folders, if a file exists in the mod folder, it's managed, not so for NMM even now), it's overall kind of a mess.

(Also NMM is really slow compared to MO, to be fair I was testing it with very large mods and smaller mods probably there would be no difference).

I hope they keep something more similar to MO's system, but keep it simple. No categories. No buggy as hell compatibility/install order checks. No buggy as hell "archive management." Give us an optional plugin to unpack BSAs right into the mod folder (the way MO does now), but make that option even more difficult to turn on. And for the love of god put every file back in the overwrite, instead of thinking you know where it goes! But keep each mod in its own, totally independent folder, and have *all* file operations be done *on that folder* instead of on the base game folder, so *everything* you do stays managed without having to think about it.
renthal311 wrote: as a mistake? clearly shows 12GB folder, I NMM from the beginning, but once something like that was, and it works well, never mind, I always I remove the files from this folder, Skyrim serves me to learn modding, so very often I do reinstallation, and again and again installs NMM :D
Gruftlord wrote: NMM writes symlinks in the data folder for the files it manages. (win explorer counts the disk space of such files twice). The system is slow with large amounts of files (i.e. when you have a lot of lose files instead of the MUCH preferred BSA) and a slow disk. With BSAs and/or SSDs NMM is very fast (though admittedly, with common stuff like SMIM, that may already not be the case.)

The robustness of NMM's solution is not in the way the program did shuffle all these symlinks. Yes, that leaves something to be desired. The robustness is in that the system relies on functions supported by the filesystem and was thus advertised as being more easily applied to a wider range of games and doesn't require third party programs (or the game exe for that matter) to run through the mod manager.
Balx2 wrote: If you barely speak English, please refrain from posting in it and instead post in what ever language is your native language.
Food for thought: 1) Others probably know your language, you are not alone on this planet in speaking it. 2) Google translate is easier to understand then your written English.
#2 is not a good thing.
renthal311 wrote: NMM, probably was created just to dzaia&lstrok;a&lstrok;, in a simple way, and yes, MO, is for more advanced users, which are looking for a hole in the whole, NMM perfectly fulfills its purpose, the speed also depends on the system, I i7 8x4.4GhZ , standard, and SSD for NMM, and 2 GB mods installed approximately 20.30 seconds, depending on the amount of compressed folders and subfolders, so NMM is fast enough tool :) (sorry translators goggles)
renthal311 wrote: so, why not write more


Balx, nexus frowns upon people posting not in English. And how is Renthal's english going to get better if he he doesn't practice?

Gruft, I now understand what you're saying and I agree. The sheer number of games NMM supports is impressive. I don't think it's particularly robust for any one game, but being flexible is a sort of robustness I guess :) Edited by Thallassa
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In response to post #43213960. #43215115, #43215850, #43216775 are all replies on the same post.


darthbdaman wrote: We'll see how this turns out I guess. This makes me very uncomfortable

NMM has never been a particularly stable or powerful mod manager, and has only gotten worse with new features added to ape MO. It is slow, crashes a lot, and just does a worse job than MO at basicallly everything. If MO supported more games, I wouldn't even have NMM installed. If I do have to use an older manager, I use FOMM or OBMM, as they are more functional at this point. I don't mean to harangue anyone, and it is far better than anything I could write, but it simply withers in comparison to the alternatives.

MO, on the other hand, is an amazing piece of software that I couldn't live without anymore, and it will be a shame to see it die. Hopefully this new NMM (NNMM?) will draw far more heavily from MO than old NMM. MO is simply a sleaker, faster, and far more stable piece of software that I actually enjoy using (unlike NMM).

I'll try to remain hopeful, but I have some serious doubts about this decision. It will depend heavily upon the inspiration taken for the final product.
silencer711 wrote: It depends wholesomely on what you make[NMM] it do. For some of us, we install mods in a specific order, from a personally curated list and don't mess with it from that point because our end goal has been achieved.

I have no experience with MO, I'd love to try it but currently I have a stable, organized 122 mod install with NMM 62.1

Credit is due however, to the albeit aging NMM, as it is an ORIGINAL piece of software that sort of came first from where others have built upon it or based their own managers upon its features and abilities.
Not speaking for Tannin42, but if I was going to create a mod manager from scratch I would look to others as a template, write my own code to do the same and just add features from everyone else's mod managers to make mine the ultimate one lol. You gotta start somewhere.

-Keep in mind: If the author of your favorite mod manager is now head of NMM development, you can expect the new NMM to present all the best things about NMM and all the best things from MO... no need to have serious doubts here. :)
darthbdaman wrote: We'll see. MO is an invaluable tool as an author and a user. Having it regress towards an NMM feature set isn't exactly ideal from my position. It could turn out fine, but I will reserve judgement
Biohazard186 wrote: Considering the developer of MO is the lead developer of the new NMM I wouldn't worry one bit. Lead developers are generally in charge of the actual development process and philosophy. I expect we'll see a "best of both worlds" outcome with the new NMM.


MO is the best manager by far. I don't have to say more because what you said mirrors my opinion.
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After I discovered modding about 6 months after the release of Oblivion I installed all of my mods manually. Obviously the removal of manually installed mods were more labour than the installation. When I started using the Oblivion Mod Organizer (and later the Fallout Mod Organizer after the release of Fallout 3) things went much more smoothly. Your work in carrying on this work with the Nexus Mod Manager does not go unappreciated. Thank you, Dark0ne.

 

And a hearty welcome to you, Tannin 42!! Being just a simple woodland creature I cannot give you much in the way of technical help with your endeavors I can at least offer my support. But be assured that it is, indeed, heartfelt. Thank you.

 

 

The Rabbit

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In response to post #43215990.


jfisha wrote: I, for one, am personally so happy to hear this news. M.O. is a great tool, and still what I use for my Skyrim modding needs. I use NMM for Fallout 4.

I can understand the casual modders worries about M.O. At first glance, it does look very intimidating, but with people like Gopher making very informative and detailed videos on how to use it, this 40 year old man is now very comfortable with it. I know you young guys will have no problems.

Can't wait to see what you guys release. If M.O. is what Tannin can do during his free time, it's going to be awesome to see what he can develop as a full time project.

Best of luck, guys. Excited


You do know there is a build of MO for Fallout 4? I use it and have had no issues
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In response to post #43215035. #43215630 is also a reply to the same post.


Rosamund wrote: Well, good luck to all of you with this endeavor I certainly hope for the best for the developers, the modders and the users. I can't help but admit that my heart dropped into my shoes upon hearing this however. I'd say I'm a medium modder- I can follow directions, I can make a few simple adjustments. I tried MO and had nothing but disasters and reinstalls. I wanted to like it and use it but I just couldn't. I came back to NMM because I had to even though it didn't do everything I wanted it to. So maybe this will be good- maybe it will be just want I was hoping for. Please, PLEASE remember your promise to keep it easily approachable- just like a math genius' definition of "simple math" is not the average guy's definition, your definition of easy to use might not be noob or average user's version. Best of luck!
vram1974 wrote: Mod Organizer is a vastly superior modding tool in nearly every possible regard. It has a very tiny learning curve. It sounds like you gave up prematurely. An ounce of prevention is worth a pound of cure.


How do you mess up Mod Organizer. I've never had an issue lol
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In response to post #43213860. #43214125, #43214650, #43216125, #43216490, #43216630, #43216760, #43216880, #43216930 are all replies on the same post.


renthal311 wrote: one thing I do not like the NMM that creates a 'virtual installation folder mods', it looks like this: install for Skyrim 50 mods, weighing 12GB, NMM creates additional 12GB unnecessary ballast on my hard, cleanrooms think: if I mods already installed and placed files in Skyrim, what I 12GB redundant copies? ? It is a bad solution, the only thing I noticed, I love NMM :D , REN
Gruftlord wrote: It's not actually taking up twice the space, that is a display error in windows explorer. I hope they stay with this technique of 'virtualization', because it sounded way more robust than MO's (actual) virtualization.
Thallassa wrote: After actually testing a few months ago, NMM is not robust >_< That is, it lets you run things directly on the skyrim folder instead of launching through NMM, but that's the only advantage. Things made by executables still aren't managed (they are in MO), NMM still needs to "remember" things (MO and Bash both just compare files in the folders, if a file exists in the mod folder, it's managed, not so for NMM even now), it's overall kind of a mess.

(Also NMM is really slow compared to MO, to be fair I was testing it with very large mods and smaller mods probably there would be no difference).

I hope they keep something more similar to MO's system, but keep it simple. No categories. No buggy as hell compatibility/install order checks. No buggy as hell "archive management." Give us an optional plugin to unpack BSAs right into the mod folder (the way MO does now), but make that option even more difficult to turn on. And for the love of god put every file back in the overwrite, instead of thinking you know where it goes! But keep each mod in its own, totally independent folder, and have *all* file operations be done *on that folder* instead of on the base game folder, so *everything* you do stays managed without having to think about it.
renthal311 wrote: as a mistake? clearly shows 12GB folder, I NMM from the beginning, but once something like that was, and it works well, never mind, I always I remove the files from this folder, Skyrim serves me to learn modding, so very often I do reinstallation, and again and again installs NMM :D
Gruftlord wrote: NMM writes symlinks in the data folder for the files it manages. (win explorer counts the disk space of such files twice). The system is slow with large amounts of files (i.e. when you have a lot of lose files instead of the MUCH preferred BSA) and a slow disk. With BSAs and/or SSDs NMM is very fast (though admittedly, with common stuff like SMIM, that may already not be the case.)

The robustness of NMM's solution is not in the way the program did shuffle all these symlinks. Yes, that leaves something to be desired. The robustness is in that the system relies on functions supported by the filesystem and was thus advertised as being more easily applied to a wider range of games and doesn't require third party programs (or the game exe for that matter) to run through the mod manager.
Balx2 wrote: If you barely speak English, please refrain from posting in it and instead post in what ever language is your native language.
Food for thought: 1) Others probably know your language, you are not alone on this planet in speaking it. 2) Google translate is easier to understand then your written English.
#2 is not a good thing.
renthal311 wrote: NMM, probably was created just to dzaia&lstrok;a&lstrok;, in a simple way, and yes, MO, is for more advanced users, which are looking for a hole in the whole, NMM perfectly fulfills its purpose, the speed also depends on the system, I i7 8x4.4GhZ , standard, and SSD for NMM, and 2 GB mods installed approximately 20.30 seconds, depending on the amount of compressed folders and subfolders, so NMM is fast enough tool :) (sorry translators goggles)
renthal311 wrote: so, why not write more
Thallassa wrote: Balx, nexus frowns upon people posting not in English. And how is Renthal's english going to get better if he he doesn't practice?

Gruft, I now understand what you're saying and I agree. The sheer number of games NMM supports is impressive. I don't think it's particularly robust for any one game, but being flexible is a sort of robustness I guess :)


Yeah see, i'm not a native speaker, too, so 'robustness' as a word may not have conveyed all the meanings i intended it to. ;)

Don't worry renthal, we all started small. And you will find that people who also learned more than one language will be empathic and patient towards those going through the early stages (then again, that post count, lol :D) of learning one themselves.
You should try it sometime, too Balx. Edited by Gruftlord
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In response to post #43215990. #43217010 is also a reply to the same post.


jfisha wrote: I, for one, am personally so happy to hear this news. M.O. is a great tool, and still what I use for my Skyrim modding needs. I use NMM for Fallout 4.

I can understand the casual modders worries about M.O. At first glance, it does look very intimidating, but with people like Gopher making very informative and detailed videos on how to use it, this 40 year old man is now very comfortable with it. I know you young guys will have no problems.

Can't wait to see what you guys release. If M.O. is what Tannin can do during his free time, it's going to be awesome to see what he can develop as a full time project.

Best of luck, guys. Excited
Charmareian wrote: You do know there is a build of MO for Fallout 4? I use it and have had no issues


Yea, I've tried to download that version for Fallout 4, but it refuses to install, and gives me an error every single time because it complains it couldn't connect to a server, so I gave up on it.
Why write a program that people can't even download?
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MO introduced 2 key features I feel like I now cant live without. Keeping the base game files intact and being able to have multiple profiles with different mods installed. Instead of having to choose a favorite weather mod or body replacer etc that all my characters use I can tailor a unique load order for each one. As long as those carry over ill be happy. Great news all around really excited to see what the team comes up with.
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In response to post #43209560. #43209910, #43210605, #43213505, #43215215, #43216885 are all replies on the same post.


Dreadborn wrote: An update is always (well, most of the times) good news for every program we use BUT do we have to uninstall ALL our mods AGAIN?? Can't we avoid this somehow? It's totally a pain and prevent us from updating NMM and benefit from any new feature.
Thx.
Tannin42 wrote: We are of course aware of this problem. On the other hand we don't want old "baggage" to hold us back.
I can't make any promise yet but we will look into importing from existing NMM and MO installations into the new versions and I will do my best to make updates of the new manager more robust.
JimmyRJump wrote: There must be a way to make the new mod manager get along with, for example, NMM profiles or something along that stretch so that existing NMM profiles can be imported?
Dreadborn wrote: Thank you for your answer and gl with your new task! We all here wish you the best! :)
Pholostan wrote: Importing profiles sounds like the job for a separate conversion tool. Does not need to be a core part of the new Mod Manager IMHO. If the new manager has good documentation, pretty much anyone can take a crack at making a conversion tool.
Charmareian wrote: Who cares if you have to reinstall mods lol. Its fun to build your game from vanilla. I find something new to do every time. My load order consists of maybe 60 mods. If you have more than over 200 mods then you probably don't benefit from all of them. You probably forget you have most of them enabled. Don't waste time making importing Tannin42. That's just more baggage lol. Also not sure if I missed it but did you give this new Mod Manager a name?


@ Charmareian No offence but you crearly dont know what you are talking about! Afterall you said it, you use only 60 mods and i am using around 300 (like many many others) and re-installing them each time we have a new verion of NMM it's not an option nor is a pleasant task, and If you had done this, like many of us, you wouldn't be happy about it! Anyone that believes the opposite about it, is a mazohyst or an idiot! So, stop being foolishly selfish and look the big picture! Also, you can benefit, not only from 200, but even from 1000 mods, IF you know what you are doing!
And yes, if it is possible the new manager should try to solve this! Edited by Dreadborn
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In response to post #43210430. #43215310, #43215490, #43215920, #43216655 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!


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.
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