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


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In response to post #43224730. #43229715, #43231195, #43231225, #43234520, #43237900, #43238095, #43248580, #43248780, #43256345, #43256845, #43258870, #43261500, #43262515 are all replies on the same post.


fgambler wrote: What will be the name of the new app? NMO (Nexus Mod Organizer)? :D
Tannin42 wrote: Suggestions are welcome... :D
GuardianAngel42 wrote: NNMM: New Nexus Mod Manager.
renthal311 wrote: hahaha Fgambler, I'm with tears in his eyes :D :D
pStyl3 wrote: NexMO = Nexus Mod Organizer
HadToRegister wrote: I like what someone previously suggested but without the 'x'

NeMO = Nexus Mod Organizer
Thallassa wrote: I think NeMO is the best one I've heard, but I'm still partial to "NOMM" (not quite sure how that acronym works out but it's cute).
fgambler wrote: NeMO kinda sounds nice but not so serious, it's a name either attached to a fish or a nintendo 8-bit game :P
HadToRegister wrote: I was thinking of a famous Submarine Captain from a book by Jules Verne ;)
FreeWare wrote: How about NMM v2.0? Or 1.0 could work too. The name doesn't really need to change, it's already as good as it can be.
spartanops101 wrote: NMUMMMO - Nexus Mod's Ultimate Mod Manager and Mod Organiser
}{ellKnight wrote: Voting for NeMO.

Optionally include images of sushi.
Warsadle wrote: NMO = Nexus Mod Organiser is a straight foreword combination of the names, okay.

NNMM = New Nexus Mod Manager, too many repeated letters in the acronym to be used as a short hand name.

NexMO = Nexus Mod Organiser, good name and it rolls of the tong easy.

NeMO = Nexus Mod Organiser, also a good name, and the acronym is good.

NOMM = Up to readers interpretation of how the acronym works, mine would be
Nexus Organising Mod Manager, funny name though!

What I would use?

Mod Library Organiser (MLO (pronunciation: EM-Low))
hex77x wrote: Gaming Extras Tool Designed As Totally Awesome Stuff Stuffer.


I like NOMM, NexMO, NMO, or NEXT (no acronym, simply means the NEXT Nexus Mod Manager). Edited by KeltecRFB
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In response to post #43238875. #43242185 is also a reply to the same post.


Clevon wrote: One thing I truly hope you consider is documentation. A powerful tool that's badly documented can be destructive. Additionally, poor documentation causes people to ask the same questions over and over until they "sledgehammer" their way into understanding. In my opinion, documentation should be detailed if not exhaustive, and NOT contain vague and ambiguous references, or slang. English isn't everyone's first language.

I know you are familiar with many accomplished mod authors that have been vocal about their issues with MO, and in some cases intensely so. I would hope that you revisit some of these issues and the author's concerns, regardless of the decided source of the problem. Since your work at this point is foundational, this may be critical input.

Very best regards
steelpanther24 wrote: <main point>
Perhaps a set of users of MO and NMM could be drafted to build a how to library of youtube videos. Will that be something that NM will put on the to do list if they opt for documentation.


<one perspective on the video help>
I understand that a table of contents beats videos by a long shot, but it seems (in my line of work at least) that people learn best when immersed in the thing they are learning. A tabbed video (meaning it has defined breaks and a TOC in the description) would allow a user to rapidly get to the point of the video that they need assistance with.


Agree with you on video format. Great examples of these IMHO are the GamerPoets videos.
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In response to post #43256595.

 

 

 

Ronindoll wrote:

HI. I don't know if that i ask here it's correct place but i try :smile:

Who buy lifetime nexusmode ( i mean premium access ) will be transfer to new program MO ? Where i can find this new MO ?

Thank's for who can help / answer me :smile:

I am not a member of the nexus team, but I'm sure the new manager will be available to all once it's released and won't require premium membership.

 

As for the other question - it's not available yet. Keep your eye on the nexus sites and you'll see more news for it in time.

 

 

 

 

In response to post #43256595. #43256980 is also a reply to the same post.

 

 

 

Ronindoll wrote:

HI. I don't know if that i ask here it's correct place but i try :smile:

Who buy lifetime nexusmode ( i mean premium access ) will be transfer to new program MO ? Where i can find this new MO ?

Thank's for who can help / answer me :smile:

EpF wrote: I am not a member of the nexus team, but I'm sure the new manager will be available to all once it's released and won't require premium membership.

 

As for the other question - it's not available yet. Keep your eye on the nexus sites and you'll see more news for it in time.

No new MO, this is a new NMM, and it doesn't exist yet.

You bought lifetime premiun access to the Nexus Site, not NMM. NMM is free software, and the same for all users.

 

The only thing premium accounts get you, that free ones don't, is it gives you access to faster servers for downloads, which is a site feature, and one you will get no matter what.

 

This is a site feature the manager takes advantage of by linking to special servers.

 

@Tannin

Congratulations on the new job, as a long standing supporter of the original MO, I'm sad to see that end, but trust you can do great new things, now you can devote your full time efforts to the task.

 

The biggest issue I see as the greatest problem, is you can make a simple manager for all games, but you can't be an advanced manager for them all as well.

 

NMM is a Jack of all Games, Master of none.

 

There simply can't be one manager to rule them all, due to the multiple different engines. Managers dedicated to one game/engine, will always produce better advanced results, where generic ones will fail.

 

This is the major problem, I see by definition, generic solutions, will never be advanced, simply due to the fact, they must work for all games, not just one.

 

Thank's both of u :)

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In response to post #43238875. #43242185, #43263035 are all replies on the same post.


Clevon wrote: One thing I truly hope you consider is documentation. A powerful tool that's badly documented can be destructive. Additionally, poor documentation causes people to ask the same questions over and over until they "sledgehammer" their way into understanding. In my opinion, documentation should be detailed if not exhaustive, and NOT contain vague and ambiguous references, or slang. English isn't everyone's first language.

I know you are familiar with many accomplished mod authors that have been vocal about their issues with MO, and in some cases intensely so. I would hope that you revisit some of these issues and the author's concerns, regardless of the decided source of the problem. Since your work at this point is foundational, this may be critical input.

Very best regards
steelpanther24 wrote: <main point>
Perhaps a set of users of MO and NMM could be drafted to build a how to library of youtube videos. Will that be something that NM will put on the to do list if they opt for documentation.


<one perspective on the video help>
I understand that a table of contents beats videos by a long shot, but it seems (in my line of work at least) that people learn best when immersed in the thing they are learning. A tabbed video (meaning it has defined breaks and a TOC in the description) would allow a user to rapidly get to the point of the video that they need assistance with.
Clevon wrote: Agree with you on video format. Great examples of these IMHO are the GamerPoets videos.


I'm also very confident Gopher will put out tutorial videos when the NMMO goes live.
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In response to post #43224730. #43229715, #43231195, #43231225, #43234520, #43237900, #43238095, #43248580, #43248780, #43256345, #43256845, #43258870, #43261500, #43262515, #43262825 are all replies on the same post.


fgambler wrote: What will be the name of the new app? NMO (Nexus Mod Organizer)? :D
Tannin42 wrote: Suggestions are welcome... :D
GuardianAngel42 wrote: NNMM: New Nexus Mod Manager.
renthal311 wrote: hahaha Fgambler, I'm with tears in his eyes :D :D
pStyl3 wrote: NexMO = Nexus Mod Organizer
HadToRegister wrote: I like what someone previously suggested but without the 'x'

NeMO = Nexus Mod Organizer
Thallassa wrote: I think NeMO is the best one I've heard, but I'm still partial to "NOMM" (not quite sure how that acronym works out but it's cute).
fgambler wrote: NeMO kinda sounds nice but not so serious, it's a name either attached to a fish or a nintendo 8-bit game :P
HadToRegister wrote: I was thinking of a famous Submarine Captain from a book by Jules Verne ;)
FreeWare wrote: How about NMM v2.0? Or 1.0 could work too. The name doesn't really need to change, it's already as good as it can be.
spartanops101 wrote: NMUMMMO - Nexus Mod's Ultimate Mod Manager and Mod Organiser
}{ellKnight wrote: Voting for NeMO.

Optionally include images of sushi.
Warsadle wrote: NMO = Nexus Mod Organiser is a straight foreword combination of the names, okay.

NNMM = New Nexus Mod Manager, too many repeated letters in the acronym to be used as a short hand name.

NexMO = Nexus Mod Organiser, good name and it rolls of the tong easy.

NeMO = Nexus Mod Organiser, also a good name, and the acronym is good.

NOMM = Up to readers interpretation of how the acronym works, mine would be
Nexus Organising Mod Manager, funny name though!

What I would use?

Mod Library Organiser (MLO (pronunciation: EM-Low))
hex77x wrote: Gaming Extras Tool Designed As Totally Awesome Stuff Stuffer.
KeltecRFB wrote: I like NOMM, NexMO, NMO, or NEXT (no acronym, simply means the NEXT Nexus Mod Manager).


Nemo could also reference Ulysses (Odysseus) calling himself Nemo - nobody (Outis) to fool the cyclops and show that the Gods had looked away from him in the Illiad.

It sounds like this new organizer has gone on a long journey to come home. Edited by northtreker
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In response to post #43223160. #43223235, #43225810, #43226065, #43226570, #43226580, #43226675, #43226930, #43227145, #43227835, #43229000, #43229600, #43229700, #43231180, #43250055, #43250125, #43252635, #43253770, #43254560, #43254880, #43255025, #43258040, #43258235 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.
Exoclyps wrote: 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.
elezraita wrote: I don't understand why people can't figure out how to use MO. I get that it is different, but there are so many wonderful tutorials out there explaining how to get third party programs to work with MO. I install enbs through MO using Casmithy's EnbMan. I use TES5Edit, the CK, dyndolod, Bodyslide, Merge Plugins, FNIS, any and all Skyproc patchers, you name it. Through MO, I can see and manipulate my "Data Folder" as I could if my mods were installed my actual data folder. And guess what: my actual data folder is completely vanilla. I can edit my inis without actually editing my inis. What's even better is that I have another option as well: I can look at and manipulate my mods on an individual basis without having to search for assets in a mess of a regular data folder. I just go to the mods folder in the MO directory, and I can find the mod that contains the asset. Finally, I love that I can hide unnecessary plugins so they don't clutter my load order. I don't have to delete them. They are still contained in the mod folder in case I need them again.

I could go on and on, but people keep saying that NMM is better for people who make mods and do advanced things, and that NMM is more streamlined for beginners who want a simple process. Which is it? I'd say that those people just haven't taken the time to understand how smooth MO makes everything. It's perfect for beginners, because you install mods the same way you do with NMM: you click the download link and you click "install" from the installation tab. The difference is, that if you screw up the installation order, you simply change the mod's priority, as easily as you change your plugin load order instead of uninstalling all the out of order mods and reinstalling them in the correct order. Mod Organizer does not force its advanced features on amateur mod users. It's just that MO forces you to think a little differently than you might be used to. It has a slight learning curve that is really just a small paradigm shift curve.

Sorry for the rant. If people want use NMM because they think it's easier, more power to them. I just don't like all of the misinformation I've seen here regarding Mod Organizer in this thread.
UWShocks wrote: At least add an option for those that do want the files in the Data folders.. One of the reasons why I use NMM.
Makes tinkering around w/ CK and files (meshes, textures) much easier for me.
moriador wrote: @elezraita,

Thank you. That's a very full and descriptive answer! :)

I don't know why finding the information I need on how to get MO to work for me is so hard for me, but I read a lot of forum threads and watched more than a few tutorials. Almost all of them repeated the same information -- and not a single one explained how to use MO and the CK together. On the contrary, everything I read indicated that they didn't work together at all. To be sure, I couldn't find much anyway because almost all threads and tutorials seemed to assume that all you wanted to do was download and install mods. I found nothing specifically by or for mod authors EXCEPT the posts that said how using MO in conjunction with the CK was a royal PITA.

If the problem is that the info about MO is just disorganized and mostly outdated and sometimes simply incorrect, then the software is definitely worth looking into!

But -- seriously -- I've installed and used thousands of complex programs over the last four decades, so it's not as though I give up on software that easily.

I shall definitely give it another try!! (While waiting for the new mod manager to be developed.)
Arthmoor wrote: @elezraita: The mere fact that I'd even need to go through all that for every external tool I might want to use is one reason I don't like virtualized systems like that. Not everyone thinks it's such a great idea, which is why it belongs in an extension module for those who want it.
lithiumfox wrote: And I don't mind going through MO for every application. In fact, it's the least pain-in-the-butt system I've had to use for all of that.

Keep the VFS.
elezraita wrote: @moriador

You are probably right. There aren't really a whole lot of tutorials for using the CK and MO. I just learned how to use other third party programs and did the same thing for the CK. When I make a new plugin, it comes out in the overwrite mod and I just move it to its own mod at that point. I'll admit that getting scripts to compile from notepad++ while using MO was a royal pain. I had to download a mod to get it to work and then I had to write my own compile.bat. But after that, it was perfect. I honestly can see how people would get frustrated with that. I did, but I saw too many other advantages to MO to give up. My love of MO and all the misinformation I kept seeing led me too hyperbole. MO has its challenges, but I like it enough to spend time finding solutions. Not everyone is willing to do that. It depends on what one values. anyway, I made a tutorial a while ago about how I made a certain compatibility patch (because it was getting way more endorsements than it deserved). I wanted people to see how easy it was to make. In that tutorial, I used MO to open the CK, but that is about the extent of direct CK/MO tutorialage I know of. It's just that, except for setting up papyrus to compile from a text editor, it's basically the same as installing any other tool and launching it from MO.

@Arthmoor

I understand that not everyone thinks it's a good idea. I do; it works for me, as I explained. I understand that you like Wrye Bash. I like Wrye too, but I like MO more. I agree with you that virtualization a la MO should be an extension for NMO (as I'll call it for now). My purpose wasn't to tell people that their choice not to use MO is wrong. I'm perfectly fine with people using whatever tool they want. I just felt that I'd explain that MO isn't actually that hard to learn. I've seen quite a few comments expressing frustration about how certain tools don't work with MO at all, and I wanted to explain that they actually do. You understand that the way to get those tools to work in MO is the same way one gets the game to run in MO. If you don't like how those two things are accomplished, I'm fine with it. I just want people who don't understand the concept to get why those tools weren't working for them.
pedantic wrote: All that? All that what, Arthmoor.

You click on the executable ( The gears ) Type a name then click on the [ ... ] to navigate to the .exe and, well, that's all there is to it.

The external programs run from within MO aren't virtual at all, they simply read from the virtual .esm and .esp files and write back the result, from the CK as an example, to the overwrite folder with no harm done. If you're happy with what you've accomplished just drag and drop the thing onto the existing mod to update it or simply rename it and create a replacement mod. It's how I keep different versions of the self same mod. Childs play.

Edit: Yep, I even run Wrye from MO and it dumps the bashed patch in the overwrite, too.
UhuruNUru wrote: NMM DOES NOT use a virtual file system.

It uses Hard Links/Symbolic Links, to move files in and out, there's nothing Virtual about it,simply naming a folder "Virtual", doesn't make it so

The big problem is that NMM needs 100% control, of everything.

It simply doesn't work properly with any 3rd party tools (FNIS, Bodyslide, etc), that changes, or adds new files.
These can, and will simply replace the links NMM relies on, with standard files

The result is, all these altered files remain in the data folder, when you switch profiles.

This is why Tannin rejected this linking method for MO, at the start, and went to the fully virtual system.

Even then it took MO years to iron out all the issues, that using 3rd party tools introduces. The "Overwrite" mod is not ideal, but it does work.

Basically it's not profile specific, which is why manual action is required.
Anything file that a 3rd party tool puts in the Data folder, with no mod linked to it, gets put in "Overwrite", for the user to move.

That's the big difference, MO works with 3rd party tools, and manual intervention.
NMM ignores it, and leaves the resulting mess in the data folder, but it only affects users who use multiple profiles, and the vast majority of multi-profile modders, use MO instead.

I've only discovered these issues with non Bethesda games, as MO is my choice for those.

Multi-profiles work in NMM, if you only use NMM on the Data folder files, it's a basic system, and not designed for advanced modding.

MO is Virtual file system, NMM is Hard/Sym Link file system.
Arthmoor wrote: @pedantic:

You click on the executable ( The gears ) Type a name then click on the [ ... ] to navigate to the .exe and, well, that's all there is to it.

For everything needed to mod the game. At some point one has to concede that needing to do this special for MO vs not having to do it at all is "all that" and it's seen as an inconvenience to more people than you seem to realize.


@Arthmoor

For everything needed to mod the game. At some point one has to concede that needing to do this special for MO vs not having to do it at all is "all that" and it's seen as an inconvenience to more people than you seem to realize.


Hmm.. are you talking about actually " creating " a mod? ( I know you're PDG at that - I love your mods ). If so, yes! I concede, when I make my own unpublished mods, I do NOT run the CK or any other utility, through MO - nor do I play-test through MO. When I'm done I drag the results out of the Data folder and zip 'em up ready for MO install, thus, reverting my Data folder to pristine Vanilla. Suffice to say, MO is pure simplicity for modding your game but there are better utilities for actually creating mods. Edited by pedantic
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In response to post #43224730. #43229715, #43231195, #43231225, #43234520, #43237900, #43238095, #43248580, #43248780, #43256345, #43256845, #43258870, #43261500, #43262515, #43262825, #43264055 are all replies on the same post.


fgambler wrote: What will be the name of the new app? NMO (Nexus Mod Organizer)? :D
Tannin42 wrote: Suggestions are welcome... :D
GuardianAngel42 wrote: NNMM: New Nexus Mod Manager.
renthal311 wrote: hahaha Fgambler, I'm with tears in his eyes :D :D
pStyl3 wrote: NexMO = Nexus Mod Organizer
HadToRegister wrote: I like what someone previously suggested but without the 'x'

NeMO = Nexus Mod Organizer
Thallassa wrote: I think NeMO is the best one I've heard, but I'm still partial to "NOMM" (not quite sure how that acronym works out but it's cute).
fgambler wrote: NeMO kinda sounds nice but not so serious, it's a name either attached to a fish or a nintendo 8-bit game :P
HadToRegister wrote: I was thinking of a famous Submarine Captain from a book by Jules Verne ;)
FreeWare wrote: How about NMM v2.0? Or 1.0 could work too. The name doesn't really need to change, it's already as good as it can be.
spartanops101 wrote: NMUMMMO - Nexus Mod's Ultimate Mod Manager and Mod Organiser
}{ellKnight wrote: Voting for NeMO.

Optionally include images of sushi.
Warsadle wrote: NMO = Nexus Mod Organiser is a straight foreword combination of the names, okay.

NNMM = New Nexus Mod Manager, too many repeated letters in the acronym to be used as a short hand name.

NexMO = Nexus Mod Organiser, good name and it rolls of the tong easy.

NeMO = Nexus Mod Organiser, also a good name, and the acronym is good.

NOMM = Up to readers interpretation of how the acronym works, mine would be
Nexus Organising Mod Manager, funny name though!

What I would use?

Mod Library Organiser (MLO (pronunciation: EM-Low))
hex77x wrote: Gaming Extras Tool Designed As Totally Awesome Stuff Stuffer.
KeltecRFB wrote: I like NOMM, NexMO, NMO, or NEXT (no acronym, simply means the NEXT Nexus Mod Manager).
northtreker wrote: Nemo could also reference Ulysses (Odysseus) calling himself Nemo - nobody (Outis) to fool the cyclops and show that the Gods had looked away from him in the Illiad.

It sounds like this new organizer has gone on a long journey to come home.


MOLE - Mod organiser legendary edition.

Edit: Avogadro Number, anyone? Not to mention burrowing :D Edited by pedantic
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In response to post #43254180. #43255095, #43255410, #43259960, #43256930, are all replies on the same post.

 



Woah, Sharlikran, great list. When I started this project I created a similar list of features in MO / NMM (and Wrye Bash as far as I was aware because admittedly I never used it for long) but your list contains some stuff I missed.

I can't promise we will implement all of that but I'll add the missing stuff to our to-do list for consideration. Much of this I would consider advanced features so they wouldn't be part of the core application but implemented as extensions.

This is in part why I linked that video even though it has nothing to do with mod managers. I think I'm being a tad bit hypocritical here--although it's not my intention to do so by saying, if the features I currently really love, the ones I can't do without were not available, I wouldn't use any new Wrye Hybrid or new NMM Hybrid even though they are probably better.

From what I have been reading, hard core MO fans are voicing some of the same concerns. They are simply not willing to use any new programs either, even if you write it, if they loose something they love. Which in the spirit of the video, what are the MO fans concerned with loosing? What are things they never complained about it, because it really worked well for them? Whatever that is, that's a feature they really loved and wouldn't want to do without.

For myself I'll keep using the old Wrye Bash/Flash to have all the features in one program that I can't do without, and only use a new program for the new feature from time to time. I'd probably only test the new mod manager once and a while or use it to answer user questions when some is trying to install a mod I provide on the Nexus. Extensions are fine or like SKSE/F4SE a plugin but I would stick with the old Mod Manager for years if needed until all the features I'm looking for were available.

I can't imagine how hard it is to read all these comments, mine included. It seems like this is extremely hard for you because you can't satisfy everyone. You actually wrote a mod manager that many people loved and one that became accepted by STEP. I'm actually trying to empathize with the situation. I'm just sharing that from what experience I do have with projects nobody likes to start working on something they are really good at, really excited about, and really passionate about, only to hear constant complaining about what is missing or what they dislike.

Like Gopher said, if it doesn't scratch that itch, it may not be as well received as one would hope.

Yeah, it would have been quite awesome if the Bashed Patch functionality would have been a separate application or a library because that would have made it much easier to integrate it into other mod managers.

A separate Bash library would still require the the LOOT API for Bash Tags. They are inherently inseparable.

I've looked at the bashed patch code and it is quite complex stuff that requires a lot of experience with the file format. I would much rather have an extensions for the new mod manager that bridges the gap to existing wrye bash code than trying to reimplement everything from scratch. This would allow both NMM devs and Wrye Bash devs to improve the routines for the benefit of all. If he's willing, could you ask that one volunteer to contact me so we can see if we can get a cooperation going?

The current maintainer's name is Utumno. I'll see what he thinks.

 

Edited by Sharlikran
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In response to post #43224730. #43229715, #43231195, #43231225, #43234520, #43237900, #43238095, #43248580, #43248780, #43256345, #43256845, #43258870, #43261500, #43262515, #43262825, #43264055, #43264355 are all replies on the same post.


fgambler wrote: What will be the name of the new app? NMO (Nexus Mod Organizer)? :D
Tannin42 wrote: Suggestions are welcome... :D
GuardianAngel42 wrote: NNMM: New Nexus Mod Manager.
renthal311 wrote: hahaha Fgambler, I'm with tears in his eyes :D :D
pStyl3 wrote: NexMO = Nexus Mod Organizer
HadToRegister wrote: I like what someone previously suggested but without the 'x'

NeMO = Nexus Mod Organizer
Thallassa wrote: I think NeMO is the best one I've heard, but I'm still partial to "NOMM" (not quite sure how that acronym works out but it's cute).
fgambler wrote: NeMO kinda sounds nice but not so serious, it's a name either attached to a fish or a nintendo 8-bit game :P
HadToRegister wrote: I was thinking of a famous Submarine Captain from a book by Jules Verne ;)
FreeWare wrote: How about NMM v2.0? Or 1.0 could work too. The name doesn't really need to change, it's already as good as it can be.
spartanops101 wrote: NMUMMMO - Nexus Mod's Ultimate Mod Manager and Mod Organiser
}{ellKnight wrote: Voting for NeMO.

Optionally include images of sushi.
Warsadle wrote: NMO = Nexus Mod Organiser is a straight foreword combination of the names, okay.

NNMM = New Nexus Mod Manager, too many repeated letters in the acronym to be used as a short hand name.

NexMO = Nexus Mod Organiser, good name and it rolls of the tong easy.

NeMO = Nexus Mod Organiser, also a good name, and the acronym is good.

NOMM = Up to readers interpretation of how the acronym works, mine would be
Nexus Organising Mod Manager, funny name though!

What I would use?

Mod Library Organiser (MLO (pronunciation: EM-Low))
hex77x wrote: Gaming Extras Tool Designed As Totally Awesome Stuff Stuffer.
KeltecRFB wrote: I like NOMM, NexMO, NMO, or NEXT (no acronym, simply means the NEXT Nexus Mod Manager).
northtreker wrote: Nemo could also reference Ulysses (Odysseus) calling himself Nemo - nobody (Outis) to fool the cyclops and show that the Gods had looked away from him in the Illiad.

It sounds like this new organizer has gone on a long journey to come home.
pedantic wrote: MOLE - Mod organiser legendary edition.

Edit: Avogadro Number, anyone? Not to mention burrowing :D


NUMM: Nexus Ultimate Mod Manager
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