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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 #43223160. #43223235, #43225810, #43226065, #43226570, #43226580, #43226675, #43226930, #43227145, #43227835, #43229000, #43229600, #43229700, #43231180, #43250055, #43250125, #43252635, #43253770, #43254560 are all replies on the same post.


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@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.
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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 are all replies on the same post.


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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. Edited by pedantic
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Sharlikran, while I'd say that about 95% of these features are available in MO, interestingly enough, it was fairly apparent that you were referring to Bash. I have an unrelated question though. I was under the impression that the xEdit scripting language was something related to Python. I'd heard that somewhere. Obviously, I was mistaken, as you claim not to know python. So, what language is it, and where does one go to learn it?
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In response to post #43254180. #43255095 is also a reply to the same post.


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Irrespective of what I am talking about I listed features I like, that's it. Hard not to use examples of what I am familiar with.

I don't know Python but I can manipulate the code to do extremely basic things to maintain Wrye. Mainly I update record definitions from xEdit to Wrye Bash/Smash/Flash.

The scripting in xEdit is Delphi/Pascal syntax not Python. No way to learn it really unless you refer to Delphi references I suppose. The scripting functions available are listed here. Edited by Sharlikran
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In response to post #43224730. #43229715, #43231195, #43231225, #43234520, #43237900, #43238095, #43248580, #43248780 are all replies on the same post.


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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.
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I have to say, other than jumping through hoops to get MO to function properly due to various bugs and whatnot, MO is NOT more complicated to use than NMM. In fact, I find it simpler. Install, download and install your mods, check the box, play the game. Couldn't be simpler. In addition, your install folder doesn't get messed up, and you don't have to periodically re-install the game because of uninstalling mods that replaced key game components. Edited by Qrygg
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In response to post #43240755. #43241360, #43241745, #43244095, #43245180, #43246510 are all replies on the same post.


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I have to be a bit careful how I answer questions like these. ;)
This feature is on our to-do list and I see no reason why we would drop it but I can't give you any guarantee.
I can also not promise if it will be in the initial release or if it will be added at a later time because we haven't committed to a release-strategy here.
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In response to post #43224730. #43229715, #43231195, #43231225, #43234520, #43237900, #43238095, #43248580, #43248780, #43256345 are all replies on the same post.


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NMUMMMO - Nexus Mod's Ultimate Mod Manager and Mod Organiser Edited by spartanops101
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