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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 #43231020. #43231160 is also a reply to the same post.


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If I had to make a guess, I'm sorry to tell you, that I think it looks like quite a few of MO's users don't actually understand how the other mod managers work and how they do the things they glamour MO for. If anything, it's a testament to MO's more accessible documentation, direct advertisement of advanced features or user interface differences.
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  On 10/14/2016 at 11:51 AM, Tannin42 said:

 

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.

 

 

 

Everything I said in my post was in regards to the concept and not the implementation. That's why at the start I gave an example with the type of problems I'm not going to discuss (the half-install thingy).

I need to specify also that I'm talking about the experience of the more "advanced" users. For most of the players it doesn't really matter what happens in the background if everything works as they expect. What I'm talking about is the "tweaking" users. Many of those tweaking users will start by modding mods and can one day create and publish their own mod. Discouraging them is really not a good idea.

And a very important point is that we are talking about the basic tool. The idea been that this tool will operate in a way that is easy to use and easy to understand. And would allow additional functionality to be "plugged-in" later.

Also I would like to give an example that might sound strange at first, but the invention of the automobile didn't make the bicycles obsolete. Even if you develop different tools and modules for the advanced users lots of them can and will prefer to use the basic tool depending on their way of thinking and on what level of complexity makes them feel comfortable.

 

So my point about the learning curve stays the same. If this basic tool uses the current NMM concept the learning curve will still be steeper than MO for the advances (tweaking) users.

 

About the backup - I was talking about an outside-of-the-manager backup. A simple and universal backup that 98% of the users want to do - copy and paste. Not a backup that is tied to specific mod manager.

<edit>I'm not talking about backup of the mods. I'm talking about a backup of the whole game, including the main game folder. Except mods that includes also cleaned .esm, ENB files + Settings, SKSE and whatever else is there.</edit>

 

Also another thing when speaking about using a basic modding tool. For example - how do I switch between Skyrim and Enderal. There are 2 folders in my Steam directory - SkyrimEnd and SkyrimMain. Renaming one of them to Skyrim is everything I need to do in order to switch. This will be impossible to do with a linked virtual install as renaming the main Skyrim directory will immediately consume additional 50GB. Switching profiles - how long will it take to any linked virtual install based manager to remove/create all the needed links for mods like 3DNPC? Something that can be done in a second will now take quite some time. And it is also simpler. Yes, I understand how cool it is to drive a car, but I prefer the bike. After all we are talking about the basic modding tool here.

 

On point 4 - I'm not really sure how this is different between linked VI and direct file install. In both case you need a manifest to know which files you need to restore. The way MO does it doesn't have this problem, but when you end up writing some kind of files in the data dir the problem will be the same.

<edit>Also with direct install it is not necessary to always unzip the archives in order to find the file that needs to be restored. If for example there is a directory Overwritten then any file that will be overwritten can be moved there and then directly used.</edit>

 

On point 2 - I completely agree that at the end it is the same. But it is not the same in the head of the user. That's why I was talking about the fact that the linked virtual install is confusing. Way too confusing for a base/basic modding tool.

 

I do realize that my points are made by a person who "doesn't know better" and probably my bad experience with the implementation is influencing my understanding about the concept in was I can't appreciate. I simply wanted to share my experience in what it means to run a "basic" and an "confusingly virtual" tool. And I hope other users will do the same and add their experience.

Edited by prinyo
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In response to post #43219230. #43219400, #43219425, #43222375 are all replies on the same post.


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You can always throw in a request to Brumbek for the next SMIM update. >.> Edited by Sonreac
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In response to post #43224730. #43229715, #43231195, #43231225 are all replies on the same post.


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NexMO = Nexus Mod Organizer
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In response to post #43219230. #43219400, #43219425, #43222375, #43234445 are all replies on the same post.


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Well done :)
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In response to post #43232045. #43232355, #43233385, #43233940, #43235000 are all replies on the same post.


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Just to provide another user opinion: having the possibility to use virtual mod installation like with Mod Organizer (as in, no symbolic links or anything else even semi-permanent created in the game directory) would be great, and I am sure many people would value such an option. Not only does it make actual installation a lot faster (not everyone has SSDs), but it also removes a lot of hassle and uncertainty when it comes to "what do I have in my game folder, exactly?" There is a certain element of... ease attached to virtual installations. A peace of mind. The way MO works is exactly what pleases my inner control freak (of sorts) when it comes to mods. Having each mod in its own folder is also very useful for mod makers, when everything related to one project can be kept in its own folder, with no need whatsoever to hunt for files that get buried somewhere in the depths of the data folder. The virtual installation feature is also useful for saving disk space (not everyone has terabytes of it laying around). It is also the one single reason I switched from Wrye Bash to Mod Organizer for installing mods.

Now I have never ever used NMM, but my experiences with the MO virtual install have been brilliant, no complaints whatsoever. If something should be the future of mod installation, that something should be virtual installation! It is fast, it is easy to understand (on a general level), it keeps the data folder clean, it looks very difficult to break (if not impossible, never tried it), and the user does not really need to pay much attention to its existence (excluding having to remember to launch tools through MO).

If it is somehow possible to offer a completely virtual install option like with MO, then that would be handy. Tannin, you still have USVFS, and a project of that complexity must have taken some time, thinking and grey hairs to actually come to be, so instead of leaving it to gather dust, continuing its use with the new manager might be one way to carry it forward. Maybe if the mod installation + process launch parts of the new manager could be bundled into an add-on like block that could be changed?

Come what may, I am still looking forward to the new mod manager. :)

Edit: Talking about the USVFS-powered virtual installation, not anything that requires writing symbolic links or any other stuff somewhere (because, in my opinion, that sort of defeats the idea of a virtual installation). USVFS should be the future of mod installation.

Edit 2: Maybe it really could be handy to make sure people actually know what "virtual installation" in MO means. Reading the posts, it seems that people might think it uses symbolic links or other link stuff... which is a bit odd. If NMM uses symbolic or hard links and calls it "virtual", then maybe that is confusing people to a certain extent? Maybe? If people actually understood how the MO/USVFS virtual mod installation works, then maybe they would not be so much against it. Edited by Contrathetix
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In response to post #43232045. #43232355, #43233385, #43233940, #43234660 are all replies on the same post.


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1) all fine until:
a) there is a bug in NMO (nexus mod organizer) and all that strategy goes to the floor because you cannot backup/move the game to another place, as you don't have idea what the hell is inside the game directory.
b) you need to reinstall the NMO or use another version of NMO (like a personal compiled version because you cannot wait to get some bugs fixed) and the other NMO doesn't have the internal database of mods installed for that game.
c) use a program that is not programmed to handle the virtual file system such as bodyslide and breaks all the NMO assumptions that the file in the virtualinstall is the original.

The virtual install should be optional, because bugs happen and people that don't want to deal with that extra layer of complexity should be allowed to exist.

Another option is to have the virtual install and an option to convert a virtual install to a hard install (I mean, something to convert those links to the real file). Edited by turulo
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