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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, #43234190, #43235645 are all replies on the same post.


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prinyo

This is bad news. This is exactly what nobody wants. This is exactly what people want to get rid of.


Whoa, hold on there, I don't remember electing you to represent everybody, and you certainly don't represent me.
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Congratz Tannin, i wish you can be free to use your awesome skills and NMM will be totally rebuild from scratch, and not just work to improve the discrete ugly semi-useless manager it is now.

 

Sad to see the best manager (MO) being dropped after so many years it made my life easier, and clean my games installations.

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In response to post #43210430. #43215310, #43215490, #43215920, #43216655, #43217565, #43217935, #43218210, #43222660, #43225585, #43227190, #43227900, #43227920 are all replies on the same post.


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Read what people have written, it's nothing to do with learning how to use it, don't assume people who prefer to do things differently are somehow ignorant.
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In response to post #43213170. #43213650, #43214685, #43224605, #43231310, #43231435, #43232450, #43232890, #43235755 are all replies on the same post.


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Installing SKSE with MO is as easy as KISSing(Keep It Simple Stupid). Similar to installing it with NMM. You drag and drop the loose files into the install folder, then using 7zip or WinRAR, right click the Data folder, name it to SKSE scripts(If you want) and 7zip/zip/rar it. Load MO and add it like a downloaded mod. Click the box to install and you're done.

See? Easy as KISSing.
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Thanks for the update and you seem to be making all the right moves in terms of moving forward with the right team and approach. Since you are making development more formal now - it would likely also be a good idea to also have a more formal method for Feature Requests vs reading a bajillion posts in a bajillion threads all across the nexusmods site. Any word on what that the plans might be on that front?
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In response to post #43232045. #43232355, #43233385, #43233940, #43234660, #43235000, #43235590 are all replies on the same post.


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turulo 13 kudos 234 posts
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).


I agree with making a virtual install OPTIONAL and I like the option to convert a virtual install to a hard install, but the first part of your posts definitely sounds like you've never used MO at all, because if you did, you'd know that each mod is put in their own folder so the files never physically overwrite each other and other mods, which means you can painlessly rearrange your load order without having to keep track of what files you overwrote and have to replace/restore etc.
And each mod folder was clearly named, not like the current version of NMM that names the folders by their mod ID

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In response to post #43224730. #43229715, #43231195, #43231225, #43234520 are all replies on the same post.


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I like what someone previously suggested but without the 'x'

NeMO = Nexus Mod Organizer Edited by HadToRegister
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In response to post #43222435. #43222490, #43225970 are all replies on the same post.


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Yea, you don't play more than a game, nobody plays them. Maybe you need to re-read the article and see what the numbers are.
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In response to post #43224730. #43229715, #43231195, #43231225, #43234520, #43237900 are all replies on the same post.


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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).
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In response to post #43232045. #43232355, #43233385, #43233940, #43234660, #43235000, #43235590, #43237830 are all replies on the same post.


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Tannin: Regardless of what approach you take, there should be a mechanism to manage files created dynamically. If I run TES5edit and make a patch, or if Campfire saves a .json file with its settings, or I run FNIS for users.exe and make a new .hkx file... in all of those cases that file needs to be *managed*, not just dumped in a directory.

In MO it goes in the overwrite, which works well for me; I just manually put it into a new mod where I need it to go. However me doing that is what I can do as an advanced user. I think some kind of prompt that says "You just created this file! What would you like to do with it?" might work better for newer users.... not at all simple to code, but simple to use.

Regardless at no point should the system attempt to predict what I want to do with the file. It shouldn't go "Oh, there's a similar file in this folder, I bet it goes here!" MO does this sometimes which is frustrating (but not always, which is even more frustrating). Trying to read the user's mind only leads to unpredictable bugs; much better to force the user to figure out their own mind :P

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