Jump to content

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


Dark0ne

Recommended Posts

In response to post #43224730. #43229715, #43231195, #43231225, #43234520, #43237900, #43238095, #43248580, #43248780, #43256345, #43256845, #43258870, #43261500, #43262515, #43262825, #43264055, #43264355, #43265250, #43265975, #43266150, #43268550, #43270650, #43271300, #43272015, #43274835, #43277400, #43278605, #43280025, #43280880, #43282555, #43282860, #43285205, #43285500, #43287370, #43287415, #43287810, #43288780, #43290720, #43298850, #43302560, #43303655, #43304280, #43310115, #43317010, #43317290, #43321865, #43326160, #43327095, #43328050, #43332835, #43333505, #43335900, #43335995, #43337610, #43350150, #43357530 are all replies on the same post.


  Reveal hidden contents


Maybe NeF (Nexus Fusion).

As this will be the fusion between Nexus Mod Manager and Mod Organizer.
Plus, one of the definitions for nexus is "a central or focal point", And this new mod manager being the new all-in-one mod manager by mixing in both previouly said managers, this manager is going to be the focal point now (Basically, Nexus, ties in really well with this name). :D
Link to comment
Share on other sites

  • Replies 895
  • Created
  • Last Reply

Top Posters In This Topic

In response to post #43224730. #43229715, #43231195, #43231225, #43234520, #43237900, #43238095, #43248580, #43248780, #43256345, #43256845, #43258870, #43261500, #43262515, #43262825, #43264055, #43264355, #43265250, #43265975, #43266150, #43268550, #43270650, #43271300, #43272015, #43274835, #43277400, #43278605, #43280025, #43280880, #43282555, #43282860, #43285205, #43285500, #43287370, #43287415, #43287810, #43288780, #43290720, #43298850, #43302560, #43303655, #43304280, #43310115, #43317010, #43317290, #43321865, #43326160, #43327095, #43328050, #43332835, #43333505, #43335900, #43335995, #43337610, #43350150, #43357530, #43359750 are all replies on the same post.


  Reveal hidden contents


ToGO Total Game Organizer
Link to comment
Share on other sites

In response to post #43342675. #43344250 is also a reply to the same post.


  Reveal hidden contents


Actually Tannin mentioned that the UI would be HTML based
Link to comment
Share on other sites

In response to post #43342675. #43344250, #43364545 are all replies on the same post.


  Reveal hidden contents


Meh, I'm a die-hard LUA fan. It's the new gold-standard.
Link to comment
Share on other sites

In response to post #43342675. #43344250, #43364545, #43367080 are all replies on the same post.


  Reveal hidden contents


I don't think that VC++/C# adds any value to the project, but definitely creates barriers to broader participation. Of course the decision is ultimate down to the dev team (and at this point they've already picked a technology, obviously), but such choices should be made with the community in mind.
Link to comment
Share on other sites

In response to post #43360875. #43368760 is also a reply to the same post.


  Reveal hidden contents


In 7 days we all will download Skyrims 64bit rebuild. All bounderies we had will be gone, eg the magical 3,5 GB barrier. Most active modders will port their work to the new engine. Why should a future NMM be 32bit?
Link to comment
Share on other sites

This news is both irritating beyond belief and exciting beyond measure.

 

What makes it irritating is that at the beginning I had looked into MO, however, as a new modder and not particularly tech savvy, I was frightened away by the magnitude of steps required to get it up and running, so I went with NMM.

I began modding Skyrim mercilessly and had a blast doing it but as time went on there were things I wanted to do but NMM lacked the functions required to do them. It sucked, but I cut my losses and continued on. That is until things went real bad.

Due to these issues and now having some modding experience under my belt I started looking into MO again. I spent days and days watching and re-watching every Gopher, GamerPoet and DirtyWeasel (plus a few others) videos on how MO worked and getting it set up. Once I got it going I had to spend several hours downloading and installing the 500+ mods (not all activated of course) I had in NMM into MO.

WOOHOO! The lengthy move to MO was a success!

>_< 8 days later... Tannin42 Joins NMM! GRRRRRRRRRR! >_<

 

What makes it exciting is the possibility of the more user friendly aspects of NMM (eg: when using LOOT it would sort both the esm/esps as well as the mods themselves to match) merged with the advanced personalization functions of MO (eg: you could then move them around as you saw fit without causing major issues).

 

The #1 thing for me that will decide whether I stick with MO or move back to NMM (or whatever it will eventually be called) when it comes out is the profile function. As previously mentioned, there were things I wanted to do but couldn't with NMM such as;

-gender matching mannequins

-gender matching armors

-gender matching animations/HDT (mainly BBP :P )

-skill sets (mage mods for mages, archery mods for thief, etc... )

Because of having to mash all of these into one load order I would end up with things I didn't want/need on my various characters. I would lose out on other mods that I wanted but couldn't fit in. And, of course, I would very quickly hit that 255 esp limit. With the MO Profile system all of these problems are eliminated.

 

Soooo (on my knees) I beg you, PLEASE KEEP THE PROFILE FUNCTION! Please ^_^ and Thanks.

Edited by totalmentalcase
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...