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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 #43378980. #43381095 is also a reply to the same post.


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Dropping the manager words from what is literally a mod manager. Sound logic. Edited by Ethreon
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Congratulations to all involved.

 

Just a couple of comments about new development desires I have.

 

My hope is that any change to NMM includes the UI.

Specifically the column names and dragging the edge to reveal them. Today if not in full screen, the columns if dragged snap back to reduced view. If I drag a column to resize it I want the column to stay where I drag it. This way I can use NMM in non-fullscreen and do other stuff.

 

Another nit pick hope, please always indicate what is happening with NMM.

Sometimes if I install or deinstall a large mod, I have no idea if NMM has crashed without looking at the task manager and CPU percentage. Please, please somehow show that NMM is processing something and best guess show a percentage until completion, preferably showing the current mod being touched.

 

Last hope, desire would be that how NMM saves is changed a bit.

The problem I have is that any changes to the Plugins tab, immediately saves.

I would like NMM to present the option to wait on making any saves until I manually ask NMM to save them.

 

Good luck folks and happy developing...

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In response to post #43379595. #43383080 is also a reply to the same post.


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Its possible to research the VFS by starting for example free commander (not the default windows explorer) from MO. You can then go the Skyrim/FO directory and see the contents of it with all mods/files in it.
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Great decision! However, what makes me a little nervous is: will there be a more or less functional product in just a week? A lot of authors wil be fast in porting their mods (if at all necessary). And sure most users are even faster trying out SSE. But no matter how good or even fantastic Bethesda will have done the job: everybody with a heavy modded game will miss "his" character, his tools, his immersion, whatever. For MO users it will be hard to move back to old style modding. A lot of new hard drives will be sold to manage all the backups ;)

 

Any idea or perhaps a timeline from the devs about what period we are talking about? Days? Weeks? Months? Years?

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Before I buy a game I see if it has files on NMM.. no files no sale.. the other game developers besides Bethesda should take note..

I am 60years old, love video games and don't know squat about modding. That's why I love NMM..

Also thank you all you talented smarties for making such awesome mods...

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i would like to ditto to shizitmonkey- am also 60,thank god i was feeling lonely here. and also dont know jack of modding and depend on this site for this type of gaming exp.We might the exception to the rule but keep us in mind and thank you for this awesome site.
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In response to post #43389245. #43391895 is also a reply to the same post.


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ditto im 64 and agree with the above comments
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In response to post #43342675. #43344250, #43364545, #43367080, #43368835, #43373130, #43380110, #43382975 are all replies on the same post.


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ssuamier: electron uses node.js which in turn is based on googles v8. This is one of the fastest interpreters of any interpreted language. It is in most use cases several times faster than the default python interpreter (cpython). Pypy closes the gap a bit but thats not what most users use and it's not up-to-date with the language standard.
And don't get me started on the desaster around standards in python (2 vs 3).

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