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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 #45647750.


Calgar11 wrote: There was this problem NMM that 7-zip files cant be installed by the manager. MO on the other hand did. So figured its a problem with the manger and how it deals with 7zip since the other manger could do it just fine. All i want is the simplicity of install and uninstall of NMM and i want 7zip to work. I was forced to use MO. I like NMM much better but since it cant install half the mods, i was forced to leave.

-Sincerely, loyal nexus user.


hi
if it is the problem i think it is i found a fix for this i posted it on the bug tracker but the NMM bug tracker is gone

edit1
can you post a link for a mod that fails to install become of this bug

if its the bug what i think it is then a fix is in the file
Mod Formats\fomod.cs comment out the line 973
C:\NMM Source Code\FOMod\FOMod.cs

FileUtil.ForceDelete(Path.Combine(m_strCachePath, GetRealPath(p_strPath)));
Edited by madwolf2006
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In response to post #45846680. #45846845 is also a reply to the same post.


BlazeStryker wrote: "You damn maniacs! You blew it all up!"

I tried to start NMM today. It wouldn't start.

I saw the new release is 63.9 so I downloaded. It wouldn't start.

I tried downloading the mod I was interested in (Better harvesting for SSE) directly from the website in the vain hope you'd actually let mod users use mods.

It. Will. Not. Start.

I'm struggling to remain civil. It's not easy because...

It will not start.
BlazeStryker wrote: Half the time the Nexushost process doesn't even pop up in processes tab of Task Manager before WerFaultt kills it, but stinking Adobe Crash Player keeps trying to come in.

Just admit you killed the damn server, already.


hi
do you get any errors wen you try to start NMM
open the folder C:\Users\User Name \ Documents \ Nexus Mod Manager
move any files in this folder to a a new folder and then try to start NMM dos it create a crash log file

you may need to open the folder
C:\Users\User Name\AppData\Local rename the folder Black_Tree_Gaming to Black_Tree_Gaming.old then try to start NMM
if you get to the Game Name Setup use different folders i recommend you have your folder like this
Mod Directory: F:\Game-Name-Mods\Mods
Install Info: F:\Game-Name-Mods\Install Info
Virtual Install: F:\Game-Name-Mods\Virtual Mods Folder
Edited by madwolf2006
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Anyone know how to keep up to date with the development of this new mod manager?

I like to know this aswell.

 

Nexus team,

Could you throw us a bone?

 

 

I'll add a voice to that as well :smile: Can we get a status update on the new utility?

 

ed: Redacting because, well, the less socially equipped part of me went into analysis mode. (If the original edit is readable, no offence intended - just my brain's wired to a level of interpretation that gets me in trouble, probably should have been a lawyer :p).

 

So, shorter version :D

 

I know it's holidays for most which means things slow down, and I really don't want to come across as entitled - but as the initially quoted poster said, throw us a bone will you? :D

How's the development going?

How're the team getting along?

Any screen shots? Names being tossed around?

Hurdles struck? Milestones achieved?

Any Eureka moments?

 

FWIW have used NMM (from early on) and switched to MO sometime later (because it worked exceedingly well on a multi-user PC), just really keen to see the new util.

Edited by ozoak
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In response to post #44707715.


MuteButtonHero wrote: "We want something that is going to enable advanced modders to get into the really deep stuff easily, without presenting the casual modders with overbearing and complicated windows right from the get-go.

Most of all, we want one piece of software that lets casual modders transition into more advanced modders gradually and at their own pace, without having to switch mod managers and reinstall all their mods."

I'm so glad to see you get this. After just a few months of using NMM I've learned a huge amount about how mods interact with each other, load order, overwriting, tools like BodySlide, and frameworks like F4SE. But at my entry point I just wanted something that would keep my mods up to date for me. If I had to deal with all that at the beginning i would have skipped it and just had the handful of mods I could manage myself.

Don't forget to have brand new users do a usability test on the program from time to time. It is always surprising to see what the new users understand and what they do not, and after conducting usability studies for years I have found that what the developers expect the new user to understand and what they actually understand seldom have much in common.


Well said...
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In response to post #45846680. #45846845, #46048765 are all replies on the same post.


BlazeStryker wrote: "You damn maniacs! You blew it all up!"

I tried to start NMM today. It wouldn't start.

I saw the new release is 63.9 so I downloaded. It wouldn't start.

I tried downloading the mod I was interested in (Better harvesting for SSE) directly from the website in the vain hope you'd actually let mod users use mods.

It. Will. Not. Start.

I'm struggling to remain civil. It's not easy because...

It will not start.
BlazeStryker wrote: Half the time the Nexushost process doesn't even pop up in processes tab of Task Manager before WerFaultt kills it, but stinking Adobe Crash Player keeps trying to come in.

Just admit you killed the damn server, already.
madwolf2006 wrote: hi
do you get any errors wen you try to start NMM
open the folder C:\Users\User Name \ Documents \ Nexus Mod Manager
move any files in this folder to a a new folder and then try to start NMM dos it create a crash log file

you may need to open the folder
C:\Users\User Name\AppData\Local rename the folder Black_Tree_Gaming to Black_Tree_Gaming.old then try to start NMM
if you get to the Game Name Setup use different folders i recommend you have your folder like this
Mod Directory: F:\Game-Name-Mods\Mods
Install Info: F:\Game-Name-Mods\Install Info
Virtual Install: F:\Game-Name-Mods\Virtual Mods Folder


OMG that worked Thank you!!! it would not start for me whats so ever.. !!!!! ooooooOOO i felt Blazestryker's pain. I was about to rage quit. SO, quick question. does this mean that you are just moving to a different platform basically, and NMM will be phased out? not able to load mods into it eventually?
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In response to post #45105020. #45751810 is also a reply to the same post.


ntnssc wrote: "we don’t want to swamp the more casual users of NMM who really just want a very simple modding tool".

MO is not even a modding tool. It is a mod management tool and as such how is it not "very simple" one? It is the whole reason I am using MO instead of NMM. It takes 3 clicks (download, install, activate) to install a mod in MO and one dragging motion to place it in the list. Something you have to do only once instead of however many times you f*#@ up in NMM. I am not sure people that find that process complicated are even capable of using a computer. Why not just take MO as it is, rename it and run with that. Forget NMM ever existed. Also may be fire entire NMM development team in the process because NMM has nothing on MO (name ONE feature) and it took them how many years to achieve that? I will not be surprised when they start adding "user friendly" "features" bloating an already solid project just to keep their jobs and stay relevant.

I wish good luck to Tannin. He deserves to be compensated for his efforts. I truly hope a decent replacement for NMM is possible given tone of this article.

"We have a lot of work ahead of us."
No you don't. Just try not to f*#@ up an already good and mostly functional thing you failed to produce over the years.
NexusNC wrote: The amount of entitlement in this s*** post, holy S***. If you had bothered to read the whole thing properly instead of letting your eyes be glazed over in anger you'd realize your anger is unfounded. I for one welcome the possibility of a more powerful tool for all modders. If they succeed it can only make the modding community stronger and farther reaching.


"We don't want to make it too easy to use but not to hard for the nubes"
No, it's going to be a less then stellar manager. Maybe if they released two versions, one for the preschoolers and one for the big boys, then it wouldn't be a problem. Thank god for Wrye Bash is all I'm going to say. If I can't have MO anymore, then I'm going for the next best mod manager. Edited by DasFedoraGuy
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In response to post #43927410. #43957015 is also a reply to the same post.


MrJoseCuervo wrote: Mod Organizer no longer allows updating through the program. Gee Thanks.
b6lph6gor6 wrote: What's the point, if Mod Manager isn't going to be updated in the first place?


Because it's (still) currently the best mod organizer for complex mods and mod management.
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In response to post #45622115.


Vyxenne wrote:

I hope I will be able to play properly modded (skse + new nmm) skyrim se during the holidays.

I'm sure you will- the 2017 winter holidays. All indications are we won't even have a SKSE64 release until mid-2017, and Robin's news article above said they have started programming the new NMM. Not finished programming, not released as an alpha or beta, but started programming.

I don't know how anyone can imagine that SKSE64 or NMM could possibly see the light of day within the next 2 weeks.


SKSE64 Beta by mid March 2017, perhaps earlier. So says behippo, the principal developer working on it.

Now if we could PLEASE have a tiny progress update on the new NMM from Tannin or Dark0ne.

Hopefully, I'm sounding grateful not entitled [i put PLEASE in capital letters :) ]
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