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NMM2 - Update and recruitment


TheTokenGeek

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Java requires a compiler and a run-time engine from Oracle.

 

Javascript is for all intents and purposes a script that requires no compiling and very compatible with multiple platforms. One might surmise that it could be possible to make this mod manager web-based, given what is being used to code it.

 

It's looking very interesting indeed and quite possibly very different in a lot of respects to what we see from most mod managers today. :)

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In response to post #47378955. #47379635, #47380245, #47380310, #47380615, #47380650, #47380665, #47380780, #47381010, #47381020, #47381085, #47381190, #47381300, #47381380, #47381760 are all replies on the same post.


ShmooZ wrote: I say name it Nexus Mod Organizer!
Elianora wrote: +1
ThatDirtyShisno wrote: +1
TacticalAce wrote: NMO sounds like MMO when spoken, just saying..
nappilydeestructio wrote: +2
lued123 wrote: +1 because we can call it NeMO.
azraal wrote: Nah, the most important feature of mod organizer, the virtual file system, won't be here anyway, or so i read somewhere.
So it can't really qualify to be called in a similar way... :)

So instead, to make sure that even if Tannin is in the team, people don't get the wrong idea, how about NNMO which means NNMO is Not ModOrganizer (what? At least some of you will understand the joke. And maybe the joke inside the joke. But this one is common knowledge now).
lued123 wrote: I don't think we've heard anything about whether it will have a variation of MO's file system. I imagine it will, at least as an option. The whole point of this merger is to take the best bits of both, not to dumb down MO by removing its main advantage.
opusGlass wrote: +1 the community has already been calling it this anyway

And yeah I definitely expect a virtual file system, they did hire MO's developer to make it after all...
Dark0ne wrote: Just to nip this one in the bud so we don't get spammed with +1s, we won't be calling it Nexus Mod Organizer.

Mainly because I simply don't like the name "Mod Organizer". Nothing against Tannin at all!

So, consider that name vetoed.
opusGlass wrote: Darn okay. Any confirmation for/against a virtual file system, Dark0ne?
Dark0ne wrote: As far as I know, and don't quote me on this, we plan to allow you to pick how you want the file management to work from a number of options, but some might not be done by launch.

Similarly, we're making the software as open source and as easily extendible/extensible as possible, so if we don't do something, some devs could. Modding the mod manager, in essence. Modception.
inawe wrote: +1 My thought exactly.

*edit*
Didn't see Dark0ne's answer before posting. Nexus Mod Organizer made the most sense to me. Oh well... as long as it is able to use a virtual file system like MO, I'll use it, regardless of the name.
Gribbleshnibit8 wrote: Seriously. This is the only thing that matters to me. While FOMM and NMM's installation method were OK, they were also awful, left (for Bethesda games) the game folder cluttered with files, and made it incredibly difficult to really get a handle on load order and precedence of loose files. Please do not steal from us the only good mod manager that has ever existed and replace it with something that isn't any better than the much older offerings.
Kitchensnk wrote: How Bout

Mod Commander or ModCOM


Adding +1 anyway for NEMO.

It has community support, it's short, it's memorable, and it's meaningful.

Sublimate your personal bias and pick a name that is the best for your *business* ...
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Being newcomer friendly and intuitive for the interface seems a sure winner. If it is equal to or even easier than NMM, then thumbs up. Otherwise, it simply extends the life of the current NMM.

 

I imagine thinking in terms of "ease of use" does not come easily to power users who seldom have a WTF moment trying to figure the basics out. If a written or pictorial PDF of Mod Management for Dummies is needed, then make sure you release it concurrently.

Edited by Moksha8088
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In response to post #47382160.


NeoNord wrote: I think you should call it BOB. It doesn't stand for anything (though there are those that will make something fit it). After all, what's in a name , that which we call a rose would smell as sweet were it not called a rose.Therefore doff thy name . (sorry could not resist ) I am not concerned about the name and most of the quasi techno jargon is lost on me anyway but make sure when you do it that porting the mods from the current to the new is seamless, user friendly in the extreme and doesn't botch load orders or lose mods all together as some of your previous efforts have been wont to do. It would be nice if you tweak the system so when we delete mods we don't get crap from the deleted mod left in the game too. I think you guys have a great system going here and have had for years. It is nice that you pay attention to newbies but don't forget us oldies and don't assume we are technically oriented either. I sometimes think that the majority of users are not technically oriented but the ones who are are also the ones who post most often and so form a special interest group (yes, much like politics) and because you hear more from them you tend to cater to their whims. That isn't always a bad thing, a great many of us don't know what the realm of the possible is and so do not know what to ask for. I look forward to your next iteration though I cannot promise I will change, old habits die hard.


Hell, I'd second BOB. Build in bash patching and we can have Nexus Organiser and Basher - or NOB!
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In response to post #47382160. #47388395 is also a reply to the same post.


NeoNord wrote: I think you should call it BOB. It doesn't stand for anything (though there are those that will make something fit it). After all, what's in a name , that which we call a rose would smell as sweet were it not called a rose.Therefore doff thy name . (sorry could not resist ) I am not concerned about the name and most of the quasi techno jargon is lost on me anyway but make sure when you do it that porting the mods from the current to the new is seamless, user friendly in the extreme and doesn't botch load orders or lose mods all together as some of your previous efforts have been wont to do. It would be nice if you tweak the system so when we delete mods we don't get crap from the deleted mod left in the game too. I think you guys have a great system going here and have had for years. It is nice that you pay attention to newbies but don't forget us oldies and don't assume we are technically oriented either. I sometimes think that the majority of users are not technically oriented but the ones who are are also the ones who post most often and so form a special interest group (yes, much like politics) and because you hear more from them you tend to cater to their whims. That isn't always a bad thing, a great many of us don't know what the realm of the possible is and so do not know what to ask for. I look forward to your next iteration though I cannot promise I will change, old habits die hard.
vixsyn wrote: Hell, I'd second BOB. Build in bash patching and we can have Nexus Organiser and Basher - or NOB!



Build in bash patching and we can have Nexus Organiser and Basher


Oh hell no! Wrye Bash belongs separate if you don't use it for mod management.
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In response to post #47383435. #47383915 is also a reply to the same post.


Gota115 wrote: So, I'm wondering since Tannin is working with you on this mod manager, will there be similar features as Mod Organizer? Virtual DATA folder, profiles, and abillity to run third party programs (FO4Edit, creation kit) on Bethesda games through the mod manager?
lued123 wrote: Dark0ne had this to say in another comment on this thread:
"As far as I know, and don't quote me on this, we plan to allow you to pick how you want the file management to work from a number of options, but some might not be done by launch."

I would be absolutely shocked if it didn't have profiles, since NMM and MO both had that (though MO did it better), and similarly I'd be surprised if it couldn't run at least LOOT.


Honestly I was mostly interested in the virtual data folder Mod Organizer does. So if there's no news on that, so be it.
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In response to post #47388365.


Moksha8088 wrote: Being newcomer friendly and intuitive for the interface seems a sure winner. If it is equal to or even easier than NMM, then thumbs up. Otherwise, it simply extends the life of the current NMM.

I imagine thinking in terms of "ease of use" does not come easily to power users who seldom have a WTF moment trying to figure the basics out. If a written or pictorial PDF of Mod Management for Dummies is needed, then make sure you release it concurrently.


Heh, I'm more interested in the fact that it'll be easier to add games support to it. People won't have to wait for the next update of NMM anymore, they can quite possibly make it themselves with little coding knowledge. :)

Not only that but the new NMM could quite possibly be a framework for other things as time progresses.

I may be a bit optimistic but we'll just have to see in the future.
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Don't get this wrong but from my experience you should've started the UX before doing any code work on the app. Right now either the devs will have to go back and change stuff that they already built (and already stable code) or the UX designer will have imposed limits or barriers to what he can do/think of. UX should involve everyone in the team before any coding or visual design mockups to take part.

 

I'd volunteer if this was only ux/design but I don't have the free time to also do the html for the interface. You should also look for a dedicated frontend designer for that (usally a good designer isn't a good coder (most of them don't even know how to) and vice versa - but of course there are exceptions).

 

Again, don't take me wrong, I'm just speaking from my experience!

 

It's a cool project and a different challenge from what designers can do from their jobs on a daily basis (speaking for myself at least) so you certainly will pick up someone quickly.

 

Really cool guys, good work! Thanks for everything!

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