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NMM2 - Update and recruitment


TheTokenGeek

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In response to post #47465120.


acffordyce973 wrote: With the way that you treated your old Mod Manager (which was in development for a while and actually worked almost perfectly), why should we trust in you to not just drop this new Mod Manager once it becomes the norm again? I'm really baffled as to why you would waste all that work and instead switch to a new program instead of just adding to and fixing the old version.


That was explained in great detail in the announcement post for the new mod manager. If you can't understand it from the description I gave, in length, about why we are doing it, then I don't think you'll ever get it, so there's no point trying!
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In response to post #47393330. #47394385, #47409845, #47410090, #47410120, #47411905, #47414300, #47426290, #47432345, #47459325, #47461520, #47462670, #47465445 are all replies on the same post.


TheShoxter wrote: How about calling it Vortex? It's going to be the all-in-one perfect mod manager it seems, so the name represents the combinations of functions all coming together. It also sounds dope.

Current Nexus logo can already be appropriated for this name, it resembles a swirling vortex.
dark_wizzie wrote: Vortex, the ultimate in mod management!!!
GenBloodhorn wrote: Not bad really. Its nice. +1
kazuakisama wrote: I agree. Also avoids confusion with old NMM.

+1
bunnyman280 wrote: Vortex does sound cooler
AedanClarke wrote: Of all the suggestions I've seen, I personally like Vortex the most by far. It sounds cool, is quick to say, quick to type, and isn't a boring acronym.

+1
silencer711 wrote: I actually like Vortex a lot. It's a new name altogether and long name could be NVM (Nexus Vortex Manager) or something. I like VORTEX better than my own suggestion lol :)
IronGator454 wrote: Vortex sounds great! Its a name that sticks out and makes you think when you read it. It literally pulls you into it. Seems a very fitting name for such a great new manager. +1
BoltActionWaffl3 wrote: Vortex +1
Just hope they add a " Dark" UI option.
Darkarhon wrote: Vortex definitely sounds great.
emilking wrote: Hmm, I can't come up with anything better myself so yeah! Vortex for sure. +1
redbeaniez wrote: Vortex does sound cool as hell and really fits the Nexus logo.
dpcarr3 wrote: VORTEX!!!! Really like that for a name!!!


That's a great idea! And Vortex goes perfectly with Nexus :)
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In response to post #47382160. #47388395, #47388575 are all replies on 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!
Pabulum wrote:

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.


I'v been waiting for someone to mention the Bash Patch- turn it off it you don't use it. For Oblivion it is crucial. I am hoping it builds all of Wrye Bash features into NMM 2.0.
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In response to post #47428125. #47428205, #47431185, #47432280, #47433255, #47441410, #47442305, #47450560, #47452285, #47456050, #47457055, #47466255 are all replies on the same post.


ozoak wrote:

How about Hiring someone that won't force useless virtualized installation on everyone. You know, like MO and NMM does now...

 

I understand (2nd hand, of course, simply reading the NMM feedback threads) that virtualised folders in NMM haven't worked too well, but it's absolutely one of the core aspects of MO that makes it, from my experience, a preferred mod manager tool (and something that has rarely, if ever broken).

 

I know you guys aren't look for suggestions in the comments section, but for the love of goodness, please make a "dark" option. That has never been implemented and the long hours people spend modding, it would just be better for our eyes.

 

We hope that it's being skimmed though, I suppose :)

And +1 for a 'dark' theme, a 'night' mode!

 

 

 

In response to post #47378955. #47379635, #47380245, #47380310, #47380615, #47380650, #47380665, #47380780, #47381010, #47381020, #47381085 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... :smile:

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?

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.

 

 

And finally, please. If anything from MO gets retained, the virtual folders at very least as an option would be appreciated.

And so it doesn't just sound like a whingey 'that's the way I like, so don't change' kind of request, there's a really practical reason:

multiple-users

 

Not everyone in the house has a gaming PC, but everyone in the house has a login on my gaming rig.

End result: everyone plays Skyrim (or FO4, etc etc) on my PC at some point.

Virtualising the mods and keeping the installed game folder 'vanilla' has been an absolute god-send. I dread to think what 3 people, all modding with their own idea of what mods should be installed, would end up doing to a single folder otherwise.

 

I'd suggest that for quite a number of people (I'm looking at the older crew, I guess, those with kids - who look with envy at the parental units gaming rigs, and those in share houses, or siblings sharing a PC) fencing off individual user (at an OS level) modding makes life so much easier, it does for me.

TzeHuen wrote: +1 for virtual folders
xXBalthorXx wrote: +2 for virtual folders
Ravenscar wrote: +666 for virtual folders, NMM is useless without it.
corprall wrote: +1 for virtual folders if for no other reason than to help avoid things breaking when adding and removing mods
adkins462 wrote: yes, this!
BlueGunk wrote: Absolutely agree on virtualised folders. Keeping that game pristine means life is SO much more easy. It's the professional way to do it and not doing it is like taking 100 arrows to each knee. Given Tannin ran it comfortably on MO for ages, it should be a given that it is the base line on which the new Organizer is built.
Aryell wrote: For god sake, maintain my data folder pristine! And let me use several profiles.
TwoArmedMan15 wrote: The fact that they are using web dev technology and emphasized the need to be multi-platform in the article leads me to believe that there won't be MO-esque virtualized directories.
jonboy wrote: +yet another for virtual folders, makes everything so much easier to install, move around, and fix when it goes bad. Understand this may not work for everything (looking at you Morrowind), but is just about necessary in my mind to mod the later Bethesda games.
head213 wrote: +another one for virtual folders here. I can't imagine that reading these comments supporting virtual folders after stating otherwise would be very moralizing, nor will I make any mean spirited or "will not use/support statements" here. But the virtual folder architecture that MO utilizes is SO IMPORTANT to the more "advanced" users of this community. 3 to 4 years ago it was common to see a "we do not support MO users" warning on several mod pages here, but now (to my knowledge at least, and I may be wrong here) it is just a few mods that continue to state this warning. I am not trying to criticize NMM2 in any way (or even NMM1 for that matter), and I have no idea how it will look and work, what will be implemented, etc, and I realize that the effort going into creating such a beast of a program must be absolutely daunting. No matter what NMM2 ends up to be or how it works I will absolutely be trying it out, if nothing else but for the respect I have for the Nexus community as well as for Tannin's work. I just felt it relevant to share this. But then again it was Tannin42 who created MO, maybe there is more creative genius behind NMM2. And after all, it is ONLY my opinion I share here, and we all know what those are like and how fast they can change ;-)
BlueGunk wrote: Well said, head213.


While I'm not really a fan of Node.js apps, if the new manager functions well without hogging resources (as many of those types of apps do) and doesn't force font smoothing (looks horrible on some monitors), well, whatever works. :p

As far as the UI goes, as long as it's modern and relatively simple to use and also implements the advanced features that MO does (hiding files, alternate urls, etc).

And I'll have to add to the +virtualization votes. A lack of virtualization is a deal-breaker. I'd rather not play the games at all than have mods without their own installation directories.
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My biggest concern is the potential for our games getting nuked by the new NMM whenever it's unleashed to the community. NMM 0.60 was a mess/a total nightmare for many users here at Nexus. Almost the ENTIRE SOT Team (The Way of the Dovahkiin aka Sands of Time mod team) had their games nuked by the NMM 0.60 update & there was no shortage of backlash from the community as a result of so many users getting their games nuked. Luckily, I was able to work around the issue by backing up my plugins.txt & loadorder.txt files prior to updating NMM to that disastrous update. A simple Copy/Paste of those backed up files saved me some major headaches. While I'm all for an updated NMM using the latest coding (Something Bethesda needs to learn how to do seeing as how their games still run on code dating back to 2003 & TES III: Morrowind), at the same time I don't want or need the updated NMM nuking my entire game installations either. Edited by ff7legend
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In response to post #47465120. #47466930, #47466955 are all replies on the same post.


acffordyce973 wrote: With the way that you treated your old Mod Manager (which was in development for a while and actually worked almost perfectly), why should we trust in you to not just drop this new Mod Manager once it becomes the norm again? I'm really baffled as to why you would waste all that work and instead switch to a new program instead of just adding to and fixing the old version.
Dark0ne wrote: That was explained in great detail in the announcement post for the new mod manager. If you can't understand it from the description I gave, in length, about why we are doing it, then I don't think you'll ever get it, so there's no point trying!
Dark0ne wrote: That was explained in great detail in the announcement post for the new mod manager. If you can't understand it from the description I gave, in length, about why we are doing it, then I don't think you'll ever get it, so there's no point trying!


First off, the NMM Legacy version is running off code over a decade old. It's slower than molasses & hasn't been updated code-wise since the days of the old FOMM (Fallout Mod Manager)/OMM (Oblivion Mod Manager) at the very least. The code Legacy NMM runs on is simply too old to run in these modern computing times. Everything is moving over to HTML5/x64 & NMM needs to be able to support modern code/computing.
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In response to post #47483190.


ff7legend wrote: My biggest concern is the potential for our games getting nuked by the new NMM whenever it's unleashed to the community. NMM 0.60 was a mess/a total nightmare for many users here at Nexus. Almost the ENTIRE SOT Team (The Way of the Dovahkiin aka Sands of Time mod team) had their games nuked by the NMM 0.60 update & there was no shortage of backlash from the community as a result of so many users getting their games nuked. Luckily, I was able to work around the issue by backing up my plugins.txt & loadorder.txt files prior to updating NMM to that disastrous update. A simple Copy/Paste of those backed up files saved me some major headaches. While I'm all for an updated NMM using the latest coding (Something Bethesda needs to learn how to do seeing as how their games still run on code dating back to 2003 & TES III: Morrowind), at the same time I don't want or need the updated NMM nuking my entire game installations either.


I feel like this isn't going to be a simple NMM update. It's going to be its own thing, and I imagine it will be distributed as such. You won't just run NMM and have a download bar show up. You'll have to come to the site and intentionally download the new manager, possibly after NMM notifies you that it's an option.
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What I want to be able to do: have a person save their Skyrim configuration in toto and share it with other users as a file; the mod manager would then recreate that experience on my machine without all the hassle that goes with this currently. The manager would download the mods, set them up etc etc so as to create the same Skyrim experience as a mod master would be able to put together.

 

Their are guides that explain how to recreate an "ideal" Skyrim configuration, but they require far too much attention for novices and more casual players. For folks with little time to play around with all that, it deters from playing the game.

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