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NMM2 - Update and recruitment


TheTokenGeek

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the most important thing i would like to see is changing game selection page completely and the games scan page it's really annoying, and maybe we add a future to the mod manager which install plugins for the user and update them by it self like SKSE (when it release ofc.).

 

ty Nexus team!! you make our lives much better with Skyrim!!

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In response to post #47573235.


r0ck7y wrote: the most important thing i would like to see is changing game selection page completely and the games scan page it's really annoying, and maybe we add a future to the mod manager which install plugins for the user and update them by it self like SKSE (when it release ofc.).

ty Nexus team!! you make our lives much better with Skyrim!!


Automatic updates to mods is never going to happen without severe community backlash. What does the manager do when a mod update introduces a new requirement? What does it do when (or if) the SKSE team accidentally lets a save-wrecking bug through? What does it do if a user edited one of SKSE's files, and does it even catch that? What if the SKSE team is forced to remove a feature that a lot of mods were using?
I like automatic updates, but it's not applicable to highly customizable files like mods. The manager can update itself automatically, since all of its requirements are either included or installed in Windows, but having it go out of its way to download up-to-date copies of SKSE and potentially break things is way out of its scope. Risk of breaking things without the user knowing why is a very steep price to pay for a little bit of convenience.
But I totally agree with you on the game selection and scan pages. The game selection page uses way too much space for very little info and the scan page is actually hard to look at.
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In response to post #47573235. #47578145 is also a reply to the same post.


r0ck7y wrote: the most important thing i would like to see is changing game selection page completely and the games scan page it's really annoying, and maybe we add a future to the mod manager which install plugins for the user and update them by it self like SKSE (when it release ofc.).

ty Nexus team!! you make our lives much better with Skyrim!!
lued123 wrote: Automatic updates to mods is never going to happen without severe community backlash. What does the manager do when a mod update introduces a new requirement? What does it do when (or if) the SKSE team accidentally lets a save-wrecking bug through? What does it do if a user edited one of SKSE's files, and does it even catch that? What if the SKSE team is forced to remove a feature that a lot of mods were using?
I like automatic updates, but it's not applicable to highly customizable files like mods. The manager can update itself automatically, since all of its requirements are either included or installed in Windows, but having it go out of its way to download up-to-date copies of SKSE and potentially break things is way out of its scope. Risk of breaking things without the user knowing why is a very steep price to pay for a little bit of convenience.
But I totally agree with you on the game selection and scan pages. The game selection page uses way too much space for very little info and the scan page is actually hard to look at.


what would be cool to merge those features would be to have the description page switched out with the file/downloads page, as well as support for bat files.
P.S. virtual file system pls
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In response to post #47493580. #47500655, #47507910, #47533300, #47538495, #47549365 are all replies on the same post.


Farvahar wrote: 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.
bubinga64 wrote: Im not saying it's impossible, but I wonder just how useful that feature would be unless it was only mods from this site and said configuration didn't have older mods that are now hidden or removed. Also keep in mind that many people tweak mods so you may not get the intended effect.

piperman123 wrote: I can't second this enough, making it so we can share modded games without depriving modders of their downloads would be sweet AF! Would also be a tremendous help with troubleshooting I imagine. Letting more experienced modders or mod authors tweak certain things or quickly produce patches, reproduce and narrow down user issues etc. As for people using tweaked esps, no reason why after the manager downloads that mod it can't copy (or the users can manually share) the tweaked versions or direct each other to mods downloaded from elsewhere which is probably far fewer than those used from here anyway.

Plus I spend weeks messing with mods and it would be great to be able to share some of my 'ultra modded' setups with friends who aren't as experienced or willing to put the time into learning or setting things up but have seen my version of Skyrim and would like to play it too or even help troubleshoot and test things as they play more than I do or while I continue to play about with modding further.

+1 for sure!
vogues wrote: game changer
phellen wrote: I could see automation like this working for mods using the simple "click the NMM button to install" but not for mods that require separate plugins, patches, mod requirements, ini edits, manual downloads, etc. Probably would end up creating more problems for people than it would solve. Then there is the issue of bypassing page views, and the advertisement and support that nexus, and potentially mod authors get (through donations) with those page views.

The only way I can imagine this working is if Nexus set up a file sharing system like dropbox that can also connect to the Skyrim data folders and the nexus mod manager, allowing players to share data/ save game files via the cloud. Interesting concept for sure, but sharing data like that could also mean monthly subscription charges to pay for storing all the data on the cloud.
tajetaje wrote: So one thing Most of the modding community (probably) and I would absolutely love/need in NMM2 would be some sort of import from MO2/NMM1 and a virtual file system.
P.S. love te work you guys do here, very much hyped for NMM2.


bubinga64 it's called a backup. But what would be cool is having an exportable/importable mod list that auto downloads, if still on the nexus. Edited by tajetaje
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In response to post #47493580. #47500655, #47507910, #47533300, #47538495, #47549365, #47581735 are all replies on the same post.


Farvahar wrote: 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.
bubinga64 wrote: Im not saying it's impossible, but I wonder just how useful that feature would be unless it was only mods from this site and said configuration didn't have older mods that are now hidden or removed. Also keep in mind that many people tweak mods so you may not get the intended effect.

piperman123 wrote: I can't second this enough, making it so we can share modded games without depriving modders of their downloads would be sweet AF! Would also be a tremendous help with troubleshooting I imagine. Letting more experienced modders or mod authors tweak certain things or quickly produce patches, reproduce and narrow down user issues etc. As for people using tweaked esps, no reason why after the manager downloads that mod it can't copy (or the users can manually share) the tweaked versions or direct each other to mods downloaded from elsewhere which is probably far fewer than those used from here anyway.

Plus I spend weeks messing with mods and it would be great to be able to share some of my 'ultra modded' setups with friends who aren't as experienced or willing to put the time into learning or setting things up but have seen my version of Skyrim and would like to play it too or even help troubleshoot and test things as they play more than I do or while I continue to play about with modding further.

+1 for sure!
vogues wrote: game changer
phellen wrote: I could see automation like this working for mods using the simple "click the NMM button to install" but not for mods that require separate plugins, patches, mod requirements, ini edits, manual downloads, etc. Probably would end up creating more problems for people than it would solve. Then there is the issue of bypassing page views, and the advertisement and support that nexus, and potentially mod authors get (through donations) with those page views.

The only way I can imagine this working is if Nexus set up a file sharing system like dropbox that can also connect to the Skyrim data folders and the nexus mod manager, allowing players to share data/ save game files via the cloud. Interesting concept for sure, but sharing data like that could also mean monthly subscription charges to pay for storing all the data on the cloud.
tajetaje wrote: So one thing Most of the modding community (probably) and I would absolutely love/need in NMM2 would be some sort of import from MO2/NMM1 and a virtual file system.
P.S. love te work you guys do here, very much hyped for NMM2.
tajetaje wrote: bubinga64 it's called a backup. But what would be cool is having an exportable/importable mod list that auto downloads, if still on the nexus.


Taje, Nexus can't keep backups of old mods if the original authors don't allow it. The guy who made Wyrmstooth left because he wanted to completely erase his online presence. Nexus keeping a backup of that would have been in direct conflict with what he was trying to do, and probably insulting besides.
At any rate, modlists that make use of mods that no longer exist can just become obsolete like many mods themselves eventually do, so I don't think that's a huge problem. You could create a list in ModPicker or find one on the Nexus site and then feed that list into the mod manager and have it create that modlist as closely as possible, then notify you of what's missing.
The actual problem here is what Phellen said: bypassing page views and ad impressions, as well as the Nexus simply having to handle the traffic. The closest thing to a solution that I can think of would be restricting the feature to premium members, who don't contribute ad revenue anyway, and already paid for access to better servers.
In any case, I think the Nexus staff probably want to focus on the basic features of the new manager and the site redesign before moving on to hypothetical features like one-click overhauls. Edited by lued123
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In response to post #47573235. #47578145, #47581690 are all replies on the same post.


r0ck7y wrote: the most important thing i would like to see is changing game selection page completely and the games scan page it's really annoying, and maybe we add a future to the mod manager which install plugins for the user and update them by it self like SKSE (when it release ofc.).

ty Nexus team!! you make our lives much better with Skyrim!!
lued123 wrote: Automatic updates to mods is never going to happen without severe community backlash. What does the manager do when a mod update introduces a new requirement? What does it do when (or if) the SKSE team accidentally lets a save-wrecking bug through? What does it do if a user edited one of SKSE's files, and does it even catch that? What if the SKSE team is forced to remove a feature that a lot of mods were using?
I like automatic updates, but it's not applicable to highly customizable files like mods. The manager can update itself automatically, since all of its requirements are either included or installed in Windows, but having it go out of its way to download up-to-date copies of SKSE and potentially break things is way out of its scope. Risk of breaking things without the user knowing why is a very steep price to pay for a little bit of convenience.
But I totally agree with you on the game selection and scan pages. The game selection page uses way too much space for very little info and the scan page is actually hard to look at.
tajetaje wrote: what would be cool to merge those features would be to have the description page switched out with the file/downloads page, as well as support for bat files.
P.S. virtual file system pls


@lued123
yea i do understand what do you mean by that but what i meant is not automatic updating system it's more like there is an update for SKSE you could download it through the mod manager that's all.


@tajetaje
ikr i totally agree with your point! Edited by r0ck7y
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In response to post #47573235. #47578145, #47581690, #47606730 are all replies on the same post.


r0ck7y wrote: the most important thing i would like to see is changing game selection page completely and the games scan page it's really annoying, and maybe we add a future to the mod manager which install plugins for the user and update them by it self like SKSE (when it release ofc.).

ty Nexus team!! you make our lives much better with Skyrim!!
lued123 wrote: Automatic updates to mods is never going to happen without severe community backlash. What does the manager do when a mod update introduces a new requirement? What does it do when (or if) the SKSE team accidentally lets a save-wrecking bug through? What does it do if a user edited one of SKSE's files, and does it even catch that? What if the SKSE team is forced to remove a feature that a lot of mods were using?
I like automatic updates, but it's not applicable to highly customizable files like mods. The manager can update itself automatically, since all of its requirements are either included or installed in Windows, but having it go out of its way to download up-to-date copies of SKSE and potentially break things is way out of its scope. Risk of breaking things without the user knowing why is a very steep price to pay for a little bit of convenience.
But I totally agree with you on the game selection and scan pages. The game selection page uses way too much space for very little info and the scan page is actually hard to look at.
tajetaje wrote: what would be cool to merge those features would be to have the description page switched out with the file/downloads page, as well as support for bat files.
P.S. virtual file system pls
r0ck7y wrote: @lued123
yea i do understand what do you mean by that but what i meant is not automatic updating system it's more like there is an update for SKSE you could download it through the mod manager that's all.


@tajetaje
ikr i totally agree with your point!


Well even then there's the problem of a mod manager stepping outside its jurisdiction. Many would argue that, at least for Gamebryo/Creation Engine/whatever it's called next games, a mod manager should try to limit its power to the data folder, where 95+% of mods are installed, especially because it ensures you haven't overwritten the very basic necessity files like the launcher or the rendering dlls.
Alternatively, perhaps the Nexus could set up a high-priority news function where the manager connects to the site and notifies users of especially important events like "SKSE just got updated," or, "Hey, Witanlore just had its full release."
It would give the Nexus a bit of power to negate user error (and/or shill) without any forced updates or... whatever the Windows equivalent of app permissions is.
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