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Nexus Mods API released


Pickysaurus

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It'd be great if the 200 responses would be documented through swagger so we can know the data format to expect for a successful request without having to actually test the request ourself. I'm happy to help out with adding that if the Nexus Staff don't feel like they don't have time to add it themselves.

 

I must say that this change really makes it feel like Nexus Mods has moved forward in supporting developers of third party tools. It's a great step to take and I wholeheartedly approve. :thumbsup:

Edited by matortheeternal
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In response to post #67632606. #67634316, #67634966, #67636786, #67637301, #67650701 are all replies on the same post.


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We do a lot of trickery to get around the api limit. Like using a single call to get list of mods that have been modified in the last moth and cross referencing those with your modlst. Another thing is that all mods with the same nexus mod id (so patches, duplicated mods etc) will only be checked once.
But your setup seems like it would be a really great stress test for the dev build, to determine if indeed the limits are too harsh, and if we can improve things on our end.
We did for example add an option to updateCheck a single mod (right click menu).
Here is the link to the discord server with the dev builds: https://discord.gg/6GKR9jZ
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In response to post #67632451. #67632701, #67633716, #67637026, #67643171 are all replies on the same post.


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I sure hope so. I cannot & will not migrate to Vortex due to the sheer size/scope of my modded Skyrim SE installation.
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In response to post #67632606. #67634316, #67634966, #67636786, #67637301, #67650701, #67671731 are all replies on the same post.


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The limits we've put in place are our first 'best guess' at what is reasonable. If we find that legitimate users are having problems then we are fully on board with changing the limits.
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  On 2/13/2019 at 1:13 AM, al12rs said:

 

In response to post #67632606. #67634316, #67634966, #67636786, #67637301, #67650701 are all replies on the same post.

 

 

 

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We do a lot of trickery to get around the api limit. Like using a single call to get list of mods that have been modified in the last moth and cross referencing those with your modlst. Another thing is that all mods with the same nexus mod id (so patches, duplicated mods etc) will only be checked once.

But your setup seems like it would be a really great stress test for the dev build, to determine if indeed the limits are too harsh, and if we can improve things on our end.

We did for example add an option to updateCheck a single mod (right click menu).

Here is the link to the discord server with the dev builds: https://discord.gg/6GKR9jZ

 

 

Okay, knowing that MO2 can query which mods have updated within the last month relieves most of my worries. If I only have to worry about mods that have updated within the last month then the worst case scenario is when Skyrim SE updates in a manner that requires most mods with a dll to update, and that would be less than 100 (currently about 60 or 70, I think). It is also nice to know that a means is being developed to check some mods for update without checking every mod. Between these I no longer see a 2500 / day limit ever causing an issue.

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In response to post #67632451. #67632701, #67633716, #67637026, #67643171, #67672576 are all replies on the same post.


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I'm fighting the hassle now with it. NMM will no longer download mods on my computer so I tried to migrate to Vortex.

ALL of the mods I was using are now F.U.B.A.R. and I'm going to have to start all over. Vortex has pissed all over my system and now I have to go through all directories to find files that I must now remove so that I will be able to again play FO4

Thank You NEXUS for shutting down NMM from downloading updated files! Edited by CLYung
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  On 3/3/2019 at 9:45 AM, WishkahKid said:

I don't quite understand this. Is the only reason this new (API) is being introduced is because of Vortex?

 

It's being introduced so that others can write small programs of their own that interact with (some of) the Nexus data the way Vortex can. Some of those programs might extend or enhance the capabilities of Vortex, but that's up to those who write them. :cool:

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I'm glad you mentioned games being able to use this as well. Because I've fiddled around with a number of IDEs as a hobby. And one of the things I thought would be cool to do would be to make the game Nexus/Vortex-aware to some extent in the way Steam Workshop games are for the workshop.

Like, if someone boots up the game without booting Vortex, the game can go check for mod updates and let the user know. That's super handy.

That password verification is also EXTREMELY nice, since it takes a lot of the security-load off of the application developer who wants to do that kind of integration. Props for this in particular.
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In response to post #67632451. #67632701, #67633716, #67637026, #67643171, #67672576, #67920921 are all replies on the same post.


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I can feel pain for those uses NMM because of huge mod installs.

I happened to switch over to vortex at a time where I already wanted to reinstall everything fresh, so the inconvenience was a given. And I've never installed more then a few dozen mods at a time, a habit I got from NMM because it seemed not to like going big whenever I tried.
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