Morrowind

Nexus Mod Manager, the Nexus Client, entering closed BETA

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In some of my past blog posts I've been alluding to a project in development for the Nexus sites that, at the time, I wasn't prepared to go in to details on. I am now happy to announce that a Mod and Download manager, named the Nexus Client, is going in to Closed Beta with some select mod authors from Fallout 3 Nexus and New Vegas Nexus in the next few days.

Plans for the Nexus Client were laid down back in December of last year when I was approached by Kaburke, the current developer working on the Fallout Mod Manager, after I expressed an interest in linking the concept of downloading mods with installing and managing them. Kaburke is a veteran of this community and a proficient software engineer and it's been excellent to work with someone who not only knows what he's doing, but also knows what mod authors want and need. 10 months on, we're really excited to be going in to this next stage of testing our creation.

So what is the Nexus Client? In a nut-shell, it's the Fallout Mod Manager on steroids that will be compatible with every game the Nexus sites support. It's a completely optional piece of software you can choose to install on your machine that will download, install, manage and keep up-to-date all your mods for your games. Its whole purpose is to compliment the Nexus sites, and not replace them, so if you're not keen on installing new software on your machine you're not obligated to do it, and if you don't your modding experience won't change.

From a user perspective the Nexus Client will streamline the mod downloading and installing process. File pages on the Nexus sites will have a new download link on the page that, when clicked, will automatically add the file to the Client's download manager and download the mod you've chosen through the Nexus Client. The Nexus Client will have full download pause and resume functionality for every member, not just Premium Members, so you can queue mods to download and install for later, at a time of your choosing. Premium Members will get the fastest download speeds possible (while normal members will still be limited to 500kb/sec) and will also be able to multi-thread their downloads to ensure they get the fastest download speeds possible. Once downloaded, you can click a button to install the mod and it will be added in to your game without you having to do anything (no more extracting files to specific folders manually and all that jazz).

Once installed you will be able to manage all your mods, turning them off, on or uninstalling them completely without having to worry about going in to the program folders looking for specific mod files. If there are any problems with the installation process you'll be told and the client will clean-up after itself without leaving redundant files and half-installed mods in your games.

The Nexus Client will also inform you when your files are out-of-date and give you the option to update your mods. For Premium Members, updating your files can be done with the click of a button and we're also hoping to bring in a "mod memory" function so you can mark the mods you always use as "essential". That way, if you lose a hard-drive, reinstall windows or uninstall your game and then come back to it later you can run the Nexus Client and tell it to automatically download and install all your essential files, saving you a load of time.

Mod authors will get the same advanced functionality that FOMM currently provides and we believe 99% of all the mods on the Nexus sites will be compatible with the Nexus client without you having to do a thing, so the Nexus Client expands your options but adds no workload to you if you don't want it to. Similarly the mods released by mod authors who are no longer active will still work with the client, and no files will be changed or modified to accommodate this. Some particularly advanced mods may have issues but we will happily work with any mod authors who find their mods not working with the client.

Kaburke has kindly provided a few words on the Nexus Client:

This version of the Nexus Client is the first step in expanding the scope of the mod manager. Instead of having multiple different managers, one for each game supported by the Nexus, the Nexus Client will be able to manage mods for all games from a single install. Currently, the Nexus Client only supports Fallout 3 and Fallout: New Vegas, but the other games will be added in due course. This homogenous design ensures that all new features that are added to the Nexus Client will be available for all games.

Past users of OBMM and FOMM will be familiar with most of the principals at play in the Nexus Client; however, the Nexus Client improves on just about every feature and aspect. The goal of the client is to streamline and simplify the modding experience, from mod creation through to mod installation.


If you're new to OBMM or FOMM then you might not know that they provide mod authors with additional tools, including configurable scripts control that let you define how your mod can be installed, and give your users choices. You can write powerful install scripts using the flexible XML Configuration scripts, the more powerful C# Scripts, or event the traditional OBMM/OMOD script language (the OMOD language is planned for a future version).


In the future, we'll also be adding a Mod Packaging GUI, a full-featured mod packager. Authors will be able to select the files they want included, specify the desired directory structure, identify dependencies on other mods, edit mod info, and upload the mod to the Nexus, all from one convenient interface. Authors will be able to save these mod projects, so that when they wish to upload a newer version, they won't have to repackage the mod from scratch.

We are releasing the Nexus Client under the GPL license, which is something you'll probably not find with any other site that releases this sort of software. This means you'll have access to the source code of the client to make sure we're not up to any funny-business. It's not just to show that we're being completely transparent with our software, but also because the GPL enables you to help us with the development of the client, or make your own versions, plug-ins and adaptations to it. We really, really like it when mod authors work together, share their work with others and allow other mod authors to use their work. We want to set an example here and say "here's what we've made, please, use it, modify it to your liking, make it better and share it with others". Copyleft licensing is something we think more mod authors should aspire to.

I'm obviously really excited about moving on to this testing stage of the Nexus Client and it's been very difficult for me to hold-my-tongue in past blog posts and when people have sent me messages asking why the site doesn't have its own installer program. I think the Nexus Client will really streamline the modding experience, breaking down the barriers to entry that prevent people from modding their games while reducing the amount of technical support mod authors have to deal with from some users that aren't technically gifted and can't install their mods.

You might be apprehensive about this or you might think it's a step in the right direction (I'm hoping you're thinking the latter!), and I'll try my hardest to answer any questions you might have, but right now we're still working hard on developing the client and focusing on the upcoming Beta test so try to keep the rabid scepticism to a minimum!

I'll keep you all updated on the Client's progress as and when I have more information, but I think you'll find the Nexus modding community is going to get a lot better soon.

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  1. Beriallord
    Beriallord
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    *Edit, I saw this was the wrong area. Reposting in the open beta.
  2. Deleted54170User
    Deleted54170User
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    The only thing I changed on the setting's with my Skyrim setup was the Nexus Mod Manager setting to let it stay logged on. I played 90 hours without more than a flicker of scenery. I downloaded and installed Nexus Mod Manager, downloaded two mod's with it using it as the downloading tool, the Enchanting table would not download completely, the enhancement download works fine.

    After another 30 or so hour's with the enhancement mod I had four hour's of game play using saving set to auto when I walked out and I manually saved before I entered a new quest or cave I found. No trouble with the game. Yesterday I used the Download with Manager to try and get the enchantment table for Breezehome. It failed to completely download again. I undid the installation within Nexus MM and downloaded and installed it manually. I played no problem for another hour or two. Later last evening I decided to i put a tick in the Nexus Mod Managers check box to, Stay Logged in and a few minutes later was back playing the game, and two or three minutes later video card blanked out and game halted. I suspect 2 thing's.

    1. The Stay Logged in NexusMM is possibly conflicting with the Steam always logged in function.
    2. I suspect the common problem that some other updating software links have is they check for new update simultaneously if they are not turned off or have a clock time setting that is different from the other update checkers for the customer to control, and aid in the crash of other software when they check in randomly.

    EDIT If anyone read this there were 3 crash report's for Oblivion. Old record for last August 17th 2011 didn't get my attention until Skyrim caused the Windows 7 alert to report there were several flags.

    Hope that information help's. I am uninstalling Nexus Mod Manager Beta for the time being to aid me in any way to verify if that the function, Stay logged in is a problem.

    Also, for the record, Java Update checker has crashed my system several times. I have turned it off with Task Manager to confirm this while doing the same tasks.

    As of eleven PM MST no crashes to report after one (1).I uninstalled NexusMM and after leaving the game in standby I ran an errand. when I came back and started to play it crashed when I chose fast travel. Restarted the game from a fresh computer reboot because I realized Steam had been started with NexusMM previously and I did not exit the game completely by exiting Steam. Since I restarted the computer, reset the 4GB RAM allowance, I had been strolling around for four hours and haven't had a crash doing the Slow and Steady travel on foot. Will try fast travel when I start a new game and see if it crashes,

    12:34 PM MDT Yes it is actually 12:34 PM. I had my character fast travel from Whiterun to near Ivangard, put in the run mode and kept going up a mountain side to find Rift to take care of the quest there. After traveling for several minute's killing game as I was in the run mode I ran into a dragon ten minutes later I report, no crashes, not flicker's of screen, and two treasure hunter's fought the dragon along with Lydia and I but unfortunetly they did not like getting caught in my shout and died trying to kill me after the Dragon left for another spot. Caught up with the dragon and finished it alone with the help of two friendly guards at a post near a water fall. I am so excited about not have the game crashing again I just could not wait to edit my report. Oh! Another thing, my Chrome Google broswers was running and connected to this post I am writing the whole time I played. I really hope there is some other reason beside the fact I used the Stay Logged in with NexusMM installed that has caused the crashing. I really hope so, but I am losing doubt that is isn't.

    Will test the game some more before the sun comes up so I have to go out and shovel snow or something other.


    .
  3. Arfien
    Arfien
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    so...what kind of advantages are there with this over bain? I note you say that it is incompatible with wrye bash, so i am very hesitant to use it, as all of my mods are carefully hand ordered, with a specific install sequence determined by bain and a bashed patch in place, a process that took many hours to perfect. Ive also never really used obmm for anything but mods that are omod only, so am wondering what additional features this offers on top of my current modding experience, besides the download option.
  4. Imiona
    Imiona
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    I have the feeling we get the announcement on 11.11.11 <img class=">
  5. Dark0ne
    Dark0ne
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    We'll have to have an option for mod authors to specify if they want that link there (e.g. you can turn it off if you know your file doesn't work with NMM) but for now, it's just on every file uploaded to the database for the beta.

    NMM works with the script extenders but AFAIK doesn't have support for BAIN/Wrye. It's open source, however, and I've spoken to a few of the Wrye people about working with us to integrate or make compatible at least parts of both programs, but right now, our focus is on NMM, not on compatibility for other programs. As it is, I think a very large percentage of site users are going to be more than content with NMM as their main mod manager. It's just when you want the more complicated stuff that more custom solutions might be needed.

    Announcement very soon.
  6. User_133263
    User_133263
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    <img class="> I was just looking for the same information.

    Noticed Download with Manager on the Wrye Bash BAIN files I have uploaded all over the bazaars for other authors ....

    will it just recognize all files in a complex BAIN as being installable and the user loses all the possible choices?.


    Will downloaders present us with a flood of I installed your files with the manager and now my game doesn't work

    In an ideal world they might all read the readme's and short file descriptions and realize Wrye Bash is needed ... I have my doubts <img class=">

    Or .. Will this manager recognize a complex BAIN and Wizard installer script and warn the user its not capable of installing the files as intended?
  7. Zaldiir
    Zaldiir
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    So.... I see links to Download With Manager yet no announcement of what that's for? <img class=">

    I guess we just have to wait a bit. (And it seems only those with access to the Mod Author Forum can see it now...)
  8. Arthmoor
    Arthmoor
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    So.... I see links to Download With Manager yet no announcement of what that's for? <img class=">
  9. JLander
    JLander
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    This is great news! I recently had a long time away (reasons too long to mention) and was close to a few mod devs. I am back now.. new OS, new Hardware, New Me.. new everything. Just reinstalled the game from my Steam Account and decided today is as good a day as any to get back on it. Just went ahead and bought some expansions that weren't around before I vanished. Love the RePlay Value of this game and I especially love how it is kept fairly open source.. thus permitting a never ending sea of.... newness? Yes, that's the word!

    I was going to go after FOMM and start gathering mods of the past but saw this thread. Kaburke.. you devil you.. I sat in the FOMM comments for I don't know how long compiling tutorial after tutorial.. troubleshooting .. and all the rest. I never dropped my loyalty for an add-on that just seemed to be a straight No Brainer in the beginning. I knew that ultimately the big release would come and huzzah... here it is.

    You guys take your time and get all the nuts and bolts as tight (not too tight) as possible and release the Holy Grail of necessities for this and all other Nexus Games. I wish you guys the best of luck but I know that isn't really needed as you guys already have impressed so much. Kaburke.. even with a partially broken FOMM it is still praised and used wildly. That says a lot about your skills. You made something that would survive future patches and updates... that shows this next manager is going to be a cold hearted thriller.

    Really can't wait to see it.. use it.. and love it. Until then, I'll play my game in the vanilla and await the day this beast gets released... worthy enough to not break our saved games. <img class=">

    Crazy Respect to you and yours.. all you devs out there,

    -JLander
  10. knovack1
    knovack1
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    I guess we got no ETA on the New Mod Manager yet? I have not even logged into my Fallouts, since I heard of a more user friendly Mod manager is in the mix. That old FOMM can be a pain at times. Looking forward to the new and improved Mod Manager. Looks to me most mods are on the back burner for now until the new mod manager gets finished.What will hapen with the old Mods we have installed now, from the old FOMM, when the new mod manager gets finished? Will all mod files, both on Nexus Fallout 3, and Nexus fallout New vegas site, will be updated for use of the new Mod manager? Will there be a conflict on the new mood manger vs the old FOMM?

    Anyways: Keep up the good work ladies and gents. Looking forward to the new Mod manager. Kudos to all, that are working on this project.