It’s been a month and a half since our last update to the Nexus Mod Manager, but, being the merciful slave master that I am, the Nexus programmers were given a two week break over the Christmas period so they could remind their friends and loved ones what they look like. That’s all over now however and it’s back to business as usual. I’m here to announce the fruits of our labours as we release NMM version 0.40.0.
This version of NMM includes our preliminary work on a feature that’s been begged for by some and outright rudely demanded by others since we first put NMM out in the public domain a year and a bit ago. That feature is mod categories, and the ability to organise your mods in to your own categories.
After updating to the latest version, NMM will ask you if you’d like to use the default Nexus site categories or whether you’d like to set up your own from the start. If you choose to let NMM specify your initial categories for you then your mods will be categorised based on the categories your mods are under on the Nexus site the mod is from. So if you have 10 armour mods, 10 weapon mods and 10 NPC mods the category manager will place your mods into those three categories automatically for you. If you choose not to let NMM set up your categories then all your mods will be in the “Unassigned” category and you can start from scratch. It’s probably important to note if you do choose to let NMM do your initial category setup you’re not forced to use those categories. You can rename them, delete them, add new ones and move mods around the categories with no limitations. The initial category setup is just a template for you to use, so it’s not one method or another.
The category manager button to the left of the mods tab allows you to do multiple different tasks to influence your categories including the ability to add more categories, collapse/expand all the categories, reset your categories to the Nexus defaults, reset all your mods to the “Unassigned” category, remove all your categories entirely and toggle hidden categories (categories with no files in them).
Hidden categories are probably worth expanding upon. If you select to use the Nexus categories NMM will add all the categories the Nexus site for that game uses, even if you don’t have mods in that category yet. These categories will be hidden unless you want to see them. However, if you download a mod from a category that hasn’t been used yet that category will then become visible, as it’s now being used. So NMM will automatically place your mods in to the correct Nexus category once the download is complete.
Something I desperately wanted in this version before I would allow it to be released is the ability for you to drag and drop your mods into categories, and also to multi-select mods by using the ctrl or shift keys like you would in windows to select multiple files. By using shift and ctrl you can select more than one mod to move at any one time, which should save you some time if you’re one of those horder-types who has millions of mods.
If you don’t care about categories or you prefer the old way of managing your mods then that’s no problem, we’ve added a button that will quickly let you switch between category view mode and old view mode.
When introducing this feature you might have noticed I mentioned this was our preliminary work on the category controls. The category view mode required a whole new control method to be made in NMM, which has not only enabled categories to work but has also enabled column sorting as well (you can now click the column headers to sort your mods ascending/descending by name, install date, version, author, etc.). However, column sorting does not work in the old view mode, and I’m aware that the old view mode will provide a quicker way of seeing things like ordering your mods by the last install date so you can quickly see which mods you last installed. What we haven’t had time to do is bring the new control method in to replace the old method, so we’re running both controls side-by-side at the moment, the old control method with no column sorting and the new control method with categories and column sorting. We’ll continue to allow you to switch between a categorised mod management option and a non-categorised mod management option, but the non-categorised option needs updating. We’ve got several other little tweaks and improvements we’d like to make which means this feature is probably about 80% done. However, as this version of NMM also contains quite a few bug fixes and a couple of other notable features we thought it would be better to get it out now, in this state, rather than later when it’s fully complete. So have no fear, the book on the new control method and category management is not yet closed.
Also worth noting in this release, we’ve added load order importing and exporting functionality to the plugin list and, more importantly (for me), NMM no longer looks like it’s crashed by becoming unresponsive when it’s doing intensive tasks. I’m sure you’ve had times in NMM when you’ve tried to check for latest versions or update other content and the program has become unresponsive and you’ve wondered if it’s crashed. Well, it’s very likely it hasn’t crashed but is instead very busy working away on what you’ve asked it to do. Unfortunately with no visual confirmation that it’s doing anything at all it can sometimes be confusing trying to work out if it’s crashed or still alive and breathing. We’ve added a new progress meter to these time intensive tasks that will show you what NMM is up to and that yes, in fact, it is working!
Here’s the complete change log:
New Feature: Categories for mods
New Feature: Loadorder Import/Export functionality.
New Feature: The logout button will now return the user to the login screen instead of just closing the program.
New Feature: Using the new mod manager control, you will be able to sort mods using the column headers.
New Feature: added progress bars when NMM is busy in intensive tasks.
Bugfix: Crash when clicking the "Get missing mod info" button and NMM was unable to find any match on the Nexus server.
Bugfix: Crash when the user enables too many plugins.
Bugfix: Crash loading non-existent or invalid plugins in the loadorder file.
Bugfix: Fomod/Omod IsMatching Version crash.
Bugfix: Overwrites Yes/No to Mod when there's no mod to overwrite.
Bugfix: NMM not saving Latest Version when it was already present in the info.xml file.
Bugfix: NMM will always use the info.xml file in the cache folder instead of the one in the original mod archive.
Bugfix: NMM renaming mods when searching for updates.
Bugfix: StripInvalidChars method crashing when the path string contained quotes.
Bugfix: NMM crashing when reading malformed version numbers in the info.xml file.
Bugfix: "Get missing mod info" button removing Install Date and Endorsement status.
Update: Not getting any confirmation after applying for the beta? Be sure to check your spam folder! It has been reported to end up there quite a lot.
Great news! The beta sign-up for The Elder Scrolls Online started today!
Be among the first to set foot in the massive world of Elder Scrolls Online! The Beta will begin soon, so be quick about signing up!
Now, remember everyone; this is not meant to be for you to just play the game before launch - this is a beta, and as such, you should not be playing the game just to have fun - you should be TESTING the game, and reporting your findings to ZeniMax Online Studios. If this is not your intent, don't sign up.
But enough of that, to celebrate this, Bethesda Softworks released a Cinematic!
I must say, this was a very well done Cinematic, and I really enjoyed it. Hope you do as well!
Why are the alliances fighting, what are their motivations, and why have they banded together as they have? Well, the loremaster at ZeniMax Online Studios, Lawrence Schick answers some of these questions, and more in this developer video.
It is only five (5:31) minutes long, so do not expect a detailed explanation to each alliance. The video is primarily to get sort of a perspective of what each alliance stand for, and why they think they need to enter Cyrodiil and take the throne.
Yesterday CDProjektRED, developers of The Witcher series, released a teaser CGI trailer for their already announced project CyberPunk 2077. It's pretty cool, albeit gives us no insight in to the game play itself. But that's not what this news is about. Within the trailer CDProjektRED threw in some great little easter eggs and spoilers amongst all the static. One of which is a rather lengthy message, picked up on Reddit by hotweels258, that reads:QUOTEDo you like our latest creation? We certainly hope so! :) You may remember that we sometimes send you guys secret messages like this. It's a great way for us to speak right to you instead of burying ourselves in corporate mumbo jumbo, so let's begin!
First of all--have you noticed all the details in our teaser (Yes, it's a teaser. We'll make a proper trailer in the future)? If you know the Cyberpunk setting, there are some things you can spot, like implants--look for the weapon hands and the real skin -- corporate emblems that should look familiar, and more. Happy hunting!
You're probably curious about the release. It's currently scheduled a way off in 20(14,15,16?) but in truth the delivery date is more like "when it's done". We will release Cyberpunk to you when we're convinced it is nothing but pure, refined, unadulterated awesome. We want it to be the most kick ass futuristic RPG ever-- OK, maybe this sounds pretty bully, but it is our actual goal! You judge if we deliver it!
Oh--And you may wonder why we announced our game so early before the release. The reason is that we're still building our Dev team, so if you are a talented dude or dudette, willing to work in a really different company (gamers rule & boring corporate stuff drools) on a single ambitious project, send us your application right now! email@example.com
So, you want to know what kind of game Cyberpunk 2077 will be? The short description is that it will be a story-heavy, nonlinear, open world RPG based on the well known Cyberpunk pen&paper system and setting. Building open world games is something we are mastering right now, and we believe (misspelled in trailer, heh) that properly joining nonlinear gameplay with an excellent story telling will bring a totally new quality. Hmm.. we'll tell some more about it soon!
And that's not all that's new, we are about to reveal our other project, which is much closer to being completed and yes, it will also be a fully open-world game with an intense story. You can probably guess the game we're talking about - on the 5th of February it will all be clear.
So stay tuned as we will have quite a lot to show and tell you soon!
We are waiting for you on our newly created forum called afterlife--what other name could we have chosen for it? :)
CD Project Red Team
So not only do we know that Cyberpunk 2077 is going to be an open world, non-linear futuristic RPG, but CDProjektRED are actually working on a second project, due out sooner that Cyberpunk 2077, that I think we can all safely assume to be The Witcher 3. But not only that, it's going to be open-world. If you're not excited about this, I don't know why. A Skyrim/Two Worlds/Gothic type experience set in The Witcher universe and made by arguable one of the best and most respectable developers of contemporary times? You know, the developers who release their game then get straight to work patching out all the bugs they can find, redoing any work that needs touching up and releasing it all as a mega patch, for free, rather than focusing on DLC? What's not to like?
I'm putting this on all the Nexus sites for RPGs and open world games, because if you haven't looked in to The Witcher series it's about time you did. You have time to play through the first two games so once the third comes out you're ready. And what's more, the SDK that's currently in closed beta for The Witcher 2 should be due out in the not too distant future. The future seems bright for this awesome series, and you should get on board.
Just a quick update today.
We've had a lot of requests from mod authors to add the ability to order your uploaded file images so you can choose how your images display on your file page. Up until now all we've had is a "primary" image option that selects the thumbnail to display in category and search results.
Today we've released an update that now allows you to easily drag and drop your uploaded images so they'll show on your file page in the same order you've selected within your admin section. The first image in the list will be your primary image.
Following on from a great 2012 I’m keeping the momentum up with the launch of Far Cry Nexus. For those of you who are unaware, Far Cry 3 came out towards the start of December and in my personal opinion (and a few of the online publications I browse) it’s one of, if not the best game released during 2012. I managed to sneak this gem in to my collection during the recent Steam Christmas sale and I haven’t been able to put it down since. It’s actually managed to curb my current DotA 2 addiction, which is quite a feat.
My experience with the Far Cry series has been a bit hot and cold. While I enjoyed the initial areas of the original Far Cry back in 2004 I found myself uninstalling it once I was getting assaulted by invisible mutants in dense jungle locations and never completed it. In 2007, Crysis came out which I enjoyed immensely, completing it several times. Development of Far Cry 2 moved from Crytek (Far Cry, Crysis) to Ubisoft Montreal (Assassin’s Creed, Tom Clancy franchise) and was set in Africa, rather than a tropical island. The setting and the move from Crytek to Ubisoft left me a bit cold so I never got into the game, despite owning it. In 2011 Crysis 2 came out, and despite really wanting to like it, I’m not afraid to say I thought it was an absolutely terrible game and lacked any of the open, sandbox elements that made the original so good. With my confidence in Crytek shattered, I opened up a bit to the idea of Ubisoft Montreal’s Far Cry 3 which was back on tropical islands. I lost my initial skepticism of the game within the first hour of play and am now thoroughly enjoying it and highly recommend it.
If you’re not in the know about Far Cry 3, then here’s a very quick break-down: if you like open sandbox games like Skyrim, Oblivion, Morrowind, Fallout 3 et al, where you can move freely around a large map and pretty much do anything and everything then you’ll like Far Cry 3. To put it in even more layman’s terms; it’s much like Skyrim with guns on a tropical island. It has hints of influences from Assassin’s Creed, but by and large it’s an amazingly unique game that is sure to keep you engaged for many, many hours.
It’s all sounding great so far, right? Unfortunately there’s a snag: while Ubisoft have released a map editor for multiplayer maps, they haven’t released an SDK or editor for the main game, which makes modding a bit more tough. Not as tough as the recent XCOM game, but still, it does present a barrier to entry for some. With no official modding forums over at the Ubisoft Official Forums talk about modding has been restricted to a few rather large threads where new hints and tips are shared by budding modders. New mod announcement threads are lost among the myriad of other Far Cry 3 related discussions to do with anything and everything. Modders working hard to ensure they, and you, can make the most of the game deserve more than that, they deserve a dedicated place where they can share their work without getting drowned out by all the other game related noise. And that’s why I think the game needs a Nexus.
Over the Christmas and New Year period I’ve worked hard on setting up Far Cry Nexus and getting in contact with as many of the known authors as I can, asking them if they’d be willing to share their work on the site and talking to a few about what I can do to help. The initial response has been good, and once again I’m here hoping to support a great game that could be even greater if only the modders were given the room they need to make the most of the game.
You’ll already find the file database has been populated with some of the mods, and hopefully that will continue to fill up as word spreads and we can put a spotlight on the modding community for Far Cry 3. Honestly, if you’re a bit burned out with modding for some of the other games we support right now I can highly recommend Far Cry 3 for filling the void. If you’re finding it a bit hard to talk about modding on the official forums amongst all the other general chit chat for the game then our Far Cry 3 forums have been split up into separate categories to better accommodate modding chatter.
I’ll continue to look into ways of helping to support Far Cry 3 modding, and I’d love to hear from any of you currently working hard to mod the game.
And so it comes to this, the end of the year and the start of a new one. It’s nice to be able to look back over the past year and see how things have progressed and I think, personally and for the Nexus, 2012 will go down as a good year.
Lets begin with some exciting news; by the start of 2013 the Nexus will have had its 5 millionth registered member. As I write we’re at the 4,998,536 member mark, so by the time the clock strikes midnight in the UK we’ll have passed well beyond the threshold. What a great way to start the new year! And that means our member base increased by two thirds in 2012 from 3 million members at the start of 2012 to 5 million members by the end of it. Incredible.
This Christmas and New Year period has seen our traffic rise back to the highs of when Skyrim and the Creation Kit were released back in November of last year and February of this year respectively. I wasn’t quite expecting it, but what with everyone being on holiday and the Steam sales providing super discounts on pretty much all the games we have Nexus sites for we’ve had a huge influx of traffic (which, coincidentally, is why you might have been seeing a few traffic related errors recently). The all time traffic record on Skyrim Nexus was 700,000 unique visitors back in February. Yesterday we had 680,000. Modding is very much alive.
Since the beginning of the year we’ve launched 7 new Nexus sites for Dark Souls, Fallen Enchantress, Legend of Grimrock, Mount & Blade, Neverwinter Nights, World of Tanks and XCOM. We’ve also announced support for 2 upcomings games, War for the Overworld, which we’ve helped to successfully fund via Kickstarter, and Project Eternity with another site due to be announced sometime soon. In 2013 I plan to continue to support games that I think are in need of a centralised modding resource, and will continue to work with any game developers who are interested in utilising the great wealth of talent this community possesses to ensure the modding scene for their game is the best it can be.
We’ve doubled the number of servers we have running the sites from 8 to 16, and my new years resolution for the sites is to look into load-balancing and clustering solutions that can ensure full redundancy and performance improvements so that high-traffic related errors on the site become a thing of the past. It’ll cost a pretty penny, but handling the Nexus finances with extreme care and forward planning has been one of my main creeds since I started running these sites back in the middle of the mod hosting site disarray during the Morrowind years. We’ve also hired on two more full-time employees to help with the coding for the sites and NMM, and we’re still on the lookout for another full-time programmer to help us with NMM. The guys have worked hard this year, and while things haven’t progressed as fast as I would have hoped, they’ve earned a good long rest over the Christmas period and they’ve been off for the past couple of weeks. Except Axel. Because he’s a bit of an odd one and he actually seems to enjoy his work.
We’ve got lots of plans for the network in 2013, none of which I’m going to talk about, and all of which involve modding. I’ve said it before and I’ll say it again. While other sites and networks look to diversify by getting into everything and anything to do with gaming we’re going to stick to and focus on what these sites have always been about. Modding. I think once you start looking at and diversifying into other areas your original focus becomes blurred and your original product becomes diluted, and that’s not what I want to happen at all. We’re all here because we like games, but predominantly because we like modding and we want mods. Lets stick to that. I might eat my words when I invoke my master plan of changing the focus of the sites into LOLCAT Nexus, but by then it will be too late and I’ll have you all hook, line and sinker. Queue evil laugh.
If 2013 turns out anything like 2012 I’ll be a very happy bunny by the end of it. And that’s just a turn of phrase, I’m not a furry lover. I hope you can all look back on 2012 as fondly as I can and that you’ve got some great plans to bring in the New Year in style, and safely (if it hasn’t already passed for you).
The OpenMW team is proud to announce the release of version 0.20.0! Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This release brings a near-complete implementation of the dialoque system, visual player race changes in character creation, and many other fixes and improvements.
Check out WeirdSexy's release video.
- Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
- The disposition implementation is severely broken and will give wrong numbers in many cases
- Entering a cell containing a Golden Saint model will crash the game
- A journal regression causes journal updates to not display correctly
- Implemented all missing dialoque filters
- Implemented Mercantile skill
- Implemented Persuasion dialogue
- Initial implemetation of AI package classes
- Implemented 2nd layer for Global map
- Player race now changes visually during character creation
- Fixed Cell reloading when using teleport doors that link to the same cell
- Animations now stop when the game is paused
- Fixed "0 a.m." to display as "12 a.m."
- Fixed text persisting in the "name" field of the potion/spell creation window
- Fixed starting date of new games
- Fixed console window close behavior
- Fixed container window formatting to better accomodate long item names
- Fixed some topics not automaticaly being added to the known topic list
- Fixed automove working despite DisablePlayerControls being set
- Fixed rest dialogue opening again after resting
- Fixed double removal of ingredients when creating potions
- Various engine code and scripting improvements
The OpenMW team is more then ever searching for new members to join in our project. We are especially in need of Qt developers and testers. But of course all kind of work can be done. If you've been following this project because you love what we're doing, why not visit our forums, sign up and be part of something we all want to see finished.
Official Youtube Channel
For New Developers
Disclaimer: I would like to point out to begin with, that The Elder Scrolls Online is being developed by Zenimax Online Studios, and Bethesda Game Studios will continue to develop the Fallout and ES series regardless of ESO. This is also covered in the video, but since not everyone is even going to watch it, there you go.
There have been a few misconceptions regarding some features and just how The Elder Scrolls Online will work. Misconceptions happens with every game, but Tamriel Foundry (ESO fan-/info site) have released a video where they try to explain some things that have been misconceived about the game. They do a very good job at this, so it is definitely worth watching. They do not talk about every misconception about the game in the video, but the most prominent ones are covered. They have also said that this is one of many videos coming from them, so there may be a similar video being released down the line.
NMM version 0.34.0
Last week we slipped out version 0.34.0 of the Nexus Mod Manager on the sly. I was busy prepping for a long weekend trip away to Amsterdam for the girl’s birthday so wasn’t able to announce the news at the time, so consider this a belated announcement of the new features in 0.34.0.
This latest NMM version introduces endorsements to the program which now lets you endorse all the mods you’ve downloaded from NMM itself. We didn’t like the idea of mod authors potentially missing out on endorsements because people were using NMM more than the sites. I’m not entirely sure that was actually happening but I think promoting and making the ability to endorse the files you download easier is a good idea none-the-less. NMM should sync up with your endorsement state on the sites, and the sites should sync with NMM, so if you endorse files on NMM then your download history will show you’ve endorsed the file on the site. Similarly if you endorse a file on the site the next time you check your mod versions your endorsements should also be reflected properly within NMM.
With endorsements out of the way we’re now working on a proper categorisation system within NMM. We were half-way there before the download system changes and the work on the endorsements so now it’s just a matter of finishing it off.
Premium members receive several upgrades and features above and beyond normal members on the site. Past no ads, faster download speeds and access to premium-only download servers, one of those features is the ability to be notified about updates to the site, updates to your tracked files and notifications when someone has commented on your mods, much like Facebook updates you when someone has posted on your wall or mentioned you in their own posts. It’s probably one of the main reasons why when I post some news on the site you’ll notice there’s a large percentage of Premium Members commenting to begin with; it’s because they get notified about the news straight away.
We make features like the notifications and the complete download history Premium Member only features not because we want to milk money out of you but because we know we can support a couple of thousand people using the features but we can’t support 5 million people using them. Opening up the complete download history to every single member, for example, would likely just bring our database servers down. You can have a complete download history, but the site would be down most of the time. Naturally that wouldn’t be worth it, so we open it up to Premium Members because it’s a much more limited and ergo manageable number of users. Now, with the updates we’ve recently made to the sites and its recent stable performance we think we’re in a position where we can open up the notification system to everyone, rather than just Premium Members.
The irony is, of course, that without the support we receive from Premium Members I wouldn’t be able to afford the improved hardware and programmers who have managed to make this possible. So once again, thanks to those people who not only help to keep the site running, but also make the site better by supporting us and becoming a Premium Member.
Notifications should now be rolled out on every Nexus site, visible on the userbar, and we’ll be monitoring the server performance over the coming days to ensure it’s not going to negatively impact the server performance. If you have any new notifications the little world icon will go from greyscale to coloured, and the number next to it will be greater than 0 and red. In fact, me posting this news should ensure you all have at least one notification waiting for you. So far we’ve opened up notifications for:
- New comments on your files
- New uploads to files you’re tracking
- New comments on files you’re tracking
- Nnew files uploaded by your friends
- New news updates on the sites
In keeping with how I like to do things you can pick and choose what notifications you receive via your preferences, or choose to turn them off completely if you’re nonplussed about the whole idea. By default a lot of the notification preferences are turned off, so if you like the sound of those notifications you ought to head over to your preferences to turn them on!
And a note to avoid confusion: unlike Facebook where you can be sat on the same page without reloading and receive notification updates, on the Nexus you’ll need to reload the page or browse the site in order to get notifications. You won’t get notifications while idling on the same page. Similarly the notifications are not global across the Nexus sites. You will not receive notifications of new comments for your files on Fallout 3 Nexus if you're browsing Skyrim Nexus, for example. The logistics of the code and the load this would have placed on the servers would have been too great right now. Maybe something for the future, though!
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