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It is with great pleasure and pride that I can announce that Nexus Mods now has over 10 million registered members, of which over 4.2 million of those have been active on the sites in the past year. Not bad for a 14 year old site!
While our new member sign up stats have remained pleasantly constant since the release of Skyrim, the recent release of Fallout 4 has catapulted the registrations over the past week to ground-breaking levels and sped up our rise to 10 million members in short order. In a typical week before Fallout 4 was released we would see 25,000 new members joining the sites. Last week we saw over 65,000 new members join the site. Demand for Fallout 4 is, obviously, quite high right now.
For a recap, we hit the one million member milestone back in May 2009, followed by the 2.5 million member milestone in October 2011 and the 5 million member milestone in January 2013, which means that we've doubled our membership every 2 years for the past 6 years.
I can only thank all of you for the continued support you provide to the network and for your understanding over the years when things have been tough. I'd also like to thank the staff, both on the technical side (programmers) and the social side (moderation team) who have not only been the behind the scenes heroes of this community, but who have dedicated countless unpaid hours, of their own volition and without complaint (even the programmers, who are on a salary), often in the early hours of the morning, to keep this network afloat. Not because they have to or because it's expected of them, but because they actually want to.
I'm extremely proud of what we have built here and, narcissism notwithstanding, I believe Nexus Mods to be a relatively unique "diamond in the rough" on the internet. While other owners of networks of our size (or smaller) have needed (or wanted) to seek venture capitalism or outside investors, with outside interests, to help support, develop or even expand their sites, Nexus Mods remains completely investor and outside interest free. We really live and die on the wants and needs of the community we aim to support. We grow and expand when the times are good, and we consolidate and trim when the times are bad. So when I say Nexus Mods is run by gamers, for gamers, the cliché actually rings true, for once. When we cease to be of use to the community, or when someone comes along that can do things better than us, we'll no doubt have to reconsider our position. And really, that's how I think it should be.
This network was founded at a time when the situation in the Morrowind modding community was dire, so my motto when first focusing on hosting mods and ever since has been "to provide a stable and reliable source for mods". With the launch of Fallout 4 we've seen unprecedented (lol, cliché) levels of traffic on the network, smashing our previous records. And yet we've not seen anywhere (seriously, absolutely nowhere near) the issues we had with Skyrim's launch and the subsequent months after. As a result, I'm ridiculously happy right now as I sit watching the Google Analytics once again creep over the 8,000 page views a minute mark, and I frantically sit refreshing the site looking for any sign of slowdowns and server instability. There isn't any of note. And for that reason, I'm proud. Finally, I'm making good on that motto. Finally, we've done it.
How did we get here?
A brief (and relatively dull) history of time...
Nexus Mods evolved from humble beginnings.
At the age of 14, in early 2001, I was bouncing on a trampoline in my best friend's garden on an early summer's day when he told me about a game I'd never heard of. That game was Daggerfall. It sounded amazing. He went on to tell me about the new game that was being developed to follow on from Daggerfall. It was called Morrowind. After much research and young excitement at the prospect of the game we both decided we'd develop our web and graphic design skills, and give ourselves a project over the summer months, by building a website ready for Morrowind's launch. The aim of the site was to provide lots of information about the game for like-minded fans and to build a fun community around it.
Over the course of many months we learnt about building and hosting a website, and released it to the world in August of 2001. That site was called Morrowind Chronicles.
We were even lucky to have some contact with Pete Hines, then head of PR at Bethesda, who was kind enough to send us an early copy of the Construction Set to play around with before the game's release.
Morrowind released in 2002 to critical acclaim, and around it, a substantial but not altogether as huge (by contemporary standards) modding community formed around the game. The focal point for the modding community at the time was Morrowind Summit, which was run by a great guy called Dalin under the Game Spy network brand. At the time, we had no intention of hosting mods and simply focused on a fun little community we'd built of a few hundred users who came to our forums to talk about Morrowind.
Later in to 2002 myself and many users of the forums, on the back of hype and hysteria over the recent release of The Fellowship of the Ring and the impending release of The Two Towers, decided to begin work on a total conversion mod for Morrowind based in the Lord of the Rings universe (but with a storyline unrelated to the films or the books). The mod was labelled The Middle Earth Mod for Morrowind, or MEMod for short, which was homed on the Morrowind Chronicles forums, which increased interest and membership on the forums considerably.
The Morrowind modding community went through a turbulent time throughout 2002 and into 2003. While Morrowind Summit, with its corporate backing, formed the backbone of the modding community, there were several other centralised sites providing mod hosting and support, typically with slightly more (or different) functionality than was offered on Morrowind Summit. It became common practise for mod authors to use more than one site to promote and share their work but, unfortunately, the internet was still reeling from the burst of the dotcom bubble and bandwidth costs were ridiculously high. Running a file hosting service back in those days was a very expensive business that needed (comparatively, for a free service) large initial capital and a strong return on advertising income to be able to get anywhere near break-even to pay the costs. Because of the dotcom bust, advertising revenue was at an all-time low. Bandwidth costs ridiculously high, advertising rates at an all-time low. It was an awful combination.
Subsequently, several of the major mod hosting sites at the time (Morrowind Files, with its cloudy PHPNuke setup, being the most prominent) struggled and ultimately failed, taking with them countless mods. Sites popped up quickly to replace them, only to fail over the same issues, with more mods being lost each time it happened. It was a sorry situation.
In late 2002, Morrowind Chronicles had a keen and active community of a few thousand regular posters on the forums so I decided to set up a mod hosting solution as a side-project, called Morrowind Mod Library. It was a completely separate site to Morrowind Chronicles and I ran the two side-by-side.
I, too, struggled to keep things afloat.
While I'd accounted for some things, bandwidth was only getting more expensive and it wasn't long before changes needed to be made. I had a short stint being (very graciously) hosted on the GameSpy network servers with help from Dalin, but the level of bureaucracy was high and the convoluted methods to get simple things done were stifling. I moved to the UGO network (don't these names bring back some memories!?).
While this was happening I had helped set up my first company, with three friends (including the friend who had helped me with Morrowind Chronicles), that focused on web design and, a bit later, web hosting. While I focused my efforts on the gaming side of things, Krystal, as it was called, was building up a reputation and a network of their own. The friend who had helped me develop Morrowind Chronicles had stopped working on the site 6 months or so after the site's launch in August of 2001 so he could focus on Krystal, so I was on my own from then on.
After a year or so on the UGO network, I moved over to Krystal servers that were graciously being provided by my friends at the company I had helped found. With the security that Krystal provided I was able to focus more time on the sites and less time trying to keep them up.
Through my ordeals trying to run a free hobby site in that very expensive time on the internet I setup a second company, Gaming Source, with the help of my friends at Krystal, that would provide free hosting to other gaming related fansites who were suffering from the same problems I had. I offered help to some of my favourite gaming sites that I knew were being run independently and at a cost to the owner and many agreed to use the service. By 2005 I was hosting 80 gaming fan sites across a broad spectrum of games that saw us become a major network practically overnight. We were serving 2.5 million unique users and 80 million pageviews a month. Slightly before this apex, back in 2004, Morrowind Chronicles and Morrowind Mod Library were consolidated into one site that was named Morrowind Source, to be a branded site for Gaming Source.
I continued to teach myself PHP and MySQL in the hopes of finally being able to do away with "off-the-shelf" file database scripts from the internet and building a completely custom coded file database that would be highly focused on mod hosting. By the time of Oblivion's release in 2006, the new file hosting system I'd written had gone live and the site was renamed to The Elder Scrolls Source (TESSource). It quickly became a direct "competitor" to Game Spy's dominant Planet Elder Scrolls site (or PES, formally Morrowind Summit), mainly because the TESSource system had an instantaneous mod uploading and publishing system, much like today, while PES was still requiring manual approval of all mods added to the database by a staff member.
The community's opinion was divided. While many didn't like the idea of another modding site being used over PES, and questioned what the point was when a huge corporate behemoth like Game Spy, with the backing of NewsCorp, would "out live any independent site and be around for ever" (considering Morrowind modding's past, it wasn't an altogether rude or inappropriate assessment), TESSource continued to gain traction. Typically, the community welcomed having an additional, reliable, mod host that could provide something different from PES. Both had their merits, and after the amount of Morrowind mods lost to hosts failing, it became a widely accepted and appreciated practise to use both sites for file hosting.
Ultimately, I relinquished my role in Gaming Source in 2007 so that I could focus on my university education and other business projects. This soured relations with my friends at Krystal, but we were able to come to an amicable conclusion (with my deep thanks). To this day I maintain close ties with Krystal. Not only was it the first company I helped to found, but they've gone from success to success themselves. They currently host the Nexus's entire database cluster and our entire cloud VM system and we are, as far as I'm aware, their biggest customers to date. Their generosity and desire and wish to tackle the difficult tasks that the Nexus presents has been a major factor in the smooth operation of the sites, and they've often been awake at 3am with us trying to help us diagnose problems and issues without complaint or demands for money. I know of no other hosting company, and I have extensive experience in this area, that would go to the lengths they have to see their customers satisfied. So consider them officially endorsed by us here at Nexus Mods.
Despite dropping my role at Gaming Source and focusing on other things, my love for a site that had gotten me into web design, graphic design and the internet in general saw me desperate to continue TESSource and not see it fail. Because of the split, TESSource was renamed first to TESDB on a temporary basis, and then to TESNexus, and funded by myself to the sum of £10,000 while the site could get back on its feet. And get back on its feet it did.
The rest, as they say, is history.
In anticipation of next week’s launch, we’ve opened the doors to the Fallout 4 Nexus Site today! Starting now, you can begin posting to the new Nexus Fallout 4 forum.
Fallout 4 Image Sharing and Mod Pages are also functional in preparation for next week. We don’t expect the file sharing features to be used until then, so please refrain from posting content prematurely. Also please remember, if you decide to post spoilers in the forum, make sure that you are labeling them appropriately. This includes “leaked” content.
Even though Bethesda announced that Fallout 4 mods will only be supported officially sometime next year, it’s possible that certain aspects of the engine will be open to modification at launch. For instance, texture replacers for Skyrim were possible day-one. We’re hoping that this will be the case for Fallout 4 as well but haven’t been able to confirm this with Bethesda as of yet. We’ll just have to wait and see.
Like any good wasteland survivalists, we’ve been doing a lot of preparation for the big day. Enhancements to our server hardware have been implemented, including doubling our available memory and increasing our SSD storage capacity almost ten-fold (7.5x) on our database clusters.
Though we expect that these enhancements will help to see us through the Fallout 4 launch, it’s impossible to know what the demands on our services will be until then. However, these changes have indeed shown improvements regarding content distribution given our current load, during internal stress tests.
In Other News
Robin, Paul and Phill have been working diligently with the focus-group, compositing and gathering feedback regarding our site redesign while I’ve been focused on analyzing and restructuring our terms and policies. Both of these projects are quite large in scope and because they directly affect your experience with us, we are all ensuring that we are doing our due diligence making sure that everything is done with proper care.
So, enjoy the new Fallout 4 Nexus Site. We're hoping that this makes the wait to get back to the wasteland just a bit more bearable… :)
Have a good weekend!
- Dave "SirSalami" Talamas
Well that certainly didn’t take long! Thank you to all those that have emailed in with regards to joining the closed focus group. Your enthusiasm and willingness to help out the Nexus is amazing and as I keep repeating, I’m glad to be working with such an awesome community.
I’ll be sending those that will be involved an email this week with information on what is going to happen next and how to get involved with the discussion. If after reading through, you still feel that you want to be a part then just respond following the instructions and we’ll get started.
To those that haven’t made it in this time, there will be plenty more opportunity to have your say and to see what’s happening. I’m going to try and keep posts coming on a regular basis with an update on current proceedings, where we are at and what is upcoming. I always welcome feedback no matter what the subject, so please feel free to PM or email me with anything that you have
Hey, it's been a while so thought I should better let all you good folks know what's happening in regards to our site redesign.
We started off with all of the survey results which I covered in a previous post. These turned up a lot of interesting and useful ideas, some pet peeves and lots of suggestions for the future. There was definitely plenty to go through and we thank every single one of the current 26,577 people for all the time and effort that you put into these.
Next up was finding a suitable UX/UI Designer to help with the translation of all this data and begin to think about how people interact with the site. We posted up the role a while back and got a large number of very suitable applicants, I went through each and every one that led me to eventually get a short list that I could liaise with Robin on. Due to the ability of the people in this list we needed some way of seeing their vision so we asked for them to produce a quick sketch of how they could see the front page of the Nexus. We once again got some incredible results, but one person stood out due to the detail that they put into their submission - that person is Phill Collins.
Phill has joined us on a contract basis to help shape the Nexus. His role is to make things more modern, more intuitive, more powerful and he brought with him a ton of experience to do exactly that.
He has hit the ground running and has bombarded both Robin and I with a ton of questions, ideas and suggestions. Phill took it upon himself to complete the unenviable task of reading through all of the survey results and once he’d done that he went over some of the different pages within the site (roughly 36 of them) with a fine tooth comb and made several hundred comments asking for reasons things had been done a certain way and offering advice left, right and centre.
To say this is the beginning of an exciting time is (to me anyway) an understatement.
So what’s next I hear you ask?
Well we’re still in the discovery and concept part of a UCD, this means that we are working out how everyone uses the site, what they use it for and how they navigate. With the amount of users that we have and the possible navigation flows this is a fairly long procedure as people use the site for all manner of reasons. For some it is primarily a social community and their first port of call is the forums, whereas for others they come on to find the latest mods, others may be here to look at images or videos and some may be here to try and find some golden nugget of a mod buried deep down within the site. We are looking at process flows to see how we can bring all of this to the surface with just a few clicks.
We need to look at the site from all angles and from all eyes, so we create what are known as personas. Imagine the character creation section of Skyrim and all the various possibilities of person you can choose, each one having a very different range of skills and abilities, history and beliefs. Well, there you have it! We create ‘people’ from different ages, backgrounds, livelihoods etc. and with that we begin to see what they use the site for. We then look at the site from this users perspective, making comments and approaching each page with a different mentality. This will hopefully allow us to see the site differently and approach pages for various reasons.
Competitors are another major part of the redesign. We need to look at lots of other gaming sites and see what we think they are doing right and where they too could be improved. You can learn a lot from other sites and I find myself navigating other sites purely to see how it all fits together. Within the survey, one of the questions was “Please enter one of your favourite websites in terms of look and functionality”, this has proven useful to see where people believe a good user experience and interface lies.
So we’re onto wireframes and design, which is where we would like to begin thinking about introducing our focus group. The idea being that these people will be the first to see the wireframes, mockups and process flows etc for the site and offer feedback. I would like people who are able to offer constructive criticism and who want to shape the face of the Nexus. edit: 28 Oct 15 - The focus group is now full!. I’m going to limit this to 25 people at first - this might not sound like a lot, but when you need to go through all the submitted comments it certainly is time consuming. This may or may not expand in the future but for now it will be a random pick from the emails I receive.
Thank you Robin, for the warm welcome! I'm Dave, your new Community Manager humbly reporting for duty!
I'm a lifelong mod enthusiast. Starting with ZZT as a kid, I’ve been fascinated with modding both as a consumable and as a creative outlet. I've had the privilege of dabbling with many game engines and interacting with the communities they inevitably spawn. From Doom to GTA V, if it's moddable, I've probably played it. Though as I'm sure some of you can relate with, I sometimes get so caught up installing add-ons that I forget to play the games! Ah, such is the life of a modder. Mods not only extend the life of our games, they allow us to personalize our experience and share our enthusiasm with others.
I view the Nexus, and I know Robin agrees, not as a mod repository but as a community. This is a testament not of the modding scene itself, but to the camaraderie you have shown in creating something bigger than the sum of it's parts, the Nexus. If you take a look at the network statistics offered at the bottom of the homepage, you'll be reminded of how strong your numbers are. Due to your efforts as modders, authors, and enthusiasts, the Nexus is well respected and you all deserve representation!
Supporting Robin and Paul, I'll likely be involved in many aspects of the operation working directly along with you the community to help ensure that we are catering to your needs. My focus will be ensuring that you are all well represented and will serve as a direct line of communication between you and the rest of the team here at the Nexus. Of course, that's not to say that Robin will be involved any less with the community! I'll simply be appending my involvement to his own.
Additionally, part of my job will be keeping an eye on the modding scene and the gaming industry in general. From indies to triple-a titles, I'll be evangelizing the Nexus amongst mod authors and their fans who may not already be part of the Nexus, bringing even more talent to your growing network. Of course your support with this will always be appreciated.
Going forward along with changes to the website design that are planned, I will be bringing new flavors of content that will highlight things going on here at the Nexus. Though the form these offerings will take is yet to be determined, I would like to provide them on a fairly regular basis. Perhaps something like short articles, user and mod author spotlights, videos, contests, and more. While I do have plenty of ideas, I look forward to hearing about your interests and will be very open to any content submitted by the community.
Though I've been an active user of the Nexus for quite a while as both a user and mod author, I owe it to you all to more intimately understand the community you have built. So initially with the help of the moderators, I'll be spending a lot of time simply trying to get to know you all better and understanding how things work around here. If you’re so inclined, you can always feel free to contact me personally via email with your questions, comments, thoughts, suggestions, complaints, or whatever! And of course, I'll be hanging out in the forums and the chat room often so feel free to stop by and heckle the new guy ;).
So, thank you all so very much for having me. I hope to serve you well!
Dave "SirSalami" Talamas
Back at the beginning of March I announced a job opening on the sites for a new Community Manager role. Putting a friendly face on the sites from someone who could dedicate all their time to bettering the community, within the community, has been long over-due and now, almost 7 months later, the position has finally been filled.
It's taken a long time due to, in no small part, the sheer number of people who applied for the position. After only a few weeks I took down the job listing after receiving over 400 applications, many of them absolutely excellent candidates for the position. Over the course of many months I read through all the applications, followed up on many of them, had chats with some people and gradually whittled down the short list.
Much like Highlander, there can be only one (but please, don't think that killing our new Community Manager will give you the power!), and today I'm happy to introduce Dave, our new Community Manager, aka SirSalami.
Dave's role focuses almost entirely on the community. And I know that sounds odd, because surely everyone working here focuses on the community, but I mean it more literally. While the site programmers or NMM programmers work on tools and functionality for you all to use, Dave's main focus is on conversing with the community on a daily basis, listening to people's issues or complaints and passing that feedback on to us. Essentially, Dave will be the central point of contact for members who need to get into contact with us. He'll become the eyes and the ears of the Nexus, helping us to enact change and reform parts of the site or community that are crying out for attention. He'll head up our moderation team, providing the moderator's with much needed direction and support and providing them with a proper, dedicated individual they can truly rely upon. He'll also be the face of the Nexus abroad, in other communities, where we might need a friendly face to help people who have any questions or issues with the Nexus.
For me, personally, Dave's list of skills fit the requirements for the job perfectly. In fact, he was almost a little too over qualified for the position, having experience with and a background in a number of programming languages as well as prior experience working for an indie developer in a similar role to his role now. He's a perfect fit for the small team of us working on the Nexus sites and I'm looking forward to seeing the positive change he can bring to the sites and community.
I'm going to leave the rest for Dave, who'll be writing a news post following this one introducing himself to the community. But from myself and the rest of the Nexus team we wish Dave a very hearty welcome. We can't wait to see what he can do.
Yesterday we released version 0.60 of NMM, which, as the announcement said, is a major update to the way NMM handles files.
While the update seems to have worked for a lot of people (as in, they installed it, NMM successfully migrated their files to the new system, and everything continued as normal), it also doesn't seem to have worked for some others. We're struggling to actually ascertain how many people it hasn't worked for because most people are focusing on sending us insults, hate, or, in some cases, death threats (yes, death threats...I can't help but laugh at the stupidity of it). Right now we know about 8,200 people have installed the latest build, of which, we've received about 40 bug reports from individual users about issues with 0.60.
First of all I want to thank those 40 individuals who have actually bothered to send us in a bug reports. Some were filled with hate and largely useless to us without more detailed information, but some were really, really excellent, level headed, detailed, and have already helped us to patch up some issues and release hot fixes. Similarly, some have also found ways around some issues and helped others to fix theirs while waiting for hot fixes to come. Again, you folks make us happy and embody what's good about this community. Thank you for your help.
One thing we have learnt from this release is that we need to improve the automatic update mechanism from within NMM. The update mechanism in NMM has been gimped for a long time after it was discovered, a couple of years ago, that it was inadvertently DDoSing our own web servers with the sheer number of people logging in to and using NMM with constant update queries. We pulled back the functionality a lot to prevent that from happening again. However, since that change, some things have changed in our server architecture (i.e. moving to our Cloud setup) that now make it more viable to make the update mechanism better. Specifically, we need to change it so you can see what's being changed/updated in an update before you can decide whether to download the update or not.
Frankly, I've been quite surprised at the sheer amount of people that have been blindly downloading and updating their NMM without checking the site news or change logs first. Of course, we take some responsibility, as noted above, for not providing that changelog within NMM's update mechanism itself. Hence why we need to change it, and change it fast.
It's also become obvious that we once again need to clarify the fact that NMM has always been in public Beta. That's not something we just say, it's written in big bold letters on the splash screen every single time you start the program up. When we release updates we release them on the pretense that first adopters, like any Beta software, are helping us to test the software. If you want to instantly install any new update to NMM as soon as it comes out then you do so in full knowledge that the changes made could inadvertently negatively affect your mod installation. If you didn't know that, despite the fact the word "Beta" is plastered all over the NMM download page and software, with clear warnings of what is involved with being in a Beta, then, guys...you need to read up about what you're actually installing on your PC before you do it! We're looking for help with our Betas. If you don't want to help and just want a stable piece of software to mod your game with then don't sit on the bleeding edge of the updates of NMM. Hold back and let the others who do want to help do their work. This is how we do things, it's how we've always done things these past four years since NMM's initial release. The system is going to change when we bring NMM out of Beta, but until then, that's how it'll remain.
There's still a lot of confusion in the air about the release of version 0.60, so I'll address them in a simple FAQ setup.
Q. Why did you release a piece of software to the general public that you knew would cause problems?
To put it bluntly, we didn't. In that we didn't know it would cause problems. For version 0.60 of NMM we tested internally, between the two NMM programmers and myself, before releasing it as an alpha in January of this year. 40,000 people downloaded that alpha and provided us with feedback, which we used to fix any bugs that were reported to us. After many months of being practically bug free, we released version 0.60 in to the beta yesterday.
This is exactly how the beta process is supposed to work. When we can't find any bugs we release it to others to help with testing. In the case of version 0.60 we wanted to have some more extensive testing done before doing a Beta release to the majority of NMM users, hence the Alpha. Once the Alpha was no longer reporting any significant issues, we released into Beta.
Q. If you didn't know this many people would have issues, why *are* so many people having issues?
We honestly can't work out how many people this version has been successful for because so few people are actually reporting bugs instead of sending us hate mail.
Really, it comes down to the practically infinite number of variations in people's PC hardware setups, software setups, game setups and mod setups. It is absolutely impossible to account for the sheer number of these variations and we're seeing, from the bug reports, some pretty weird things from how people have setup their systems and mod folders. It's the equivalent of turning up for work and not being prepared for a man-size duck attacking you with an axe. Funnily enough, you didn't think that could ever even be a possibility...
Major software companies spend millions (and millions) of dollars to make use of extremely advanced clusters of computers that try to account for every single one of these permutations and variables. Unfortunately, we don't have millions (and millions) of dollars. Hence why NMM uses Alpha and Beta testing and reactive updating to make it more stable.
Q. Why didn't you warn us that this update required major changes to the way NMM works/uninstalls and attempts to reinstall my mods? Why wasn't it in big red font?
I've address why the warning wasn't in the update mechanism from within NMM already. That's our bad for not making the information more readily available before presenting you with the chance to update, mixed with your bad for not checking up on what the update actually included before installing it.
There were two warnings during the process on top of the announcement news post which is on the front page of any Nexus site that uses NMM.
The first, in big red and bold font, was during the installation process. Here's a picture of it.
The second was in the initial prompt you need to interact with before version 0.60 will work. This prompt informs you that NMM needs to uninstall all your mods and then asks you a question.
If you click YES, NMM attempts to reinstall all your mods how they were before the update.
If you click NO, NMM will uninstall all your mods and leave you to reinstall your mods how you see fit.
If you click Cancel then none of the above will happen, but you won't be able to use version 0.60, allowing you to gracefully roll-back to your original NMM version through the normal method (installing the last version over the top of the usual NMM location). If you do this, nothing will have been changed and you'll be completely back to normal on the old build of NMM.
The text explains exactly what NMM is going to do. We further clarified in version 0.60.3 that if you select cancel you'll need to reinstall your previous version of NMM.
Q. Where can I download the previous version of NMM from?
The back catalogue of NMM versions all the way back to 0.50 of NMM can be downloaded from the same place they've always been located, on the NMM forums. You can access this thread by going to the forums and clicking the sticky thread, by clicking the version number on the NMM download page, or by searching for "Previous versions of NMM" on Google (or any variation of that search).
The download links are in the spoiler box tagged under the heading "Previous builds".
Q. It says it should take 5 minutes. Mine took A LOT longer than that to complete.
That is my bad. I wrote that "5 minutes" based on my own experience with this update to NMM using around 150 mods and around 20 scripted installers on my own system. Some people have reported much longer setup times depending on the power of their systems and how many mods and the types of mods they have installed. We'll get that changed in the next update of NMM so it's less misleading.
Q. Why are you doing this now?
The simple fact is that this change has long been coming. NMM was completely fresh code back in 2011, but it was based on (and built by the developer of) the Fallout Mod Manager for Fallout 3, which was released in 2008. Ergo, the architecture of NMM is 7 years old and based largely on a specific game engine. It's dated and it needed to be updated at some point so we could continue to move NMM forward.
See it like a major update to some software you've used where documents made in old software no longer work in the new software and need to be transitioned over.
We coded a migration progress for version 0.60 that would attempt to reinstall all your mods exactly how they were in the previous, old, architecture, but for some this migration hasn't worked completely for some people. We thought it would, but it hasn't. It wasn't some sinister plot to f' you over and ruin your day.
It's an extremely complex problem. We need to do this to continue to develop the functionality we want for NMM, but it's causing a nasty "band aid ripping" situation that is unavoidable, despite our best efforts to alleviate it with the migration process.
With the imminent launch of Fallout 4 it seemed prudent to release this version now, at a time when everyone will be starting completely from scratch with their mod installations, while allowing us to fix any niggling bugs that are in 0.60 that weren't revealed in the Alpha test.
Q. I don't care about profiles/I don't want to update my NMM any time soon. Will I be forced to?
No, people won't be forced to update for the foreseeable future. The last time we "forced" an update was version 0.52 of NMM, which was released in August of 2014. We only force updates when versions of NMM present issues with our web servers that require us to "cut off" previous versions from using our web servers for security or integrity reasons.
So when we say "force an update" we actually mean "won't allow you to use the automatic downloading/mod information updating functionality". There are still people using very early versions of NMM who do not require the online parts of NMM, and they have not (and cannot be even if we wanted to) forced to update.
We have no plans to force an update any time soon. And that's not Bethesda speak. We really do mean "we know of no reason why we would do it any time soon".
Having said that, we will no longer be updating the 0.56 branch of code (the previous version before profiles). So 0.56.1 is the final build that does not include profiling. There will be no more bug fixes or functionality updates for that branch, so that branch is now Final. This also means version 0.56.1 and previous versions will not include support for Fallout 4 when it is released. If you want to use NMM with Fallout 4 when it's released then you'll either need to bite the bullet and upgrade to version 0.60, or run two separate installations of NMM. One for your old mod builds, and one for new builds and Fallout 4 (and additional games we may add to NMM in the future).
We have a very small development team of two programmers working on NMM and we cannot spare the resources to continue two branches at once. It's just not feasible for us.
I'll say it once again for people who don't know. NMM is completely open source, so if people want to create forks of NMM following previous branches then they are most definitely allowed to, both with our blessing and with the blessing of the letter of the law. Similarly, if people want to help us with actually developing NMM then we would welcome it as well!
Q. When would be the best time to upgrade?
I'd say, when you're comfortable with the concept of reinstalling some mods (how many seems to completely depend on how the migration process goes and we've not found a pattern as of yet) and when you have the time to do it. For some, the migration procedure is taking mere minutes. Others have claimed it's taken many hours.
A particularly good time would be when you're wanting to do a fresh install of Skyrim (or the game you're playing) with a fresh installation of mods. Or, if you're very secure and comfortable with the process of installing mods properly: any time when you have the time to do it!
Q. I can no longer interact with mods that have scripted installers after I've installed them. How do I redo the options?
NMM now has three mod states; active, inactive and uninstalled.
If a mod is active, it's installed and turned on in your profile so should show in your game.
If it's inactive the mod is installed, but it's not turned on in your current profile so should not show in your game. It may, however, be active in other profiles you have.
If it's uninstalled then the mod is not installed and it's not active in any of your profiles.
When you interact with a scripted installer for a mod it will install the mod with the options you set. If you want to reinstall that mod and go through the scripted installer again you need to uninstall it, not deactivate it. To do so, simply right-click it and select "uninstall". When you go to install the mod again you'll then be prompted with the scripted installer, as per normal.
Q. Mods are now taking up double the space with this version of NMM. Why is this?
The short version: it's not.
The long version: we're using a system in Windows known as hardlinks and symlinks (depending on whether you install to different hard-drives or not, NMM picks the best one for the task). Essentially, these are shortcuts that your operating system uses to stop the duplication of data while still presenting data in multiple folders. For example, your "Documents" folder in windows uses a similar sort of shortcut.
Using this system, NMM installs your mods to a single folder you specify in the settings and then places shortcuts in your game folders pointing to where the mods actually are for the game you're using. The shortcuts in the mod folder look and act exactly how they would if the files themselves were in the mod folder, but they're not. This is what allows us to accommodate multiple profiles without continually installing and uninstalling mods, and in a quicker fashion than manually uninstalling and reinstalling the mods you want to use.
The folder will make it look as though the shortcuts are taking up a lot of space, but they aren't. If you use 1GB of mods then NMM will still only use 1GB of space, not 2GB of space like a quick check might show. The easiest way to test is to check your available hard-drive space. It won't have increased any more than before.
Q. Where do I report bugs?
If you think you've found a bug then please use our bug tracker. The bug tracker (and our forums) use the same login you use for the site, so simply login with your Nexus username and password to post.
There's also a link to it from within NMM, in the top right corner.
Please remember when reporting a bug to make it as detailed as possible. When you post bugs we've got to try and recreate the issue before we can fix it. Therefore the more information you can provide us about how to recreate the bug the more likely it is we'll be able to fix the bug faster.
Good information to tell us is: your operation system, the version of NMM you're using, what you did to trigger the bug, what you were expecting to happen, what actually happened, and the tracelog file (if one was generated). Normally, with this information, we can recreate the bug and fix it, or at least give you some detailed information back about why it's happening.
We released the Alpha version of our major milestone 0.60 version of the Nexus Mod Manager back at the end of January. The idea of the Alpha was to provide an optional download for users who wanted to test out the NMM profiling functionality and help us to get it ready for an official Beta release without forcing everyone to update their NMM installations. 40,000 users downloaded this version of NMM and, over the past 8 months, the NMM programmers have been working on refining this functionality and fixing any bugs reported to them. After 9 updates with very little in the way of major issues we're now biting the bullet and deciding to take the 0.60 update out of alpha and into the public Beta (which is what the "normal" NMM is).
This means that version 0.60 is going to be the official version of NMM from here-on-in. Any future updates, including new updates and fixes, will only be applied to the 0.60 branch of NMM. 0.56.1 will be the last version of NMM we released before moving to this new profiling system in 0.60.
0.60 marks a major milestone for NMM and it's also a huge change in the way NMM stores and works with the mods you install in the background (e.g. in the actual mod folders on your hard-drive for the games NMM supports). 0.60 is also the penultimate major milestone we had on our road plan before completely updating and modernising the UI and bringing NMM out of Beta and into a full 1.0 release.
The major change in 0.60 is the introduction of Profiling; the concept that you can have different mod profiles, with different variations of mods installed, for different playthroughs of your game. With the simple click of the mouse you can change from your mod profile for your Mage to your mod profile for your Thief, for example. It also has great benefits when you're testing out new mods or variations of mods by allowing you to always revert back to a profile you know works if things turn out badly for you.
Some other mod managers have had this functionality for a while now. We've had to take a very long time working on this (coming on two years) because NMM is designed from the ground up to work with all games and not just Bethesda games using the Gamebyro engine. As a result we've had to do it in a very different way to the way others have, and this has both its pros and its cons.
Following on from this release, in the next few weeks (hopefully), we're going to be releasing the first version of our mod profile backup and sharing platform. This will be a system that will create backups of your profiles that are stored on a page on the Nexus Mods website. Imagine a situation where your hard-drive fails and you lose all your mods. If you've backed up your profile to the site, with the simple click of a button, NMM will be able to download all the mods you had installed in your profile (provided they still exist in the Nexus Mods database and the author hasn't deleted them) and install them exactly how they were installed before, with no need for any further interaction. Some quite powerful functionality, I hope you'll agree.
We'll also be using the same system to allow you to share those profiles publically with other members of the site. Wondering what mods your favourite mod authors are using to get those awesome screenshots? How about YouTubers? If they setup and share a profile in NMM, you'll be able to not only see the mod list they're using, but also be able to download and install their profile and have it all setup and working exactly how it is for them. No messing around with load orders or scripted installers. No more "what mods are you using?" questions. And all the mod authors will retain any stats they would have had before, had you gone to each individual page and downloaded their mods normally (e.g. they'll still get +1 to their download counters, which opens up the potential for endorsements as well).
When you share your profiles you can choose to either make them a backup, which is private and only accessible to you, or public, and visible on a new section of the site for others to browse, view and install.
To me, this is the exciting part of this update. It's also why I want to get it out now, before Fallout 4's release in a couple of month's time.
Because this new version is a major change to the way NMM installs your mods it will require some interaction from you in order to get it working properly. The amount of interaction required will depend on how many mods you have installed, how many of those mods use scripted installers (the mods that have their own specialised installations where you can pick and choose what you want to install), and when you installed those mods that use scripted installers. If you installed any mods that use scripted installers after installing version 0.53.3 or higher (after February 23rd 2015) then you won't be asked to reinstall those mods again. However, if your setup is very old and uses a lot of scripted installers installed before February 23rd 2015 then you will be asked, one-by-one and in-turn, to install those mods again. Unfortunately, before this date, NMM was not coded to remember the exact settings you chose while using the scripted installers, so that's why you're prompted to reinstall them again.
For casual NMM users this update should be relatively painless. If you're a power user with an extremely fine tuned and touchy setup then it might require a little more work. We've tried to make it as painless as possible, but this is one of those situations where a small bit of pain right now will lead to much greater rewards later on.
The Alpha version was tested by 40,000 users and we fixed all the bugs reported to us by those users. However, as with every single update we do to NMM, we cannot account for the sheer myriad variations in people's PC and game setups and configurations. That's long-winded talk for "hey, there could be bugs!". We make new versions of NMM completely bug free on our PC's to the point where, no matter what we do, we cannot get it to do something bad or wrong. However, there's only three of us to test it. We then push it onto you guys, where we rely on you, the users, to help us test our releases fully. Hence why it's called a public Beta. If bugs are reported to us then they're patched up quickly and we release hot fixes as soon as possible. The point I'm trying to make is; if you're the type who's going to throw all your toys out the pram and start attacking/insulting us if there's a bug that prevents this version of NMM working for you, don't install this version straight away. Wait for the kind and patient souls who are willing to download, install and test this version out to report back and see if we need to do any hot fixes. If you don't see anything bad from people after a couple of days, then download and install 0.60 yourself. NMM is still in Beta and we release it as a Beta for other users to help test. If you don't want to be a part of that testing process then for the love of God don't install this version straight away. You have been warned (in multiple places). And it's your fault if you ignore that, not ours.
All bug reports should be directed to our bug report tracker. If you do come across a bug then the sooner you report it to us, the sooner we'll have it fixed (or give you a reason why it's happening). We've lost track of the amount of times someone has complained that a bug hasn't been fixed in a long time when they haven't actually reported the bug...yep, that happens. Don't forget to make sure your firewall isn't blocking connections from NMM to the site. Most firewall software will need you to reconfirm the exception for any software that's changed or been updated since last time you let it pass through. Like when you update NMM.
In the extremely unlikely event that you just cannot get 0.60 to work, and you don't want to wait for the bug report you've sent in to be looked at (remember to do that!) then all versions of NMM released since February 2015 have a backup and restore functionality built into them. If you want to revert back to 0.56.1 from version 0.60 for whatever reason then you can do that by following these instructions on our wiki.
You can download the latest version of NMM from the usual download location on our site.
All our fingers are crossed that this release can go without a hitch. But, we are standing by incase it doesn't.
It's been just over 4 months since the paid modding fiasco failed and Valve stopped the sale of mods on the Skyrim Workshop. I'm not here to beat the dead horse on what happened then, but I am here to talk about one of the major fall out points (pun not intended) from that situation, specifically, donations to mod authors.
During the time when paid modding was active, and in the aftermath, two things became very clear; a lot of users on the Nexus didn't know it was even possible to donate money to their favourite mod authors, and the amount of money donated to mod authors was so negligible it bordered on the pointless for almost all mod authors (we're talking a couple of dollars over the course of a 2 year period, even for some of the "big" mods...). We want to try and fix that, to get the word out more about completely voluntary donations while maintaining a certain degree of conformity and professionalism for mod pages.
Before paid modding the donation system was very simple. Mod authors put their Pay Pal email address into their Nexus site preferences and decided whether to turn on a donation button on their file and profile pages. The donation button is in the top-right hand corner of the file page, where the Download, Track and Endorse buttons are also placed. Lots of users missed this.
Accompanying that were a strict set of rules in our terms of service that state, categorically, that mod authors cannot, under any circumstances, ask for or even mention donations anywhere on the site. The main reason for this rule was quite simple; as it stands right now a lot of mod authors already fail to describe what their mod actually does anywhere near the top of their file descriptions. In between huge images, change logs, the latest news about their files/their life/their cats, what they will and won't provide support on and so on and so forth, it's sometimes extremely difficult to find an actual description of the author's mod. What I didn't want was mod authors asking for/demanding donations and giving running commentaries of their donor lists within their file descriptions and sticky comment sections, further muddying what should be an easy to read and understand section of a mod author's file page.
Similarly, we didn't want situations where mod authors withheld functionality that was only for people who donated, or started doing "updates for cash". The idea that the author will update their mod when the donation amount reaches a specific threshold. That's not what the Nexus is about and if mod authors did want to do that they could do that elsewhere. But not here.
This is something we, the people working on the Nexus, can help with by providing mod authors a dedicated area on their file pages to talk about donations. A nice widget or box somewhere on their file page, prominent, but not overbearing and instantly in the user's face, where the mod author can talk about their donations, track and thank their donors and explain what they'll use it for. But right now, with the current design, we just don't have the room to accommodate that. We could make another tab on the file page for donations, but would it be used? Would it really? It's something we'll be working on for our site redesign, but that's not going to be out for a good while yet.
The Nexus has a lot of users who "skirt the rules" already, sitting in a grey area where they know it's a bit naughty, but it's not going to get them into any trouble. I feel if we relaxed the rules on talking about donations, without giving authors a dedicated area to talk about them, then we'd increase our moderator workload substantially, as well as the ensuing drama when we have to make judgement calls on whether what's been written about donations does or doesn't break our ToS. And for that reason, right now, our rules remain the same on soliciting donations.
During and after the paid modding fiasco we altered our donation system slightly. Mod authors can now choose to show users who've already downloaded their file a small pop-up box before they try to download another file on the page. This box informs the user about donations and asks them whether they'd like to donate. The idea being, if you've already downloaded one of the files on a file page and go to download it again, it's likely the reason you're downloading one of the other files on the page is because you're downloading an update to the mod, or an optional file, and you actually liked/use the mod in your game. Similarly, the author can choose to show the same pop-up box when someone chooses to endorse the mod. Once again, the idea being that if you endorse a mod, you like the mod, are you're more likely to actually donate to the author because of that.
Like the donation button, these options are completely voluntary and the mod author can choose to enable, one, two, three or none of the options at the same time.
The inherent problem with the current system is, simply, that it's limited in its scope when compared to platforms like Patreon or Flattr. These platforms are specifically designed for exactly what I'm talking about in this post. From the ground up, they make it fast and easy to donate to your favourite creative people and give them financial support if you so choose. In short, they'd be perfect to implement into the Nexus.
And I'd love to. I mean that. It'd take all the hassle out of us making our own donation systems and we could pass it on to tried and tested platforms that work brilliantly already.
But I can't.
After paid modding failed miserably, donations were talked about a lot both publically and in our private mod author forums. Lots of brainstorming occured on how we could get the word out better. A lot of people agreed (some didn't, mind you!) that systems like Patreon and Flattr would be perfect. I said I would be more than happy to implement them into the Nexus, provided that Bethesda would be OK with the idea and wouldn't send their legion of lawyers after us.
Anyone who reads the gaming news will know, Bethesda's lawyers are trigger happy as f'. In recent years they've sued Mojang, of Minecraft fame, over the use of the name "Scrolls". They've sued Interplay, originally owners of the Fallout IP, over the use of Fallout. They've sued an indie dev for trying to use the game name "Fallout Fortress". And they've sued the Oculus Rift people over the use of "trade secrets". They clearly like using lawyers. I'd rather not lose this entire site over mod author donations.
I encouraged mod authors who were interested in Flattr and/or Patreon to contact Bethesda about the topic and get their take on it. Initial reports back were not good or positive and the general consensus was that Bethesda had said no. The topic was laid to rest.
Then, a few of months back, a site called "Sprked" cropped up, looking to become a Patreon style platform specifically designed for modding and activities of a similar ilk. They began contacting and messaging a lot of mod authors on the Nexus about using their site, but didn't send a message to me about it. I sent them a message asking them to stop doing it immediately. Not only was it spammy, but if mod authors attempted to mention using the service on the Nexus they'd have received a warning, as it would have been seen as soliciting donations. I explained the situation to the person I spoke to at Sprked, that Bethesda seemingly didn't want such a system implemented, but I told them I'd contact Bethesda personally to get to the bottom of it.
So I got in contact with GStaff, the community manager over at Bethesda, to get to the bottom of the issue once and for all. I'll quote the messages I sent to GStaff on the topic, so you can see what I said, but I won't quote GStaff, out of respect, as I have not asked for or had his permission to do so.QUOTEHi Matt,
I hope you're well.
I wanted to give you a heads up on a new site that's just launched called Sprked. It's basically a Kickstarter/Patreon monetisation site tailored specifically for mods. It features Bethesda games, images and IP quite prominently.
I know a user called
contacted you after the Skyrim Workshop paid modding situation to ask if Patreon would be OK for mod authors. From what the mod authors had gathered you had indicated Bethesda would not be OK with such a system. Is this correct? I ask, as it's something we would have explored implementing in to the Nexus if you hadn't made it relatively clear to that you weren't OK with it. It's something we would not implement if Bethesda were not happy with the idea, especially if it would sour things between us, and because of this we haven't pursued the idea any further. It's also something we have actively prevented mod authors from advertising on their file pages on the Nexus, which has essentially "nipped it in the bud" as without our authorisation it's practically impossible for them to get the word out about it to their users.
We have extremely strict/tight rules on mod authors asking for donations. Mod authors cannot specifically ask for donations in their file descriptions, they can't offer "perks" for donations and they can only use our generically written donation text, which links to a user's Pay Pal account. The Nexus never, ever, touches donation money. As such, we've informed the creators of Sprked that we will not allow them to contact mod authors about the service/advertise their service on the Nexus until we've heard back from you on the topic, simply because it's against our TOS for mod authors to advertise such services on their file pages at this time. That rule will not change unless you/Bethesda make it clear that such things would be deemed "OK".
If you could shine a light on this rather precarious situation, I'd appreciate it.
The response I received was one line long and informed me that it was something that Bethesda cannot support.
Unfortunately, GStaff's answer didn't really answer my original question. I wasn't looking for Bethesda to support it, I was writing to make sure if the Nexus supported it, Bethesda wouldn't have a problem with it. I clarified the situation:QUOTEHi GStaff,
Welcome back from what I assume was a busy week last week.
Unfortunately this is something the mod authors are pushing me heavily for so I kind of need a little better wording on this one (sorry!). When you say "it's not something we can support" I don't know whether you mean it's just something Bethesda aren't going to support themselves, on their own sites/services (e.g. Bethesda.NET, the forums and Skyrim Workshop) or whether it's something which, if the Nexus did support it, Bethesda would be unhappy about/come after the Nexus either legally or with a blanket ban on Nexus related use?
Sounds extreme, I know, but when Bethesda opened the Pandora's box that was paid modding all this other stuff came out with it and we, at the Nexus, are coming under pressure to do more to support mod authors from a donation stand-point when we're utterly unsure how far we can go without you, Bethesda, getting upset. Hence this message.
Thanks for your time.
GStaff's answer was to say that yes, it would be problematic if we were to pursue Patreon or Flattr-esque systems on the Nexus, and that was that.
GStaff did not go into any further detail as to why it would be problematic if the Nexus used Patreon or Flattr and frankly, I didn't ask because I didn't want to push any further. You can speculate on the reasons yourselves. I imagine if they were pushed they'd likely quote the tried and tested "legal complications" with such an idea. Though why there'd be legal complications over Patreon/Flattr but not straight-up Pay Pal donations, which Bethesda signed off on personally when I asked them for permission to implement that system after Skyrim's release, I don't know.
It's also been widely reported in the gaming press that Bethesda will be revisiting paid modding at some point after Fallout 4's release and I think we can all safely assume that they're going to be gearing towards such a system on their Bethesda.net site, which they've been talking about a lot as well. Such a system would effectively allow them to cut out Valve as the middleman, accommodate an interesting push in to console modding, and either ensure they can maximise their profit as much as possible, or allow Valve's original cut to go to the mod authors. I freaking hope they're going for the second of those two options. Irrespective, I've no idea if the fact they want to revisit paid modding in the not too distant future has any bearing on their decision to say no to Patreon or Flattr on the Nexus, but I think it's similarly possible.
In light of the fact they've said no, I think what upsets me most, personally, is the seeming irony of Bethesda's stance on the topic of paid modding. They've said time and again that they believe mod authors should be allowed to be compensated for their work, but they forget to add their caveat to that statement; that they seemingly want mod authors to be compensated for their work, provided they can take a cut. And heck, I completely understand why they believe they deserve a cut. It's their game, their platform, from which mod authors would be making money. It's entirely reasonable for them to take a cut (how much of a cut is still open to debate, though!). What I don't appreciate is the fact they try and paint it like they're doing it for the mod authors out of the charity of their own hearts. It just seems really silly.
As I said, this is something I really wanted to get behind for mod authors. It seemed so simple and easy to implement that it was a no brainer. But we can't, and for that, I'm sorry.
I wanted to set the record straight on this topic as I still get contacted about it regularly even today. It was also mentioned a lot in our recent site survey that 25,000 users were kind enough to fill in, and I still see a lot of posts on other sites wondering why we haven't done more. The reason why we haven't done more is because our hands seem to be tied.
If you have any ideas about how we can make donations more prominent and friendly to mod users while using a simple donation system over something more expansive, like Patreon and Flattr, then by all means get in contact or leave us a comment. We're all ears on trying to help out mod authors more, without the potential for getting sued to hell and back.
If you have read my previous news post you will be aware that we are now looking to recruit a part-time User Experience / User Interface (UX/UI) Designer. This is integral to getting the redesign of the site correct and we need a professional to come onboard as soon as possible to help us!
We've received a heck of a lot of feedback from the survey we ran and on top of that lots of members have been sending me personal messages about what they'd like to see changed on the sites. From the information I've received, I know that you are all very interested in being a part of this process. The Nexus community is one of the best (if not the best) online community I've ever had the pleasure of being a part of and the devotion to the site is incredible. Because we know there's a lot of people who feel passionately about this redesign process we thought we would post this position here first to see if we have any takers.
Obviously we'd much rather work with a professional UX/UI designer who is already a part of this community. Someone from within the community will be much more attached to the project and have a deeper understanding of the requirements of the site as opposed to someone who's never used this site before.
If you're a professional UX/UI designer and you're interested in working with us then please take a look at the below job posting.
User Experience / User Interaction Designer
We here at Nexus Mods are looking for a passionate and like minded individual to work with our small but very fun team to do lots of amazing things including talking about cats and beards, taking the piss out of the Nexus Mod Manager programmers and chatting about random rubbish on Skype. Oh, and we would also like you to be able to do some UX/UI stuff, too!
This position is offered on a part-time, freelance contract basis. Fees can be discussed on a per-applicant basis, but this is, of course, a paying role as we're looking for a professional.
Ideally we're looking for someone who has at least 2 years previous proven experience or who has a very strong portfolio from University, college or similar.
We're looking for someone to:
- Research and understand interaction design trends (those cool sliders, drop downs and things that make the site flow).
- Analyze data given from the Nexus Mods community; including, but not limited to Surveys, Feedback Forms, Forums and PM's.
- Consult closely with Robin and I regarding necessary functionality.
- Have top notch design skills, attention to detail and an aptitude to do things off your own back.
- Be able to create visual representations of sites using wireframes, process flows and visual design composites.
- Have very strong written and verbal communication skills in English.
It would be great, but not essential, if you lived in or around (or can travel to) the South East of England, to make it easier to converse face to face.
The position will report directly to Robin and I.
If you feel that you have the necessary qualifications, ability and drive then we would love to hear from you. Please email me at email@example.com and provide details of why you think you would be awesome for the role, a link to any portfolio you may have and also your Curriculum Vitae / Resume.
Robin and I look forward to hearing from you.
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