We've released a new version of the Nexus Mod Manager today that provides official support for an offline mode as well as a few bug fixes. While the old NMM worked while offline it was never officially supported. Version 0.31.2, the latest version, provides support for an offline mode as a button at the login screen. If you don't want to login, or don't have a connection, you can use the "Offline" button to use NMM in offline mode. You won't be able to download files or view latest version information of your already installed mods, but most other features within NMM will continue to work.
Experienced modders will be well aware of the excellent tools known as tes4edit, fo3edit and fnvedit, and you may have been eagerly awaiting the Skyrim equivalent. Well the good news is that an experimental version is now available for testing. PLEASE note the word EXPERIMENTAL.
You can download TES5Edit 3.0.22 EXPERIMENTAL here.
TES5Edit Cleaning Guide - TES5Edit
Official Forum Thread
Hotfix update (23:30 GMT, 15th Oct)
We've uploaded a hotfix to NMM tonight that fixes an issue with the Download Manager window going missing for some people. At first we thought it might be limited to a small number of users who had moved their download manager out of sight in previous builds of NMM but it became apparent that this was affecting a large number of people. As this bug was confusing some users who thought we'd removed the download manager completely and just left you with a small download bar at the bottom of NMM we thought releasing a hot fix would be prudent. In the future, if windows or tabs go missing in NMM at any point go to "Tools" then "Reset UI" and you'll go back to the default NMM view and everything will be back to normal.
Sorry for the inconvenience of having to download another build. We internally test every build of NMM we release across multiple different computer setups before we put it live on the site and this bug didn't show on any of our tests. Guess it's good that NMM is still considered as "in Beta"! :)
I’m pleased to announce that with the release of version 0.30.1 NMM will now work with our new download system that was described in one of my previous news posts.QUOTEWith the new download system your downloads are balanced across our entire file server network (currently 10 file servers). Non-premium members are capped at a download speed of 1MB/second (8mbit) across all their downloads. If you download 1 file, you'll be able to download at a maximum of 1MB/second. If you download 2 files, you'll download at 500kb/second for each file. 4 downloads would be 250kb/sec per file. And so on and so forth. Premium members are obviously uncapped and will be able to download as fast as their connections allow. We've also added another Premium-only download server in the US for their use.
We’ve made changes to how the Download Manager part of NMM works and also what it shows. Hopefully you’ll find the new columns available within the download manager far more intuitive than before as we’ve done away with the whole “step” system and made it more like a standard download manager. You can now more easily see how your downloads are progressing and how long they’ll take to download at current speeds.
Perhaps the only thing that needs explaining now is the “threads” column. Threads are how many separate download processes NMM is using for each of your downloads. When you download a file NMM splits the file in to smaller chunks to make things easier. It also means if your download fails for any reason NMM can resume from the previous chunk without you having to download all the way from the start of the file again. If you’re a Premium Member NMM can download multiple chunks at once, which works to speed up your file downloads and ensure you’re downloading as fast as your connection allows. If you can only download from a file server at 400kb/sec (because, for example, the file server is physically far away from your location) then downloading a single file with multiple threads will allow you to download at multiples of 400kb/sec, depending on how many threads NMM uses. 4 threads would be 1,600kb/second, for example. For normal members this is always limited to 1 thread. For Premium Members this is set to default at 4, but we’ll give you the choice to lower or raise that amount within NMM soon. And just to note: threads also apply to downloading manually through the site, so if you're a Premium Member who doesn't use NMM, compatible download managers should make use of multiple threads as well.
If you’re wondering why we show you the thread column if you’re a normal member it’s because I like the idea of you at least knowing what Premium Membership can give you. If you can’t afford it or you just don’t want to support the Nexus sites then that’s absolutely fine, but Premium Membership directly funds our work on NMM and the Nexus sites, so the more people I can tempt to become one the better! With that in mind, you’ll now find a new download bar at the bottom of NMM that will show different views depending on whether you’re a Premium Member or not. As previously mentioned, normal members are limited to downloading at a maximum of 1024kb/sec across the Nexus Sites. NMM will now show you how much of your total allowance you are currently using. If the progress bar is in the red, you know you’re using up most of your download speed allowance and Premium Membership might benefit you. If you’re a Premium Member, NMM will show you your total download speed and the percentage progress of your file downloads.
Premium Member or not we’ve worked very hard on not only improving the stability and reliability of downloading through the sites via both mediums (browser and NMM) but we’ve also enabled download manager and pause/resume capabilities for all members. On-top of that, NMM has built in error checking and retry capabilities now. If for whatever reason a file download isn’t working NMM will automatically attempt to retry your download over the course of a minute. If you get any errors now that require you to manually resume a download, or make you unable to download a file at all, it’s probably quite a serious one (like the server being down, or the file being missing for some reason) and will need to be reported.
This update to the site has taken about 10 times longer than we originally estimated it would (we thought it would take 2 weeks, it’s taken 25 weeks...) but we wanted to do it right, and at this point we’re quite happy with what we’ve done. We’ve tried to test it as extensively as possible but we can’t stress test it without putting it live for everyone to use. Our fingers are crossed that nothing major comes up because I know I’m tired of talking about downloads, as are Axel and DuskDweller, and we’re ready to move on to other features that have been waiting a long time due to the delays we’ve had with the downloads. If you do come across any problems please keep us posted in our tracker, but if you’re also noticing an improvement feel free to throw your praise at us in the comments, it’d be good to know we’ve got it right!
It is with great pleasure that I announce the launch of XCOM Nexus ready in time for the release of XCOM – Enemy Unknown this week (Tuesday in America, Friday in most other places).
If somehow you’re not aware, the X-COM series of games are considered massive cult classics with a whole wealth of depth that has never been replicated in the 15 years since the last proper game was released in the series. You play as the commander of a top secret agency tasked with protecting the world from an unknown extraterrestrial enemy who have an overwhelming technological superiority. Your job is to found bases, research and develop technology you find in the field and engage the enemy threat both in the air and on the ground, as you down UFOs and then go to the crash-site with a crack-squad of soldiers tasked with clearing the UFO area of enemies and recovering any salvageable technology.
Creating a Nexus site for XCOM – Enemy Unknown marks a shift in general policy for Nexus sites, not only because I’m launching the site before the release of the game but also because there’s been no announcement from Firaxis or 2K Games on the modding potential of the game and whether they’ll be supporting it with any modding tools. However, the original X-COM – Enemy Unknown and especially X-COM Apocalypse were some of, if not my favourite games of all time. Indeed, X-COM Apocalypse has been listed as my favourite game on my profile page since moving the Nexus forums over to Invision Board back in 2004 so to say I’m excited about this game would be an understatement.
I’d like to give the modding community as much support as possible, and early indication from the XCOM demo (available on Steam) seems to suggest that the game will at least be open to some forms of modification with or without a SDK. To that end I want to throw my support behind the people who are going to try their hardest to mod the game and help in establishing a modding community for it. Hopefully with enough support we can get the developers of the game, Firaxis, to help us out with a toolset. Typically Firaxis (known for the Civilization series of games) have been supportive of their modding communities in the past so there’s no reason to believe they won’t be this time around. If it becomes clear that the modding potential is very low and things don’t take off then it will be no harm, no foul, but it’s important to at least try and support the community as much as possible however I can.
The official XCOM forums are still confined to a single forum at the time of writing this news post and this is stifling a lot of the modding talk that is taking place there. 2K have promised to create some extra forums any day now, but whether they’ll include a place to talk about modding without getting swamped by posts about other miscellaneous topics is unknown. To that end I invite you to join us on our XCOM forums where things are at a just-launched quiet at the moment. I know lots of folks on the official forums have been talking about the types of mods they’d like to see and how far down the line it’s likely we’ll get to see them.
Once the game is globally launched and we’ve had some time to play it through and dissect the game’s setup I’m sure we’ll have a much better understanding of what will and will not be possible, as well as whether we can get it setup and supported in the Nexus Mod Manager. Until then, I’ll be bringing you as much news as possible as and when I get it, and we can still talk about the game in the XCOM section of our forums and share our screenshots from the game in the Image Share section .
Fingers crossed for an open, moddable game!
An encore video for part 47 of Skyrim Mod Sanctuary. Sorry this is a little late, but the mod author of the armors covered in part 47 released a combination pack of all his mods for your convenience.
Thumbnail image for this video is courtesy of kailay.
aMidianBorn Book of Silence
If you haven’t got your head close to the ground when it comes to gaming news you might not know that RPG developers Obsidian, famous for Fallout New Vegas, Neverwinter Nights 2 and Knights of the Old Republic 2, have been raising funds via Kickstarter for a completely new IP they’ve dubbed Project Eternity.
Project Eternity is an isometric, party-based RPG much akin to some of the best RPGs ever made such as Baldur’s Gate, Icewind Dale and Planescape Torment. If you liked those games, or you liked Dragon Age, it’s safe to say you’re going to really like Project Eternity.
The great news is they’ve already smashed the hell out of the total they were looking for at $1.1m and are currently sat at $2.3m with 10 days left to go for the fundraising. However, this doesn’t mean your money isn’t necessary and can’t be put to good use, and their latest project update has given you an even bigger reason to back Obsidian with your hard-earned cash.QUOTEFrom Neverwinter Nights 2 to Fallout: New Vegas, we've enjoyed supporting the mod community, and we are continuing that with Project Eternity. It is awesome to see how you extend the worlds we make.
To make getting mods easy, we are excited to announce that our friends at the Nexus will be the official spot to download Project Eternity mods once the game is released. They have been a great host for mods for our past games, and we want to continue the trend with the Project Eternity Nexus. Check out the Nexus Network at www.nexusmods.com.
Our plan is to release our file-format information and expose as much of the data in the game as possible for you to extend and edit. We traditionally do not "hard-code" numbers so that our designers, and you, have the power to easily change and iterate on RPG data. We also plan on releasing localization tools to let communities around the world create localized versions for languages we are not translating Project Eternity into.
As we get more familiar with Unity during production, we will be extending Project Eternity even more for mod makers. Look forward to announcements in the months ahead as we make further progress and can provide you with more information about tools and mod support.
I’m proud and honoured to be asked to support the modding community by Obsidian themselves, and will happily commit to the creation of a Project Eternity Nexus.
Kickstarter has created a small revolution in the gaming industry recently by enabling talented individuals and studios to fund some great projects without the hassle of needing backing from over-bearing and demanding game publishers. How many triple A titles have come out recently without mod support that would and could have been better with modding tools? (The answer is all of them). While the ins-and-outs of why developers don’t pay more attention to modding are quite complex, I think it’s pretty safe to say that a major reason is that publishers just don’t want developers commiting to them. Too much time and too much effort for no tangible figures that can be put on to an accountant’s spreadsheet. You and I know the worth of the modding community, but try explaining it to the man with the money. That’s why it’s important that when these projects come around (and more and more are cropping up) that you try to support them however you can.
Obsidian have come out extremely early in their development process in support of the modding community. They’ve committed to making their game as open as possible for modders and really want to release an SDK for the game as well, so long as they can wrap their head around the Unity engine (which I don’t doubt they will!). And I think that’s great.
Frankly, I see Kickstarter as a pre-order service for my games and right now you can pre-order Project Eternity for the gob-smackingly low price of just $25. I assume it’s going to retail for a lot more than that, so if you’ve got the funds then consider helping Obsidian out and pre-ordering now. And heck, they’ve got price points all the way up to $10,000 with a myriad of different perks for backers, so check it out.
In case some of you did not notice, the Hearthfire DLC is now available for PC and can be purchased on Steam. Have fun.
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