• 15 February 2012

    Site problems today

    posted by Dark0ne Site News
    The backup has been restored and everything seems to be working again. Please note that the backup was from 10am GMT, so any posts made between 10am and 2PM GMT today will have, unfortunately, have been lost in the restore process. Apologies for this issue, but if it's any consolation, the table corruption has now been fixed! Yay!

    Original post
    I've been working hard today trying to fix an issue with a key database table that has become corrupted. I still haven't fixed the issue and I'm having to revert to a database backup made about 4 hours ago. This means that forum posts and file and image comments from the past 4 hours will "go missing", never to return.

    I've brought the sites back online so you can still use almost all the functionality during this time consuming process, but please be aware that file and image comments will currently be blank. I'm obviously aware of this issue and working hard to fix it!
  • 04 February 2012

    Decembers File of the Month interview with Andalay and Amadaun, creators of Dark Brotherhood Chronicles

    posted by Zaldiir Interviews
    December's File of the Month winners are Andalay and Amadaun, creators of Dark Brotherhood Chronicles. Dark Brotherhood Chronicles won with 27 votes. As usual, we have conducted an interview with the winners, and here are their answers:


    What was your inspiration for creating this mod?
    Amadaun: I was a big fan of the Dark Brotherhood questline, and I really wanted to continue it. It always seemed that, out of all the Oblivion questlines, the DB was the one that really had the potential to keep going.
    Andalay: My inspiration wasn't in creating the mod, rather it was what prompted me to join the team. Quite frankly, I was a bit bored at the time and looking to expand my skills. I didn't join DBC until Dec. 2010 and didn't start working on it until Jan. 2011. I was intrigued by the story the team had written and decided I could help them finish the mod.

    What did you find most enjoyable about the creation process of this mod?
    Amadaun: Definitely learning the ins and outs of modding. My artistic and writing skills have really improved over the years thanks to this mod.
    Andalay: The learning process and meeting new friends.

    What were some of the challenges you came across making this mod?
    Amadaun: Suddenly finding myself in charge, for one! I found the first team and helped as a general forum moderator. After that one sort of fell apart, I joined the second team as the head concept artist. Over time, I somehow ended up as team lead! I had to learn a lot of stuff to keep the mod going.
    Andalay: The learning curve. I hadn't done a lot of quest scripting before joining the team, so that was new. And DBC presented many challenges. I often muttered to myself: "You want to do what to who?" I didn't even know some of the stuff was possible until I did it for DBC.

    What is your favorite and least favorite part of the Oblivion tools?
    Amadaun: The havok simulator was a ton of fun. I never got the AI tools in the CS to work for me, though.
    Andalay: I got a kick out of the havok simulator too. My least favorite thing would be the lack of documentation. The quest window is frustrating to deal with too.

    What are some other common tools you used in your development?
    Amadaun: Blender, Photoshop, Nifskope, and the Nvidia .dds plugins.
    Andalay: CSE, TES4Edit, TES4Gecko, Wrye Bash, 3DS Max, NifSkope.

    Roughly, what was the total time it took you to put this mod together so far?
    Amadaun: Now, that's a tough question – since its inception in November 2006, the mod has gone through three dev teams, three hosting sites, and a lot of rewrites. And a lot of rough patches, to be honest.
    Andalay: With the current team and storyline, it probably would have taken about three years.

    Do you plan to add any more new features in your mod? Specifically, anything not listed on your mod's page on the Nexus?
    Amadaun & Andalay: Yep! The DBC is supposed to be a trilogy extending into Skyrim. We're also going to finish up all the voice acting for Awakening, as well as add a couple more quests.

    Do you have any other mods you are working on? If so, what might those be?
    Amadaun: DBC was my first project, so I don't have any other projects at the moment. I'm sure I'll be doing plenty of stuff now that I've learned how, though.
    Andalay: I'm working on the Black Marsh project. I still plan to do one more update to Oblivion XP. Then I plan on porting Oblivion XP to Skyrim. And Amajor7 and I are going to port Imperial Furniture to Skyrim.

    Tell us a little about yourself. Where you are from, what are some of your other hobbies outside of games?
    Amadaun: I'm a freelance artist and graphic designer. I do a bit of writing as well.
    Andalay: I'm semi-retired now. I'm a computer consultant when I'm not modding. I'm also the owner and system administrator of the Dark Creations site.

    What are some of your other favorite games if Oblivion isn't the only game you play? Any other game genres besides the RPG style games that Bethesda publishes?
    Amadaun: I'm fond of puzzle and adventure games like the Myst series and Monkey Island. I also play Final Fantasy, Guild Wars, and, of course, the older RPGs like Diablo, NWN, and Baldur's Gate.
    Andalay: I like Dragon Age, Civilization, and adventure games. Also the older RPG's.

    Do you have any advice for aspiring mod authors?
    Amadaun: Don't give up. DBC probably had more bumps in the road to completion than most mods, but it was so worth sticking with it. And don't be afraid to learn something new. I hardly knew anything about 3D modeling or even texturing the models when I started, but now I'd like to think I'm pretty good at it. Same for level design.
    Andalay: If you're doing a quest mod, be sure to write out your story and goals. Avoid scope creep - create a plan and stick to it. For other mods, like gameplay changes, identify the features and purpose of the mod and stick to that. You can always enhance it later. Get something completed and then release. The sense of accomplishment is great to keep you going.

    And finally, do you have anything you would like to say to our readers out there?
    We'd like to thank everyone for their support. Many people stuck with us for a long time. We'd also like to thank the rest of the team - there's no way this would have gotten finished without our writers, scripters, modelers and testers. Lastly, thanks to everyone for voting for DBC!

    Thanks to Andalay and Amadaun for taking their time to answer these questions. Now, don't forget to vote for February's File of the Month! (And January's File of the Month will be posted in between.)
  • 27 January 2012

    Nexus Mod Manager version 0.14.1 out now

    posted by Dark0ne Game News
    It’s been a hectic day today. The astute among you will have noticed we’ve done a domain move on every Nexus site to subdomains of our new central domain, nexusmods.com. Don’t worry, we’re not making any funky visual changes to the sites! It’s just better for us this way.

    In between all the crazy name server and DNS changes (and all the issues they bring with them!), Kaburke has managed to get out and available for download. Version 0.14.1 adds some super cool and much needed UI tweaks and features that make the program look more modern, and more functional!

    We’ve stuck the download manager at the bottom of the program, and it will pop-up and show you your download activity if you start a new download. You can choose to move this back to where it was before if you prefer, but I think it’s way better in this latest version! Talking of downloads you will now be able to see your download speed within NMM. Normal members are limited to 500kb/sec per file and Premium Members are able to use up to 4MB/sec per file and both normal member downloads and Premium Member downloads are multi-threaded. That basically means if you are far away from the file servers and wouldn’t normally be able to download as fast as possible, you should be able to now. And you don’t need to do a thing to make that happen.

    The UI is now much more customisable. You can move the tabs about to suit your needs, and you can even “pull” them out of NMM in to their own separate windows. You might find that handy for debugging certain things. Or if windows really rock your boat! If you make a mess of things and can’t work out how to get it all back to normal there’s a setting under the Tools icon to reset your UI back to the default, so no worries there.

    NMM is really starting to gear-up and play the part now and I’m really happy with how it’s starting to look. We’ve got lots and lots of things we still want to do and get in to the program, and we’ll get around to it all eventually. Some people have mentioned the fact that the download page for NMM is hard to find on the sites, and that’s a conscious decision I’ve made to not advertise the program too much because we are still in open beta with the program. Having said that, we’re almost at the 250,000 unique downloads mark for the program, so word-of-mouth really does speak for itself. Version 0.14.1 will mark the start of when I begin to advertise NMM on the sites so you’ll see some more visible links to the Mod Manager page and how and where to download the program on the sites soon. I think it’s time to get the word out.

    Edit: It should also be noted that for some people, the domain changes today will have caused a few glitches and errors that you might still be experiencing. These will go away within the next 24 hours depending on how fast your ISP is to update their DNS caching.
  • 26 January 2012

    Plans for the new year

    posted by Dark0ne
    It's been quite a while since my last blog post, and there's a very good reason for that. I've been busy, very busy! It's not all been Nexus work, but most of it, and perhaps more than I'd like, has been Nexus work. I'm writing this latest blog to keep you all updated with what's going on right now, and some of our plans over this coming year.

    Something obvious that you'll notice coming to a Nexus site near you over the coming days is a move to a central domain at nexusmods.com. Each Nexus site is going to move to a subdomain of nexusmods.com (so tesnexus.com will become tes.nexusmods.com, skyrimnexus.com will become skyrim.nexusmods.com and so on). There are lots of different reasons for doing this, some point to the here and now and some point to the future. But primarily I really want to centralise things more because as it stands right now each Nexus site is like its own island tentatively linked together by the forums. Apart from the domain change you're not going to see a change in the appearance or functionality of the site, and we're not planning to mash all the sites in to one or anything like that. What a mess that would make. Having said that your login will be global across the Nexus sites, so if you're logged in on one you'll be logged in on them all. A nice by-product of this move. The current Nexus domains will still work and automatically redirect you to the current subdomain address, so you don't need to worry about updating any links.

    And now for more exciting things. Since the site redesign back in August I relinquished my role as the sole programmer and coder for the Nexus sites as I brought Axel on board, full-time, to work on completely "professionalising" (that's what I like to call it) the code for the Nexus sites. The premise was simple; if you want to build a network that will stand the test of time your foundation must be strong. And to continue the cliché I'll refer to the parable of not building your house on the sandy land: we've got lots of plans for improving and expanding the sites, but before you build your house you ensure your foundation is rock-solid. And that's what our current work is all about. It's a phrase that I've repeated many times over the years and it's why my focus has always been on consolidating and strengthen my sites, constantly revaluating, improving and tweaking them, rather than expanding them and spreading my resources and time thinly and biting off more than I can chew.

    Naturally sites that are as complex as the Nexus sites take a long time to recode properly, and it's not just a matter of sorting out the code, but working with the huge database files and ensuring that all the data can be retained as we transition from old to new. Things have taken longer than I would have liked them to and I've had to learn to deal with delegation rather than doing everything myself. It sounds like that should be a good thing (because I'm doing less work and focusing on other areas) but when you're used to being in complete control of your work and deadlines, it's hard to push that on to someone else.

    One real advantage I've had with Nexus sites compared to others has been the ability to adapt to circumstances and react quickly. Very quickly. There's a lot to be said for having a system as far away from bureaucratic problems as possible, so when I want to add a new feature to the sites I plan it out, perhaps discuss it with the mod authors or the users on the forums, code it and then commit to the sites for people to use and test. It's a very simple process that is not hindered by the bureaucracy others might have to deal with, like the designer having to write out a design document, who has to pass it through his project leader, who has to OK it with the higher ups, who then pass it to the coder who has to code the system, thoroughly test it, perhaps pass it on to a QA team and then commit the code. It's what I like to call the "no dilly-dallying approach" to site coding. It works because you guys are pretty cool about being used as the beta testers because, I think, you're pretty confident I'll fix the glaring bugs quickly.

    I want to hold on to this sense of fast and quick site updating as we finalise our current work and look to improving the functionality of the sites again. This month I have hired on a second coder so we can get to the point where we're pushing through some super awesome new and improved functionality for the sites on a very regular basis.

    The fact is we've got lots of really cool and exciting ideas and not enough time to get it all done, and it's starting to get on my nerves! We want to get this boring recode out of the way so we can start pushing out some of the functionality I've been promising, or dreaming of, for a long time now. To list a few of these proposed plans off the top of my head:

    • We've got designs and ideas planned for improving the visibility of otherwise invisible files that get lost in the quagmire of the Nexus file databases and really highlighting some of the hidden gems that you might never have otherwise seen. Some of them quite fun and interactive.
    • We're completely recoding our file uploading and management system to be fool-proof and much more powerful for mod authors, and this will link up great with the Nexus Mod Manager.
    • We'll be completely re-doing the tracking system to make it super powerful and useful so you'll never miss a beat on the files and authors you really like. If you're friends with others on the Nexus then you might get some hints from the stuff they really like as well.
    • We'll be adding an achievement system for all users for a bit of fun. So the more you use the site the more achievements you'll earn.
    • We're going to create a complete playlist/mod collection showcasing system so users can share their mod lists with others, without trying to complicate the already bad situation of users not actually reading file descriptions/readmes.
    • Our moderation system is going to be completely reworked and much less black (you're banned) and white (you're not banned). Moderators will get lots more tools to make their job much easier.
    • Continued improvement of the Nexus Mod Manager.

    That's just a taste of what we have planned, and we hope to get these features rolled out hard and fast, as soon as this recode is done. The beauty is that some ideas I would never have been able to implement because of my lacklustre coding skills are now a very real possibility, so I can cook up some truly awesome ideas for site functionality that I could have never contemplated before.

    As we finalise the recode of the Nexus sites I'll be engaging with the community a lot more on what they would like to see from the sites. And I'm sure that this upcoming Steam Workshop integration with Skyrim will give us all some food for thought. I'm quietly confident that we can happily adapt to any changes or curve-balls that the integration might throw at us, as we have in the past, and I think that we're excellently positioned right now to not only do this, but push on with our plans for expanding and improving this community.
  • 02 January 2012

    File of the Month Interview with Darkrder, creator of Reclaiming Sancre Tor

    November's File of the Month winner is Darkrder, creator of Reclaiming Sancre Tor. Reclaiming Sancre Tor won with 82 votes. As we have in previous months, we have interviewed him, and these are his answers.


    What was your inspiration for creating this mod?
    I was mostly inspired by Oblivion itself. The lore Bethesda included around Sancre Tor made me want to see it returned to a sanctuary for the Blades. At the very least I wanted to see it used for something other than that one leg of the vanilla main quest.

    What did you find most enjoyable about the creation process of this mod?
    Definitely learning the craft and seeing my vision coming to life on the screen. Having my sketches and notes start coming together and popping to life was really rewarding.

    What were some of the challenges you came across making this mod?
    Challenges are just opportunities to do something you hadn’t envisioned yet and there were plenty of those opportunities in RST. I had my share of the usual modding bumps, folks offering to help with something then disappearing, struggling to promote the mod and keep it in the public eye,

    What is your favorite and least favorite part of the Oblivion tools?
    My favorite part is being able to drag files from the Data folder and drop them into the CS in bulk, which was a real timesaver. My least favorite is a tossup between the broken lip synch feature and the face edit bug where your CS crashes if you don’t remember to view the whole body before choosing the face tab. Such a pain and a bug I didn’t have before Win 7 so it was a hard habit to get into.

    What are some other common tools you used in your development?
    GIMP mostly; I did a lot of the texture work on RST. Also Photoshop, Nifskope, BSA Commander, InsanitySorrow’s MOM, Blender, Audacity, FRAPs, Switch Sound Converter, TES4 Gecko, TES4 Files, TES4 Archive, and TES4 Edit.

    Roughly, what was the total time it took for you guys to put this mod together so far?
    I started the dev plan draft for RST in April of 2007 and I put anywhere from 60-80 hours a week into its early development during 2008-2009, that lessened in 2010-2011, when it was more like 30 hours a week because my daughter was born and family life expanded.

    Do you plan to add any more new features in your mod? Specifically, anything not listed on your mod's page on the Nexus?
    There will be a fully voiced version, and I intend to add some new features to the apprentice companions that will allow them to actually be trained by the player and advance their skills. Those are the only things I plan to add at this point.

    Do any of you have other mods you are working on or do you plan to create other mods as a team? If so, what might those be?
    Actually RST is not a “team” mod itself, that’s one of the big RST myths. I did outsource some work to others here or there, my helpers. Over the years there were many hands that dipped at least once in the pot for a request, and I wouldn’t slight one ounce of credit from those folks who helped me; they went above and beyond for me always and they will always have my gratitude and respect. The majority of the work though is mine: the idea, its development, the creative vision and drive of the project was all my solo work. In hindsight, having a team could have been really useful and may have cut the dev time, but I think my vision would have been diluted and it was worth the extra time and work on my shoulders to maintain that creative control.

    Before Skyrim released I was planning a Winterfell (from Game of Thrones) mod, had done some drafting on the dev plan, and researched the location details. I’m not sure though if I’ll be moving forward on that plan. While it’s small compared to RST, having since played Skyrim it feels a bit like white noise next to Whiterun, Winterhold, and Windhelm, so I may shelve that idea. I do have plans to make a personal tweak mod and release that publicly for folks who would enjoy some the tweaks I plan on making in Skyrim for myself. Having just come off RST, I’m really enjoying some breathing room from a serious modding commitment. I’d like to court a few developers for work and start working on my next writing project for publication.

    Tell us a little about yourself. Where you are from, what are some of your other hobbies outside of games?
    I am an English Lit Undergrad, and a writer. I hail from a bit of here and there following my Dad’s military career. I lived and gone to school in the UK and Italy, and lived all over the US. I settled in the Midwest about 15 years ago now, where I met my wife. Outside of games I’m an avid martial artist, I’ve practiced Aikido for many years. Web-design and development are two of my more recent hobbies since starting TES Alliance. I also like to read, anything from science fiction to eastern philosophy. Most days now though, are spent corralling my toddler daughter who is cut from the same gamer cloth, she already grabs her gamepad whenever the Xbox is turned on, and she is only 14 months old.

    What are some of your other favorite games if Oblivion isn't the only game you play? Any other game genres besides the RPG style games that Bethesda publishes?
    I’m a big fan of the Assassins Creed Series, as well Uncharted, and I’ve recently given Dragon Age and Dragon Age II a whirl; some really great games coming out now, though having a modders eye carries over to other titles too, the magic is gone. LOL.

    Do you have any advice for aspiring mod authors?
    Yep, keep it simple. I see a lot of modders trying to make things super big and complicated and all that does is make their ideas impossible to achieve. Some seem to think modding has to be complicated or you’re not doing it right and that’s just not true. If you can work a mouse, you can mod, just start small and keep it simple.

    And finally, do you have anything you would like to say to our readers out there?
    Hmm, I suppose I should say something more profound than “Hi Mum!” so I’ll go with, be good to one another. This digital age has brought us together in a way our ancestors never imagined, but the source of our strength has always been our spirit of cooperation and togetherness. Don’t use the internet as an excuse to get all angsty and fill your heart with hate. Keep it open and your mind and good things will always find their way back to you. There’s a great community here, and lots of really talented folks drawn together, I’m proud to be a part of such a group, let’s keep working together to keep it great. Thanks for this opportunity and for voting RST File of the Month in November!

    Well, that's November's File of the Month interview with Darkrder, and don't forget to vote for January's File of the Month!
  • 05 December 2011

    PHP Developer position open at the Nexus

    posted by Dark0ne Site News
    With the release of Skyrim Nexus and the success of the modding scene to date the Nexus server infrastructure has been stretched to its very limits, and so have I. Working 18 hour days for the first couple of weeks (along with Axel) I began to question the work load I put in to running the Nexus and the obvious options were to tone down the scope of the sites or to bring on some more professional help to alleviate some of the stress placed on myself and the servers.

    I have enjoyed immensely working in and being a part of this community, I have so many fond memories of times past and friends who have come and gone, and I do not want to let go of 10 years of hard work I've spent running these sites and trying to develop sites that are a true service to this community, with the community's best interests at heart. I'd like to continue to do that, providing scope and direction for the Nexus sites (and to continue to do all the crap in the background I bet none of you think need doing, like the dreaded VAT returns of doom!) and leaving the clever stuff (like the coding) to the clever people.

    The last time I asked for help back at the start of April I was lucky enough to find Axel, who has been coding like a true Dovahkiin (as all true Dovahkiin's do...) ever since. He's very close to rolling out the PHP framework he's been working on since he first started and then we can really start moving. You might not notice any differences to begin with, but over the next couple of months you'll begin to notice some pretty major improvements. On that note, I'm looking for another PHP coder. Axel and I have grand aspirations and want to bring modding to the masses, but we need your help to do it.

    We have a full-time, paid position open for a PHP developer who is an avid fan of the games the Nexus sites support and who wants to get paid to work on bettering this great community we've created. You'll work closely with myself and Axel to improve the Nexus sites and expand their scope and reach while remaining true to our free sharing and open community. This position is open to people in the UK and the EU. Head on over to the job opening page to read up on what we're looking for.
  • 28 November 2011

    Scheduled down-time 29th of November 2011

    posted by Dark0ne Site News
    Just to let you know there is going to be some down-time early tomorrow morning around 8am GMT (which is 3am EST) as all the blades we currently used are moved and reconfigured in the data center. The hope is that this down-time will not last more than 30 minutes, but bearing in mind sods law, I'd gamble on it being closer to an hour.

    You'll probably have connection issues and/or MySQL errors during this time.

    Fingers crossed all goes to plan!
  • 18 November 2011

    Nexus Mod Manager new version, introductory video and a note on site blips

    posted by Dark0ne Site News
    Another apology to make first guys. We hit a bit of a rough patch for an hour or so this evening with the Skyrim server. Every day we're hitting new traffic highs (525,000 unique visitors and 4 million page views today!) which means we're having to constantly adapt to the demands placed on the servers, continually optimising queries and config files and goodness knows what else. Thankfully we found the cause of today's issue relatively quickly and the server has been running sweet and sound since then. So hopefully we're good until tomorrow when another ridiculous amount of people come in search of Skyrim mods! I'm only getting about 3 hours sleep a night at the moment, so I'm going to need to take a holiday when this is all over!

    On to happier news and Kaburke has just informed me he's put up version 0.12.6 of the which will contain more fixes and tweaks for users of the software.

    And something really cool, Nexus user Gopher has added a really great introductory video to YouTube that brilliantly explains what NMM is, what it does, how it works and why you should be using it. It's brilliantly done and I'd recommend it if you're new to the modding scene here, don't understand why you'd need NMM or are just completely clueless! Thanks Gopher.

  • 16 November 2011

    Nexus Mod Manager - 0.12.3 released

    posted by Dark0ne Site News
    We have just released the latest update to the Nexus Mod Manager, 0.12.3. This is a bug fix patch that should help to resolve some of the problems that users have been experiencing so far.

    If you load NMM (and can get to the mod management screen) then NMM will automatically tell you there's a new version and offer to download it for you. Simply follow the setup process and NMM will be updated. If you haven't been able to access NMM up until now, or you haven't got it at all, head on over to our to grab the latest version.

    I'd like to thank all the people who have posted up bug reports in our bug tracker so far. Not just for bothering to let us know, but for providing us with exactly the feedback we asked for so we could resolve your issues (e.g. the crashdump files!). It's great when we can rely on lots of users to provide us with useful feedback, and the more useful the feedback, the more quickly we can patch bugs and get working on new functionality.

    Here's the bug fixes for version 0.12.3:

    • Crash when activating Skyrim ArchiveInvalidation (here)
    • Crash when a URL in a mod is not in a recognized format (here)
    • Crash when a game executable is missing.
    • Crash when a file being downloaded does not exist.
    • Downloads not starting when the download button on the Nexus sites is used.
    • Crash when the download button on the Nexus sites is used. (here)
    • Crash in Windows 8. (here)
    • Crash when Install Info and Mods folders are chosen to be in a UAC protected folder. (here)

  • 15 November 2011

    Nexus Mod Manager enters open beta - download now!

    posted by Dark0ne Game News
    It is with great excitement that I am happy to announce that the Nexus Mod Manager (NMM) has entered open beta and is now .

    NMM is the product of 11 months of work creating a simple yet feature rich tool that everyone can use to download, install and manage their modifications for the games the Nexus sites support. It is the successor to OBMM and FOMM so if you're a user of either then you'll want to move over to NMM to gain continued support and features. We currently have support for Skyrim, Oblivion, Fallout 3 and New Vegas and the Nexus sites have been updated with new "Download with manager" buttons on file pages on these sites.

    When you have NMM installed you will be able to click these buttons to instantly start file downloads (no ads, by the way!). Another click when the download is finished will install the mod. You can start as many file downloads as you want and NMM comes with full download pausing and resuming, so even if you exit the program the next time you start NMM it will resume your unfinished downloads from where they left off.

    NMM is the successor to OBMM and FOMM, created by the programmer who took over from Timeslip, Kaburke.

    Using the Nexus Mod Manager is completely optional, you don't have to install it to get mods from us, and your modding experience can remain exactly the same if you so wish.

    I want to remind you that this is an open beta test which means that NMM is not a finished product. In all likelihood it will never be a finished product as we'll be constantly working on it to add new features and additional game support but right now, NMM is at it's "core" stage. That means we've added in all the important functionality that you need to download, install and manage your mods and we're at around the same level as OBMM and FOMM were, but we're in a much stronger position to really push on and make an even more awesome mod manager for you. We'll be adding in lots more over the coming weeks and months. This open beta is designed to allow you, the users of the program, to provide us with important feedback when it comes to any bugs or crashes you come across when using NMM. If the program doesn't work for you and you don't tell us, we can't fix it. So it's really important you provide us with the information we need if you come across any bugs or errors!

    There's lots more information available on NMM, including information on the project, how and where to post bug reports and how you can help us with the development on NMM in our project subforums. It all uses the same user account as your Nexus user account so don't worry about that!

    NMM is completely open source software. That means we're releasing all the code to the program so that you, or anyone, can look at what we have done. It's released under a copy-left GPL license that means you can help us to develop NMM, or you can create programs that work or integrate with it if you wish.

    We are a modding community and we wouldn't be here if it wasn't for people sharing their work with others, be it the game developers sharing their toolsets with us, programmers sharing their utilities or mod authors sharing their work. Without people sharing their knowledge with others we would have nothing, and that's why releasing our code as open source is important to us. It means that:

    • You can trust that what you're installing has no hidden files, no spyware, no adware and nothing nefarious
    • You can modify and use the source code in whatever way you wish, so long as it adheres to the GPL license
    • You can help us with the development of NMM through our SourceForge page, or create your own tools and utilities that work in conjunction with NMM
    • Rather than only having a small team of closed developers working on the program, anyone and everyone can help contribute with their own skills and ideas
    • NMM is a community-driven project based on sharing knowledge with others, rather than coveting it and using it to turn a profit

    If you come across other sites and programs that do something similar to NMM, ask the authors why they haven't made it open source yet.