• 16 October 2017

    Happy 10th Anniversary to The Witcher series!

    Hi everyone! This week is the 10th anniversary of The Witcher series by CD Projekt Red and, to celebrate, our friends at are running some excellent deals!

    As all of these games are highly moddable, we wanted to let you know firsthand about these deals.

    List of moddable games on sale right now:

    The Witcher Series:

    The Witcher 3 - GOTY Edition
    (60% off)

    The Witcher 3 - Expansion Pass (50% off)

    The Witcher 3: Blood and Wine (50% off)

    The Witcher 3: Hearts of Stone (50% off)

    The Witcher - Enhanced Edition (85% off)

    The Witcher 2: Assassins of Kings - Enhanced Edition (85% off)

    Bethesda Game Studios Classics:

    Fallout 3 - GOTY Edition (40% off)

    Fallout: New Vegas - Ultimate Edition (40% off)

    TESIII: Morrowind - GOTY Edition (40% off)

    TESIV: Oblivion - GOTY Deluxe Edition
    (40% off)

    (Alternatively, you can grab the entire BGS Classics Collection for 43% off)

    The Risen Series:

    Risen, Risen 2, and Risen 3 (76% off)

    If you've never played these games before or have been waiting to pick up the DRM-free versions on this is a great opportunity to pull the trigger!

    (Full disclosure: As some of you may already know, we recently became an affiliate of That means that if you use the links above to buy any of the games listed we will get a small cut. It's a great way to support GOG and Nexus Mods at the same time. Feel free to share those links with your friends as well!)
  • 02 August 2017

    We're Hiring: UI Designer/Front End Developer Position

    posted by Dark0ne Site News
    Update: Thank you to all the applicants and submissions, please note that this position is now filled.

    We're looking for a UI Designer/front end developer to join our team at our office in Exeter, UK. The ideal candidate will be multi skilled with experience working with HTML/CSS/JS for both websites and desktop applications.

    Your primary short term role will be to help design and shape our new desktop application "Vortex" which is replacing the Nexus Mod Manager. This application uses Electron, so the front end is rendered in HTML/CSS/JS.

    In the long term, you'll be the major creative driving force behind the UX and UI of both Vortex and the Nexus Mods website, shaping how both the site and application look for millions of users.

    The Role

    You'll be joining our established development teams for both the Nexus Mods website and Vortex.

    Nexus websites - which currently consists of 5 programmers whose primary responsibility is the Nexus Mods website and everything around it. The stack consists of a mixture of technologies - Linux, Apache, NginX, PHP, MySQL, APC, Redis, Ruby, Rails, Bash, Git, Puppet, Vagrant, Javascript, Jquery, CSS, HTML and everything in between. Your role will be to design the UX/UI for current and new features on our website and create imagery for use throughout the site.

    Vortex - which currently consists of 3 programmers who are working on producing an open source desktop application to replace Nexus Mod Manager. The stack for Vortex is currently: Javascript, Typescript, C#, C++, HTML, Node, Electron, React, Redux and Bootstrap. Your role will be to design the UX/UI and layouts for this application and work with the other developers closely on new features.

    We work as closely as possible to an agile project management scheme and every team member's input is highly valued - we're looking for people who can constructively discuss and present new ideas in our meetings.

    Ultimately, we're looking for people who are keen to learn and flexible in their approach with a strong background in website and/or UI design.

    Your Background

    • You'll need production experience with HTML/CSS/JS and be comfortable with all related technologies such as the related frameworks for each.
    • Experience of using these technologies to deliver a desktop product would be an advantage, but not essential - a portfolio of web only design/UI would be acceptable.
    • Knowledge of gaming and modding would be very beneficial.


    • Working as part of the Vortex team and taking the lead role in the UI and UX.
    • Working with our web team to design new features and functionality for the Nexus Mods website.
    • Occasionally helping out the community team with imagery for site content.
    • Participating in team meetings, keeping track of your workflow using project management tools.
    • Working with everyone at Nexus Mods to shape the future of our platform.

    Requirements and Skills

    • HTML
    • CSS
    • Javascript & Javascript Frameworks
    • Strong graphic skills (Photoshop, etc.)
    • Strong communication skills both verbally and written (English)
    • Right to work in the UK

    Bonus Skills

    • Node.JS
    • Electron
    • React
    • Ruby / Rails / PHP
    • Experience with code testing
    • An understanding of games modding and knowledge of Nexus Mods
    • A sense of humour
    • A love of computer games

    Other Information

    • We will offer a competitive market-rate salary dependent on your level.
    • We will provide high spec hardware for you to work from in the office.
    • For the right candidates, we may be able to assist with relocation expenses and logistics.
    • Fridays are Chocolate Fridays in the office. Get hyped.
    • You'll want to hone your skills in "Golf with Your Friends" before joining us.

    To Apply

    In order to apply, please send an email to [email protected] with your CV and why you'd be suitable for this role.
  • 02 June 2017

    Nexus Mods and GOG Giveaway

    EDIT: Wow, we've had an incredible turnout for this giveaway. Thank you to the thousands who entered!

    With help from GOG, 60 winners were chosen at random and have been emailed their keys. Be sure to check your inbox!

    If you didn't win this time, don't sweat it. We'll keep trying to bring you more opportunities like this in the future. Follow us on Facebook and Twitter to get notified about the latest modding news, events, and giveaways like this one.

    Also, be sure to check out the GOG Summer Sale where you can find deep discounts on thousands of classic and contemporary titles, all DRM free. If you are looking for something new to mod, this is a great opportunity to take the dive!

    Congratulations to all of the winners and thanks for participating!

    List of winners


    It is with much excitement that I come to you with today’s announcement!

    I’m sure that all of you are familiar with, the game distribution service owned and operated by CD Projekt. As some of you may have seen yesterday, just added Fallout 3, Fallout: New Vegas, and The Elder Scrolls: Oblivion to their catalog, further expanding upon their existing Bethesda titles. If you prefer your games DRM free or if you have simply never played through (and modded) the earlier Fallout and Elder Scrolls games, this is a great opportunity to scoop those up., being the good guys that they are, reached out to us last week seeking to collaborate and do something special for fans of these two series'. What's more special than free stuff? Therefore, we will be giving away keys for each of the aforementioned titles! 60 keys total, 20 keys per game, 8 ways to enter.

    There are a few actions you can complete to enter, and each action counts as a unique entry (though you can only complete each action once). Click the following link for specifics on the timeframe and the 8 entry options.

    Nexus Mods and Giveaway Details

    We are thrilled to be teaming up with on this, and this giveaway certainly won’t be the last time you see Nexus Mods and collaborate. They have been an absolute pleasure to work with and genuinely seem to care about understanding the modding culture on a deeper level.

    Best of luck to all who enter, and happy modding!

  • 24 May 2017

    Staff Picks - 24th May 2017

    posted by BlindJudge Feature
    This week in our Staff Picks - Terrorfox1234 shows he has a heart and looks to rehome an elderly gentleman, SirSalami goes all Hitman and sneaks around Skyrim dressed in the clothes of his enemies, Svariato decides that they are going to begin sinking oils back like they are shots to grant various powers to their characters and weapons, and I go all John Woo and decide that I'm going to run through the Fallout 4 wasteland taking pot shots at the limbs of all those who offend or attack me!

    If you have any comments then please leave them below and if you have any of your own picks then get them to us using the handy form below.

    We love to hear the communities picks so keep them coming by using this handy form.

    Please fill out the form completely and ensure that you add some details about the mod and why you have chosen it (similar to how our community members have below).

    Just remember that other mods on the site may do roughly the same thing, so keep your eyes peeled and understand that these are just personal picks. That said, hopefully, you'll find something you may not have seen before.

    Submitted By: Terrorfox1234
    Game: Stardew Valley
    Mod Author: bluestarkiller
    Mod: A House for Linus

    Poor Linus. When I first played Stardew Valley I did what most people do after getting familiar with the farm and basic mechanics. I headed into town to meet all the townsfolk. Everyone in the town has a generally sunny disposition, which is why I was surprised to find Linus, living in a tent and spending all of his time alone.

    Through dialogue, you learn that most people aren’t very nice to Linus. He spends his time alone, even at the major festivals and town events, and apparently has had his tent destroyed before. The part that really surprised me though was that, with how giving and accepting the townsfolk are in Stardew Valley, no one was offering help or friendship to this old man in the woods.

    I thought that eventually, through playing the game, I’d be the one to help Linus out. Turns out the most you can do is make friends with him, but his living situation never improves and you can never do anything for him beyond giving him gifts.

    This mod finally lets you give Linus the ultimate gift. Four walls and a roof! No more sleeping in a tent and worrying about it getting destroyed! This mod, out of any mod, really fits the spirit of the game, in my opinion. It feels good to help Linus and give him a home in Pelican Town.

    Submitted By: BlindJudge
    Game: Fallout 4
    Mod Author: RandomUnit
    Mod: Realistic Crippled Limbs Effects

    There is something incredibly satisfying watching a Super Mutant hit the deck after taking out one of his legs with a swift shotgun blast. Not only does it remove some of the air of superiority that these creatures have, but also brings a sense of immersion as weapons now seem to have a much greater impact in a fight. You see it so often in the movies when the protagonist shoots the adversary in the leg, slowing them down; or taking a shot at someone's arm, making them drop the weapon they were just about to let off. Well, this mod is the mod that lets you do all that.

    Be warned, you may want to stock your companions with stimpaks as the last thing you want is for them to go down and not be able to heal themselves and return to the fight. Don't worry, Dogmeat is okay as he luckily isn't a human, synth or super mutant (obviously!).

    There are two versions of the mod, so take a read of the description and decide which would best suit your playstyle. Would you like the cripple effect to auto-heal over time or prefer it that you have to ensure that characters have stimpaks to heal themselves.

    I love the premise of this mod and can't wait to see what the future holds with mods such as this.

    Submitted By: SirSalami
    Game: Skyrim Special Edition
    Mod Author: fireundubh
    Mod: Master of Disguise - Immersive Disguises for Skyrim Special Edition

    While lurking in the shadows can be effective, sometimes the best way to be inconspicuous is to hide in plain sight. That's where Master of Disguise comes in. By wearing the appropriate gear, it's now possible to blend in seamlessly with various NPC factions. Enemy soldiers blocking your path? Not a problem. Find some of their armor and mosey on by. Shadowy assassins have you marked for death? Disguise yourself, then subvert and dismantle their organization from the inside out. Group of bandits seem like they're having a good time? Pop on some fur and join them. The choice is yours!

    Don't let your guard down though as your disguise may not always be effective based on your situation. Enemies of the faction you are masquerading as will likely be aggressive while wearing hostile attire. Additionally, disguises are not fool-proof. You may get spotted if you are too brazen as line-of-sight, distance, lighting, skills, as well as your equipment directly affect the success of your disguise. Fortunately, brief messages will help you to infer how suspicious the surrounding NPCs may be.

    Kindly, the author has provided very detailed documentation explaining every aspect of the mod, including the impressively enhanced NPC detection system that's included. Even if you're generally not a sneaky character, this mod allows for so many gameplay opportunities that I think most everyone will find some way to enjoy it. Great work. Thanks fireundubh!

    Submitted By: Svariato (Fadeslayer)
    Game: Skyrim Special Edition
    Mod Author: Sable17
    Mod: Smithing Oils

    When it comes to niche mods, I like ones that add something immersive and nifty in a way that I haven't seen before, and Sable17's Smithing Oils is definitely the best example.

    Sable17 describes it as an immersive way for your warrior character to discard the need to delve into enchanting and alchemy to empower your weapons in the world of Skyrim. Why would a zealous and battle-hungry warrior want to sit and mix flowers together or play with fancy magic shards, anyways? That would be totally immersion-shattering.

    It adds several different oils into the game of several tiers. These oils either consumed by your brave warrior or applied on your undoubtedly deadly weapon to cause various effects in a very balanced way. The oils you ingest may increase your carry weight like a vanilla potion might, or, less like a vanilla potion, heal you over time. There are some that increase your armor rating for a short while as well. The weapon oils add temporary enchantments to your weapons that wear off after a few hits.

    There's an oil for each element that causes that type of damage as well as magicka/stamina/health drain over time, depending on the type. There are also nifty Animus Oils that you can apply to your weapon. These oils increase your damage against a specific race or beast in Skyrim.

    I've only touched on a few of the oils included. There are several more with even cooler effects, not to mention a great and immersive crafting system that scales with Smithing rather than Alchemy or Enchanting. I'll leave you to discover the rest.

    Personally, even if I don't play a warrior character, I include it anyways because it's simply an awesome mod.

    Thanks, Sable17, for such a cool mod!

    Every week, we feature a few mods that have caught our staff's attention, as well as some that were submitted by you, the Nexus Mods community. If there is a mod you'd like to see on this list, then please check out this quick and handy form.

    If you haven't already, feel free to follow us on our social media channels where we'll keep you up to date with the latest site news, articles and much more.

    Thanks, and have fun modding!
  • 22 May 2017

    The Great Thumbnail Rebuild

    posted by MrMason Site News
    We have been gearing up for some time to get ready to rebuild the thumbnails for over 2.5 million images that you’ve all uploaded over the years so that they are a much higher quality for the new website design that we've been working on.

    We kicked off this rebuilding process at the start of last week, and it is now complete. The higher quality thumbnails may take some time to filter down through our various CDN providers as they are heavily cached.

    Some of you may have noticed over the last few weeks a few subtle changes that we've made to the way thumbnail images are displayed on the website. Every thumbnail should now be scaled to the correct ratio and size for each place it is displayed on the website to accommodate this increase in size and quality.

    These new thumbnails look great on the new responsive design we've got coming - the old thumbnail size was simply too small to use in any modern design.

    The rebuilding of the site's thumbnails is almost entirely seamless - however there is one area that you may want to check on: if you've uploaded images to your mods - any images that have been cropped to make custom thumbnails will have been replaced with a higher quality original thumbnail - unfortunately we don't have any way of rebuilding cropped thumbnails to a higher quality, so if you want to then you can jump into your mod page right now, and re-crop your images.

    Going forward, the new website layout will work best if the images you upload are 16:9 - so if you are uploading new images now and you want to be future proof we highly recommend using that ratio.
  • 17 May 2017

    Staff Picks - 17th May 2017

    posted by BlindJudge Feature
    This week we have some cracking picks for you all to take a look at. SirSalami has found an incredible dodge mod for Skyrim that not only adds an ability for you to dodge attacks, but also your enemies. I have a Star Wars based mod from nubyplay that I have had great fun checking out (frazzling enemies with lightning or sending them skyward never seems to get old), Terrorfox1234 has multicolored torches with a variety of uses, and Robbie922004 has come through again yet with a great pick and write up for 'Revenge of the Sleeves' for XCOM: Enemy Unknown.

    We love to hear the communities picks so keep them coming by using this handy form.

    Please fill out the form completely and ensure that you add some details about the mod and why you have chosen it (similar to how our community members have below).

    Just remember that other mods on the site may do roughly the same thing, so keep your eyes peeled and understand that these are just personal picks. That said, hopefully, you'll find something you may not have seen before.

    Submitted By: Terrorfox1234
    Game: Skyrim
    Mod Author: CrEaToXx
    Mod: Torch Varieties

    I’ll keep it simple this week. Torch varieties adds six new torch variants to Skyrim. Not only does each option have a unique color, but they also produce different buffs and attacks.

    For example the Blue Torch does Frost damage when you bash someone with it. Likewise it provides frost resistance. The Green Torch has similar attributes, related to poison. My personal favorite is the Void Torch. While it does health damage and provides damage resistance, like a couple other torches on the list, it also has the added bonus of putting anyone hit by it into slow motion. That comes in very handy when dealing with large crowds and trying to prioritize specific targets.

    That’s it! There is not a whole lot to say about this mod. It adds some variety to the game and makes torches useful for more than just lighting dungeons.


    Submitted By: BlindJudge
    Game: Skyrim Special Edition
    Mod Author: nubyplay
    Mod: Use the Force Skyrim

    Even in the wonderful world of Skyrim, there's no getting away from Star Wars. Use The Force Skyrim is a cracking mod that beautifully realises some of the force powers that we witness both the Sith and the Jedi using throughout the Star Wars movies. In order to gain these powers (spells) you need to craft holocrons at a blacksmith forge, the requirements for each holocron are neatly weighted dependant on the force power you are trying to gain and means that you can't just immediately start wiping out enemies with Force Destruction.

    Due to the fact that I wanted to try the mod out fully for my Staff Pick I did cheat in the requirements, but when I get a chance to do my next run through of the game I will definitely be adding this mod and trying to gain the necessary components legitimately.

    Running around and using your force powers instead of weapons is great fun, whether you just use Force Push to barge someone out the way and continue your quest, or send them sailing off a cliff/ledge with Force Push II it really does put a smile on your face. Force Whirlwind will send them sailing straight into the air and on a number of occasions I lost where they went and carried on my merry way. If you are feeling particularly vicious then turn your attention to the more Sith/Dark Side orientated powers and begin by frazzling your enemies with linked lightning attacks before truly wiping the floor with them with the almighty Force Destruction spell. The Mind Trick powers are great if you want to bamboozle your enemies into thinking you are somewhere else, or changing the alliegance of NPCs.

    Of course, if you want to take the experience to the next level, then you can combine this with Jedi Sith Light Armour by Alduin78 (uploaded by Kursan). Now you can not only use the powers, but also wear the robes! Check them out and if you like them, remember to give the authors a big thumbs up endorsement.

    Submitted By: SirSalami
    Game: Skyrim Special Edition
    Mod Author: ShikyoKira
    Mod: The Ultimate Dodge Mod

    Now available for both Skyrim and Skyrim Special Edition, Ultimate Dodge Mod adds new evasive options to vanilla combat. Perhaps like many of you, I've used several similar mods in the past but I'm always eager to see if any advancements are made in the art of evading. So, how does this one stack up?

    First and foremost, mods of this sort need to be responsive. I'm happy to report that after a brief initial setup process, this is the most responsive evasion mod I've tried, personally. I'm not sure if it's a result of the non-scripted animations that the author has implemented or some sort of other dark-magic, but dodging with this mod feels good and more importantly, always feels consistent.

    If you think that this sounds "OP" though, think again. By design, there are no invincibility frames and no animation canceling, forcing the player to make wise tactical decisions in combat. Additionally, dodging will drain your stamina appropriately, which is customizable in-game. Perhaps most importantly though, NPCs can now dodge too, making combat livelier than ever. A pack of dodging Forsworn can be quite intimidating, believe me.

    Ultimate Dodge Mod comes in two flavors based on your movement preferences, so be sure to read the description. While I prefer style 2, both styles make dodging quite intuitive by allowing you to use the sneak (or jump) key to initiate the dodge based on your movement and weapon states. In addition, you can customize your keys during installation.

    Currently, this mod features a rather dramatic rolling animation akin to The Witcher or DarkSouls which I quite enjoy, though the author has mentioned the possibility for alternate animations in the future.

    So is it really the ultimate dodge mod? Only time will tell, but I'm definitely enjoying it. Check it out and let us know what you think below.

    Submitted By: Robbie922004
    Game: XCOM: Enemy Unknown
    Mod Author: Peasly Wellbott
    Mod: Revenge of the Sleeves

    Revenge of the Sleeves has been one of the most popular mods for XCOM: EU/EW since its release. Enemy Within added an awesome gene mod system, but a big frustration was that for some reason, modifying a soldier prevented them from using standard armor variants. As you might guess, the gene mod armor was all sleeveless. Since this only affected aesthetics and not stats, users became annoyed when the general consensus was that the sleeveless gene mod armor didn't look nearly as nice as the bog standard.

    Enter Revenge of the Sleeves. It does something simple: It lets you keep use the standard armor on modified soldiers, without losing the tactical advantage or custom class symbols. XCOM: EU is a game with no mod support, and as a result, making mods for it is extremely challenging. It requires a great deal of trial and error. Once the author figured out how to make it happen and released it, it became an instant classic. The proof? It hasn't left the hot files since the day it released. Even for a game that only gets a few dozen, maybe a hundred mods a year, that's impressive.

    Every week, we feature a few mods that have caught our staff's attention, as well as some that were submitted by you, the Nexus Mods community. If there is a mod you'd like to see on this list, then please check out this quick and handy form.

    If you haven't already, feel free to follow us on our social media channels where we'll keep you up to date with the latest site news, articles and much more.

    Thanks, and have fun modding!
  • 10 May 2017

    We have a name! And a Q&A session with Tannin regarding the new mod manager.

    posted by Dark0ne Site News
    It's been awhile since we mentioned our work on the new mod manager. For a quick recap of "recent" events, back in August 2016 we brought on Tannin (of Mod Organizer fame) to head up work on a completely new mod manager for Nexus Mods. He's been working on it along with the two original NMM programmers ever since.

    Tannin's remit is simple on the surface, we want a mod manager for Nexus Mods that can handle modding for as many games as possible and that can be both simple for newcomers to use while containing (or supporting) all the advanced functionality users have come to expect from mod managers for games like Skyrim and Fallout. Simple on the surface, not so simple when you get down to it!

    Tannin has been given a very wide berth to decide the how and the when of things. My thinking is that Tannin was able to make a great piece of software in his spare time while also working a full-time job, so I really don't need to tell him how to do things -- he knows how to do things. And I'm certainly nowhere near as qualified to make the choices he's making for the good of the mod manager. So, Tannin is most definitely the project lead and I just comment on (and argue with Tannin about) UI related things. Something I'm sure he can attest to!

    Since details about the new mod manager are thin at the moment (we're simply being tight-lipped as we're not ready to talk about too much yet -- we'd rather work on it than be constantly answering questions or doing PR!), I thought we could do a little Q&A about the things we can now talk about as we head towards a closed alpha of the software.

    What I can tell you now is that we have agreed (this week!) on a name for the new mod manager. It's taken us a long time to come up with one mainly because I was looking for some particular criteria in the name. I wanted a single word name that was interesting, marginally relevant and "brandable". While this might sound odd, I also didn't want a name that was specific to mods. Who knows what this software will become in 2, 5 or even 10 years time. For example, I'd like at some point to provide a cloud save game storage service to members of Nexus Mods so they can easily backup and restore their saved games. At such a point, we've gone past a mod manager and the name is no longer relevant. I'd rather just have a more generic software name now, than have to "rebrand" in the future.

    I vetoed things like Nexus Client (though it was a fallback!), Nexus Mod Manager 2 and Nexus Mod Organizer because they're either boring, cumbersome or both. Instead, we took up a suggestion from the last news post we made about NMM from users in our community. I asked around a little and most people polled liked it, so...done!

    I can confirm that the new mod manager at Nexus Mods will be called Vortex.

    We'll begin working on a logo soon.

    With that out the way, I've already done the introduction to Tannin, so without further ado let's get on with the questions and answers…

    Robin: So first things first, Tannin, what would you say are the key differences between your goals and your ethos working on Mod Organizer compared to your goals and your ethos working on Vortex?

    Tannin: When I started Mod Organizer, the virtual file system software that made it special was already mostly done. I had created the vfs for a separate purpose and when I played around with mods for Oblivion it occurred to me that this tech could be applied to that problem.

    I never really expected a lot of success and for the first year or so I didn’t have any. I was always in it for the technical challenge and my attitude was, "This is what I have, if others like it I'm happy, otherwise they have alternatives". It was never my goal to create the best possible mod manager for everyone, I was happy in a niche.

    Now with Vortex that has changed of course. We're making the official mod manager for Nexus Mods and it has to be accessible and trouble-free for everyone.

    Robin: I think we both know the biggest questions we've received around Vortex have been in regards to virtualisation and how Vortex will handle and store files on people's hard-drives. Is Vortex going to use virtualisation?

    Tannin: Yes it does.

    I know people have - often very strong - opinions on the topic so I ask that you please read my reasons before you go to the comments and vent.

    In the initial release of Vortex, virtualisation will be implemented using links (symbolic or hard links), similar to NMM v0.6. We've left the door open so we can implement different approaches (i.e. the usvfs library from Mod Organizer) but at this point I don't think there will be a "no virtualisation" option.

    Robin: Can you explain why Vortex is going to be using virtualisation and why it's preferred to using the old method of simply extracting mod files into the game directory?

    Tannin: I'll try to be brief!

    Managing mods without virtualisation is slower, takes more space on your hard-drive and has a lot of hidden complexity that makes it more error prone as well as more work to implement (this translates to "fewer features per time" for those of you who don't care about a programmer's pains) and harder to understand.

    It's best to work with an example to demonstrate. Imagine:
    • You install mod X that contains "" and ""
    • And you install mod Y that contains "" and ""

    You expect "", "" and "" to be in your game directory and "" can be either the one from mod X or the one from mod Y, depending on the order of and choices made during installation. Let's assume it's from mod Y.

    You then decide you don't like it and remove mod Y.

    You now expect "" and "" to be in your game directory and "" should now be the one from mod X.

    To make this happen, a mod manager that doesn't use virtualisation needs to keep a manifest of where files come from and which files have been overwritten so that it can know there is another "" in mod X and how to restore it.

    Once this mod manager knows "" exists in mod X it has to open the archive from which you originally installed it and extract the file again. This manifest is hidden in some database or xml file, probably invisible or unreadable to you. Most users will not know what information it contains or how it's used. You may not be aware you need to back it up together with the game directory, but the content of the manifest needs to be in sync with the actual installed mods.

    This is a hidden complexity to the mod manager that you may not care about until it breaks.

    If you restore a backup that contains an older manifest but not the mods or the other way around, your mod manager will no longer be able to correctly disable/remove/change the order of mods. And this is unrecoverable.

    The same is true if you manually install a mod or remove a file from the game directory that the manager was tracking in its manifest. If you do this you're invalidating the manifest and forcing the manager to guess what has happened. It may guess correctly 9 out of 10 times, the other time you will get an error.

    The manifest also needs to be migrated. Every time we change the manifest format we need to develop a migration path from the old format to the new format. If that migration code has a bug or can't deal with an already broken manifest it's potentially breaking the mod installation for thousands of users. Errors in the manifest can remain lingering until some day the manifest migration fails.

    It also means you have to keep the archives for all installed mods around and if you delete one file for that mod, it can't be restored.

    Similarly, extracting from an archive can be very slow, especially if it was heavily compressed to save space and bandwidth.

    Finally, if you have modified "" from mod X prior to installed mod Y those modifications are going to be lost. Whoops!

    On the other hand, mod managers that use virtualisation, like Vortex, don't have to track individual files. They just need to know what mods you have (which is obvious since they are a bunch of directories on your disk) and how to prioritise them.

    The "deployment" of files to the game directory is then simple, using the list of enabled mods and their priority at that point in time to reliably determine which files should be there. There is no need to know what happened in the past. When installing mod X and mod Y, it deploys the files from both mods to the game directory, the "" from Y overloads that of X. Everything is as expected.

    When mod Y is removed, it also removes all the files that mod Y deployed to the game directory (which it can detect without the need of a manifest because the links themselves tell us where each file came from) and then deploys a new. This time mod X gets to deploy "".

    Everything is as expected - without a manifest, without extracting files and as an added bonus, if the file was modified in mod X, those changes are still going to be there.

    Therefore (and TL; DR) virtualisation is actually simpler, quicker and also saves space as you don't need the mod archives after installation (you can keep them if you want but it's optional).

    Robin: That wasn't very brief. Why not make virtualisation an option that users can pick from?

    Tannin: We may, at some point. However, to be honest, virtualisation is objectively superior and to implement a "no virtualisation" installation method is a lot of work both to develop and to maintain (for the reasons mentioned above). Without good reasons, it's just not a good use of our time when there are so many other useful features we could be doing right now.

    Robin: You've already said that the virtualisation system Vortex uses will be more like the one NMM uses than the one Mod Organizer uses. You and I both know there are a lot of MO users who swear by their clean install folders and are likely to be upset by this. Can you explain your reasoning behind choosing the NMM way over the MO way?

    Tannin: Well first of all, providing the "MO" vfs as an option at a later time is not off the table for Vortex. But there are a few reasons why having the MO vfs as the default option for Vortex wouldn't be a good idea.

    Firstly, the way the vfs is implemented is more error prone. In particular, it's more likely to encounter incompatibilities with different applications. This was acceptable (to me) with MO where only a handful of games were supported with a few tools for each, but even then we had frequent problems with tools not running/producing odd errors that could take weeks to fix.

    With Vortex, we want to support as many games as possible and fixing the vfs for each game and each tool for dozens of games would be a maintenance nightmare.

    Secondly, the heuristics of virus scanners frequently (and incorrectly) tagged MO as a virus because the technology used to implement the vfs is similar to what some malware does. Again, this was ok when it affected a few percent of a few thousand MO users who tended to be more tech-savvy than the average user. However, Vortex aims to be accessible to all users and we really don't want bug reports about AV errors from 5% of 6 Million users…

    Thirdly, I'd like to point out that when I initially started developing MO, the vfs technology (the 32-bit variant) was already mostly done as I had created it as part of my diploma thesis and merely rewrote that. So, really, I had a solution and was looking for a problem to solve with it.

    MO was my experiment to see if this technology could be used for that problem. My goal with MO initially was not to write the most user-friendly Mod Manager I could. If I'd had the time I would have added a link-based option to MO2 as well...

    While a clean game folder solution isn't possible right now with Vortex, there will be a "purge" feature which will remove all links installed by Vortex reliably and quickly so you shouldn't ever be more than a button-click away from a clean game directory.

    Robin: Is there a performance cost to using virtualisation?

    Tannin: For hard-links: no, none, zero.

    For symbolic links: practically none. I doubt you could measure it and I can guarantee you won't be able to notice it.

    Robin: Some users have reported and complained about their custom mod backups being twice the size they should be due to virtualisation. What's the solution to this?

    Tannin: Get better backup software. Seriously, there is no excuse for a backup solution to not handle links properly.

    But as an alternative, let me again refer to the "purge"-option that un-deploys all mods. You can do that before creating the backup, then just have Vortex re-deploy afterwards. This is a safe operation and will probably take less than a minute.

    Robin: Moving forward, what are your release plans for Vortex? Will there be an alpha? What time scales are we talking here?

    Tannin: Giving concrete dates is always difficult because one almost always underestimates the amount of work required to polish stuff towards the end.

    My current plan is to have an early alpha build in the hands of a limited group of test users within a month, maybe 6 weeks.

    Depending on their feedback we should expect somewhere between 1-3 months to fix bugs after which I think we can release a public alpha.
  • 03 May 2017

    Staff Picks - 03 May 2017

    posted by BlindJudge Feature
    This week they are all picks from within our Bethesda games. Terrorfox couldn't decide on just one mod, so has actually chosen 4 from the same author, all of which add additional beasties or variants of into your Skyrim game. I have chosen a mod that I think really adds a bit of variety to an otherwise annoying (but necessary) part of gaming - fast travel. SirSalami has also addressed one of his gaming pet-peeves of only being able to save a game from retiring to a bed by looking at a mod that allows far more diversity in save locations. Finally, our community member iMACobra has selected a mod that will add a bit more 'realism' to necromancy according to the lore books.

    We love to hear the communities picks so keep them coming by using this handy form.

    Please fill out the form completely and ensure that you add some details about the mod and why you have chosen it (similar to how our community members have below).

    Just remember that other mods on the site may do roughly the same thing, so keep your eyes peeled and understand that these are just personal picks. That said, hopefully, you'll find something you may not have seen before.

    Submitted By: Terrorfox1234
    Game: Skyrim and Skyrim Special Edition
    Mod Author: opusGlass

    I simply could not choose just one mod this week. Well, I mean, I could have… but these are 4 mods from the same author, released at the same time. What’s more, they have the same intent: to diversify and increase the number of things that want to chew on your carcass in Skyrim. It seemed silly to mention one and leave the others out.

    Splendor - Dragon Variants:
    Skyrim SE
    This mod deserves the first mention in my opinion. opusGlass has mixed and matched vanilla dragon assets to create entirely new dragons. There are 56 visual variants with this mod, all made without creating new meshes or textures. That makes this mod highly compatible with other dragon mods, with a specific recommendation to be used alongside the next mod on my short list…

    Diverse Dragons Collection:
    Skyrim SE
    Unlike Splendor, this mod does use external assets. By combining resources from 13 other mod authors, DDC adds 28 new dragons to Skyrim. The other main difference between this mod and Splendor is that, while Splendor adds a multitude of variations based on the vanilla dragon designs, the dragons from DDC look entirely unique. These beasts really stand out from the crowd.

    Diverse Werewolves Collection
    Skyrim SE
    This mod adds 25 werewolf and 13 werebear variations to Skyrim, and distributes them across levelled lists (11 ranks) for a total of 418 possible werebeasts. Any time a werewolf spawns it applies one of the variant skins at random. Simple as that. The only issue is that werewolf spawns are few and far between in Skyrim. Werebears are non-existant! To solve this issue, and ensure that you get a chance to see all of these new werewolf variants, opusGlass created…

    More Werewolves:
    Skyrim SE
    The title says it all. This mod adds werewolf spawns across Skyrim. It places them in cages in dungeons and adds roaming packs. Optionally, you can also increase the chances of being attacked at night and during full moons.

    There you have it; four mods that will make you wish you stayed back in Whiterun and settled down. For those of you that believe “variety is the spice of life”...Skyrim just got a whole lot spicier. I hate that I just wrote that. Enjoy!

    Submitted By: BlindJudge
    Game: Skyrim Special Edition
    Mod Author: tonycubed2
    Mod: Fast Travel Ambushes and Consequences

    Don't get me wrong, I'm all for fast travel in games. With some game worlds now sprawling on for hundreds of square miles, there is no other real option, but with this, you can loose your sense of immersion, or realism and it just feels a bit like cheating.

    This is where a mod such as 'Fast Travel Ambushes and Consequences' comes into play. Now you have to begin to think about where you are fast travelling to and if you have the right amount of provisions for the trip ahead. Not having enough food can give your character penalties such as carry weight reductions, reduced stamina and more. You may end up being ambushed by a range of different characters or even pick up some weird and wonderful diseases. Of course, some people might like the idea of needing to carry the appropriate amount of food but not want to pick up diseases along the way - well the good news is that each factor is customisable within the book menu, including the percentage chance of being ambushed.

    At the moment there is a slight glitch to how ambushes occur, in that you arrive at your fast travel destination and then get a quick glimpse of a location before being teleport there, but this isn't too much of an issue and is a limitation of the game more than a problem with the mod. Apart from that this mod actually makes Fast travel seem part of the game, rather than circumventing it. All in all a fantastic mod that adds a bit of variety to that boring (but necessary) part of a game that is Fast Travel.

    Submitted By: SirSalami
    Game: Fallout 4
    Mod Author: JackRob
    Mod: Waiting Saves

    The Commonwealth is a harsh place so sometimes it's nice to just kick your feet up for a while. This is especially true in Survival mode where increased damage, injuries, starvation, dehydration, and fatigue add to the countless existing threats of everyday life. At this difficulty, the game becomes unforgiving and requires a ton of planning, but every step you take becomes more meaningful and ultimately more satisfying when things go well.

    When you do inevitably bite the bullet though, it can be a real drag as survival mode in vanilla Fallout 4 limits saving strictly to sleeping in beds. In combination with restricted fast travel, this limitation creates a lot of painful back-tracking when you die. I like the idea as it deters save-scumming, but in practice, it feels a bit too limited. Especially if you get called away from the game often.

    By auto-saving when you sit and wait in fairly common furniture such as chairs and sofas, this mod effectively adds many more "save spots" in the game while still limited in a manner reasonably consistent with the survival theme. Status effects remain unaffected when waiting in furniture though, so finding a bed for a proper sleep will still be necessary at times.

    Appropriate to the theme and intuitive, this mod adds just a touch of much-needed convenience to the otherwise rigorous survival experience. So give it a try. Take a load off and have a rest. You deserve it.

    Submitted By: iMACobra
    Game: Skyrim
    Mod Author: mojo22
    Mod: Corpse Preparation - True Necromancy

    The mod offers a more immersive approach on the path to become a true necromancer. Players learn a spell and are able to raise dead bodies on the go? No. Necromancy is not that easy. It takes dedication and actual learning to be able to raise a fresh corpse. Based on lore books, one has to start off raising skeletons and, even then, the aspiring necromancer requires materials to strengthen the body in order to keep it from falling apart.

    Further down the path, the player can resurrect zombies with diseases, wraiths that can only be killed by magic based damage and weaponry and even mummies that are embalmed and strengthened to be able to sustain more damage. Necromancers also commonly deal with the Ideal Masters, first seen in Battlespire and mentioned in the Dawnguard DLC, for powerful abilities that will aid them down the dark path. Based on the book of the same name, Corpse Preparation takes a more realistic and immersive approach on the dark path to become a real necromancer to be loathed and feared.

    Every week, we feature a few mods that have caught our staff's attention, as well as some that were submitted by you, the Nexus Mods community. If there is a mod you'd like to see on this list, then please check out this quick and handy form.

    If you haven't already, feel free to follow us on our social media channels where we'll keep you up to date with the latest site news, articles and much more.

    Thanks, and have fun modding!
  • 19 April 2017

    Staff Picks - 19 April 2017

    posted by BlindJudge Feature
    We’re back and have some brilliant mods for you to take a look at. SirSalami goes back to try out a mod for Morrowind, I check out Elianoras latest Fallout 4 abode, and Terrorfox… well, he just wants some kind of freedom within his Fallout 4 world, our community pick this week adds a lot more content into Skyrim and looks like a great expansion.

    Remember, we love to hear the communities picks so keep them coming by using this handy form.

    Please fill out the form completely and ensure that you add some details about the mod and why you have chosen it (similar to how our community members have below).

    Just remember that other mods on the site may do roughly the same thing, so keep your eyes peeled and understand that these are just personal picks. That said, hopefully, you'll find something you may not have seen before.

    Submitted By: TerrorFox1234
    Mod: Everyone Is Killable
    Game: Fallout 4
    Author: Armi88

    One of the best aspects of earlier Bethesda games, in my opinion, was the complete freedom of choice. This included being able to kill anyone, regardless of their importance to a quest line. You could, if you wanted, kill literally *everyone* in Morrowind. You would get notifications upon killing a quest related NPC that the quest they were tied to had failed and that was that.

    This mod changes all the “essential” tags on NPCs to “protected”. When an NPC is marked as “essential”, they simply can’t die. Mini-nuke directly to the face? No problem. They’ll just walk it off. Bethesda wants to make sure you don’t accidentally break a quest. How sweet of them.

    Bah! Away with that nonsense! When an NPC is marked as “protected” it means that, while other NPCs can’t kill them, you sure as heck can! FREEDOM!

    If you value freedom of choice, to the extent that you are willing to break important quests, this mod is for you. Time to fire up my “evil karma kill everyone” playthrough.

    Submitted By: BlindJudge
    Game: Fallout 4
    Mod Author: Elianora
    Mod: Sanctuary Bunker Player Home

    I know, I know, it’s from a well known mod author and yes, I have featured a mod by Eli before. But I had to choose it as my staff pick as I fell in love with it the moment I saw the images.

    If you have been on Nexus Mods for a while you will have probably download and used one of Elianoras house/abode mods before. They are all beautifully realised and truly show how much love and time has been spent on them. This is one of the first I have installed into my Fallout 4 world though and it is something special.

    No matter how much I tried, I could never get Sanctuary to feel special, preferring to spend my time in Red Rocket purely because I found it more aesthetically pleasing. But when I saw this appear on the site I installed it immediately and jumped straight in.

    The bunker is just gorgeous and the more time you spend in this humble abode the more little nuances you pick up. The shelves for Bobbleheads, the terminal and even the addition of all the useful benches.

    If you are in the lookout for your own space within Sanctuary, free from the hustle and bustle of the other settlers, then I recommend you check out this mod.

    Submitted By: SirSalami
    Game: Morrowind
    Mod Author: Candlemaster
    Mod: Curses

    Sorry, no. This isn't a profanity mod. Rather, Curses by Candlemaster adds unidentified and cursed weapons to Morrowind using a system that will be familiar to old-school CRPG and especially roguelike fans.

    After installing the mod, you'll begin to find 'unidentified' items which are denoted with a question mark (?) after their name. When equipped, these high-level items will reveal their true nature, often in the form of one or several debuffs applied to the player. More concerning, when equipped these weapons become viciously bound to the character, preventing it from being unequipped.

    Equipping a cursed weapon isn't the end of the world though. For a nominal fee, the player can have the curse removed by visiting a healer or a shrine. As the author implies, these costs are intended to be a bit of a money sink for the rich, and are intended for high-level characters. Additionally, you may find some scrolls that can accomplish the task of removing a curse when on the go.

    It's not all doom and gloom, however. Rarely, these cursed items can also impart beneficial effects on the character as well, making these new weapons quite mysterious and enticing. What hidden powers does your shiny new weapon contain? You'll have to try it on to find out!

    As this is a very new Morrowind mod(!), the author has several ideas on how to expand it, including more weapons and extending the system to include armor and shields. I'm very much looking forward to seeing how this one evolves. Keep it up, Candlemaster!

    Submitted By: Aireal2
    Game: Skyrim
    Mod Author: i73fi
    Mod: Northern Encounters

    I absolutely love Northern Encounters, it's made it's way into my permanent load order. It add's both places and NPC's. N.E. makes having a "Northern Explorer" fun and more than worthwhile. It add's many a story line and they are most certainly NOT handheld ones, they are also not all easy to find. You see a new person, talk to them and they give you a quest or hints to go and start a quest. Find that "new" fort, house, dungeon... explore, and find that not only is it a new place, it might lead to a new quest. New enemies! Encounters you have not done 1/2 a million times. I've had this mod on every character since 9/26/15 and I know I have not found everything, then again I am not that person that want's to find everything on one character! Combined with certain other mods.. Say Frostfall.. awesomely hard! Sea of Spirits.. even more thing's to see, enemies to encounter! To my mind it's a really spectacular mod for Role Players.. and a challenge for "completionists".

    Every week, we feature a few mods that have caught our staff's attention, as well as some that were submitted by you, the Nexus Mods community. If there is a mod you'd like to see on this list, then please check out this quick and handy form.

    If you haven't already, feel free to follow us on our social media channels where we'll keep you up to date with the latest site news, articles and much more.

    Thanks, and have fun modding!
  • 12 April 2017

    Staff Picks - 12 Apr 2017

    posted by BlindJudge Feature
    We have some cracking mods again for you this week. Terrorfox1234 has gone back to his chill out game of choice and found a mod that will really appeal to those of you who have played modded Minecraft, SirSalami has a mod that now enables the use of shields to block those heavy attacks and I have found my perfect Red Rocket Settlement mod. Our community still continues to provide us with great choices, this week we have a pick for a fixed UI within FONV and a quest mod with an awesome name. Check them all out.

    Remember, we love to hear the communities picks so keep them coming by using this handy form.

    Please fill out the form completely and ensure that you add some details about the mod and why you have chosen it (similar to how our community members have below). We have had a lot of submissions that we cannot use due to the lack of description, please try and fill this out explaining why you like it and what it adds to the game.

    Just remember that other mods on the site may do roughly the same thing, so keep your eyes peeled and understand that these are just personal picks. That said, hopefully, you'll find something you may not have seen before.

    Submitted By: Terrorfox1234
    Game: Stardew Valley
    Mod Author: Pathoschild
    Mod: Automate

    For you Minecraft players familiar with droppers/hoppers and the automation that they allow, this will seem a familiar concept. This mod allows you to place a chest next one of your production machines and the machine will pull raw materials from the chest to refine. When it’s done it will push the processed material back into the chest.

    Fill a chest with iron, leave it next to your smelter, and come back to a chest full of iron bars! You can connect multiple machines to a chest allowing you to expand your operations. You can even connect different types of machines to the same chest if you want to consolidate your operations.

    This seems, to me, like one of those things that should have been in the base game. Maybe not at the start, but as an unlockable ability later down the line it would have made sense.

    In any case, this mod should greatly improve your time management in Stardew Valley (no more daily collection/restocking routine!) and allow you to focus on other aspects of the game. You’ll have a fully functional auto-farm in no time! Down with JojaMart!

    Submitted By: BlindJudge
    Game: Fallout 4
    Mod Author: javawalk
    Mod: Red Rocket Companions Home

    Red Rocket has always been my favourite settlement within the Fallout 4 world, I began my first settlment there by building stairs onto the roof and placing my humble abode up there. Then I tried experimenting with making the forecourt a market place and the garage my home/workplace, next up was a refugee camp at the front and the roof of the garage holding all my defence mechanisms. It just felt like my Fallout 4 home. So when I saw this mod, I jumped at the chance to try it out.

    Wow... to be honest with you all, it truly blew me away in terms of it's finish and attention to detail. Yes, I know there are quite a few required mods that you need to have and just as many optional ones (I recommend you get them all), but it just goes to show how well this has been pieced together, taking incredible mods in their own right and combining them all with their own to make a Red Rocket settlement that I can finally leave as is and get on with the crux of the story.

    Like I mentioned earlier, the affinity between the mod author and the characters can be seen through how much attention has been focused on each and every characters abodes, they are like fine tailored suits that show off each and every companions personalities. I spent the first hour just looking around at how everything has been laid out for each individual. Truly incredible stuff from a very talented mod author.

    Submitted By: SirSalami
    Game: Witcher 3
    Mod Author: ScoutBr0
    Mod: Shields

    ScoutBr0 has already made quite a few contributions to the Witcher 3 modding scene but this time, he and a small team of collaborators have really outdone themselves with the newly released "Shields" mod. Don't let the simple title fool you however, as it represents quite a large addition to the game.

    Featuring both unique and existing designs that reflect the various in-game factions the shields that have been added (40 and counting!) are not simply cosmetic, but functional as well. "Shields" adds a new layer to The Witcher 3's combat mechanics by providing resistance to heavy attacks and the ability to block arrows without using a skill slot. Just make sure to watch your back-side.

    Customization is possible directly via the game's main menu allowing you to adjust stamina requirements and more. Additionally, shields can be visible on horse back or when climbing ladders too, when paired with Better Torches. As if this weren't already enough, the mod contains numerous other pieces of apparel including some very cool hoods, cloaks, and armor sets as well.

    Given Geralt's combat proficiency and the Blood and Wine expansion's more 'traditional' medieval setting, these numerous additions fit right in with the game. From both an artistic and mechanical standpoint, this mod is an easy one to recommend. Great work!

    Submitted By: darthbdaman
    Game: Fallout New Vegas
    Mod Author: Ladez
    Mod: Better Pickup Prompt

    An absolutely amazing quality of life improvement. The prompt that appears when the player hovers over an item to pick it up has been expanded with additional information, that dramatically improves the looting experience.

    When looking at a stack of multiple items, the total value and weight of all the items is displayed, instead of the values for one unit. If picking up the item(s) would cause the player to exceed their weight limit, a small icon is displayed, and the weights text color changes to warn them. Some smaller changes regarding text wrapping and the number of decimals are also changed, making the prompts easier to read, and providing the player with the information they actually need. Items with very small weight values will actually have those values displayed, instead of reading as 0. This alone makes the mod worth installing.

    An excellent mod that is compatible with all major UI mods. There is absolutely no reason not to use it.

    Submitted By: yourenotsupposedtobeinhere
    Game: Skyrim
    Mod Author: Merte
    Mod: The Cheese of Ages

    The Cheese of Ages is a terrific quest mod by Merte that in my opinion is underrated. It has a very fun and creative story-line. The characters in the mod are overflowing with personality.

    Of all the quest mods for Skyrim, I would say that The Cheese of Ages is my favorite. It's story, characters and miscellaneous items has inspired me in my endeavors and the mod author is also very nice, which is a huge plus. To anyone looking for a fun quest of any character build, The Cheese of Ages is definitely worth a go. Don't forget to endorse it!

    Every week, we feature a few mods that have caught our staff's attention, as well as some that were submitted by you, the Nexus Mods community. If there is a mod you'd like to see on this list, then please check out this quick and handy form.

    If you haven't already, feel free to follow us on our social media channels where we'll keep you up to date with the latest site news, articles and much more.

    Thanks, and have fun modding!