Things that are taking us an inordinate amount of time as we find ourselves constantly fighting the (now) archaic code that NMM is built upon. No longer is it just a simple mod manager for Bethesda games we also want it to work with many other games and do more advanced things than it was ever originally intended to do. Over these past 6 years the scope of NMM has changed dramatically. As you likely well know, it’s been slow going, and not without its hiccups. Since then, we’ve been working hard to bolster the functionality and scope of the software despite being constantly stymied by code that is long past its prime by developers who have long since moved on from the community and their work on the mod managers. Naturally, this meant getting in a developer to work on an entire codebase that was not his own to begin with. Ultimately, it was clear I would need a full time developer to be brought on to continue to provide support and expand NMM further. Once Kaburke’s work was done 11 months later in November of 2011, he provided some bug support but he was not able to become a full-time developer for the software. So you see, the very foundations of NMM were built around code for a game that is now over 10 years old. It borrowed heavily from OBMM and FOMM, both released under open source GPL licenses, with Kaburke making some changes and additions to accommodate things he’d learnt from working on those previous mod managers. As such, he was commissioned to work on the Nexus Mod Manager. He had the experience from working on OBMM and FOMM and a deep understanding of modding Bethesda’s games. With Timeslip now retired from working on the mod managers, Kaburke was an obvious choice to fill this role. Back in those days, we only hosted mods for Bethesda games and Dragon Age, so the focus was really just on the Bethesda games. The premise was simple create a simple mod manager for the Bethesda games that we were currently supporting that allowed users to easily add mods directly from the Nexus site into their game. Upon Skyrim’s announcement in December of 2010, I set to work looking for a developer who could create a mod manager for the Nexus. Kaburke was made an active developer on FOMM and also released support for Fallout New Vegas. At some point around 2009-2010, Timeslip no longer continued work on the two mod managers and this work was taken over by Nexus user “kaburke”, who continued where Timeslip left off. True to form, Timeslip also released a mod manager for Fallout 3 called the Fallout Mod Manager (FOMM) when the game was released in 2008. OBMM was a simple yet effective multi-purpose tool for modding Oblivion. All the way back in March of 2006, just 11 days after Oblivion was released, mod author Timeslip launched the Oblivion Mod Manager on what was then TESSource (and what would later become TESNexus, then Nexus Mods). The largest reason by far is that it’s derived from software which is now over 10 years old. Why? Oh, lots of reasons, but it does involve a history lesson… For me, NMM is a bitter-sweet tool with the Nexus name attached to it it’s been downloaded over 20 million times by over 6.6 million individuals and it helps over a million people every month mod their games more easily, but for some reason, despite thousands of hours of work, it just hasn’t lived up to my expectations. The Nexus Mod Manager - the software we’ve been working on these past six years that helps make modding the more popular games on Nexus Mods easier for users. Oh, and sorry, it’s one of those “long ones” again. As such, it’s time to reveal a few exciting things and our plans moving forward. We’re all very aware that it’s been a long time since we provided an update on what’s happening in the grand scheme of the Nexus Mod Manager.
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