NMM 0.60 Beta released with profiling. Sharing profiles to follow soon.

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We released the Alpha version of our major milestone 0.60 version of the Nexus Mod Manager back at the end of January. The idea of the Alpha was to provide an optional download for users who wanted to test out the NMM profiling functionality and help us to get it ready for an official Beta release without forcing everyone to update their NMM installations. 40,000 users downloaded this version of NMM and, over the past 8 months, the NMM programmers have been working on refining this functionality and fixing any bugs reported to them. After 9 updates with very little in the way of major issues we're now biting the bullet and deciding to take the 0.60 update out of alpha and into the public Beta (which is what the "normal" NMM is).

This means that version 0.60 is going to be the official version of NMM from here-on-in. Any future updates, including new updates and fixes, will only be applied to the 0.60 branch of NMM. 0.56.1 will be the last version of NMM we released before moving to this new profiling system in 0.60.

0.60 marks a major milestone for NMM and it's also a huge change in the way NMM stores and works with the mods you install in the background (e.g. in the actual mod folders on your hard-drive for the games NMM supports). 0.60 is also the penultimate major milestone we had on our road plan before completely updating and modernising the UI and bringing NMM out of Beta and into a full 1.0 release.

The major change in 0.60 is the introduction of Profiling; the concept that you can have different mod profiles, with different variations of mods installed, for different playthroughs of your game. With the simple click of the mouse you can change from your mod profile for your Mage to your mod profile for your Thief, for example. It also has great benefits when you're testing out new mods or variations of mods by allowing you to always revert back to a profile you know works if things turn out badly for you.

Some other mod managers have had this functionality for a while now. We've had to take a very long time working on this (coming on two years) because NMM is designed from the ground up to work with all games and not just Bethesda games using the Gamebyro engine. As a result we've had to do it in a very different way to the way others have, and this has both its pros and its cons.

Following on from this release, in the next few weeks (hopefully), we're going to be releasing the first version of our mod profile backup and sharing platform. This will be a system that will create backups of your profiles that are stored on a page on the Nexus Mods website. Imagine a situation where your hard-drive fails and you lose all your mods. If you've backed up your profile to the site, with the simple click of a button, NMM will be able to download all the mods you had installed in your profile (provided they still exist in the Nexus Mods database and the author hasn't deleted them) and install them exactly how they were installed before, with no need for any further interaction. Some quite powerful functionality, I hope you'll agree.

We'll also be using the same system to allow you to share those profiles publically with other members of the site. Wondering what mods your favourite mod authors are using to get those awesome screenshots? How about YouTubers? If they setup and share a profile in NMM, you'll be able to not only see the mod list they're using, but also be able to download and install their profile and have it all setup and working exactly how it is for them. No messing around with load orders or scripted installers. No more "what mods are you using?" questions. And all the mod authors will retain any stats they would have had before, had you gone to each individual page and downloaded their mods normally (e.g. they'll still get +1 to their download counters, which opens up the potential for endorsements as well).

When you share your profiles you can choose to either make them a backup, which is private and only accessible to you, or public, and visible on a new section of the site for others to browse, view and install.

To me, this is the exciting part of this update. It's also why I want to get it out now, before Fallout 4's release in a couple of month's time.

Because this new version is a major change to the way NMM installs your mods it will require some interaction from you in order to get it working properly. The amount of interaction required will depend on how many mods you have installed, how many of those mods use scripted installers (the mods that have their own specialised installations where you can pick and choose what you want to install), and when you installed those mods that use scripted installers. If you installed any mods that use scripted installers after installing version 0.53.3 or higher (after February 23rd 2015) then you won't be asked to reinstall those mods again. However, if your setup is very old and uses a lot of scripted installers installed before February 23rd 2015 then you will be asked, one-by-one and in-turn, to install those mods again. Unfortunately, before this date, NMM was not coded to remember the exact settings you chose while using the scripted installers, so that's why you're prompted to reinstall them again.

For casual NMM users this update should be relatively painless. If you're a power user with an extremely fine tuned and touchy setup then it might require a little more work. We've tried to make it as painless as possible, but this is one of those situations where a small bit of pain right now will lead to much greater rewards later on.

The Alpha version was tested by 40,000 users and we fixed all the bugs reported to us by those users. However, as with every single update we do to NMM, we cannot account for the sheer myriad variations in people's PC and game setups and configurations. That's long-winded talk for "hey, there could be bugs!". We make new versions of NMM completely bug free on our PC's to the point where, no matter what we do, we cannot get it to do something bad or wrong. However, there's only three of us to test it. We then push it onto you guys, where we rely on you, the users, to help us test our releases fully. Hence why it's called a public Beta. If bugs are reported to us then they're patched up quickly and we release hot fixes as soon as possible. The point I'm trying to make is; if you're the type who's going to throw all your toys out the pram and start attacking/insulting us if there's a bug that prevents this version of NMM working for you, don't install this version straight away. Wait for the kind and patient souls who are willing to download, install and test this version out to report back and see if we need to do any hot fixes. If you don't see anything bad from people after a couple of days, then download and install 0.60 yourself. NMM is still in Beta and we release it as a Beta for other users to help test. If you don't want to be a part of that testing process then for the love of God don't install this version straight away. You have been warned (in multiple places). And it's your fault if you ignore that, not ours.

All bug reports should be directed to our bug report tracker. If you do come across a bug then the sooner you report it to us, the sooner we'll have it fixed (or give you a reason why it's happening). We've lost track of the amount of times someone has complained that a bug hasn't been fixed in a long time when they haven't actually reported the bug...yep, that happens. Don't forget to make sure your firewall isn't blocking connections from NMM to the site. Most firewall software will need you to reconfirm the exception for any software that's changed or been updated since last time you let it pass through. Like when you update NMM.

In the extremely unlikely event that you just cannot get 0.60 to work, and you don't want to wait for the bug report you've sent in to be looked at (remember to do that!) then all versions of NMM released since February 2015 have a backup and restore functionality built into them. If you want to revert back to 0.56.1 from version 0.60 for whatever reason then you can do that by following these instructions on our wiki.

You can download the latest version of NMM from the usual download location on our site.

All our fingers are crossed that this release can go without a hitch. But, we are standing by incase it doesn't.

212 comments

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  1. Dark0ne
    Dark0ne
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    Locking this topic. Please direct new discussion to the latest news post, after you've read it.
  2. Evallyn
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    Well... It works but it doesnt seem to quite grasp shared folder structure. What I mean by this, and I will use Bodyslide as an example, is that if a mod is tied to another mod (a patch or addition or whatever) the current NMM wont see that and just isolates the mods. For Bodyslide this means that armor mods relying on Bodyslide doesnt have its Shapedata and such placed in the Bodyslide mod Shapedata folder.

    This can easily apply to a host of other mods that add or tweak or patch other mods. Maybe I have missed something and if so it would be nice if you could point me to the functionality of this.

    I do understand people being upset and I think there is some work still to be done with this new direction of NMM.
    1. DuskDweller
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      If you think there are issues with bodyslide and the new NMM can you please open a bug report here so we can keep track of it:
      http://forums.nexusmods.com/index.php?/tracker/project-3-mod-manager-open-beta/
    2. Evallyn
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      I would if I thought it was a bug. This seems more like an inherent part of how the NMM operates when installing mods. I am guessing it would need a check in place to see if other mods share foldernames and maybe create a subset of folders for shared assets. *shrugs* My coding is rather rusty these days.
  3. prinyo
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    The restore backup thingy helped to fix the crashes on the initial game load and when loading the latest saves. However the problems later in the game persisted. It got even worse when I tried to create new profiles and use them. Mod files that were supposed to be inactive were active but with missing masters, it seems also there were conflicts with files installed directly, not via NMM. The NMM itself started to crash. I installed the old NMM version and it showed that mods that I disabled for all profiles are still active and the Data Files option of the game also showed parts of removed mods been read. All this while LOOT sees no problems whatsoever.
    As this is becoming too complicated on so many levels I've completely removed the whole Skyrim folder and I am now reinstalling from Steam.
  4. Kandahar
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    Ufff... I'm glad that I have read the announcement/warning during updating of NMM carefully and that red lamp turned on in my mind, which made me come here and read comments. It just saved me from cursing entire day trying to make my game work, forced to reinstall 124 mods if I updated NMM to 0.60.3. Keeping in mind that I reinstalled entire game a day ago to get rid off bugs, which caused CTD very often.

    So yeah. I am not going to update NMM to 0.60.3, because I'm sure that all problems won't be fixed owing to the fact we use different mods, some affects core of the game more, some less, some of them are not available on Nexus. It will be a pain to track all bugs down. I'm not interested in profiles either. Maybe I would give it a try with Fallout 4.

    Good luck Nexus Team with fixing NMM

    Have a nice day.
  5. ds777
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    I'm SO pissed! I dloaded this when I started NMM cause I wanted to check my load order fast. Was like cool an updarte and clicked dload like an idiot. Now my game is fubar! Not only is this interupting my game time, but I had customized several of my mods! I don't want to freaking reinstall all of them now, and I don't remember all the ones I made changes to!! OMG, I had everything set up just right to start another play through with different mods and this just totally screws me over.

    Holy cray you need to put some sort of warning to people who go to update and don't want to deal with this crap!! Oh man!!! thanks for ruining my night AND my game I spent a week on trying to set up just right!!!! You NMM team need to get it together and not ruin peoples games with out them knowing what they are dloading!!!!!! I get you need to update but people like me who don't care or are in the middle of playing the game shouldn't have to go through this crap!!

    Give people some friggin warning that they are about to reinstall all thier mods before dloading this patch when the get asked if they want to dload it!!!!! Like I siad I had made custom changes to several mods and now I'll have to redo them all over again if I can remember what ones I changed.

    ARGGGGHHHHH!!!!!

    I lost all repect for you guys this is complete BS!!!

    Thanks again for ruining my game and my night!
    1. Robanus
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      I'm just going to give the exact same reply as before.

      As has been stated countless times in this thread already: there is a huge red warning during the update process. The NMM is beta software and updates are bound to contain changes. No offence, but your argument is void.
    2. kashif101
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      you can download 0.56.1, go to the download page here and at the bottom, click spoilers. Thanks to prinyo for finding this.

      http://forums.nexusmods.com/index.php?/topic/896029-nexus-mod-manager-release-notes-and-download-links/

      I agree, sure there's a warning but there should be an option to not have to go through a full reinstall process for those of us who only do 1 playthrough at a time.
    3. toonamove
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      Yeah about the same here, thanks god I ALWAYS make a backup of NMM and Skyrim folders before do anything, so I just uninstalled new version, deleted folder of game and nmm and reistalled old 56.1 then copy the backupped folders.

      I agree with ds777 aside there's warning for it peoples had to know BEFORE downloading it and totally mess up their games. I have spent weeks to fix up and mod up my game and near to lose everything for just updating NMM as I have always trusted you guys on all previous versions of it.

      So I don not blame you alls but surely I'm really pissed about this damn "mistake" about last version of NMM.
  6. bobbythecamel
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    Wish I still had my backup of Skyrim, had to remove it as I was runing out of space (my skyrim 45gb).
     
    Anyway I hope the staff implements some kind of feature that allows to ignore profiling. It`ll save alot of pain.
  7. JayAugustinVerner
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    For some reason FOMOD install scripts not working. At all. It's seems like NMM just dump everything into data folder.
    1. DuskDweller
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      If you want to change the options for scripted installers you need to uninstall them:
      Uninstall is no longer achieved by double-clicking on a mod (that will just disable it, thus removing their link to the game's Data folder).
      To uninstall a mod you need to right-click on it and select one of the 2 Uninstall options.
      Now, if you reinstall it you'll get the usual scripted installer menus.
  8. toonamove
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    Honestly I have used NMM for years and I thanks all your staff for making it. But as I have noticed this version was uninstalling ALL my mods for it's needs and that's is not good for me as I have spent days to install with the correct order and making fixes to my Skyrim game. Thanks god I have make a whole old NMM and Skyrim Backup so I just deleted last NMM version and folders and restored the backup. I honestly don't know how this new version are working but if it mess up with all my mods deinstalling them and mess up my modded game I'm NOT gonna using it and keep old 56 version.
  9. prinyo
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    In the message that says that there is a new version there is this same link http://forums.nexusmods.com/index.php?/topic/896029-nexus-mod-manager-release-notes-and-download-links/ that goes to a forum post. 
    It seems the post was edited, but the date stays January. When I saw it last night I assumed it is a broken link or that no change log actually exists and closed it without even reading it.
    It is confusing.
    Also that same post could be updated with more relevant warning than the "5 minutes to spare".
    (For example for me with 195 mods it took a bit more than an hour on a very powerful PC.)
     
    The main point is - tell people what to expect before(!) they upgrade and not make them downgrade after that.
  10. bobbythecamel
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    Which is not working, all the customized stuff gone too, great. Why did I rush into getting 0.60 ... sigh