Fallout 4

Fallout 4

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gilmore777 Jan 24, 2021 @ 5:18pm
Does the Nexus Mod Manager still work?
It kinda seems like the NMM itself is kinda old and hasn't been updated in a long time...
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Showing 1-15 of 30 comments
SuperSledgeNY Jan 24, 2021 @ 5:26pm 
It's no longer supported by Nexus since they've gone over to Vortex but NMM is still being maintained by the community on GitHub. Just Google NMM and you'll find it.
Yellowbeard Jan 24, 2021 @ 5:45pm 
It still works...just not as many 'bells and whistles' as the other newer MM's.
unweptbuzzard16 Jan 24, 2021 @ 6:27pm 
It still works but vortex and mo2 are still supported and they are better.
Chaosium Jan 24, 2021 @ 6:32pm 
NMM community edition works just fine unlike the mess that is Vortex
unweptbuzzard16 Jan 24, 2021 @ 6:39pm 
Originally posted by Chaosium:
NMM community edition works just fine unlike the mess that is Vortex
Mess? I have no clue what you're talking about but o use vortex to manage all my games especially fo4 and skyrim. It has never failed me.
kdodds Jan 24, 2021 @ 6:41pm 
Originally posted by Chaosium:
NMM community edition works just fine unlike the mess that is Vortex
Vortex is fine(ish). MO2, imo, handles overwrites, instances, and profiles better. But there are also reasons you might want to use Vortex (actual deployment to the game folder (no MM overhead), ENB and dInput mods (imagine in-built ENB swap with a click), and so on. The only problem I've had with Vortex so far is that it doesn't differentiate logically between, say, a Steam and GOG version of the same game. Which is a major problem if you have two completely separate installs for a reason.
Vlad 254 Jan 24, 2021 @ 6:45pm 
Originally posted by kdodds:
Originally posted by Chaosium:
NMM community edition works just fine unlike the mess that is Vortex
Vortex is fine(ish). MO2, imo, handles overwrites, instances, and profiles better. But there are also reasons you might want to use Vortex (actual deployment to the game folder (no MM overhead), ENB and dInput mods (imagine in-built ENB swap with a click), and so on. The only problem I've had with Vortex so far is that it doesn't differentiate logically between, say, a Steam and GOG version of the same game. Which is a major problem if you have two completely separate installs for a reason.
Vortex is 110% fine. Been using it since Beta and never have had a problem with it. Vortex mods close to 200 games. I use it for about 8 games. Vortex is a very powerful mod manager that has come a long way but as I said it was fine 2 years ago.
Lady Aeleanor Jan 24, 2021 @ 6:48pm 
Originally posted by Chaosium:
NMM community edition works just fine unlike the mess that is Vortex
What nonsense. NMM was the mess....I've been using Vortex for the last 2 years, and it works flawlessly.
Last edited by Lady Aeleanor; Jan 24, 2021 @ 6:49pm
Dave Jan 25, 2021 @ 4:10am 
Personally I still use NMM, it is so easy to use categories and profiles. One click and I can the game from all out war to a green, lush peaceful place with loads of places to build. All the information I need is on one page and I like that I can change the interface around as well.

I found Vortex misses activating some ESL's, it can allow conflicting mods to work at the same time and awkward to find the mod I want to uninstall. It is fast and stable but not enough detail is on the page.
Sabaithal Jan 25, 2021 @ 4:14am 
The "official" version is outdated. The community version however still receives updates and works just fine right now.

Literally, just google NMM community version. It works just fine, never had any issues with it.
Last edited by Sabaithal; Jan 25, 2021 @ 12:04pm
Sauro Jan 25, 2021 @ 5:39am 
I've been using the community version of NMM for all of my current 200 hours of Fallout 4 and it has not had a single issue thus far.
Dave Jan 25, 2021 @ 6:42am 
Originally posted by Sauro:
I've been using the community version of NMM for all of my current 200 hours of Fallout 4 and it has not had a single issue thus far.

There are comments that it doesn't activate ESL's but you click the tab and instantly activate and deactivate any mod.
If Vortex does the same, then I uninstall, reinstall still the same so I have to Bash or NMM to activate... I'm not saying it is bad and I do use it for other games which it does very well but I find NMM worked, still works and will continue to work so why break it
kdodds Jan 25, 2021 @ 8:49am 
Originally posted by Dave:
Originally posted by Sauro:
I've been using the community version of NMM for all of my current 200 hours of Fallout 4 and it has not had a single issue thus far.

There are comments that it doesn't activate ESL's but you click the tab and instantly activate and deactivate any mod.
If Vortex does the same, then I uninstall, reinstall still the same so I have to Bash or NMM to activate... I'm not saying it is bad and I do use it for other games which it does very well but I find NMM worked, still works and will continue to work so why break it

It actually sounds more like you're unfamiliar with Vortex than any actual real criticism in this or your prior post. Just like NMM (and MO/MO2, fwiw), it lists mods and plugins separately. Vortex lets you know there are multiple plugins and will enable them all (or none) depending on whether you answer yes/no to the "has multiple plugins, enable them all" question. It doesn't "miss" enabling anything. It doesn't give you a pick or choose list, no, but neither does NMM, or MO[2]. They do the same. Up to you, in Vortex you either say yes and disable the plugins you don't want (i.e. Live Dismemberment off the top of my head if you want to try one) or you say no and enable the plugins you do want separately. NMM lets you screw up, without warning, and load all of those plugins. Only the last one (in the case provided) will do anything. The rest are load overhead, no more or less.

As far as profiles and instances go, if that's your ultimate goal, you should be using MO2 for Fallout 4, not NMM or Vortex at all. MO2 is completely virtualized, your vanilla remains completely vanilla.

I threw NMM to the curb many moons ago, pre-Vortex, when it was all but useless to any but those who couldn't let go of the familiarity. At that point in time it was an absolutely terrible implementation of mod management. Its means of literally overwriting (next mod overwrites the files of the last mod installed) was one of its worst features. Soooo... I've no idea on the NMM's state of current development if I'm being perfectly honest. Therefore I won't start pointing out my ignorance by faulting flaws in it that don't exist. ;)
unweptbuzzard16 Jan 25, 2021 @ 9:34am 
I know people say you can't change load order on vortex but that's not true, in your plugin menu press a little trees symbol on the mod, it will than bring up the load order for that mod, press the edit button and it will prompt you to choose what mod it loads after. You might have to run your game for vortex to update it.
Last edited by unweptbuzzard16; Jan 25, 2021 @ 9:35am
Dave Jan 25, 2021 @ 9:35am 
Originally posted by kdodds:
Originally posted by Dave:

There are comments that it doesn't activate ESL's but you click the tab and instantly activate and deactivate any mod.
If Vortex does the same, then I uninstall, reinstall still the same so I have to Bash or NMM to activate... I'm not saying it is bad and I do use it for other games which it does very well but I find NMM worked, still works and will continue to work so why break it

It actually sounds more like you're unfamiliar with Vortex than any actual real criticism in this or your prior post. Just like NMM (and MO/MO2, fwiw), it lists mods and plugins separately. Vortex lets you know there are multiple plugins and will enable them all (or none) depending on whether you answer yes/no to the "has multiple plugins, enable them all" question. It doesn't "miss" enabling anything. It doesn't give you a pick or choose list, no, but neither does NMM, or MO[2]. They do the same. Up to you, in Vortex you either say yes and disable the plugins you don't want (i.e. Live Dismemberment off the top of my head if you want to try one) or you say no and enable the plugins you do want separately. NMM lets you screw up, without warning, and load all of those plugins. Only the last one (in the case provided) will do anything. The rest are load overhead, no more or less.

As far as profiles and instances go, if that's your ultimate goal, you should be using MO2 for Fallout 4, not NMM or Vortex at all. MO2 is completely virtualized, your vanilla remains completely vanilla.

I threw NMM to the curb many moons ago, pre-Vortex, when it was all but useless to any but those who couldn't let go of the familiarity. At that point in time it was an absolutely terrible implementation of mod management. Its means of literally overwriting (next mod overwrites the files of the last mod installed) was one of its worst features. Soooo... I've no idea on the NMM's state of current development if I'm being perfectly honest. Therefore I won't start pointing out my ignorance by faulting flaws in it that don't exist. ;)

Don't get me wrong, I have used Vortex a lot and if it sounds like a criticism then to you and everyone I apologise sincerely. It's just in my experience, I have had problems and spent an hour finding it when it takes me 2 minutes on others and likewise it is purely my opinion. A little like asking which is the best car as every model has it's ups and downs.

It is probably as I have used NMM since Skyrim and I know every flaw/glitch and shortcut. I also fully understand what is being replaced, why it is replaced and what replacement I want to the extent that I could manually install 200+ mods and it will be stable. Merging XML's, SWF's and even mod merging is like second nature but that is because I have spent 15+ years doing these.

We could all install 10 mods with every mod manager or manually and end up with the same result, it just depends on how easy you find it to do it your way.

As I say, if it appeared to be a criticism then I am sorry. Every mod manager has it's pro's and con's even if I wrote one myself. there would be something that wouldn't work.
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Date Posted: Jan 24, 2021 @ 5:18pm
Posts: 30