<?xml version="1.0"?>
<rss version="2.0"><channel><title>Site Updates Latest Topics</title><link>https://forums.nexusmods.com/forum/290-site-updates/</link><description>Site Updates Latest Topics</description><language>en</language><item><title>New Game Artwork</title><link>https://forums.nexusmods.com/topic/13516582-new-game-artwork/</link><description><![CDATA[<p>
	Distinct game artwork for the most popular games on the site? You've been asking us for it, and it's happening. You will start to see the rollout of updated game artwork today.
</p>

<p>
	This includes:
</p>

<ul>
	<li>
		Game tiles
	</li>
	<li>
		Backgrounds
	</li>
	<li>
		Thumbnails
	</li>
</ul>

<p>
	Some of these artwork changes will feel very new for many of you, particularly the game tiles. Where possible, we've used official artwork from the game developer, to respect how they want their games to be represented, and stay consistent with how they look on other platforms.
</p>

<p>
	So far, we’ve added artwork for 120 of the largest games across the site, with more to come. Is your favourite game missing? Please let us know and we’ll look into updating it. The plan will be to steadily roll out artwork for every game on the site.
</p>
]]></description><guid isPermaLink="false">13516582</guid><pubDate>Thu, 29 May 2025 10:59:42 +0000</pubDate></item><item><title>New Tile View Options Live</title><link>https://forums.nexusmods.com/topic/13515717-new-tile-view-options-live/</link><description><![CDATA[<p>
	Many of you have been asking about the return of different content display options on the site, something we always planned to bring back. Work has been going on behind the scenes, exploring alternate options for how mods display on the site. Today, we’re ready to launch these updated tile options to you all.
</p>

<p>
	You will now have a choice between standard view, the returning list view and the new compact view for those of you who want more mods at once with less scrolling. 
</p>

<p>
	The new tile options will appear on the following pages:
</p>

<p>
	* Game homepages<br />
	* Mods listing and full search pages<br />
	* User profiles - Mods tab<br />
	* The logged-in homepage
</p>

<p>
	We hope they offer you more flexibility and customisation. See what you think! You can set your preferred option here:<br />
	<a href="https://next.nexusmods.com/settings/preferences" rel="external">https://next.nexusmods.com/settings/preferences</a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.nexusmods.com/uploads/monthly_2025_05/list-tile-view.png.8e961e01367642eae538763873880420.png" data-fileid="48622" data-fileext="png" rel=""><img alt="list-tile-view.png" class="ipsImage ipsImage_thumbnailed" data-fileid="48622" data-ratio="56.1" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_05/list-tile-view.thumb.png.a055386845d157dc658ed9d344b4a655.png" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.nexusmods.com/uploads/monthly_2025_05/compact-tile-view.png.094f917d06a93fa02841593117e87edd.png" data-fileid="48623" data-fileext="png" rel=""><img alt="compact-tile-view.png" class="ipsImage ipsImage_thumbnailed" data-fileid="48623" data-ratio="56.1" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_05/compact-tile-view.thumb.png.e21d1abc93a1262ca1e364b7614df6bd.png" /></a>
</p>
]]></description><guid isPermaLink="false">13515717</guid><pubDate>Thu, 15 May 2025 15:37:14 +0000</pubDate></item><item><title>Feedback - Additional Tile views</title><link>https://forums.nexusmods.com/topic/13513468-feedback-additional-tile-views/</link><description><![CDATA[<p>
	<span style="font-size:16px;">We’re exploring some additional UI views for the mod tiles and would love some feedback. </span>
</p>

<p>
	<span style="font-size:16px;">Click the link to take part, we have a couple of questions and a prototype to explore — it should only take around 5 minutes. The test will only work on desktop devices, so please don’t click if you’re on a phone.<br />
	<br />
	To keep things focused and make it easier to account for your feedback, this thread is locked and there will not be a discussion thread. </span>
</p>

<p>
	<span style="font-size:16px;">Please answer the questions directly in the survey.</span>
</p>

<p>
	<span style="font-size:20px;"><a href="https://t.maze.co/372211801" rel="external nofollow" style="border:0px;font-size:16px;padding:0px;vertical-align:baseline;" title="https://t.maze.co/372211801"><span style="color:#e67e22;"><span style="border:0px;padding:0px;vertical-align:baseline;">https://t.maze.co/372211801</span></span></a></span>
</p>
]]></description><guid isPermaLink="false">13513468</guid><pubDate>Wed, 23 Apr 2025 11:02:03 +0000</pubDate></item><item><title>Mod Browsing Overhaul Discussion</title><link>https://forums.nexusmods.com/topic/13507498-mod-browsing-overhaul-discussion/</link><description><![CDATA[<p dir="ltr">
	<span style="background-color:transparent;vertical-align:baseline;">We are making changes to parts of the site that have not been updated for over a decade. This is part of our <a href="https://www.nexusmods.com/news/15161" rel="external">ongoing plan</a> to improve your website experience when browsing or searching for content.<br />
	To see the updated pages, simply click the "Join Beta" button on the banner at the top of the changed pages and your device will be opted in.</span>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXdliJ2_5CuyPiVzn97EykPcXqRK5BGrwgjB7ZulX5EEBclRoF45WaVbMf3bx0smKvOxGfH2tw1LEs-vmt4d5nJZ4Qz5iitMCjO2aPpROqA4BOa3CtcVVjoM7fQ1YKnd9A?key=NNkPA9g9OD8jqS5BX-Fopztv" data-ratio="52.50" height="259" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdliJ2_5CuyPiVzn97EykPcXqRK5BGrwgjB7ZulX5EEBclRoF45WaVbMf3bx0smKvOxGfH2tw1LEs-vmt4d5nJZ4Qz5iitMCjO2aPpROqA4BOa3CtcVVjoM7fQ1YKnd9A?key=NNkPA9g9OD8jqS5BX-Fopztv" /></span></span></b>
</p>

<p dir="ltr">
	<span style="background-color:transparent;vertical-align:baseline;">The key pages we’re focusing on for feedback are the Games and Mods listing pages, as well as Game homepages. We have also released an early version of our new quick search, this is limited to mods for now, but we’ll follow up with further updates to include all content types. While there are some minor styling updates across the rest of the site, these pages have the most significant updates and are our main focus.</span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="background-color:transparent;vertical-align:baseline;">As part of the new update, we are removing the left and right side adverts on the new pages. Whilst adverts are a key part of what keeps the lights on, we felt this was the right move to try to improve free users' experience. </span>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXe2BN4EFS_wukSYTJRNVfZ0AZaq4CEzcUP9x3oBVM_FL_jYLR4Eq8Kmg6IYlzX17E6bYGUsXskodNvPH623G3Rm4xYqQTK3DFDTcpUVeDo9OcuxhILB9IT06nI2r_NjR6aR0lqmbg?key=NNkPA9g9OD8jqS5BX-Fopztv" data-ratio="68.90" height="337" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe2BN4EFS_wukSYTJRNVfZ0AZaq4CEzcUP9x3oBVM_FL_jYLR4Eq8Kmg6IYlzX17E6bYGUsXskodNvPH623G3Rm4xYqQTK3DFDTcpUVeDo9OcuxhILB9IT06nI2r_NjR6aR0lqmbg?key=NNkPA9g9OD8jqS5BX-Fopztv" /></span></span></b>
</p>

<p>
	 
</p>

<p>
	<strong><span style="font-size:20px;">Why Update Now?</span></strong><br />
	One of our key goals this year has been transitioning to a modern site architecture. The current system is challenging to maintain, slowing feature development and innovation. Moving to a new framework enables us to improve the user experience, experiment with new features, and keep pace with the evolving needs of the modding community. While this transition temporarily mixes old and new designs, it’s a necessary step toward a better site. 
</p>

<p>
	<strong><span style="font-size:20px;">Key Improvements</span></strong>
</p>

<p>
	<br />
	<span style="font-size:18px;">A More Consistent Experience</span><br />
	Any site that’s been worked on for over 10 years will inevitably accumulate design and technical inconsistencies—think mismatched button styles, typography, and colour schemes. While subtle, these details make the site feel less polished. This refresh introduces a new design system, standardising the fundamentals of our colour palette, typography hierarchy, iconography, spacings and grids. These foundations underpin reusable components (e.g., buttons, forms, tags), making the site more consistent and easier to update. With this system in place, we can focus on solving problems and building new features instead of fixing small UI details.
</p>

<p>
	<span style="font-size:18px;">Easier Mod Discovery</span><br />
	We’ve started with updates to browsing and searching for mods, including improvements to game pages and mod listings. Filters on the mods listing page are now always visible, making them quicker to use. The UI should be clearer to read making it easier to scan through multiple mods. Next, we’re enhancing search to let you find content across all types, including users, for a more intuitive experience.
</p>

<p>
	<br />
	<span style="font-size:18px;">Improved Accessibility</span><br />
	We believe modding should be for everyone. This refresh prioritises accessibility, ensuring the site is easy to perceive, navigate, and interact with for all users. Updates include: Support for screen readers, Visually accessible colours, Readable typography, Flexible input methods. By following standards like WCAG we’re creating a site that isn’t just inclusive but also easier and more enjoyable for everyone.<br />
	 
</p>

<p>
	<span style="font-size:18px;">Refining the User Experience</span><br />
	Nexus Mods has grown immensely, adding features that make it what it is today. However, there are areas to improve and simplify while keeping the features long-time users love. We’ve approached these updates thoughtfully, aiming to balance simplicity and functionality for a diverse community. This is a challenge! We won’t always get things right the first time — this is an iterative process of improvements — but your feedback helps us refine and improve.
</p>

<p>
	<br />
	<span style="font-size:18px;">What’s Next?</span><br />
	The next big update focuses on search improvements, making it easier to find the mods and content you’re looking for. We’re also working on an overhaul of the mod page, this is a much larger chunk of work that we’ll aim to ship later in the year. We’ll continue to share our progress and welcome your feedback along the way.
</p>

<p>
	 
</p>

<p dir="ltr">
	<strong><u><span style="font-size:20px;"><span style="background-color:transparent;vertical-align:baseline;">How to give feedback</span></span></u></strong>
</p>

<p dir="ltr">
	<span style="background-color:transparent;vertical-align:baseline;">We are looking for feedback on the following pages:</span>
</p>

<ul>
	<li dir="ltr">
		<p dir="ltr">
			<a href="https://next.nexusmods.com/skyrimspecialedition" rel="external">Game Home Page</a>
		</p>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<a href="https://next.nexusmods.com/games" rel="external">Game Listing Page</a>
		</p>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<a href="https://next.nexusmods.com/skyrimspecialedition/mods" rel="external">Mods Listing Page</a>
		</p>
	</li>
</ul>

<p dir="ltr">
	<span style="background-color:transparent;vertical-align:baseline;">If you have feedback for us, please use these forms:</span>
</p>

<h2 dir="ltr">
	<a href="https://surveys.hotjar.com/11a5b923-5392-406b-b444-f7c9b1e3f365" rel="external nofollow">General Feedback</a><br />
	<a href="https://surveys.hotjar.com/384d2878-ae0c-47fa-9e43-fa25256a50e1" rel="external nofollow">Quick Search</a>
</h2>

<p>
	 
</p>

<p dir="ltr">
	<span style="background-color:transparent;vertical-align:baseline;">Please ensure that you have ad-blockers disabled, as they will interfere with the feedback pop-ups that gather your feedback.</span>
</p>

<p>
	<br />
	<span style="background-color:transparent;vertical-align:baseline;">Whilst we love talking through all of your feedback on the</span> <a href="https://forums.nexusmods.com/topic/13507498-visual-overhaul-open-beta/#comment-130489205" rel="">Forums</a> or on <a href="https://discord.gg/nexusmods" rel="external nofollow">Discord</a><span style="background-color:transparent;color:rgb(0,0,0);vertical-align:baseline;">, </span><span style="background-color:transparent;vertical-align:baseline;">we don't make any guarantees we will see it if it is posted there. We are primarily collecting feedback through site usage metrics and the popup surveys found on each of the pages.</span><br />
	<br />
	<b><span style="background-color:transparent;color:rgb(0,0,0);vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXcPcYPRLg0t08o3Zvc3MyfSpZAvrunVFkVPaYSTuWNhwJejpb1-EGlvwBfpJnIFWrlUCeWlxn1mk2EJsRnBR7pKXNGdMAWLRsNtnXWLtEtrOuKqcoz9rj9vQCApNaVHaZRECw_wcA?key=NNkPA9g9OD8jqS5BX-Fopztv" data-ratio="68.90" height="339" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcPcYPRLg0t08o3Zvc3MyfSpZAvrunVFkVPaYSTuWNhwJejpb1-EGlvwBfpJnIFWrlUCeWlxn1mk2EJsRnBR7pKXNGdMAWLRsNtnXWLtEtrOuKqcoz9rj9vQCApNaVHaZRECw_wcA?key=NNkPA9g9OD8jqS5BX-Fopztv" /></span></span></b>
</p>
]]></description><guid isPermaLink="false">13507498</guid><pubDate>Wed, 29 Jan 2025 11:43:56 +0000</pubDate></item><item><title>Forum Reputation System Enabled</title><link>https://forums.nexusmods.com/topic/13465091-forum-reputation-system-enabled/</link><description><![CDATA[<p>
	To encourage our more engaged forum users and raise visibility over positive and helpful interactions, we have enabled the reputation system.
</p>

<p>
	The reputation system enables users to earn reputation points when other users react to their content. A user's community-wide reputation total is shown next to their content and in their profile, and counts towards features such as the "Popular Contributors" content block and Leaderboard ranking.
</p>

<p>
	Leaderboards can be seen inside the activity tab in the top menu:
</p>

<p>
	<img alt="menu.JPG.ca25b2198e949bb42c649746d583fe4a.JPG" class="ipsImage ipsImage_thumbnailed" data-fileid="5028" data-ratio="15.15" width="911" src="https://forums.nexusmods.com/uploads/monthly_2024_01/menu.JPG.ca25b2198e949bb42c649746d583fe4a.JPG" />
</p>

<p>
	 
</p>

<p>
	You can react to posts now in the bottom right corner of the post:
</p>

<p>
	<img alt="like.JPG.fb3b6e98154997c25aa9e2a6a939eee1.JPG" class="ipsImage ipsImage_thumbnailed" data-fileid="5027" data-ratio="31.51" width="914" src="https://forums.nexusmods.com/uploads/monthly_2024_01/like.JPG.fb3b6e98154997c25aa9e2a6a939eee1.JPG" />
</p>

<p>
	 
</p>

<p>
	We will evaluate its use and impact after a few weeks. If it's not a generally well received, we can always switch it off again. Feel free to discuss it here.
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">13465091</guid><pubDate>Wed, 17 Jan 2024 14:50:49 +0000</pubDate></item><item><title>Mod Browsing Overhaul Rollout</title><link>https://forums.nexusmods.com/topic/13510484-mod-browsing-overhaul-rollout/</link><description><![CDATA[<p>
	The Mod Browsing Beta has closed. Thank you for all your feedback over both the open and closed betas, which we have run across the last few months!<br />
	We will begin to push those changes live on the website. To ensure that this does not cause issues that disrupt your use of the site, we will be rolling out the various changes over the next few weeks. 
</p>

<p>
	<span style="font-size:18px;">What is changing?</span>
</p>

<ul>
	<li>
		Updated styles across many different pages
	</li>
	<li>
		New search experience
	</li>
	<li>
		New <a href="https://next.nexusmods.com/games" rel="external">Games page</a>
	</li>
	<li>
		New <a href="https://next.nexusmods.com/kingdomcomedeliverance2" rel="external">Game Home page</a>
	</li>
	<li>
		New <a href="https://next.nexusmods.com/baldursgate3/mods" rel="external">Mods Listing page</a>
	</li>
	<li>
		New <a href="https://next.nexusmods.com/fallout4/images" rel="external">Image Listing page</a>
	</li>
	<li>
		New <a href="https://next.nexusmods.com/skyrimspecialedition/videos" rel="external">Video Listing page</a>
	</li>
	<li>
		Moving all pages to the www.nexusmods.com domain. Pages will no longer be hosted on next.nexusmods.com<br />
		Plus lots more!
	</li>
</ul>

<p>
	<span style="font-size:18px;">Are we stopping work on mod browsing once the rollout is complete?</span>
</p>

<p>
	No. We still have some work left to do, including further improvements to the search experience and any performance improvements we deem necessary. We'll also be very carefully considering your feedback from additional HotJar surveys, the Forums and Discord. 
</p>

<p>
	 
</p>

<p>
	<span style="font-size:18px;">How have we been assessing your feedback?</span>
</p>

<p>
	We have been using various locations to gather feedback across the <a href="https://forums.nexusmods.com/topic/13507498-mod-browsing-overhaul-open-beta/#comments" rel="">forums</a>, feedback pop-ups, <a href="https://discord.com/invite/nexusmods" rel="external nofollow">Discord</a>, other community locations, and site usage data. 
</p>

<p>
	Here is an overview of the feedback we have received from the pop-ups. 
</p>

<p>
	Game listing pages scored 4.4/5 (113 responses)<br />
	Mod listing pages scored 4.3/5 (756 responses)<br />
	Game home pages scored 4.0/5 (1,219 responses)
</p>

<p>
	<br />
	We carefully evaluated all the feedback and made some difficult decisions about which changes to implement. In the end, our design reflects the collective input of the wider community, prioritising the features and adjustments that the majority of users wanted. 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">13510484</guid><pubDate>Mon, 10 Mar 2025 16:26:35 +0000</pubDate></item><item><title>Mod Page Permissions Update</title><link>https://forums.nexusmods.com/topic/13504446-mod-page-permissions-update/</link><description><![CDATA[<p>
	Hello everyone!
</p>

<p>
	As you may have read in the <a href="https://www.nexusmods.com/news/15161" rel="external">November update</a>, we're working hard in the background to battle an increase in both spam and malicious mods being uploaded to the website.
</p>

<p>
	We've been looking into the patterns used by bad actors and how we can best combat them. One trend we've seen frequently is the uploader will disable comments and bugs in an attempt to hide any user feedback which is often warning others away from downloading the content. Similarly, these users will often archive several files on their page and block users from viewing archived files - this act "covers up" the various attempts they've made to evade our security scans. 
</p>

<p>
	To further improve your safety in the community, we've changed the default permissions on mod pages to combat this. 
</p>

<p>
	Starting today, any account that hasn't unlocked <strong>Verified Mod Author</strong> status will be unable to take the following actions: 
</p>

<ul>
	<li>
		Disable the Posts section on mod pages.
	</li>
	<li>
		Lock comments on mod pages (Update: Added 23 Dec)
	</li>
	<li>
		Disable the Bugs section on mod pages.
	</li>
	<li>
		Hide the File Archive on mod pages.
	</li>
</ul>

<p>
	If the feature is not available to you, a message will appear above the section to edit this setting as shown below:
</p>

<p>
	<img alt="image.png.f2c7e3eb6d0f047e83329fec0aa299f8.png" class="ipsImage ipsImage_thumbnailed" data-fileid="31873" data-ratio="75.40" width="500" src="https://forums.nexusmods.com/uploads/monthly_2024_12/image.png.f2c7e3eb6d0f047e83329fec0aa299f8.png" />
</p>

<p>
	All of these features will unlock automatically when the owner of the page reaches 1,000 Unique Downloads across all of their mods. We feel that by the time your account hits this milestone, we're confident that the content you're sharing is safe enough to allow these parts of the mod page to be turned off.
</p>

<p>
	 
</p>

<p>
	<span style="font-size:16px;"><strong>I am not a verified mod author and I've already turned off comments. What will happen to my page?</strong></span>
</p>

<p>
	If your page is already using an alternative option for posts it will remain unchanged. However, you will only be able to change the option to the default when editing your mod. 
</p>

<p>
	 
</p>

<p>
	<span style="font-size:16px;"><strong>How do I become a "Verified Mod Author"?</strong></span>
</p>

<p>
	As part of our <a href="https://help.nexusmods.com/article/127-free-premium-for-mod-authors" rel="external nofollow">Mod Author Rewards scheme</a>, you need to achieve 1,000 unique downloads across all of your mods to unlock the first milestone and become verified. 
</p>

<p>
	 
</p>

<p>
	<span style="font-size:16px;"><strong>I need to close the comments/bug reports on my mod page but I can't. What can I do?</strong></span>
</p>

<p>
	Please contact a <a href="https://forums.nexusmods.com/staff/" rel="">moderator or Community Manager</a> to discuss this issue. Our staff will be able to change this setting before you hit the threshold but this will only be handled on a case-by-case basis. 
</p>
]]></description><guid isPermaLink="false">13504446</guid><pubDate>Tue, 17 Dec 2024 13:48:47 +0000</pubDate></item><item><title>Publisher-Approved Paid Modding Policy</title><link>https://forums.nexusmods.com/topic/13501488-publisher-approved-paid-modding-policy/</link><description><![CDATA[<p>
	Over the past year several game developers have introduced varying paid modding schemes, including <a href="https://creations.bethesda.net/en/creators/bethesdagamestudios" rel="external nofollow">Bethesda's Verified Creators (Skyrim, Fallout 4, Starfield)</a>. As a result, we've received a lot of requests for clarity on our paid modding stance and our paid modding rules from a number of our users. We are now updating our policies to reflect our official stance. 
</p>

<p>
	 
</p>

<p>
	After consulting with several mod authors in the community over the last few months, the issue was discussed at a high level within our team, and the following guidelines and actions were agreed upon. The <a href="https://help.nexusmods.com/article/77-donation-options-guidelines" rel="external nofollow">full policy update</a> also includes some clarifications around other paid modding. 
</p>

<p>
	 
</p>

<ul>
	<li>
		<strong>Linking to paid mods: </strong>If the uploader has free content on Nexus Mods and would like to link to the place to purchase their paid content, we will allow it subject to the <a href="https://help.nexusmods.com/article/77-donation-options-guidelines#Advertising-Limitations--BS3p-" rel="external nofollow">Advertising Limitations</a>.
	</li>
	<li>
		<strong>Lite/Trial/Preview/Demo versions of paid mods:</strong> We will not allow free mods to be shared where they represent an inferior version of the mod with features stripped out to promote the purchase of the full version. 
	</li>
	<li>
		<strong>Patches for/Dependencies on Paid Mods:</strong> We allow patches that fix compatibility issues between your mod on Nexus Mods and a paid mod on an official provider as long as (1) the patch is included as part of your main mod file OR the patch is added as an "Optional file" on your mod page and (2) the paid mod is not a requirement of your mod to work. We do not allow patches for paid mods to be uploaded to "patch hub" mod pages or "standalone patch pages" on Nexus Mods. These should be uploaded to the paid modding provider's platform. For more information on this policy, please check <a href="https://help.nexusmods.com/article/141-publisher-approved-paid-modding-faq" rel="external nofollow">this article</a>.
	</li>
	<li>
		<strong>Collections requiring paid mods:</strong> Similar to mods, if any collections are not functional without the user purchasing paid mods, they will not be permitted. 
	</li>
	<li>
		<strong>Backlinks are required:</strong> If a mod author wants to link from their free content on Nexus Mods to their paid content, the paid content must include <a href="https://help.nexusmods.com/article/77-donation-options-guidelines#Backlink-format-TfLLz" rel="external nofollow">a link back to their Nexus Mods profile</a>. 
	</li>
</ul>

<p>
	 
</p>

<p>
	<strong><span style="font-size:18px;">Why have we chosen this policy?</span></strong>
</p>

<p>
	We firmly believe that modding should be a pursuit of passion first and foremost, with financial compensation being a nice bonus but not the main driver of creating content. Our mission is to "Make Modding Easy" and we strongly believe that paid modding is in direct conflict with that goal. Modding games is already a complicated process and forcing users to navigate a confusing split of free and paid mods to get their setup working does not represent an easy, accessible and positive modding community. 
</p>

<p>
	 
</p>

<p>
	In the vast majority of cases, direct monetisation of mod content violates the EULAs that players agree to when playing games or using modding tools. This means that paid modding can result in legal issues not only for the modder charging for their work but also for any platform facilitating that behaviour. 
</p>

<p>
	 
</p>

<p>
	We are committed to building a positive modding community where all content is freely available.
</p>

<p>
	 
</p>

<p>
	However, we understand some community members do not share this view and would like to take advantage of these schemes to directly earn money for content they create rather than relying on donations and Mod Rewards. Previously this was only possible when a modder decided to make and sell their own game, but with these approved programs it is now attainable to release mod content commercially in a legal and more legitimate way. 
</p>

<p>
	 
</p>

<p>
	As an example, several of the mod authors involved in the Verified Creators program with Bethesda are long-time members of this community who have released great content for free over the years and provided positive interactions with users of their mods. We feel that these users should be allowed to acknowledge their paid work as long as it isn't to the detriment of the free modding ecosystem and community. 
</p>

<p>
	 
</p>

<p>
	We are, of course, aware that there will almost certainly be bad actors who have no interest in the free modding ecosystem and just want to use it to advertise their paid mods. To that end, we will be monitoring how this affects the community and may revise this policy again if it becomes a problem. We hope that any egregious cases will be reported and handled by our team without spoiling it for others. 
</p>

<p>
	 
</p>

<p>
	In terms of existing content, we'll be combing through any content that may be incompatible with these new rules and will be contacting the authors of the content if there are changes that can be made to bring it back in line with the rules. You can help us by using the "Report Abuse" button on mod pages or profiles that you feel are not aligned with the guidelines so our moderators can review them. This process may take some time as when we update our rules we feel it's fairest to take a softer approach to any existing content that may now break the rules. <br />
	 
</p>
]]></description><guid isPermaLink="false">13501488</guid><pubDate>Tue, 29 Oct 2024 14:04:30 +0000</pubDate></item><item><title>Important Update about Two-Factor Authentication (2FA)</title><link>https://forums.nexusmods.com/topic/13496958-important-update-about-two-factor-authentication-2fa/</link><description><![CDATA[<p>
	Hey modders! If you are part of our <a href="https://discord.com/invite/nexusmods" rel="external nofollow">official Discord server</a>, you may have seen this already, but we figured we ought to post this here as well to increase visibility.
</p>

<h1>
	<span><span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f510.png" class="ipsEmoji" alt="🔐"> Please update your Two</span><span>-Factor Authentication </span><span>(2FA</span><span>) settings</span></span>
</h1>

<p>
	<span>We have discovered an issue with our </span><a href="https://help.nexusmods.com/article/74-two-factor-authentication-for-nexus-mods" rel="external nofollow" title="Two-Factor Authentication (2FA) system  (https://help.nexusmods.com/article/74-two-factor-authentication-for-nexus-mods)"><span>Two</span><span>-Factor Authentication </span><span>(2FA</span><span>) system</span></a><span>. You may be unable to use your recovery codes to log in if you lose your authenticator device</span><span>. To ensure you don</span><span>'t lose access to your account in future</span><span>, please see the instructions below</span><span>.</span><span> </span>
</p>

<h2>
	<span><span>What is the issue</span><span>?</span></span>
</h2>

<p>
	<span>When Two</span><span>-Factor Authentication is activated on Nexus Mods</span><span>, we present you with five backup codes that can be used in place of your 2FA device if you ever lose access to it</span><span>. Due to a bug</span><span>, these backup codes were not stored in our system for some users which means they cannot be used to log in as we have no record of them</span><span>. </span><span> </span><strong><span>If this applies to your account you will receive an email version of this message</span><span>.</span></strong><span> </span>
</p>

<h2>
	<span><span>Is my account security compromised</span><span>?</span></span>
</h2>

<p>
	<span>No</span><span>. This issue does not compromise the security of your account</span><span>. Taking no action means your account remains secure</span><span>, but you may not be able to use your 2FA backup codes to log in</span><span>. </span><span> </span>
</p>

<h2>
	<span><span>What do I need to do</span><span>?</span></span>
</h2>

<p>
	<span>We have fixed the problem</span><span>, but all users affected by this issue will need to follow the steps below</span><span>: </span>
</p>

<ol start="1">
	<li>
		<span><span>Log in to your account and navigate to your </span><a href="https://users.nexusmods.com/account/security" rel="external nofollow" title="security settings  (https://users.nexusmods.com/account/security)"><span>security settings</span></a><span>.</span></span>
	</li>
	<li>
		<span><span>Click the </span><span>"Disable 2FA</span><span>" button</span><span>, enter the code on your authenticator device and confirm</span><span>. To avoid confusion</span><span>, remove the 2FA code from your authenticator app too</span><span>.</span></span>
	</li>
	<li>
		<span><span>Click the </span><span>"Set Up 2FA</span><span>" button and follow the instructions</span><span>.</span></span>
	</li>
	<li>
		<span><span>Once 2FA is enabled</span><span>, you will be presented with 5 backup codes</span><span>. Keep these in a safe place</span><span>.</span></span>
	</li>
</ol>

<p>
	<span>If you no longer have access to your 2FA device</span><span>, please see our </span><a href="https://help.nexusmods.com/article/108-account-recovery" rel="external nofollow" title="Account Recovery  (https://help.nexusmods.com/article/108-account-recovery)"><span>Account Recovery</span></a><span> page for additional ways to regain access to your account</span><span>. </span><span> </span>
</p>
]]></description><guid isPermaLink="false">13496958</guid><pubDate>Tue, 20 Aug 2024 10:54:41 +0000</pubDate></item><item><title>Nexus Mods Navigation updates</title><link>https://forums.nexusmods.com/topic/13493590-nexus-mods-navigation-updates/</link><description><![CDATA[<p>
	Hi everyone!
</p>

<p>
	We've recently made some updates to our navigation to align next.nexusmods.com(where collections are) with the main site nexusmods.com.
</p>

<p>
	Most of these changes will be minor UI changes like spacing/font but you will notice we have changed the "Games" tab to allow users a total of 24 favourite games but we would still love to hear your feedback.
</p>

<p>
	This forum post is where we'll be collecting feedback so please comment with your thoughts and we'll use this to inform our future changes.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">13493590</guid><pubDate>Tue, 02 Jul 2024 12:47:00 +0000</pubDate></item><item><title>Forum Style Update - 27/03/2024</title><link>https://forums.nexusmods.com/topic/13476759-forum-style-update-27032024/</link><description><![CDATA[<p>
	Hi everyone!
</p>

<p>
	You might've noticed the forum looks a bit different this morning. We've been tweaking the design and added a handy new feature to user profiles.
</p>

<p>
	Here's a quick summary of what we have changed:
</p>

<ul>
	<li>
		Added a new link on forum profiles that points back to the Nexus Mods profile pages (the reverse is still planned!)
	</li>
	<li>
		Updated colours to improve accessibility and align with our branding
	</li>
	<li>
		Reduced the visual noise by limiting the number of orange "call to action" buttons and links. 
	</li>
</ul>

<p>
	 
</p>

<p>
	<strong><span style="font-size:18px;">User Profile - Links back to your site profile</span></strong>
</p>

<p>
	On any user profile, you'll now see a new block below the avatar which features a link back to the user's profile on the main website. 
</p>

<p>
	<img alt="image.png.4155658900b73429c249f8e31304f2a8.png" class="ipsImage ipsImage_thumbnailed" data-fileid="8673" data-ratio="65.44" width="787" src="https://forums.nexusmods.com/uploads/monthly_2024_03/image.png.4155658900b73429c249f8e31304f2a8.png" />
</p>

<p>
	 
</p>

<p>
	<strong><span style="font-size:18px;">Theme updates</span></strong>
</p>

<p>
	Here's a side-by-side comparison of the board index in the old and new themes.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="8678" href="https://forums.nexusmods.com/uploads/monthly_2024_03/image.png.a57b591f75d40cb944de221b64b12fcf.png" rel=""><img alt="image.thumb.png.bee877c8f61b4f4620bd85126e41177a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="8678" data-ratio="33.50" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2024_03/image.thumb.png.bee877c8f61b4f4620bd85126e41177a.png" /></a>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	With these changes, we feel the forum is more visually appealing and easier to use! Do you have feedback on the new theme or suggestions for the forum? Let us know in the comments. 
</p>
]]></description><guid isPermaLink="false">13476759</guid><pubDate>Wed, 27 Mar 2024 09:16:32 +0000</pubDate></item><item><title>User Profile and Direct Messaging Improvements Beta</title><link>https://forums.nexusmods.com/topic/13472271-user-profile-and-direct-messaging-improvements-beta/</link><description><![CDATA[<p>
	Many of you have been waiting patiently for the return of features that were removed with the <a href="https://www.nexusmods.com/news/14894" rel="external">community forum update</a>. We committed to bringing back the “About Me” section and “Direct Messaging”. I’m happy to say that these will be returning soon.
</p>

<p>
	This article will spell out exactly what you can expect with the return of these features. It will also cover our new and improved process for rolling out new features to you, ensuring plenty of opportunity for you to add your feedback so we get things right on release. <br />
	<br />
	<span style="font-size:20px;"><strong>Please read the "Updates" section before posting an issue. We might be already aware and working on a fix!</strong></span>
</p>

<p>
	 
</p>

<p>
	<strong><span style="font-size:18px;">What are we doing?</span></strong>
</p>

<p>
	The changes being made cover 3 different sections:
</p>

<ul>
	<li>
		Beta releases for new features
	</li>
	<li>
		Improved User Profiles
	</li>
	<li>
		The return of missing direct messaging features
	</li>
</ul>

<p>
	 
</p>

<p>
	<strong><span style="font-size:18px;">Beta</span></strong>
</p>

<p>
	<br />
	As some of you may have seen, we have begun a new rollout process which will be used for many of the features being added to the site. We are trying to improve our processes to ensure that we release new features without major problems. This new beta feature will allow you to opt in/out to test the upcoming changes whilst letting you roll back anytime during the beta. <br />
	You can opt in/out of the beta on the user profile page whilst the beta is running. Once the beta ends, all users will be moved over to the new profile page.<br />
	Please let us know what you think of our new changes so that we can improve them ready for the full release. 
</p>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="6714" href="https://forums.nexusmods.com/uploads/monthly_2024_02/image.png.132acb77d64991f97ea4710a2da09634.png" rel=""><img alt="image.thumb.png.f789ef9856af910a8ede6b4037b73dea.png" class="ipsImage ipsImage_thumbnailed" data-fileid="6714" data-ratio="4.50" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2024_02/image.thumb.png.f789ef9856af910a8ede6b4037b73dea.png" /></a>
</p>

<p>
	<span style="font-size:18px;"><strong>Profiles</strong> </span>
</p>

<p>
	<br />
	We are bringing many new improvements to the profile page and moving them into a more modern backend that has better support for our developers. We hope you also find them more intuitive, better looking, and more fitting with the updated site.
</p>

<p>
	This includes:
</p>

<ul>
	<li>
		The return of the much loved “About Me” section using Markdown text formatting. We have imported your old “About Me” sections and converted them from BBCode to Markdown. This is a part of the move to our more modern editor. This much-requested change has by necessity resulted in the removal of a few formatting options that BBCode provided. We are interested in hearing your thoughts on this. 
	</li>
	<li>
		Improvements to the filtering of Adult Content.
	</li>
	<li>
		A new tab to showcase Collections you have published. 
	</li>
	<li>
		A Total Unique Download counter for verified mod authors that will update daily. This should help you see when you qualify for our <a href="https://www.nexusmods.com/news/14933" rel="external">Free Premium for Mod Authors</a> program
	</li>
	<li>
		Infinite scroll to be consistent with our new backend for the website. This is the same as currently exists on Collections. 
	</li>
</ul>

<p style="text-align:center;">
	<b><span style="border:none;"><img alt="Q7GlvDy1urCwVnMga9i7esV954PTmOg8J_urllh_7LuvMyNwEmnndsCjnxneDnTwnPNfZJ0ccMmsHLw7f6uwnu-klXjbuIwBLCaQHUhjwwnwUfP9tXxJ5p01NC-aIciZwyipSgTO6tWAQROL0V4EtuE" data-ratio="75.08" height="284" width="602" src="https://lh7-us.googleusercontent.com/Q7GlvDy1urCwVnMga9i7esV954PTmOg8J_urllh_7LuvMyNwEmnndsCjnxneDnTwnPNfZJ0ccMmsHLw7f6uwnu-klXjbuIwBLCaQHUhjwwnwUfP9tXxJ5p01NC-aIciZwyipSgTO6tWAQROL0V4EtuE" /></span></b>
</p>

<p>
	<strong><span style="border:none;"><span style="font-size:18px;">Direct Messaging</span></span></strong>
</p>

<ul>
	<li>
		Restoring the much-requested “Message” button to user profiles
	</li>
	<li>
		<span style="border:none;">Restoring the unread notifications indicator for new messages you receive. </span>
	</li>
	<li>
		<span style="border:none;">Ensuring that you can message any site user from their profile, without the need for them to have created a forum account directly. Our backend changes to facilitate this means this should no longer be a problem for you. </span>
	</li>
	<li>
		<span style="border:none;">The new forums inbox theme has been updated to more clearly highlight which messages are read or unread. </span>
	</li>
</ul>

<p style="text-align:center;">
	<b><span style="border:none;"><img alt="b9ysPAu8fLDq24LKXjWbx5EA3_FcpH9NI0ujnRWxWRzZprbUVWq4mpQqtXFq1YeRlqL4-nlTsoGQ9DQ9YdI2RwXMIi9bhdD4AlINxh7dEid9ysqr4ArBYQskwG56R8TodvpibfjaDeOIIZNGIWMzLCg" data-ratio="95.18" height="210" width="249" src="https://lh7-us.googleusercontent.com/b9ysPAu8fLDq24LKXjWbx5EA3_FcpH9NI0ujnRWxWRzZprbUVWq4mpQqtXFq1YeRlqL4-nlTsoGQ9DQ9YdI2RwXMIi9bhdD4AlINxh7dEid9ysqr4ArBYQskwG56R8TodvpibfjaDeOIIZNGIWMzLCg" /></span></b><b><span style="border:none;"><img alt="hHqQiVCmYgCWu1G83adH2vPN28NJhkETrqzB0lo35pLpMLqRKQ_JG1zr-jpei9B3y04DWNSBaKuSoB4Hf3cRYZMXGpennvXBktTMdi7jzLWY6y6c_DQl6UmSWduhkIcV_SwBFqcTYM5B_HUR73zqWgk" data-ratio="65.26" height="210" width="321" src="https://lh7-us.googleusercontent.com/hHqQiVCmYgCWu1G83adH2vPN28NJhkETrqzB0lo35pLpMLqRKQ_JG1zr-jpei9B3y04DWNSBaKuSoB4Hf3cRYZMXGpennvXBktTMdi7jzLWY6y6c_DQl6UmSWduhkIcV_SwBFqcTYM5B_HUR73zqWgk" /></span></b>
</p>

<p>
	 
	</p><p>
		<strong><span style="font-size:18px;">Why are we making these changes?</span></strong>
	</p>


<p>
	<br />
	We are aiming to add new requested features as well as to resolve technical debt. <br />
	All the existing pages are built in a framework that is no longer supported and difficult to work with, so we need to move them into a more modern one with better support for our developers. This is part of the wider work we are undertaking to update the site. We can’t move everything at once as there are a lot of pages on Nexus Mods. For this update, we are moving User Profile pages.
</p>

<p>
	There’s a ton of additional cool stuff we want to do with user profiles in the future. This first update is mostly about technical improvements, with other features to come down the line. 
</p>

<p>
	These changes also restore the functionality that was lost with the forum upgrade. They are much-needed updates to ensure that everyone on the site can easily contact each other in a private setting and receive timely notifications when they have been messaged. 
</p>

<p>
	 
</p>

<p>
	<strong><span style="font-size:18px;">When are we doing it?</span></strong>
</p>

<p>
	<br />
	The beta is out now! We are keen to hear your feedback and any improvements that you feel need to be made to the new profile pages. Please leave your feedback in the comments so we can take them into consideration. 
</p>

<p>
	 
</p>

<p>
	<strong><span style="font-size:20px;">Updated:</span></strong>
</p>

<p>
	<span style="font-size:16px;">17/04/2024:</span>
</p>

<ul>
	<li>
		Downloaded and update available states have been redesigned based on feedback. These should now be much clearer across a multitude of different mod tile thumbnail images.
		<ul>
			<li>
				There is a bug with how this displays currently. Should be fixed soon <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/2122.png" class="ipsEmoji" alt="™️">
			</li>
		</ul>
	</li>
	<li>
		The "Games" dropdown filter has been reworked. It should be easier to use, show number of mods/collections/media per game and now includes a search field.
	</li>
	<li>
		The 'Report' button no longer appears on banned accounts
	</li>
	<li>
		We've fixed some data issues with media that either caused profiles to return errors or did not display media correctly
	</li>
	<li>
		Author names on media tiles have been updated to display more clearly on smaller screens
	</li>
	<li>
		Fixed a bug that caused country flags to not show correctly for some users
	</li>
</ul>

<p>
	11/04/2024:
</p>

<ul>
	<li>
		    We have taken the difficult decision to remove Activity Feeds from User Profiles. The feature needs a rework from the ground up, it was causing major performance issues which we did not find acceptable (over 1 minute load times were very possible). These will not be returning in the short term. We may consider reimplementing this feature in the future.
	</li>
	<li>
		    Media tiles are redesigned to give more space to the image text, moving the counts and uploader onto their own line
	</li>
	<li>
		    Images moved to the Supporter Share now update on profiles correctly
	</li>
	<li>
		    We are looking into an issue where deleted images are still showing in the media tab.
	</li>
</ul>

<p>
	10/04/2024:
</p>

<ul>
	<li>
		    Mod download and update available states are now viewable on mod tiles. (We are looking at making these stand out more on mod tiles)
	</li>
	<li>
		    Images in Mod tiles and Media have been updated with multiple design changes.
	</li>
	<li>
		    Non-standard aspect ratio images will now blur the unused space.
	</li>
	<li>
		    The placeholder image for mods with removed images has been updated to better fit the new design.
	</li>
	<li>
		    The profile will no longer display empty country information if it is has not been set.
	</li>
	<li>
		    Content that is blocked in your Content Blocking settings will now display a notice saying that the mod will not appear in searches. This is the same behaviour as the current profile page.
	</li>
	<li>
		    Link text in the 'About' section should now remain orange when formatted (e.g. by making it bold).
	</li>
	<li>
		    Date/Times are now consistent across the profile page and on mod tiles.
	</li>
</ul>

<p>
	<span style="font-size:16px;">27/03/2024:</span>
</p>

<ul>
	<li>
		Many improvements to sorting options. This will now filter by "Date Published" by default or whatever you have changed you settings to in <a href="https://next.nexusmods.com/settings/preferences" rel="external">Site Preferences</a>. 
	</li>
	<li>
		You can now report User Profiles for violating the Terms of Service. 
	</li>
	<li>
		The Donate button will now display a modal popup when donating to a user via PayPal, to let you know how the system works.
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:16px;">20/03/2024:</span>
</p>

<ul>
	<li>
		The game filtering dropdown for Mods, Collections and Media has been implemented. The game order in the dropdown is in descending order of number of mods/media per game. 
	</li>
	<li>
		Fixed a bug with the 'Media' section that's causing videos not to display.
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:16px;">13/03/2024:</span>
</p>

<p>
	The page has been redesigned to show more content, especially on the Mods, Collections and Media tabs. All profile details and "user actions" (track, message, etc) are now at the top of the page. 
</p>

<p>
	Below is some of the feedback we have received and our responses to those concerns. We hope the new user profile design improves these things for you.
</p>

<ul>
	<li>
		Avatar size being stretched from 100x100 to 180x180, due to this they're super blurry.
		<ul>
			<li>
				We've reduced the size to 100x100 for now.
			</li>
		</ul>
	</li>
	<li>
		Specific dates are preferred on mod tiles (e.g. 29/01/2024)
		<ul>
			<li>
				We've changed the 'Uploaded' date to be more specific. The 'Last Updated' date still displays as "2 Days Ago" as we think that's easier to read.
			</li>
		</ul>
	</li>
	<li>
		Some mod tiles have lots of empty space between the Mod name and the details. Category, author name, etc is bound to the bottom of the mod card instead of the top, which is how it was done before and is done on most sites. 
		<ul>
			<li>
				Mod tile content is now bound to the top of the tile, reducing empty space.
			</li>
		</ul>
	</li>
	<li>
		Usernames on mod tiles are upper case, but they should be case sensitive.
		<ul>
			<li>
				We've fixed this.
			</li>
		</ul>
	</li>
	<li>
		Mods are too big now and instead of showing 5 mod tiles per line we're down to 3 tiles per line.
		<ul>
			<li>
				Mod tiles are now smaller and we're showing 4 per row. 
			</li>
		</ul>
	</li>
	<li>
		The authors column takes up too much space (which could be used to display more mods, collections or media) and shouldn't scroll down with content.
		<ul>
			<li>
				The authors column has been removed and any content it contained is now in the header/top part of the page.
			</li>
		</ul>
	</li>
	<li>
		Longer usernames are being pushed onto two lines.
		<ul>
			<li>
				This is no longer a problem with the updated design.
			</li>
		</ul>
	</li>
	<li>
		Page "doesn't scale well" to various "extreme" ends of display resolution. Either too much content is removed for scaling or too much "negative space" left on high res displays.
		<ul>
			<li>
				The new page design addresses this and more content is now show on larger displays.
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>

<p>
	Additional changes:
</p>

<ul>
	<li>
		The page will no longer automatically scroll when changing tabs
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:16px;">11/03/2024:</span>
</p>

<ul>
	<li>
		Mod Tile summaries will no longer incorrectly display HTML from mod page descriptions. 
	</li>
	<li>
		'"Last Active" will now respect your user settings. These settings can be found <a href="https://next.nexusmods.com/settings/profile" rel="external">here</a>. 
	</li>
	<li>
		All staff and moderator roles should now display on User Profiles, ensuring there is no confusion as to who is Nexus Mods staff and who is not. 
	</li>
	<li>
		Collections success ratings are no longer cut-off.
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:16px;">07/03/2024:</span>
</p>

<ul>
	<li>
		Profile URLs now use Username rather than userID to help with search engine discoverability. E.g. <a href="https://next.nexusmods.com/profile/JustThatKing/about-me" rel="external">https://next.nexusmods.com/profile/JustThatKing/about-me</a> instead of <a href="https://next.nexusmods.com/users/3194960" rel="external">https://next.nexusmods.com/users/3194960</a> 
	</li>
	<li>
		We improved the page data for search results/social links
	</li>
	<li>
		Fixed the problem with iOS/Safari, where mods didn't display properly
	</li>
	<li>
		Improved 'Last Active' formatting by replacing "at" with "on" and adding an on-hover timestamp. 
	</li>
</ul>

<p>
	<br />
	<strong><span style="font-size:20px;">Upcoming Changes:</span></strong>
</p>

<p>
	We have committed to making changes to account for many pieces of feedback that have been put forward in this thread. Here is a taster of what is still to come:
</p>

<ul>
	<li>
		<s>Mod Tile status indicators (Downloaded, Update Available, etc) will be returning</s>
	</li>
	<li>
		Images moved to the Supporter Image share aren't updating correctly in the Media tab. This will be fixed.
	</li>
	<li>
		We will be updating the on-hover timestamp tooltips to display date and time, with the same design implementation.
	</li>
	<li>
		Improve the display of mod tile images where the image doesn't fit the space well, without stretching smaller images.
	</li>
	<li>
		<s>Last remaining bits of HTML in "Mod Tile" sections will be automatically removed.</s> 
	</li>
	<li>
		<s>Many of the removed sorting options will be returning. In addition to this, the default sort for Mods and Media will be reverted to "Recently Added", however this will respect any changed user preferences you have made. </s>
	</li>
	<li>
		<s>Fixing a bug with the 'Media' section that's causing videos not to display.</s>
	</li>
	<li>
		<s>As we have said before, the game dropdown filter will be returning. </s>
	</li>
	<li>
		<s>The report button will be returning, with the ability to report Profiles for rule breaking avatars or "About Me" sections.</s>
	</li>
</ul>

<p>
	Any previously "Upcoming" changes that have been deployed to the beta will be <s>marked as changed.</s>
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">13472271</guid><pubDate>Wed, 28 Feb 2024 11:29:34 +0000</pubDate></item><item><title>Current issues with site performance and downloads</title><link>https://forums.nexusmods.com/topic/823023-current-issues-with-site-performance-and-downloads/</link><description><![CDATA[<p>We are aware of the issues currently occurring with some Nexus sites being slow and downloads being hard to start and are working hard to fix them. You do not need to file bug reports for these issues as we are well aware of them and just as frustrated as you are with it.</p><p> </p><p>If you are a Premium Member we will look to add on some extra free days to all current memberships once we've got a fix rolled out.</p>]]></description><guid isPermaLink="false">823023</guid><pubDate>Sat, 03 Nov 2012 20:42:15 +0000</pubDate></item><item><title>C3 Wrap Up</title><link>https://forums.nexusmods.com/topic/13468388-c3-wrap-up/</link><description><![CDATA[<p style="text-align:center;">
	<img alt="C3_Logo_Rendered_smaller.webp.0936075e1e37ac6e0ca0d5614c75fec4.webp" class="ipsImage ipsImage_thumbnailed" data-extension="core_Attachment" data-fileid="4507" data-ratio="66.80" style="width:250px;height:auto;" width="885" src="https://forums.nexusmods.com/uploads/monthly_2024_01/C3_Logo_Rendered_smaller.webp.0936075e1e37ac6e0ca0d5614c75fec4.webp" />
</p>

<p style="text-align:center;">
	<strong><span style="font-size:20px;">C3: Community Creations Con is now over!</span></strong>
</p>

<p>
	C3 has wrapped up for 2024. We hope you all enjoyed the event as much as we did. The modders and panellists provided over 27 hours of quality content during the event. In total, the community <strong>raised $9,002.77 for Make-a-Wish</strong> which is truly phenomenal - that's almost 5x the initial target!
</p>

<p>
	The giveaways from the event are now closed and if you're one of the lucky winners you will be contacted by CHADFallout76Podcast to arrange delivery. 
</p>

<p>
	Special thanks to the guest speakers Jonah Lobe, Joel Burgess and Daryl Bringer for their talks. We'd also like to thank Kenny (CHADFallout76Podcast) and his team for organising the event.
</p>

<p>
	In case you missed any of the streams, here are the links to the features on Twitch/YouTube: 
</p>

<p>
	 
</p>

<p>
	<span style="font-size:16px;"><strong>Day 1</strong></span>
</p>

<table border="1" cellpadding="0" cellspacing="0" dir="ltr" style="border-collapse:collapse;border:none;font-size:10pt;">
	<colgroup>
		<col width="199" />
		<col width="334" />
		<col width="317" />
	</colgroup>
	<tbody>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				<strong>Title</strong>
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:bottom;">
				<strong>Summary</strong>
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:bottom;">
				<strong>Post-stream link</strong>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Modding Tools Panel
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Looking to get into advanced modding but aren't sure how to dig into the data? Kinggath (Sim Settlements) interviews ElminsterAU the lead developer of xEdit and dataminer Eckserah on the most popular modding tools and give you a better understanding of the mechanics of Bethesda games.
			</td>
			<td style="color:#1155cc;padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.twitch.tv/videos/2052340711" rel="external nofollow">https://www.twitch.tv/videos/2052340711</a>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Level &amp; World Building
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Joel Burgess, current Studio Head and co-founder of Soft Rains, an indy game studio who is joining us with Daryl Brigner. Joel was former Senior Designer Bethesda Game Studios who worked on The Elder Scrolls: Oblivion, The Elder Scrolls: Skyrim, Fallout 3, Fallout 4 and Fallout 76. Daryl Brigner, former level designer who worked on The Elder Scrolls: Skyrim, Fallout 3, Fallout 4, Fallout 76 and Starfield. Daryl was lead level designer for Fallout 4’s Far Harbor, one of the most beloved DLC’s by the community. They’re going to be doing a talk on level design, what they’ve learned, how they approach it, etc. that can really help modders plan things out.
			</td>
			<td style="color:#1155cc;padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.twitch.tv/videos/2052342597" rel="external nofollow">https://www.twitch.tv/videos/2052342597</a>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Nexus Mods - Mod Manager Developments
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Tim "Halgari" Baldridge will be giving some insights into the design process for the upcoming Nexus Mods app.
			</td>
			<td style="color:#1155cc;padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.youtube.com/watch?v=Wr-AG6hWcCc" rel="external nofollow">https://www.youtube.com/watch?v=Wr-AG6hWcCc</a>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Skyblivion Showcase
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Team Skyblivion presents the latest on the ambitious remake of The Elder Scrolls: Oblivion using the latest TES engine. In this full remake of the iconic game, they applied all modern video game design philosophies to make a game that can compete with more modern standards and gives fans of the franchise a chance to replay their childhood memories or get a completely new TES experience incase they never got a chance to enjoy Oblivion.
			</td>
			<td style="color:#1155cc;padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.twitch.tv/videos/2051027034" rel="external nofollow">https://www.twitch.tv/videos/2051027034</a>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Fallout London Showcase
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Fallout: London is an ambitious, trail-blazing DLC-sized mod for Fallout 4, Bethesda Game Studios’ 2015 post-apocalyptic RPG. Fallout: London stands apart from its contemporaries and offers an entirely new experience: setting a Fallout game outside of the United States. True to its moniker, Fallout: London takes place IN London. From stuffy parliamentary aristocrats to a resurrection of the Knights of the Round Table to an uncompromising cult of revolutionaries (and more!), Fallout: London embodies the history and aesthetics of London and puts an unmistakably nuclear spin on the beloved city.
			</td>
			<td style="color:#1155cc;padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.twitch.tv/videos/2051123572" rel="external nofollow">https://www.twitch.tv/videos/2051123572</a>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Revelation Blues
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				The highly anticipated Fallout: Van Buren remake will be showing off their progress as well as sharing the plans, world designs, concept art, and already released content.
			</td>
			<td style="color:#1155cc;padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.twitch.tv/videos/2051264371" rel="external nofollow">https://www.twitch.tv/videos/2051264371</a>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Eli's Armour Compendium Update &amp; Tutorial stream
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Bethesda Game Studios Verified Creator Elianor presents a few of her latest mods, including a new showcase of armors, changelog previews, and tips and tricks related to the mod. She'll also be showing you the ins and out of house modding to build yourself a home in your favorite world.
			</td>
			<td style="color:#1155cc;padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.twitch.tv/videos/2051434976" rel="external nofollow">https://www.twitch.tv/videos/2051434976</a>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				My Journey As a Modder - Webb Productions
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Have an idea for a mod but don't know where to begin? Webb Productions hosts a panel sharing his personal journey in modding, including how starting small can allow for greater creativity with confidence down the road. He'll breakdown his latest Deathclaw mod step by step to share the creative process he uses.
			</td>
			<td style="color:#1155cc;padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.twitch.tv/videos/2051428049" rel="external nofollow">https://www.twitch.tv/videos/2051428049</a>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Animations with Neeher
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Modder Neeher takes you on a deep dive into 3D Character and Gameplay animation, plus implementation in projects such as Fallout London, Sim Settlements 2 and personal projects in development.
			</td>
			<td style="color:#1155cc;padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.twitch.tv/videos/2051450420" rel="external nofollow">https://www.twitch.tv/videos/2051450420</a>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Fallout: Appalachia
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				An ambitious Fallout 4 mod that brings the world of Fallout 76's Appalachia into the time and gameplay of Fallout 4. You step into the shoes of the Sole Survivor exploring Appalachia 185 years after the events of Fallout 76. This mod represents a natural extension of how Fallout 4's story in Appalachia will reflect your choices, decisions, actions - and their consequences - both in the Commonwealth and Appalachia itself as you try to uncover the origins of the Rust Devils and end the therat they pose to the wasteland.
			</td>
			<td style="color:#1155cc;padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.twitch.tv/videos/2051509835" rel="external nofollow">https://www.twitch.tv/videos/2051509835</a>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Vault 16 Redux
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Modder Blake Roper takes a nostalgic revisit to his very first mod: Vault 16 Redux. This rework adds a vault of mystery and conspiracy as players explore and seek to uncover what's really going on in Vault 16.
			</td>
			<td style="color:#1155cc;padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.twitch.tv/videos/2051533469" rel="external nofollow">https://www.twitch.tv/videos/2051533469</a>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Independant Fallout Wiki
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Jessica-Star hosts Kate Aces of the Independant Fallout Wiki, a critical reference point for the writing of mods in terms of researching story threads in existing lore, items, companies, key figures to build individual and unique stories! This panel will include wiki editors and mod writers discussing the most popular pages and interesting lore tidbits that assist their work.
			</td>
			<td style="color:#1155cc;padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.twitch.tv/videos/2051569978" rel="external nofollow">https://www.twitch.tv/videos/2051569978</a>
			</td>
		</tr>
	</tbody>
</table>

<p>
	 
</p>

<p>
	<strong><span style="font-size:16px;">Day 2</span></strong>
</p>

<table border="1" cellpadding="0" cellspacing="0" dir="ltr" style="border-collapse:collapse;border:none;font-size:10pt;">
	<colgroup>
		<col width="199" />
		<col width="334" />
		<col width="317" />
	</colgroup>
	<tbody>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				<strong>Title</strong>
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:bottom;">
				<strong>Summary</strong>
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:bottom;">
				<strong>Post-stream link</strong>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Concord Stories
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Greenfoxel shares a new add-on for the popular Fallout 4 mod: Sim Settlements 2 that adds new interiors to explore throughout the Commonwealth, as well as a fully voiced NPC, new merchants, and new quests.
			</td>
			<td style="color:#1155cc;padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.twitch.tv/videos/2051955051" rel="external nofollow">https://www.twitch.tv/videos/2051955051</a>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				A StoryWealth Collection
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				The FifthViking shares a breakdown of their popular Fallout 4 Collection mod: "StoryWealth", including its history, what they have done as a collection, mods they made for it, working with mod authors, the help their team provides and how they try to differentiate from other collections.
			</td>
			<td style="color:#1155cc;padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.twitch.tv/videos/2051968044" rel="external nofollow">https://www.twitch.tv/videos/2051968044</a>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Fallout: Nuevo Mexico
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				The Fallout: Nuevo Mexico mod team shares the latest of their New Vegas mod that gives plays a brand new experience set in the remains of the state of New Mexico. You'll take on the role of either The Convict or The Dreamer as you travel across the land of Enchantment in a rich new worldspace.
			</td>
			<td style="color:#1155cc;padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.twitch.tv/videos/2051988019" rel="external nofollow">https://www.twitch.tv/videos/2051988019</a>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Creature Craft/Fantasy Art
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Jonah Lobe Artist, Gamedev &amp; World-Builder, and former Character Artist Bethesda Game Studios who worked on The Elder Scrolls IV: Oblivion, The Elder Scrolls V: Skyrim, Fallout 3, Fallout 4, and Is noted for creating the dragons of Skyrim and reimaging the supermutants and Deathclaws of Fallout and beyond. He’ll be doing a talk on creature craft and fantasy art, explaining to and inspiring modders on how he creates creatures for games.
			</td>
			<td style="color:#1155cc;padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.twitch.tv/videos/2052037059" rel="external nofollow">https://www.twitch.tv/videos/2052037059</a>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Skywind
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				The amibitious total conversion mod that reimages the 2002 The Elder Scrolls: Morrowind game using Skyrim's engine. Take a deep dive into the mod's progress as the team shares their aim to bring back iconic features like levitation, modular armor and spellcrafting, as well as the nostalgic narrative, to a modern audience.
			</td>
			<td style="color:#1155cc;padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.twitch.tv/videos/2052240100" rel="external nofollow">https://www.twitch.tv/videos/2052240100</a>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Merry Modding Days
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Modder VetaPhoenix shares a new holiday initiative started by a group of modders to bring an Advent Calendar like experience to modding, dropping surprise mods each day. She'll share what's planned for 2024 and how modders can get involved.
			</td>
			<td style="color:#1155cc;padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.twitch.tv/videos/2052221012" rel="external nofollow">https://www.twitch.tv/videos/2052221012</a>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Project: Bygone Weapons
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Modder Alexerator presents his Fallout 4 mod, "Project: Bygone Weapons" in a panel hosted by Zack Finfrock of the popular Nuka Break film series. This mod project brings back every weapon from Fallout 3 and New Vegas, with select weapons from Fallout 1, 2, Tactics, Van Buren, and even the Brotherhood of Steel. More than just a weapon overhaul for Fallout 4, it also will include a new quest as Alexerator shares all the latest with the project and plans for the future while also doing a face reveal to the community.
			</td>
			<td style="color:#1155cc;padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.twitch.tv/videos/2052250944" rel="external nofollow">https://www.twitch.tv/videos/2052250944</a>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Empire Wastes
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				What happened to New York in the Fallout timeline? The large scale mod for Fallout 4, "Empire Wastes", answers that question by bringing the Sole Survivor to the Big Apple and the Island of Manhattan. Project lead Portowulf gives you an early look at locations, characters, and the behind the scenes work of what has been completed to date.
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.twitch.tv/videos/2052311429" rel="external nofollow">https://www.twitch.tv/videos/2052311429</a>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Fallout 4: Capital Wasteland
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Well known content creator Alchestbreach hosts the team of Fallout 4: Capital Wasteland, the ongoing project to recreate the entire Fallout 3 game and its DLC's in the Fallout 4 engine. After launching their mod recreation of the Point Lookout DLC, they showcase their current WIP recreation of the Fallout 3 DLC: The Pitt.
			</td>
			<td style="color:#1155cc;padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.youtube.com/watch?v=1fL8-sPkW50" rel="external nofollow">https://www.youtube.com/watch?v=1fL8-sPkW50</a>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Fallout: The Odyssey
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Fallout: The Odyssey takes you back to the worldspace last seen in Fallout 3's Operation Anchorage, the state of Alaska. Visit the post-apocalyptic state of ice and snow in the midst of a war between the Brotherhood of Steel and the Enclave. Learn more about the mod's story, setting, concept art, and gameplay mechanics.
			</td>
			<td style="color:#1155cc;padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.twitch.tv/videos/2052397608" rel="external nofollow">https://www.twitch.tv/videos/2052397608</a>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Temu Jin
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Modder Sullyvanj93 presents a brand new Fallout: New Vegas mod for a fully voiced Great Khan companion with some new characters and a quest.
			</td>
			<td style="color:#1155cc;padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.twitch.tv/videos/2052451567" rel="external nofollow">https://www.twitch.tv/videos/2052451567</a>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Fallout: Ashfall
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				The Fallout: Ashfall team present their small DLC-Sized quest mod being made for Fallout: New Vegas that takes the courier on a journey to the island of Hawaii during a volcanic eruption.
			</td>
			<td style="color:#1155cc;padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.twitch.tv/videos/2052499279" rel="external nofollow">https://www.twitch.tv/videos/2052499279</a>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Fallout: Free Cheyenne
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Take a peek into the game-sized mod for Fallout: New Vegas set in the Corridor Wasteland between the city-state of Free Cheyenne and Legion-controlled Denver. The Fallout: Free Cheyenne panel will be going over the setting, the story, the factions, the gameplay, and a first-time look at some of the locations featured in the mod.
			</td>
			<td style="color:#1155cc;padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.twitch.tv/videos/2052528143" rel="external nofollow">https://www.twitch.tv/videos/2052528143</a>
			</td>
		</tr>
		<tr>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Creations Panel
			</td>
			<td style="padding:2px 3px 2px 3px;vertical-align:middle;">
				Jessica-Star hosts a Creations Panel with a team of mod authors who joined Bethesda's Verified Creators program as they share their insights, their journey in modding, how the program is helping them chase dreams and common questions.
			</td>
			<td style="color:#1155cc;padding:2px 3px 2px 3px;vertical-align:middle;">
				<a href="https://www.twitch.tv/videos/2052559400?t=00h09m51s" rel="external nofollow">https://www.twitch.tv/videos/2052559400</a>
			</td>
		</tr>
	</tbody>
</table>
]]></description><guid isPermaLink="false">13468388</guid><pubDate>Tue, 06 Feb 2024 11:49:03 +0000</pubDate></item><item><title>Forum update (Game-specific forums)</title><link>https://forums.nexusmods.com/topic/13459086-forum-update-game-specific-forums/</link><description><![CDATA[<p>
	As some of you may have noticed, we have been in the long process of rearranging our game-specific forums. As you can imagine, this is a large task that has taken a lot of manual clicks and more than one automatic script.
</p>

<p>
	You can go to <a href="https://forums.nexusmods.com/games/" rel="">Top Games</a> to find our biggest communities and <a href="https://forums.nexusmods.com/forum/8406-modding-discussion/" rel="">Modding Discussion</a> for smaller community threads.
</p>

<p>
	This task isn't finished yet, and we're hoping to get it done as soon as possible from next week.
</p>

<p>
	We appreciate your patience.
</p>
]]></description><guid isPermaLink="false">13459086</guid><pubDate>Thu, 14 Dec 2023 16:09:10 +0000</pubDate></item><item><title>BBCode update for Mod Pages and Comments</title><link>https://forums.nexusmods.com/topic/13458784-bbcode-update-for-mod-pages-and-comments/</link><description><![CDATA[<p>
	Earlier today we released a minor update to the website which changes the way we convert BBCode to page content.
</p>

<p>
	This should be a painless update, but if you notice any weirdness with the formatting of your mod pages or comments, please let us know.
</p>

<p>
	While this update is primarily a security fix, there is the added bonus that it will fix the issue mentioned below. We know that several of you have expressed frustration with over the last few months.
</p>

<p>
	 
</p>

<p>
	Happy modding!
</p>

<p>
	 
</p>
<iframe allowfullscreen="" data-controller="core.front.core.autosizeiframe" data-embedauthorid="31179975" data-embedcontent="" data-embedid="embed9975582131" src="https://forums.nexusmods.com/topic/13014393-mod-descriptions-incorrectly-replaces-certain-text-strings/?do=embed" style="height:206px;max-width:500px;"></iframe>]]></description><guid isPermaLink="false">13458784</guid><pubDate>Tue, 12 Dec 2023 19:08:46 +0000</pubDate></item><item><title>October 2023 Update Notes</title><link>https://forums.nexusmods.com/topic/13416161-october-2023-update-notes/</link><description><![CDATA[<div>Welcome to a general product update for Nexus Mods in October. We hope to make this a regular monthly feature, based on your feedback. The aim is to give you more insight into what has gone live and what you can expect to be going live.</div><div> </div><div>What’s new at Nexus Mods? During October, the team has been working on a bunch of features, some of which have been rolled out, while others are part of our larger website and forum redesign projects. This means a lot of the work currently being undertaken is not yet reaching the live site and will not for quite some time.</div><div> </div><div><u><strong>Some small visible changes that have hit the live site</strong></u></div><div> </div><ul><li>We made improvements and fixed some bugs for the new optional ‘Blur adult media’ setting found in the user’s site preferences. (This is the most-requested feature on our <a href="https://feedback.nexusmods.com/" rel="external nofollow">feedback board</a>).</li><li>We recently changed our ad provider and have been working on integrating them to the site. We are working on improving the quality and relevance of our ads. This is ongoing as we bring new advertisers on board.</li><li>Our ‘Premium’ adverts now better highlight our commitment to mod author donations.</li><li>We have some new hires in the team, they have been added to the team page.</li><li>The bot prevention solution on our login and register pages has been changed to Cloudflare Turnstile, which removes the annoying image select challenges.</li><li>The ‘Get Vortex’ pop-up has been removed from Collection pages. This is due to the format of the pop-up. Vortex is still our recommended mod manager.</li><li>Updated the default cloudflare error page. The page is now better formatted and includes a link to our first iteration of our <a href="https://status.nexusmods.com/" rel="external nofollow">Status Page</a>. This is the first iteration of the page, which is work in progress.</li></ul><div> </div><div> </div><div><u><strong>A bunch of bug fixes</strong></u></div><div> </div><ul><li>Random users should no longer get informal warnings when they haven’t actually been given one. This was happening when the website was experiencing periods of heavy load.</li><li>Fixed a bug that stopped users from updating their site settings.</li><li>Fixed a bug that was stopping users who had not logged-in recently (in the last six months) from logging in.</li><li>Fixed an issue with the dismiss button on some adverts, which was making it hard to close ads.</li><li>Fixed a bug that had broken the image zoom feature.</li><li>Fixed the “New articles on mod page” notification to use the correct URL. (We are currently working on other related notification issues).</li></ul><div> </div><div> </div><div><u><strong>Forums Project</strong></u></div><div> </div><div>Project ‘Phoenix’ is our ongoing work to update the Nexus Mods forums. The current forums have been live and minimally updated for close to 20 years. They are heavily bound to our site and other services, making it incredibly difficult to add or update forum functionality.</div><div> </div><div>Our aim is to bring the forums up to a current version and untie them from other parts of our site. None of this work will be visible yet, we plan on rolling it all out in a future update.</div><div> </div><ul><li>Full evaluation of Invision Board version 4.</li><li>Evaluated the search feature in the new version.</li><li>Researched how to update users in the new forum when they are updated on Nexus Mods. For example, making sure they show as ‘Premium’ or ‘Supporter’.</li><li>Researched how to maintain existing moderation reporting tools in the new forums (Mods, Images, Comments, etc.) reported on Nexus Mods.</li><li>Procured production hosting environments for the new forums.</li><li>Moved user avatars from the old forum into a new dedicated storage.</li><li>Reduced the amount of data being moved from the old forum into the new one. This is mostly ‘hidden’ data and will result in less downtime.</li><li>Formal warnings and bans will now be posted into the new forum.</li><li>Tested a new forum structure, to better group content with more effective search and discovery.</li></ul><div> </div><div> </div><div><u><strong>Notifications Project</strong></u></div><div> </div><div>Extensive work is taking place on our notification system, currently not visible to site users. Notifications are a heavily used and valuable tool for both mod authors and mod users. There are currently over 60 notification types. Our objective is to update and improve this service. The following work has been taking place:</div><div> </div><ul><li>Work on a new dedicated page for managing your notifications.</li><li>Working to ensure notifications will be accessible on both the current and new site.</li><li>Created a script to migrate all existing notifications to our new service. All existing notifications are now feeding into the new service.</li><li>Added lots of useful metrics and logging to our new service.</li><li>Various bits of work on our API to retrieve and manage a user’s notifications.</li><li>Restructured the notifications data in the new service to reduce complexity.</li></ul><div> </div><div> </div><div><u><strong>Website Redesign Project</strong></u></div><div> </div><div>Much of the website is outdated and running on very old tech. As our number of site users and mod content has increased, the site is groaning under the pressure. A large amount of work is going on to bring the whole site up-to-date. Our newer collections pages are an example of this transition to the new site. Much is still left to be done.</div><div> </div><div>We’ll be taking a phased and gradual approach to this, so that we can get lots of feedback before committing to any changes. None of this work will be visible yet, but we’ll be opening it up to users as an opt-in beta soon. This month:</div><div> </div><div>Started work on a new homepage for logged-out users visiting the site for the first time, including:</div><ul><li>a section detailing the benefits of joining Nexus Mods to access mods.</li><li>a section detailing the benefits of uploading your content to Nexus Mods.</li><li>a section showcasing which games we have content for on Nexus Mods.</li></ul><div>Started work on a new homepage for logged-in users who are returning to Nexus Mods, including:</div><ul><li>a section allowing users to manage their bookmarked (favourite) games.</li><li>a section showing mods for your bookmarked games.</li><li>a section showing collections for your bookmarked games.</li><li>a section showing media for your bookmarked games.</li><li>a section showing recent news from Nexus Mods.</li></ul><div>Finished work on a new games list page, including:</div><ul><li>Searching for games.</li><li>Filtering and sorting games.</li></ul><p>Other behind-the-scenes website work:</p><ul><li>Quickly viewing the number of mods and collections available per game.</li><li>Created a new filter for filtering mods by Author/Uploader, which will be used later when we start building mod list pages.</li><li>Created a new filter for filtering mods by File Size, Downloads and Endorsements, which will be used later when we start building mod list pages.</li><li>Created a time filter for mods, collections and media on the new game page. We mostly finished work on a new game page a couple of months ago.</li><li>Researched how we can update our search, so that it returns all types of content for a keyword search (i.e. games, mods, collections, users, etc.) </li></ul><div> </div><div><u><strong>Nexus Mods App</strong></u></div><div> </div><div>The Nexus Mods App (our future mod installer, creator and manager for all your popular games) is in active, early-stage development, currently at version 0.2.  The app team is <a href="https://github.com/Nexus-Mods/NexusMods.App" rel="external nofollow">working closely with community</a> in the app development. The team have been working on the following:</div><div> </div><ul><li>Install Mod Installers (FOMODs) (for Skyrim / Skyrim SE)</li><li>Launch Skyrim (LE &amp; SE) with FOMODs working</li><li>Add UI translation data (i.e. Localisation)</li><li>Opt-in/out of data gathering (i.e. Diagnostics/Telemetery)</li><li>Manually install mods (for all games)</li><li>Update the app (v0.1 -&gt; v0.2)</li></ul><div> </div><div> </div><div><u><strong>In Summary</strong></u></div><div> </div><div>All of the above projects are significant in scope. The updated forums are likely to be completed first. More detailed context will accompany the move to these going live. Our community of users are actively involved in most aspects of this development. If you are interested in getting involved, we highly value all community feedback and a good place to start is our <a href="https://discord.gg/nexusmods" rel="external nofollow">Discord server</a>, our <a href="https://forums.nexusmods.com/" rel="external nofollow">forums</a> or our <a href="https://feedback.nexusmods.com/" rel="external nofollow">feedback board</a>.</div><div> </div><div>Was this useful? Our plan is to do a regular monthly update in a ‘patch notes’ style. If you have any feedback on the content or approach, please share it.</div><div>Our <a href="https://trello.com/b/xl2W3ALM/nexus-mods-roadmap" rel="external nofollow">public roadmap</a> is visible here, and while it doesn’t show everything being worked on, it details many of our user-facing priorities.</div>]]></description><guid isPermaLink="false">13416161</guid><pubDate>Thu, 02 Nov 2023 11:43:54 +0000</pubDate></item><item><title>We're Retiring SMS Recovery</title><link>https://forums.nexusmods.com/topic/12925902-were-retiring-sms-recovery/</link><description><![CDATA[<div>We have retired our SMS-based account recovery option which means you will no longer be able to use this feature if you lose access to your account. <strong>Please take a moment to ensure you have your Two-Factor Authentication (2FA) backup codes stored somewhere safe or <a href="https://users.nexusmods.com/account/security" rel="external nofollow">regenerate them here</a> by disabling 2FA and enabling it again. </strong></div><br />
<div> </div><br />
<div><strong><span style="font-size:18px;">Why is this changing?</span></strong></div><br />
<div> </div><br />
<div>The SMS feature was originally added to serve as a recovery method for users who had lost their Two Factor Authentication device and backup codes regardless of where they lived. </div><br />
<div>Unfortunately, many governments around the world have now changed their requirements to allow us to send messages in their territories, with many enforcing a significant increase in the per-message cost or requiring us to complete a complicated registration process to be considered a trusted sender. This means the number of users around the world who can benefit from this recovery option is gradually falling which makes it less useful to our community as a whole. We also feel that SMS-based recovery is no longer the best solution for the problem of verifying you as the account owner if you lose your 2FA device and backup codes. </div><br />
<div> </div><br />
<div>Your support through Premium memberships and ad revenue is what allows us to keep Nexus Mods going and we're always thinking about how to spend the money we make in a way that provides the best value to the community. We've decided that both the cost of SMS recovery coupled with the complexity of trying to manage these regional SMS accounts is simply not a good use of our time or money. As a result, we have permanently disabled this feature and securely deleted all saved mobile numbers from our service. </div><br />
<div> </div><br />
<div> </div><br />
<div><strong><span style="font-size:18px;">Will there be an alternative to SMS recovery? </span></strong></div><br />
<div> </div><br />
<div>We know that it's important for you to have options to recover your account, especially if you lose access to your Two-Factor Authentication (2FA) so we're in the planning phase of implementing a replacement system that uses the more modern and secure <a href="https://webauthn.guide/" rel="external nofollow">Web Authentication API</a> (also known as WebAuthn). </div><br />
<div> </div><br />
<div>This new implementation will also allow you to self-serve instead of waiting for a response from our Community Managers before you can get back into your account. </div><br />
<div> </div><br />
<div>We don't currently have a release window to provide for this feature, but we will be announcing it in the site news as soon as it is ready. </div><br />
<div> </div><br />
<div> </div><br />
<div><strong><span style="font-size:18px;">How can I secure my account in the meantime? </span></strong></div><br />
<div> </div><br />
<div>Until the WebAuthn feature is released, you will still be able to recover your account if you lose access to your Two Factor Authentication by:</div><br />
<ul><li><br /></li>
<li>Using one of your 2FA backup codes at the login screen*.<br /></li>
<li>Contacting support@nexusmods.com from the email linked with your account and providing an invoice from PayPal or a bank statement showing a Premium membership payment.<br /></li>
</ul><br />
<div> </div><br />
<div>Without either of these options, it is unlikely that we will be able to verify you as the account owner, so please take this opportunity to check that you have the required proofs stored somewhere safe. We also recommend using an Authentication manager which supports multi-device sync - such as <a href="https://authy.com/" rel="external nofollow">Authy</a> - so your 2FA codes aren't contained on a single device. </div><br />
<div> </div><br />
<div><em>* If you don't have your 2FA backup codes, turn 2FA off and back on again <a href="https://users.nexusmods.com/account/security" rel="external nofollow">in your settings</a> to receive new ones.</em></div><br />
]]></description><guid isPermaLink="false">12925902</guid><pubDate>Wed, 31 May 2023 10:46:41 +0000</pubDate></item><item><title>Bannerlord HarmonyX Update</title><link>https://forums.nexusmods.com/topic/12759192-bannerlord-harmonyx-update/</link><description><![CDATA[<p>A couple of weeks ago, we shared an update on the future of Bannerlord modding with the <a href="https://www.nexusmods.com/news/14841" rel="external nofollow">release of Bannerlord Software Extender</a> and a shift to HarmonyX as the preferred library for mod authors. After a brief testing period, HarmonyX hasn't worked out quite as well as the community expected so a new version of the original Harmony library has been introduced to replace it. Once again, thank you to <a href="https://www.nexusmods.com/users/2355906" rel="external nofollow">Aragas</a> for the information! </p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="12759192" data-ipsquote-contentclass="forums_Topic"><div>The first closed test of <strong><em>HarmonyX</em></strong> revealed some quirks, such as a difference in reverse patcher behavior. While almost no one was using this feature and there were known workarounds for the issue, it suggested that <strong><em>HarmonyX</em></strong> might not be a true drop-in replacement. We continued the test as a public beta to see if there were any more issues, and we did find some.<p> </p><p>For example, we found that patching some game structures caused an <strong><em>AccessViolationException</em></strong> with no known workarounds. Since major mods depend on patching those structures, this issue is unacceptable. We therefore decided that the best course of action would be to continue using <strong><em>Lib.Harmony</em></strong> but introduce a fork that fixes some development issues that <strong><em>HarmonyX</em></strong> was fixing for us.</p><p> </p><p>If you switched to the <strong><em>HarmonyX</em></strong> package, you need to switch to <strong><em>Bannerlord.Lib.Harmony</em></strong>. The version schema will be reverted to v2.2.2.<em> We will support mods that were written and will be written with *</em>Lib.Harmony** indefinitely. We do not force you to use <strong><em>Bannerlord.Lib.Harmony</em></strong> to develop mods, but if you do, it should ease cross-platform support for Steam/GOG/Epic and Xbox versions of the game.</p><p> </p><p><span style="font-size:18px;"><strong><em>Why is a fork necessary?</em></strong></span></p><p>The original <strong><em><span style="text-decoration:underline;">Lib.Harmony</span></em></strong> supports both game's runtimes - <strong><em>.NET Framework 4.7.2</em></strong> and <strong><em>.NET Core 3.1</em></strong>. To build a mod, you can either target each runtime separately or use a shared target that can be used by both runtimes - <strong><em>netstandard2.0</em></strong>. However, <strong><em>Lib.Harmony</em></strong> doesn't support <strong><em>netstandard2.0</em></strong>. We fix this by reintroducing it back for modders in our fork.</p><p> </p><p>Additionally, <strong><em>Lib.Harmony</em></strong> packs its dependencies differently. <strong><em>MonoMod.Common</em></strong> is included in <strong><em>Lib.Harmony</em></strong> (static linking) for <strong><em>.NET Framework</em></strong>, while on <strong><em>.NET (Core)</em></strong> it's a separate dependency (dynamic linking). With our fork, we switch to dynamic linking on both runtimes.</p><p> </p><p>While <strong><em>HarmonyX</em></strong> supported these changes out of the box, we need to reinvent the wheel for <strong><em>Lib.Harmony</em></strong> with the fork.</p></div></blockquote><p>The good news is, this doesn't make a lot of difference for players, all you need to do is make sure your mods are up to date. </p><p> </p><p>We hope our Bannerlord mod authors find this information helpful!</p>]]></description><guid isPermaLink="false">12759192</guid><pubDate>Fri, 31 Mar 2023 13:19:10 +0000</pubDate></item><item><title>Modding in the Witcher 3 Next-Gen Update</title><link>https://forums.nexusmods.com/topic/12374773-modding-in-the-witcher-3-next-gen-update/</link><description><![CDATA[<p>Geralt and Ciri's adventures continue in the Next Generation Update coming free to Witcher 3 players on 14 December 2022. The update includes some exciting graphical improvements and a small Netflix-themed DLC. This article will break down what's new in the update and what it means for both modders and mod authors.</p><p> </p><p> </p><div style="text-align:center;"><p></p></div><p></p><p></p><p> </p><p>It's been 4 years since the last major update of The Witcher 3 and while this update doesn't include a story expansion it does feature some fairly significant tweaks to both visuals and gameplay. To modernize Witcher 3 for the new consoles and the latest PC hardware the update will make the following changes when it drops next week:</p><p> </p><p></p><ul><li><strong>Improved visuals:</strong> Support for RTX, SSR, FSR 2.1 and DLSS 3 have been added to the engine and combined with improved models, textures and foliage giving the game a massive facelift.<br /></li><li><strong>Ultra Plus Settings:</strong> For players with the beefiest rigs, there will be new options to add even more detail if your PC can handle it. <br /></li><li><strong>Cross-Progression:</strong> As seen in Cyberpunk 2077, you'll be able to sync your progress across multiple devices more easily than ever before. <br /></li><li><strong>New UI and control options:</strong> There will be configuration options out the wazoo in the update including a new "over-the-shoulder" camera angle, quick sign casting, filter options on the world map, subtitle font scaling and options to hide the minimap/objectives dynamically. You can also now pause the game while a cutscene is playing.<br /></li><li><strong>Photo Mode: </strong>Screenarchers rejoice! You can now use a dedicated photo mode to bring your artistic visions to life. Don't forget to share your best screenshots in the image share. <br /></li><li><strong>Integrated Mods:</strong> CDPR has collaborated with the authors of several popular mods to rework and optimise some of their more popular creations and integrate them into the base game - more on that later. There are also some extra mods made by CDPR's own developers built in too!<br /></li><li><strong>Quest Fixes: </strong>What's an update without a few bug fixes? The update includes fixes to From Ofier's Distant Shores, the Wolf School gear questline and more. What's even better is that these fixes have been designed to be retroactive. Meaning if you have an old save with bugged quests, the fixes should work there too.<br /></li></ul><p></p><p>The Netflix-themed DLC content comes bundled with the game update and includes a new scavenger hunt-style quest that takes place inside The Devil's Pit in Velen. Completing the quest unlocks schematics for the Forgotten Wolven Gear, a new set of armour that looks like Henry Cavill's armour from Season 1 of the TV show. Mastercraft the armour set and it will change its appearance to look like the Season 2 set too. </p><p> </p><p>Players can also toggle new appearances for Jaskier/Dandelion and the "wrinkly" Nilfaardian armour from the show with new options in the settings. </p><p> </p><p>You can grab a copy of <a href="https://track.adtraction.com/t/t?a=1578845458&amp;as=1675281861&amp;t=2&amp;tk=1&amp;url=https://www.gog.com/en/game/the_witcher_3_wild_hunt_game_of_the_year_edition" rel="external nofollow">Witcher 3 GOTY Edition on GOG.com</a> or if you're a mod author we also have a few copies available in the <a href="https://www.nexusmods.com/modrewards/#/store/item/27" rel="external nofollow">Donation Points store</a>. </p><p> </p><p></p><div style="text-align:center;"><img alt="31179975-1670412925.jpg" src="https://staticdelivery.nexusmods.com/images/952/31179975-1670412925.jpg" /></div><p></p><p></p><p> </p><p><span style="font-size:14px;">Modding the Next-Gen Update</span></p><p> </p><p>With that out of the way, you're probably wondering "what does this mean for modding?". Well, in short, if you're currently playing through the game with mods, you should avoid updating until you're finished. This update has the potential to break some of your mods, especially script or character mods. CDPR have made an effort to test some of the most popular mods and you can see their compatibility results <a href="https://cdn-l-thewitcher.cdprojektred.com/witcher3/the-witcher-3-next-gen-update-mod-compatibility.pdf" rel="external nofollow">here</a>. The good news is that the way mods are installed hasn't changed so once existing mods are updated they should be compatible again. </p><p> </p><p>To that end, we've added two new tags for Witcher 3 "<a href="https://www.nexusmods.com/witcher3/mods/?tags_yes%5B%5D=4448" rel="external nofollow">Next-Gen Update Compatible</a>" and "<a href="https://www.nexusmods.com/witcher3/mods/?tags_yes%5B%5D=4453" rel="external nofollow">Next-Gen Update Incompatible</a>". You can help keep this information up to date by voting for the relevant tag on mods which do or do not work after the update. This option can be found underneath the images on a mod page. </p><p> </p><p>As mentioned earlier, several existing mods have been integrated into the base game. CDPR have posted a statement about that (and other changes) <a href="https://forums.cdprojektred.com/index.php?threads/mods-and-the-witcher-3-next-gen-update.11110486/" rel="external nofollow">on their forums</a>. </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="12374773" data-ipsquote-contentclass="forums_Topic"><div>We obtained permissions from their creators, reimbursed them, and they’ll be featured in the credits of the updated game. The mods were reworked and assets optimised as needed, and the game adjusted to run with them. There was even a case when a dev got so engrossed in tinkering when including a mod that he ended up simply remaking that particular aspect of the game. So, in a way, the game comes with some mods already included.</div></blockquote><p>The mods that were included in or that gave inspiration to the update are:</p><p> </p><p></p><ul><li><a href="https://www.nexusmods.com/witcher3/mods/1021" rel="external nofollow">The Witcher 3 HD Reworked Project</a> by <a href="https://www.nexusmods.com/witcher3/users/6948840" rel="external nofollow">HalkHogan</a><br /></li><li><a href="https://www.nexusmods.com/witcher3/mods/3430" rel="external nofollow">World Map Fixes</a> by <a href="https://www.nexusmods.com/witcher3/users/55127342" rel="external nofollow">Terg500</a><br /></li><li><a href="https://www.nexusmods.com/witcher3/mods/2117" rel="external nofollow">Nitpicker's Patch - Various Visual Fixes</a> by <a href="https://www.nexusmods.com/witcher3/users/53249" rel="external nofollow">chuckcash</a><br /></li><li><a href="https://www.nexusmods.com/witcher3/mods/2788" rel="external nofollow">FCR3 - Immersion and Gameplay Tweaks</a> by <a href="https://www.nexusmods.com/witcher3/mods/2788" rel="external nofollow">Andrzej Kwiatkowski</a><br /></li><li><a href="https://www.nexusmods.com/witcher3/mods/3580" rel="external nofollow">HDMR - HD Monsters Reworked Mod</a> by <a href="https://www.nexusmods.com/witcher3/users/23258659" rel="external nofollow">Denroth</a><br /></li><li><a href="https://www.nexusmods.com/witcher3/mods/4574" rel="external nofollow">Immersive Real-time Cutscenes</a>? by <a href="https://www.nexusmods.com/witcher3/users/66270071" rel="external nofollow">teiji25</a>?<br /> <br /></li></ul><p></p><p>CDPR has said an updated version of the <a href="https://www.nexusmods.com/witcher3/mods/3173" rel="external nofollow">Official MODkit</a> will be released for mod authors to help with adjusting their mods for the updated game. The <a href="https://www.nexusmods.com/witcher3/mods/3161" rel="external nofollow">WolvenKit tool</a> will also receive an update in the new year - you can stay updated on the progress of the new release by <a href="https://github.com/WolvenKit/WolvenKit-7/issues/12" rel="external nofollow">tracking this ticket on GitHub</a>.</p><p> </p><p>Unfortunately, we haven't been able to get access to the build ahead of release so if Vortex requires any changes for the new version we'll do our best to get an update out before the holidays.</p><p> </p><p>If you're playing Witcher 3 modded right now, we'd recommend making an effort to prevent the game from updating. If you have the game on GOG it's <a href="https://support.gog.com/hc/en-us/articles/4419630535057?product=gog" rel="external nofollow">super easy</a> but for Steam, Epic or Xbox you might have to get creative. </p><p> </p><p>Will you be playing Witcher 3 once the Next-Gen update drops? Let us know your thoughts below.</p>]]></description><guid isPermaLink="false">12374773</guid><pubDate>Tue, 06 Dec 2022 14:35:12 +0000</pubDate></item><item><title>Dungeon Defenders Nexus launched</title><link>https://forums.nexusmods.com/topic/454776-dungeon-defenders-nexus-launched/</link><description><![CDATA[<p>And now for something completely different..! I'm pleased to announce the launch of <a href="http://www.dungeondefendersnexus.com" rel="external nofollow">Dungeon Defenders Nexus</a> which I hope will be a helpful resource for Dungeon Defenders players and mod authors.</p><p> </p><p>It might come as a surprise to be launching this site so close to the launch of Skyrim but I have <a href="http://dungeondefenders.com/" rel="external nofollow">Dungeon Defenders</a> to thank for helping me retain my sanity while we all wait for Skyrim to come out and I've clocked countless hours already levelling up all my characters. If you haven't heard of Dungeon Defenders it's a highly addictive new game that mixes elements of tower defense maps with action RPGs for an extremely fun experience either solo or co-op with up to 4 players online. The idea is to place towers in strategic positions across a map to defend your core against continually spawning waves of monsters. You control a hero who brings his own talents and skills to the fray, who can gain experience that will help him to level up (in typical action RPG fashion) and aquire bigger and better items. If you like tower defense maps or action RPGs like Diablo then you'll want to give this game a try.</p><p> </p><p>I absolutely love tower defense maps and spent a lot of my gaming time at university playing Warcraft 3 TD maps (Zoator, anyone?), so when I heard the Dungeon Defenders devs were planning to make the game open source to modders, and that the modding potential was practically limitless, I couldn't help but want to make a Nexus site for this great game.</p><p> </p><p>The game is supposed to be going open source for mod authors to bite their teeth in to some time this week. At which point the Unreal Development Kit (UDK) will become useful and mod authors will be able to add and change practically anything and everything within the game. The modding potential for this game is huge and I look forward to seeing what the community can come up with.</p><p> </p><p>A word on open vs. ranked play for Dungeon Defenders players. Ranked play is supposed to be free of user modifications and cheating and, as such, we will not be supporting any sort of modding or cheating that affects ranked play until Trendy Entertainment tell us otherwise. Similarly, <a href="http://forums.trendyent.com/showthread.php?14864-Read-this-first-or-risk-your-account" rel="external nofollow">Trendy have made their position on cheating</a> very clear on their forums and we will not support any methods for cheating that are not recognised by Trendy. This means you can use the UDK (when released) to cheat as much as you want, but if you use third-party tools that are not supported or approved by Trendy you risk losing your account. You have been warned!</p><p> </p><p>In brighter news, Trendy have expressed an interest in getting some of the best mods patched in to the full release of the game as supported game modes (which might well enable your mods to be VAC-enabled/cheat protected), which I think is a great gesture. I look forward to seeing how that develops.</p><p> </p><p>If you need any help feel free to <a href="http://www.thenexusforums.com/index.php?/forum/425-dungeon-defenders/" rel="external nofollow">use our Dungeon Defenders forums</a>. Happy modding!</p>]]></description><guid isPermaLink="false">454776</guid><pubDate>Mon, 07 Nov 2011 13:12:32 +0000</pubDate></item><item><title>Win amazing prizes in the first Elden Ring Modathon (15 July)</title><link>https://forums.nexusmods.com/topic/11580273-win-amazing-prizes-in-the-first-elden-ring-modathon-15-july/</link><description><![CDATA[<p>Attention Elden Ring modders! Community member and YouTuber <a href="https://www.nexusmods.com/users/129895713?tab=user+files" rel="external nofollow">LeKevDev</a> asked us for a shoutout for his Elden Ring Modathon competition - an event with a prize pool of $1,000. If that peaked your interest, keep on reading to find out how to enter.</p><p> </p><p></p><div style="margin:10px;border-bottom:1px solid #efefef;width:80%;"></div><p> </p><p>A word from event host <a href="https://www.nexusmods.com/users/129895713?tab=user+files" rel="external nofollow">LeKevDev</a>:</p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="11580273" data-ipsquote-contentclass="forums_Topic"><div>The 2022 Elden Ring Modathon is coming on July 15th, with a total prize pool of $1,000 for 3 event categories (that have yet to be announced), and judged by the likes of modders such as LobosJr, Amir, Zullie the Witch, and myself. <p> </p><p>You can register for the event in my Discord which will also contain all of the rules and regulations. The categories will be announced the day before the Modathon begins on my YouTube, Discord, and the Nexus Mods website. </p><p> </p><p>Teams are allowed for this competition so grab some friends or make new ones. If you have no modding experience, do not worry. We have a lot of resources available and people are very willing to help. </p><p> </p><p>I’ll be making a showcase video of all the best submissions along with the competition results on YouTube. I want to see this modding community grow so let’s focus on having fun and learning to make mods for our favorite game.</p></div></blockquote><p></p><div style="text-align:center;"><img alt="93729-1655458680-1253495577.png" src="https://staticdelivery.nexusmods.com/mods/110/images/93729/93729-1655458680-1253495577.png" /></div><p></p><p></p><p> </p><p><strong>To enter the event and for your chance to win up to $500:</strong></p><p> </p><p></p><ol style="list-style-type:decimal;"><li>Join LeKevDev's Discord to register for the event and/or use the tag "ER Modathon 2022" on your mods (the tag will only become available when the event launches, 15 July!)<br /></li><li>The mods will be judged by a jury, for more details please refer to the announcements and updates in LeKevDev's Discord server.<br /></li></ol><p></p><p> </p><p></p><div style="text-align:center;"><a href="https://discord.gg/s6YnEUy9qs" rel="external nofollow"><img alt="93729-1655461826-1991925800.png" src="https://staticdelivery.nexusmods.com/mods/110/images/93729/93729-1655461826-1991925800.png" /></a>             <a href="https://youtube.com/c/LeKevDev" rel="external nofollow"><img alt="93729-1655461839-1192493977.png" src="https://staticdelivery.nexusmods.com/mods/110/images/93729/93729-1655461839-1192493977.png" /></a></div><p></p><p> </p><p> </p><p>We wish all participants and observers all the best! Thank you to LeKevDev for running this event. We're excitedly looking forward to seeing some amazing mods for Elden Ring coming out of this!</p>]]></description><guid isPermaLink="false">11580273</guid><pubDate>Fri, 17 Jun 2022 09:38:10 +0000</pubDate></item><item><title>Download history functionality on file comments for mod authors</title><link>https://forums.nexusmods.com/topic/988113-download-history-functionality-on-file-comments-for-mod-authors/</link><description><![CDATA[<p>We’ve updated the sites today with what will probably be the last new feature we add to the sites for a little while as we focus fully on expanding the Nexus sites to support all PC games which I mentioned in <a href="http://skyrim.nexusmods.com/news/305/" rel="external nofollow">my recent blog piece</a>.</p><p> </p><p>Today’s update has added a new link titled “Download history” to file comments which is displayed next to the post date information for mod authors on their own file page comment areas. When the author of the file clicks this link they’ll be able to see your download history for that file (and only that file), which will display the file version you downloaded and when you downloaded it.</p><p> </p><p></p><div style="text-align:center;"><span>http://static.skyrim.nexusmods.com/images/1-1367934468.png</span></div><p></p><p></p><p> </p><p>You might be asking why, and what’s the point? There’s a few good reasons why it would be handy for a mod author to see your download history for their file.</p><p> </p><p>One of the assets of Nexus functionality over Steam Workshop is the fact users have complete version control over the files they download. If a mod author releases an update that has a major bug in it then users can roll-back to a previous version or skip updating to the latest version until the mod author fixes the bug. This is in direct contrast to Steam Workshop where mod updates are applied automatically, without warning or a user choice, when a mod author uploads a new version.</p><p> </p><p>However, with complete version control for users also comes a typical issue: users reporting bugs on old versions (say v1.2) that were fixed in newer versions (say v1.4). Because the user is still using the old version the bug still exists for them. When reporting the bug the user (more often than not) might not report what version of the mod they’re using, so the mod author has to waste time getting to the bottom of whether the bug is still in their current version or whether the user is using an old version that has since been patched. This is something we’ve attempted to help fix with this feature.</p><p> </p><p>When a mod author can see your download history for their file they can quickly skip that “What version are you using?” step of communication and quickly provide you with feedback based on your download history. It’s hopefully going to save mod authors some time when trying to help you with your problems.</p><p> </p><p>Another good reason is in helping to prevent mod trolling. If someone is trolling a file page comment section about how the file doesn’t work or how it doesn’t do what it says the mod author can quickly check their download history for the file and see whether the user has actually even bothered to download the file at all. And my personal favourite, “I’ve been using this mod for over 3 weeks and it’s broken all my saves”, *checks the download history and finds they only downloaded the file 10 minutes ago*, yeah...</p><p> </p><p>To alleviate a few privacy fears let me just tell you that this feature does NOT give mod authors access to your complete download history for every file you’ve ever downloaded. Only the author of the file in question can see your download history, and only for THAT file. If I’ve released mod A and you post in the comment section for mod A I would not be able to see that you’ve downloaded mods B, C, D and E as well. When I broached this subject in the private mod author forums a relatively valid argument was raised that people don’t want their download histories to be public knowledge. However, having said that, if you’ve downloaded a nude mod, for example, and you didn’t want it to be public knowledge that you’d downloaded the file, you wouldn’t be posting in the comments section of the nude mod. By posting in the comments section of a nude mod you’ve already expressed your interest in said mod, and a mod author being shown your download history for that file isn’t going to make that interest any more or less obvious for the public.</p><p> </p><p>This update is now live on all the Nexus sites. I hope that the mod authors can put it to good use.</p><p> </p>]]></description><guid isPermaLink="false">988113</guid><pubDate>Tue, 07 May 2013 14:07:30 +0000</pubDate></item><item><title>Bannerlord Creative Competition 2</title><link>https://forums.nexusmods.com/topic/11378213-bannerlord-creative-competition-2/</link><description><![CDATA[<p>A year and a half ago, the <a href="https://www.nexusmods.com/mountandblade2bannerlord/news/14378" rel="external nofollow">Modding Tools for Bannerlord were released</a> and TaleWorlds held a <a href="https://www.nexusmods.com/news/14393" rel="external nofollow">competition to celebrate</a>. If you missed out on that back in 2020, you're in luck because they've just announced a follow-up event. Full details are below!</p><p> </p><p></p><div style="margin:10px;border-bottom:1px solid #efefef;width:80%;"></div><p> </p><p>Greetings warriors of Calradia!</p><p> </p><p>More than a year ago, we announced our <a href="https://www.taleworlds.com/en/News/445" rel="external nofollow">first official creative competition</a> where nearly 100 participants battled on three separate fields: the creation of lively and scenic villages, the making of Bannerlord themed 2D art and the taking of astonishing in-game screenshots. We were both surprised and amazed by the quick adoption of our extensive modding kit, as well as the creativity, skill and ingenuity of competition participants.</p><p> </p><p>We assisted the participants by providing guides, documentation and by answering questions on <a href="https://forums.taleworlds.com/index.php" rel="external nofollow">our forums</a> and the <a href="https://discord.gg/ykFVJGQ" rel="external nofollow">community Mount &amp; Blade Modding Discord</a>. Not only did participants reach a high level of quality in their submissions, they also collaborated and helped each other which was great to see!</p><p> </p><p>We want to continue with our support of the talented community that has gathered around our games which is why we’re very excited to be announcing our second iteration of the Bannerlord Creative Competition with a hefty bag of prizes! We would really like to thank our friends at Intel for joining us again to lend their support with 2x Intel® NUC 9 Extreme Kit and 2x Intel® Core™ i5-12600K Processors up for grabs! </p><p> </p><p><img alt="26-1651239573-115207443.jpeg" src="https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1651239573-115207443.jpeg" /></p><p> </p><p> </p><p><span style="font-size:18px;">Scene Design Contest - Hideouts</span></p><p>While villages remain a place for hardworking farmers and fishermen, the same can not be said for hideouts. These provide a sanctuary for thieving bandits and marauders who hide in them, away from the hand of justice. Contest participants will need to envision and create these hideouts with the help of our Mount &amp; Blade II: Bannerlord Modding Kit. We have prepared the <a href="https://forums.taleworlds.com/index.php?threads/bannerlord-creative-competition-2-scene-design-contest.451394/" rel="external nofollow">Scene Design Contest</a> thread that contains details about the contest, guides on how to create hideouts and test them in-game, how to submit the scenes and more. When the contest finishes and the results are published, all of the scenes will be released to the public, making them available for inclusion in various Mount &amp; Blade II: Bannerlord modifications.</p><p> </p><p>Scene Design Contest Prizes:</p><p> </p><p></p><ul><li>1st place: Intel® NUC 9 Extreme Kit + Forum Badge<br /></li><li>2nd place: Intel® Core™ i5-12600K Processor + Forum Badge<br /></li><li>3rd place: Mount &amp; Blade II: Bannerlord T-Shirt + <a href="https://www.razer.com/customs/browse/mount-&amp;-blade-ii/all/mouse-mats/razer-gigantus-v2~large" rel="external nofollow">Mount &amp; Blade II Custom Razer Gigantus V2 Large Mouse Pad</a> + Forum Badge<br /></li><li>4th to 10th place: <a href="https://www.razer.com/customs/browse/mount-&amp;-blade-ii/all/mouse-mats/razer-gigantus-v2~large" rel="external nofollow">Mount &amp; Blade II Custom Razer Gigantus V2 Large Mouse Pad</a><br /></li></ul><p></p><p><img alt="26-1651239578-952450302.png" src="https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1651239578-952450302.png" /></p><p> </p><p><span style="font-size:18px;">3D Art Contest - Melee Weapons Set</span></p><p>Experienced smithies will know that each weapon in Bannerlord is composed of multiple crafting pieces across a number of categories, allowing for the creation of hundreds of thousands of different weapons. 3D art contest participants are invited to take a shot at creating a Calradian royal melee weapon set, worthy of being used in battle by the highest of nobles and implement it into the game so that it fits with the native crafting pieces and works with the crafting system. We realize this might sound like quite a challenge which is why we’ve created documentation about our crafting system, how to implement the crafting pieces into the game, how to send in your submission and more - all of which can be found in the <a href="https://forums.taleworlds.com/index.php?threads/bannerlord-creative-competition-2-3d-art-contest.451395/" rel="external nofollow">3D Art Contest</a> thread.</p><p> </p><p>3D Art Contest Prizes:</p><p> </p><p></p><ul><li>1st place: Intel® NUC 9 Extreme Kit + Forum Badge<br /></li><li>2nd place: Intel® Core™ i5-12600K Processor + Forum Badge<br /></li><li>3rd place: Mount &amp; Blade II: Bannerlord T-Shirt + <a href="https://www.razer.com/customs/browse/mount-&amp;-blade-ii/all/mouse-mats/razer-gigantus-v2~large" rel="external nofollow">Mount &amp; Blade II Custom Razer Gigantus V2 Large Mouse Pad</a> + Forum Badge<br /></li><li>4th to 10th place: <a href="https://www.razer.com/customs/browse/mount-&amp;-blade-ii/all/mouse-mats/razer-gigantus-v2~large" rel="external nofollow">Mount &amp; Blade II Custom Razer Gigantus V2 Large Mouse Pad</a><br /></li></ul><p></p><p><img alt="26-1651239583-531100288.png" src="https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1651239583-531100288.png" />?</p><p> </p><p><span style="font-size:18px;">2D Art Contest - Comic</span></p><p>Finally, we have the 2D Art Contest, challenging participants to create a comic consisting of no more than 6 panels set in Dark Ages Calradia. The use of all types of mediums is allowed to create the comic, such as screenshots, hand drawn, 2D &amp; 3D digital art, and photo editing/manipulation. There's plenty of room to show off your creativity and skill so give it a go! You can find all the rules and further instructions in the <a href="https://www.taleworlds.com/en/News/501" rel="external nofollow">2D Art Contest</a> post.</p><p> </p><p>2D Art Contest Prizes:</p><p> </p><p></p><ul><li>10x <a href="https://www.razer.com/customs/browse/mount-&amp;-blade-ii/all/mouse-mats/razer-gigantus-v2~xxl" rel="external nofollow">Mount &amp; Blade II Custom Razer Gigantus V2 Large Mouse Mat</a><br /></li></ul><p></p><p><img alt="26-1651239591-28821410.png" src="https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1651239591-28821410.png" /></p><p> </p><p>Entries for each contest are open from now up until the 31st of July 2022, 23:59 UTC+3.</p><p>Make sure to check out the <a href="https://www.taleworlds.com/en/News/501" rel="external nofollow">FAQ</a> if you would like to find more information about how you can get involved. We look forward to seeing what you all come up with and wish you the best of luck!</p><p> </p><p></p><div style="margin:10px;border-bottom:1px solid #efefef;width:80%;"></div><p> </p><p>Once you've submitted your entry, you can share it with the community by <a href="https://www.nexusmods.com/mountandblade2bannerlord/mods/add" rel="external nofollow">creating a mod page</a> or <a href="https://www.nexusmods.com/mountandblade2bannerlord/images/add" rel="external nofollow">adding an image</a>. You can check out all mod submissions by browsing for the tag "<a href="https://www.nexusmods.com/mountandblade2bannerlord/mods/?tags_yes%5B%5D=4408" rel="external nofollow">Creative Competition 2022</a>". Good luck to everyone who enters!</p>]]></description><guid isPermaLink="false">11378213</guid><pubDate>Fri, 29 Apr 2022 13:27:40 +0000</pubDate></item><item><title>Visualise your Skyrim Load Order with Modmapper</title><link>https://forums.nexusmods.com/topic/11229198-visualise-your-skyrim-load-order-with-modmapper/</link><description><![CDATA[<p>If you've ever wanted to know which mods in your load order edit the same places in Skyrim or would like to find a plot for your new house mod that isn't going to conflict with a load of other mods you should check out Modmapper. </p><p> </p><p><a href="https://modmapper.com/" rel="external nofollow">Modmapper</a> is a passion project for Skyrim - created by <a href="http://www.nexusmods.com/users/512579" rel="external nofollow">dactyl</a> - which overlays a map of the Skyrim worldspace with data pulled from almost every mod available on Nexus Mods to show which areas (cells) are being edited by the mods plugins. </p><p> </p><p>That's not all, you can also import your plugin list and load order to show a personalised map of all the edits to the world in your load order which is super handy if you're trying to track down conflicts with item placement, terrain or navmesh. </p><p> </p><p></p><div style="text-align:center;"><img alt="26-1648050408-1477835407.jpeg" src="https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1648050408-1477835407.jpeg" /></div><p></p><p></p><p> </p><p>Right now Modmapper can show data on cell edits in the main Skyrim worldspace for Skyrim Special Edition* and Skyrim VR, with dactyl looking into adding maps for the city worldspaces, Solstheim (Dragonborn DLC) and interior cells as future features. </p><p> </p><p>In addition to this, Modmapper has <a href="https://www.nexusmods.com/site/mods/371" rel="external nofollow">a handy Vortex extension</a> that allows you to simply right-click on a mod or plugin to see the edits on the Modmapper website. </p><p> </p><p>If you would like to know more about Modmapper you can check out the <a href="https://forums.nexusmods.com/index.php?/topic/11097183-modmapper-every-skyrim-se-mod-on-an-online-interactive-map/" rel="external nofollow">forum thread</a>, <a href="https://trello.com/b/VdpTQ7ar/modmapper" rel="external nofollow">feature tracker</a> or <a href="https://github.com/thallada/modmapper-web" rel="external nofollow">source code</a>. You can also support dactyl by sending them a thank you from <a href="http://www.nexusmods.com/users/512579" rel="external nofollow">their profile page</a>. </p><p> </p><p><em>*This tool does </em><em><strong>not </strong></em><em>require a specific version of Skyrim SE to work before anyone asks!</em></p>]]></description><guid isPermaLink="false">11229198</guid><pubDate>Wed, 23 Mar 2022 15:43:44 +0000</pubDate></item><item><title>An update on Vortex development</title><link>https://forums.nexusmods.com/topic/6127243-an-update-on-vortex-development/</link><description><![CDATA[<p>It's time for a Vortex development update!</p><p> </p><p>Since our last <a href="https://www.nexusmods.com/games/news/13257/?" rel="external nofollow">news post back in May</a> we have setup a focus group of around 30 individuals who have been given access to an early build alpha of Vortex using a rudimentary design and UX flow. Tannin has been working with these users, taking on their feedback and patching up bugs that have been found over the past couple of months. At this stage, the core functionality is all done and now it's a matter of rounding off any rough edges and patching up any holes the focus group can find.</p><p> </p><p>While Tannin has been working on the overall functionality of the application, our new UX/UI designer, Kit, who officially began her work at the beginning of October has been working on the overall look and feel. Kit's first task has been to work on the design of Vortex, drawing up wireframes and now mock-ups that eventually Tannin will implement into Vortex. The first of these mock-ups were offered to the focus group for consultation and feedback last week while Kit worked on the rest of the screens that Vortex needs.</p><p> </p><p>I've been reliably informed that, today, Kit has run out of screens to mock up, so these final screens will be in the hands of the focus group by the end of today. We will give the focus group most of a week to provide their feedback on these mock ups. Following that, Kit will spend a few days implementing any necessary changes based on this feedback before they are handed over to Tannin as "final".</p><p> </p><p>From there, Tannin will need to spend some time implementing the new design into the current build of Vortex, which is no small task. The focus group will be provided with these builds as and when they're ready for feedback. After that, it's all touching and shoring things up ready for an official public Alpha release.</p><p> </p><p>Tentatively, we're aiming for a January release date for the open Alpha of Vortex. Naturally, that's subject to change as with all development cycles, but we're quietly confident that we will hit that deadline.</p><p> </p><p>While I've juggled with the idea of providing you all with mock up screens of Vortex to tide you over until then, I think without you being able to actually experience the user flow and experience the software fully, a lot of the context will be lost, which will ultimately mean any feedback you could provide would be superficial (and potentially, negative, without any context to back it up). As such, I think it would be better for all of us if we waited until it was actually possible for you to use it. Then the feedback you provide will be far more useful, and relevant, to us.</p><p> </p><p>Not long now!</p>]]></description><guid isPermaLink="false">6127243</guid><pubDate>Fri, 03 Nov 2017 12:37:44 +0000</pubDate></item><item><title>The Nexus chat room</title><link>https://forums.nexusmods.com/topic/236104-the-nexus-chat-room/</link><description><![CDATA[<p>As part of the server move and upgrade performed today on the forums I have added a new Chatroom application to the forums. Unlike the old chat room that was linked to the member bar that used to reside at the bottom of the screen the chatroom is a part of the forums themselves.</p><p> </p><p>You'll need to be logged in to the forum to use them and they can be accessed <a href="http://www.thenexusforums.com/index.php?app=ipchat" rel="external nofollow">here</a>. You can also see how many users are online while on the forums in the top right corner of the page.</p><p> </p><p>The chat rooms aren't meant for anything serious and you can use them to chat about anything you like. I'll be in them regularly so if you're having issues with the site you can come in and have a word with me and get some real-time support. It also possesses real-time private messaging between members that might be handy for some folks.</p><p> </p><p>All-in-all a nice little gimmick in and of itself. I'll see you there.</p>]]></description><guid isPermaLink="false">236104</guid><pubDate>Tue, 07 Sep 2010 16:03:51 +0000</pubDate></item><item><title>Mass Effect Mod of the Year 2021 - Winners</title><link>https://forums.nexusmods.com/topic/10845668-mass-effect-mod-of-the-year-2021-winners/</link><description><![CDATA[<p>Happy New Year!</p><p> </p><p>Now that the hangovers have subsided, and the votes have been tallied, it's time to announce the winners of the Mass Effect Mod of the Year awards! The competition was truly fierce - so fierce in fact that we ended up with near ties between two mods in 5 separate categories. All of them came down to less than 5% difference in vote share, so in the spirit of celebrating this wide array of talent, we've decided to award both mods the award!</p><p> </p><p>Now without further ado, here are your Mod of the Year 2021 winners!</p><div style="text-align:center;"><p><span style="font-size:18px;">Best Graphics Mod: </span></p><a href="https://www.nexusmods.com/masseffectlegendaryedition/mods/363" rel="external nofollow"><strong><span style="font-size:18px;">A Lot of Textures (ALOT)</span></strong></a><strong>?</strong><p><img alt="vK68ehQ.png" src="https://i.imgur.com/vK68ehQ.png" /></p><p>Created by: <strong>CreeperLava</strong></p><p> </p><p></p><div style="margin:10px;border-bottom:1px solid #efefef;width:80%;"></div><p> </p><p><span style="font-size:18px;">Best Quality of Life Mod: </span><a href="https://www.nexusmods.com/masseffectlegendaryedition/mods/422" rel="external nofollow"><strong><span style="font-size:18px;">Expanded Galaxy Mod (LE)</span></strong></a><strong>?</strong></p><p><img alt="WzNo5yr.png" src="https://i.imgur.com/WzNo5yr.png" /></p><p>Created by: <strong>Kinkojiro</strong></p><p> </p><p></p><div style="margin:10px;border-bottom:1px solid #efefef;width:80%;"></div><p> </p><p><span style="font-size:18px;">Best Story Mod (WINNER #1): </span><a href="https://www.nexusmods.com/masseffectlegendaryedition/mods/422" rel="external nofollow"><strong><span style="font-size:18px;">Expanded Galaxy Mod (LE)</span></strong></a><strong>?</strong></p><p><img alt="WzNo5yr.png" src="https://i.imgur.com/WzNo5yr.png" /></p><p>Created by: <strong>Kinkojiro</strong></p><p> </p><p><span style="font-size:18px;">Best Story Mod (WINNER #2): </span><a href="https://www.nexusmods.com/masseffectlegendaryedition/mods/16" rel="external nofollow"><strong><span style="font-size:18px;">Take Earth Back (LE)</span></strong></a><strong>?</strong></p><p><img alt="ktod7kc.png" src="https://i.imgur.com/ktod7kc.png" /></p><p>Created by: <strong>Tydeous &amp; TEB Team</strong></p><p> </p><p></p><div style="margin:10px;border-bottom:1px solid #efefef;width:80%;"></div><p> </p><p><span style="font-size:18px;">Best Texture Mod: </span><a href="https://www.nexusmods.com/masseffectlegendaryedition/mods/363" rel="external nofollow"><strong><span style="font-size:18px;">A Lot of Textures (LE) - Improved Static Lighting</span></strong></a><strong>?</strong></p><p><img alt="vK68ehQ.png" src="https://i.imgur.com/vK68ehQ.png" /></p><p>Created by: <strong>CreeperLava</strong></p><p> </p><p></p><div style="margin:10px;border-bottom:1px solid #efefef;width:80%;"></div><p> </p><p><span style="font-size:18px;">Best Customization Mod (WINNER #1): </span><a href="https://www.nexusmods.com/masseffectlegendaryedition/mods/236" rel="external nofollow"><strong><span style="font-size:18px;">Alternate Ellise Default FemShep Retexture</span></strong></a><strong>?</strong></p><p><img alt="jKPP9hd.png" src="https://i.imgur.com/jKPP9hd.png" /></p><p>Created by: <strong>Audemus (Original Texture by Ellise)</strong></p><p> </p><p><span style="font-size:18px;">Best Customization Mod (WINNER #2): </span><a href="https://www.nexusmods.com/masseffectlegendaryedition/mods/118" rel="external nofollow"><strong><span style="font-size:18px;">Customizable Default FemShep Headmorph</span></strong></a><strong>?</strong></p><p><img alt="iwL9JYM.png" src="https://i.imgur.com/iwL9JYM.png" /></p><p>Created by: <strong>Jenya66 &amp; NoiraFayn</strong></p><p> </p><p></p><div style="margin:10px;border-bottom:1px solid #efefef;width:80%;"></div><p> </p><p><span style="font-size:18px;">Best Apparel Mod: </span><a href="https://www.nexusmods.com/masseffectlegendaryedition/mods/5" rel="external nofollow"><strong><span style="font-size:18px;">Expanded Shepard Armory (LE2)</span></strong></a><strong>?</strong></p><p><img alt="zG7gItb.png" src="https://i.imgur.com/zG7gItb.png" /></p><p>Created by: <strong> Khaar Machinima &amp; ThaliaGraces </strong></p><p> </p><p></p><div style="margin:10px;border-bottom:1px solid #efefef;width:80%;"></div><p> </p><p><span style="font-size:18px;">Best NPC Mod: </span><a href="https://www.nexusmods.com/masseffectlegendaryedition/mods/666" rel="external nofollow"><strong><span style="font-size:18px;">Saren Stages (LE1)</span></strong></a><strong>?</strong></p><p><img alt="UttwdRD.png" src="https://i.imgur.com/UttwdRD.png" /></p><p>Created by: <strong>Catachrism</strong></p><p> </p><p></p><div style="margin:10px;border-bottom:1px solid #efefef;width:80%;"></div><p> </p><p><span style="font-size:18px;">Best Gameplay Mod (WINNER #1): </span><a href="https://www.nexusmods.com/masseffectlegendaryedition/mods/627" rel="external nofollow"><strong><span style="font-size:18px;">Bonus Bonus Powers</span></strong></a><strong>?</strong></p><p><img alt="LGWt8GE.png" src="https://i.imgur.com/LGWt8GE.png" /></p><p>Created by: <strong>DropTheSquid</strong></p><p> </p><p><span style="font-size:18px;">Best Gameplay Mod (WINNER #2): </span><a href="https://www.nexusmods.com/masseffectlegendaryedition/mods/709" rel="external nofollow"><strong><span style="font-size:18px;">Cerberus Retrofits</span></strong></a><strong>?</strong></p><p><img alt="mQdWhUQ.png" src="https://i.imgur.com/mQdWhUQ.png" /></p><p>Created by: <strong>Tydeous</strong></p><p> </p><p></p><div style="margin:10px;border-bottom:1px solid #efefef;width:80%;"></div><p> </p><p><span style="font-size:18px;">"I Never Knew I Needed This": </span><a href="https://www.nexusmods.com/masseffectlegendaryedition/mods/708" rel="external nofollow"><strong><span style="font-size:18px;">Immersive Emails</span></strong></a><strong>?</strong></p><p><img alt="rIEFubk.png" src="https://i.imgur.com/rIEFubk.png" /></p><p>Created by: <strong>delawana</strong></p><p> </p><p></p><div style="margin:10px;border-bottom:1px solid #efefef;width:80%;"></div><p> </p><p><span style="font-size:18px;">Most Anticipated Mod (WINNER #1): </span><strong><span style="font-size:18px;">Project Variety (LE3)</span></strong><strong>?</strong></p><p><img alt="tFSzsJn.png" src="https://i.imgur.com/tFSzsJn.png" /></p><p>Upcoming Mod by: <strong>Scottina123</strong></p><p> </p><p><span style="font-size:18px;">Most Anticipated Mod (WINNER #2): </span><a href="https://www.nexusmods.com/masseffectlegendaryedition/mods/323" rel="external nofollow"><strong><span style="font-size:18px;">Audemus' Happy Ending Mod</span></strong></a><strong>?</strong></p><p><img alt="CpHl1Qi.png" src="https://i.imgur.com/CpHl1Qi.png" /></p><p>Created by: <strong>Audemus &amp; Scottina123</strong></p><p> </p><p></p><div style="margin:10px;border-bottom:1px solid #efefef;width:80%;"></div><p> </p><p><span style="font-size:18px;">Community Choice Award: </span><a href="https://www.nexusmods.com/masseffectlegendaryedition/mods/832" rel="external nofollow"><strong><span style="font-size:18px;">Pinnacle Station DLC</span></strong></a><strong>?</strong></p><p><img alt="MIn7ZD4.png" src="https://i.imgur.com/MIn7ZD4.png" /></p><p>Created by: <strong>ME3Tweaks</strong></p><p> </p><p></p><div style="margin:10px;border-bottom:1px solid #efefef;width:80%;"></div><p> </p><p><span style="font-size:18px;">Modder of the Year: </span><a href="https://www.nexusmods.com/masseffectlegendaryedition/users/2462864" rel="external nofollow"><strong><span style="font-size:18px;">Mgamerz</span></strong></a><strong>?</strong></p><p><img alt="CxpfYk0.png" src="https://i.imgur.com/CxpfYk0.png" /></p><p> </p><p></p><div style="margin:10px;border-bottom:1px solid #efefef;width:80%;"></div><p> </p><p><span style="font-size:18px;">Rookie of the Year: </span><a href="https://www.nexusmods.com/masseffectlegendaryedition/users/3947763" rel="external nofollow"><strong><span style="font-size:18px;">Zeb</span></strong></a><strong>?</strong></p><p><img alt="kpRucIy.png" src="https://i.imgur.com/kpRucIy.png" /></p><p> </p><p></p><div style="margin:10px;border-bottom:1px solid #efefef;width:80%;"></div><p> </p><p><span style="font-size:18px;">Best Mass Effect 1 Mod: </span><a href="https://www.nexusmods.com/masseffectlegendaryedition/mods/832" rel="external nofollow"><strong><span style="font-size:18px;">Pinnacle Station DLC</span></strong></a><strong>?</strong></p><p><img alt="MIn7ZD4.png" src="https://i.imgur.com/MIn7ZD4.png" /></p><p>Created by: <strong>ME3Tweaks</strong></p><p> </p><p></p><div style="margin:10px;border-bottom:1px solid #efefef;width:80%;"></div><p> </p><p><span style="font-size:18px;">Best Mass Effect 2 Mod: </span><a href="https://www.nexusmods.com/masseffectlegendaryedition/mods/5" rel="external nofollow"><strong><span style="font-size:18px;">Expanded Shepard Armory (LE2)</span></strong></a><strong>?</strong></p><p><img alt="zG7gItb.png" src="https://i.imgur.com/zG7gItb.png" /></p><p>Created by: <strong> Khaar Machinima &amp; ThaliaGraces </strong></p><p> </p><p></p><div style="margin:10px;border-bottom:1px solid #efefef;width:80%;"></div><p> </p><p><span style="font-size:18px;">Best Mass Effect 3 Mod: </span><a href="https://www.nexusmods.com/masseffectlegendaryedition/mods/422" rel="external nofollow"><strong><span style="font-size:18px;">Expanded Galaxy Mod (LE)</span></strong></a><strong>?</strong></p><p><img alt="WzNo5yr.png" src="https://i.imgur.com/WzNo5yr.png" /></p><p>Created by: <strong>Kinkojiro</strong></p><p> </p><p></p><div style="margin:10px;border-bottom:1px solid #efefef;width:80%;"></div><p> </p><p><span style="font-size:18px;">Best Mass Effect Andromeda Mod (WINNER #1): </span><a href="https://www.nexusmods.com/masseffectandromeda/mods/995" rel="external nofollow"><strong><span style="font-size:18px;">Project Pretty</span></strong></a><strong>?</strong></p><p><img alt="TGZPRH1.png" src="https://i.imgur.com/TGZPRH1.png" /></p><p>Created by: <strong>mulderitsme</strong></p><p> </p><p><span style="font-size:14px;">Best Mass Effect Andromeda Mod (WINNER #2): </span><a href="https://www.nexusmods.com/masseffectandromeda/mods/940" rel="external nofollow"><strong><span style="font-size:18px;">Less Interaction Time and Less Omni Tool Interaction</span></strong></a><strong>?</strong></p><p><img alt="OPQGTJU.png" src="https://i.imgur.com/OPQGTJU.png" /></p><p>Created by: <strong>Padme4000</strong></p><p> </p><p></p><div style="margin:10px;border-bottom:1px solid #efefef;width:80%;"></div><p> </p><p><span style="font-size:18px;">Mod of the Year 2021: </span><a href="https://www.nexusmods.com/masseffectlegendaryedition/mods/422" rel="external nofollow"><strong><span style="font-size:18px;">Expanded Galaxy Mod (LE)</span></strong></a><strong>?</strong></p><p><img alt="WzNo5yr.png" src="https://i.imgur.com/WzNo5yr.png" /></p><p>Created by: <strong>Kinkojiro</strong></p></div><p></p><p></p><p> </p><p></p><div style="margin:10px;border-bottom:1px solid #efefef;width:80%;"></div><p> </p><p>And that's a wrap! Thank you to everyone who voted, and let's all give a round of applause to the winners! 2021 was an incredible year for our community, and I get the feeling we're just getting started.</p><p> </p><p>-Audemus</p><p> </p><p></p><div style="margin:10px;border-bottom:1px solid #efefef;width:80%;"></div><p> </p><p><em>ORIGINAL ARTICLE:</em></p><p> </p><p>Happy Holidays folks! </p><p> </p><p>As the year draws to a close, I'd like to reflect on the crazy journey our community has been on this year. Never in the history of Mass Effect modding has there been a more eventful year. The release of Legendary Edition of course was a huge catalyst for the incredible modding we've seen in 2021, but it's thanks to our community-built and maintained toolkit and modding ecosystem that we were able to hit the ground running with a fresh start where modding the Mass Effect games is more accessible than ever before.</p><p> </p><p>So, to celebrate the talented modders bringing you your favourite mods for Mass Effect, we're hosting a Mod of the Year awards! Across 18 categories we polled our dedicated modders and users across the <a href="https://twitter.com/MassEffectMods" rel="external nofollow"><strong>Mass Effect Modding Discord</strong></a> for their nominations from over <strong>800 </strong>Mass Effect mod releases in 2021. I've crunched the numbers, and we're now ready to reveal the nominees.</p><p> </p><p>If you'd like to show your support for your favourite mods of 2021, you can find the link to our entry form down below.</p><p> </p><p></p><div style="text-align:center;"><p></p><a href="https://docs.google.com/forms/d/e/1FAIpQLSc2Ap51cssUNOf9Ukq_U3fOlfgIHa0zqbNoaDevUXtGP9bGUA/viewform" rel="external nofollow"><span style="font-size:14px;"><strong>CAST YOUR VOTE</strong></span></a></div><p></p><p><strong> Voting will end on 1 January 2022 at 00:00 UTC</strong>. The winners will then be announced in the New Year. We'll be handing out trophies in the form of award banners, which mod authors can place on their mod pages.</p><p> </p><p>See you then, and enjoy the rest of the year!</p><p> </p><p>-Audemus</p>]]></description><guid isPermaLink="false">10845668</guid><pubDate>Fri, 17 Dec 2021 15:42:38 +0000</pubDate></item><item><title>Invalid email addresses and you</title><link>https://forums.nexusmods.com/topic/6610721-invalid-email-addresses-and-you/</link><description><![CDATA[<p>We've made a small change to the site today to inform any users whose emails are "bouncing" that they need to update their email records.</p><p> </p><p>A bounced email is basically an email we've sent you and then received back saying that the email is undeliverable.</p><p> </p><p>Bounced emails are bad for us as they are expensive to deal with on our email delivery platform and ultimately, if you are using the wrong email address or an email address that does not work/exist any more then you will never be able to recover your account information if you lose it. Nor will I, as the only way I can verify you are who you say you are is through the email address attached to your account. Something I, for some reason, get blamed for regularly in the site Support tickets.</p><p> </p><p>To clarify, we do not use your email addresses (or any of your personal data) for marketing purposes, nor do we, under any circumstances, sell your email addresses to third parties. Any emails we've sent in the past 7 years have been automated emails that you will have specifically asked to receive for things like forum notifications when something in a thread you are following has changed. You can turn these off at any time in your <a href="https://forums.nexusmods.com/index.php?app=core&amp;module=usercp&amp;tab=core&amp;area=notifications" rel="external nofollow">notification settings area</a> on the forums.</p><p> </p><p>On that note, our records show that more than 50% of you, some 7.8m members, have left the "Send me news and information" checkbox ticked when registering an account, which means that we could send you marketing emails or newsletters if we ever did them. In the interest of complete transparency, you can also turn this setting off in your <a href="https://forums.nexusmods.com/index.php?app=core&amp;module=usercp&amp;tab=core&amp;area=notifications" rel="external nofollow">notification settings area</a> if you so wish.</p><p> </p><p>In the 16+ years this site has been running I have only ever sent out 6 bulk emails, the last of which was in 2011 to send invites to the mod author group to some 5,000 users at the time. It is likely I'll use it again to contact mod authors about our impending Donation Points system, so, if you don't want to receive an email once in a very long time from us, you know what you need to do (if you haven't already!).</p><p> </p><p>If you have received this email update notification on the site (which shows as an orange section at the top of every page) please re-verify your email address using the form provided in the section and it will go away. It will not go away until you do this, however, and at some point down the line, we will actually block access to your account until you provide a working email address again. As I said, bounced emails cost us time and money which we'd rather not have to worry about.</p><p> </p><p>Thanks for your understanding.</p>]]></description><guid isPermaLink="false">6610721</guid><pubDate>Wed, 02 May 2018 13:40:29 +0000</pubDate></item><item><title>We're Hiring: Web Developer Position</title><link>https://forums.nexusmods.com/topic/5474672-were-hiring-web-developer-position/</link><description><![CDATA[<p><span style="color:#FFA500;"><strong>As of September 2018 we are no longer recruiting for this position.</strong></span></p><p> </p><p>We’re looking for a full stack web developer who wants to be working with the latest technology to join our team at our <a href="http://www.nexusmods.com/news/13212/" rel="external nofollow">new office in Exeter</a>, UK. The ideal candidate will be comfortable in multiple programming languages with experience working on high traffic websites. </p><p> </p><p><strong><span style="font-size:14px;">The Role</span></strong></p><p>With billions of downloads and millions of users we have plenty of interesting projects to work on. You’d be joining our established web team which currently consists of 5 programmers and a designer whose primary responsibility is the Nexus Mods website and everything around it:-</p><p> </p><p></p><ol style="list-style-type:decimal;"><li>Nexusmods.com runs on PHP with a MySQL backend via Linux and Apache (LAMP). This stack uses load balancing from nginx and various caching methods like APC and Redis.<br /></li><li>We also have various other services such as our API which is written in Ruby on Rails.<br /></li><li>Git, Docker, Vagrant and Kubernetes are used for deployment and development.<br /></li><li>We utilise cloud services such as CDN, AWS and S3.<br /></li><li>Node-JS, Jquery and Vue are used in some services. <br /></li></ol><p></p><p>We're not specifically looking for a PHP developer and we’re not expecting you to be an expert at everything we're using but you’ll need production experience with at least one web framework and be comfortable with all related technologies to that framework. Ultimately, we’re looking for people who are keen to learn and flexible in their approach with a strong web background.</p><p> </p><p>We’re currently hard at work on the Nexus Mods website and we have a long list of features that we’d like you to help us realise. 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 ideas in our programming meetings.</p><p> </p><p><strong><span style="font-size:14px;">Responsibilities</span></strong></p><p></p><ul><li><span style="font-size:10px;">Working as part of the web team to maintain the Nexus Mods website, fixing bugs and adding new features.</span><br /></li><li><span style="font-size:10px;">Participating in team meetings, keeping track of your workflow using project management tools.</span><br /></li><li><span style="font-size:10px;">Working with everyone at Nexus Mods to shape the future of our platform.</span><br /></li></ul><p></p><p><span style="font-size:14px;"><strong>Requirements and Skills</strong></span></p><p></p><ul><li>Very strong skills in at least one major web programming language <br /></li><li><span style="font-size:10px;">Knowledge of javascript &amp; javascript frameworks</span><br /></li><li><span style="font-size:10px;">CSS &amp; HTML5</span><br /></li><li><span style="font-size:10px;">Strong communication skills both verbally and written (English).</span><br /></li><li><span style="font-size:10px;">Right to work in the UK</span><br /></li></ul><p></p><p><span style="font-size:14px;"><strong>Bonus Skills</strong></span></p><p></p><ul><li><span style="font-size:10px;">Everything listed in our technology stack</span><br /></li><li><span style="font-size:10px;">Comfortable using Linux</span><br /></li><li><span style="font-size:10px;">Sysadmin / Devops experience with LAMP</span><br /></li><li><span style="font-size:10px;">Experience with code testing</span><br /></li><li><span style="font-size:10px;">An understanding of games modding and knowledge of Nexus Mods</span><br /></li><li><span style="font-size:10px;">A sense of humour</span><br /></li><li><span style="font-size:10px;">A love of computer games</span><br /></li></ul><p><span style="font-size:14px;"><strong>Other Information</strong></span></p><p></p><ul><li><span style="font-size:10px;">We will offer a competitive market rate salary dependent on your level.</span><br /></li><li><span style="font-size:10px;">We will provide high spec hardware for you to work from in the office.</span><br /></li><li><span style="font-size:10px;">For the right candidates we may be able to assist with relocation expenses and logistics. </span><br /></li></ul><p><strong><span style="font-size:14px;">To Apply</span></strong></p><p>In order to apply, please send an email to jobs@nexusmods.com with your CV and why you’d be suitable for this role.</p>]]></description><guid isPermaLink="false">5474672</guid><pubDate>Wed, 22 Mar 2017 21:24:57 +0000</pubDate></item><item><title>More commenting options for mod authors</title><link>https://forums.nexusmods.com/topic/953598-more-commenting-options-for-mod-authors/</link><description><![CDATA[<p>An extremely underused feature on the Nexus file pages is the “Discussions” tab, which allows authors and users (provided the author allows it) to create different threads for different parts of conversation to do with the file. When you have a large mod that gets hundreds of new messages a day it can often be difficult to keep up with what’s going on within your single comment topic. Bug reports, feedback, suggestions, troubleshooting and general chit-chat get all mixed up in a big soup of one large mega thread where anything and everything is spoken about and large amounts of cross-talking takes place. With discussions you can create separate threads for these issues and then, hopefully, people will use the thread most relevant to what they want to talk about on your file. </p><p> </p><p>I hope the new reply mechanics are helping you to keep up with the amount of cross-talking going on, but discussions are also there for mod authors to make use of that help to segregate their chats into more concise areas. Unfortunately because using the single comment topic is so ingrained in what people do on the Nexus sites a very large proportion of people completely ignore the discussions area, or worse, don’t know about it.</p><p> </p><p>I know lots of mod authors like having a single comment topic where everything is placed and nothing has changed for you folks. In fact if you don’t care about discussions you can stop reading now and get on with your merry business. But what we have done is provided some options when you make your file page for how you would like your comments to be setup. You can now choose to have a comment topic and no discussions area, a comment topic and a discussion area, just a discussions area and no comment topic, or no comments at all. How is this different you ask? Well before we didn’t let you have a discussion area without a comment topic as well; so you couldn’t force your users to use your discussion area and split your discussions up into more manageable chunks. The problem was then that everyone would just talk in the single comment topic and ignore the discussions. By turning off the single comment topic you can force people to use the discussions instead if you so wish.</p><p> </p><p>You can still choose whether you want to let users make their own topics or you can choose to setup your own topics and not allow others to make one, so you can control the flow of what people talk about more easily. You can also lock, sticky and delete any of your threads, providing you with even more control. Why is this helpful? Well, you can setup your threads so you have a “Bug Reports”, “Troubleshooting” and “Feedback” section and then direct people to the correct thread for the topic being discussed.</p><p> </p><p>If you want to remove your comment topic and make use of your discussion area on a mod you’ve already uploaded you’ll find a new setting in your file attributes page that lets you turn off your comment topic, essentially providing you with the same functionality.</p><p> </p><p>While we were hoping we could give each mod its own private forum category on the Nexus forums after further investigation and research we worked out we couldn’t do this as past around 5,000 forum categories things kind of die, and with over 90,000 files hosted on the sites now it won’t be possible to achieve.</p><p> </p><p>We’ll be taking a short break for easter now (happy easter) and then we’ll get back into the swing of things with a design update to the category and search result pages, NMM profiling and a move to our new database server cluster. Fingers crossed.</p>]]></description><guid isPermaLink="false">953598</guid><pubDate>Thu, 28 Mar 2013 15:57:58 +0000</pubDate></item><item><title>Modding Bethesda Games on Game Pass - What we know so far</title><link>https://forums.nexusmods.com/topic/9774678-modding-bethesda-games-on-game-pass-what-we-know-so-far/</link><description><![CDATA[<p>As you might have heard, Microsoft has recently added some of our most popular games to their Game Pass subscription service including Skyrim Special Edition, Fallout 4, Oblivion and Morrowind. So we've put together this handy article with some details about what's new or different when it comes to modding these Bethesda titles on Game Pass for PC. </p><p> </p><p> </p><p><span style="font-size:14px;">Do all mods work with Game Pass?</span></p><p> </p><p>No. Unfortunately, mods that rely on the popular script extenders (SKSE, F4SE, etc) will not currently work with Game Pass. In a conversation with Ian Patterson of the Silverlock team, he said they are experimenting with a few possible solutions at the moment. Sadly, despite their efforts, there are still some hurdles to overcome due to the complications introduced in these new versions, but they haven't given up yet so there's always hope. This may prevent visual presets such as ENBs and ReShades from working correctly, too. </p><p> </p><p>Mods that offer replacements to files from the vanilla game such as video replacers may also be unsupported. This is related to the Xbox app preventing edits to these files. However, in testing, this seems to be a somewhat intermittent problem so your mileage may vary. </p><p> </p><p>Don't worry though, there are still plenty of mods that will work just fine!</p><p> </p><p> </p><p><span style="font-size:14px;">How do I install mods on the Game Pass version?</span></p><p> </p><p>Out of the box, the ability to install mods to the game is disabled. In this state, none of the game files can be modified by your user account. You will need to <a href="https://support.xbox.com/en-US/help/games-apps/game-setup-and-play/enable-pc-game-mods" rel="external nofollow">enable modding in the Xbox app</a> by clicking the "Enable Mods" button shown below.</p><p> </p><p><img alt="26-1615899547-1407145289.png" src="https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1615899547-1407145289.png" /></p><p> </p><p> </p><p>Once enabled, you will be able to make changes to the files in the game-specific folder found at C:\Program Files\ModifiableWindowsApps\. </p><p> </p><p>You'll be pleased to know our Vortex devs are already hard at work on updating the extensions for Skyrim SE, Fallout 4, Oblivion and Morrowind to include support for the Game Pass versions. Keep an eye out for an update!</p><p> </p><p> </p><p><span style="font-size:14px;">What about modding tools like xEdit?</span></p><p>Any tools you are used to using to mod your game will likely not support Game Pass without being updated first. Please make sure you check the mod page for the tool you are trying to use to see if the author has added any information about Game Pass before asking them. </p><p> </p><p> </p><p><span style="font-size:14px;">As a mod author, do I need to update my mods?</span></p><p>There shouldn't be any need for mods to be updated for this version of the game. However, if your mod does rely on script extender functions and you want to support the Game Pass release, you could consider making these functions an optional requirement. I've personally already done this in Icecreamassassin's Legacy of the Dragonborn back when SKSE was not yet available for Skyrim Special Edition. I'd be happy to offer advice to anyone who is interested.</p><p> </p><p> </p><p><span style="font-size:14px;">What else is different? </span></p><p>Based on a combination of our own research and <a href="https://github.com/wrye-bash/wrye-bash/wiki/%5Bdev%5D-Microsoft-Store-Games" rel="external nofollow">some information from the team behind Wryebash</a>, we've compiled a list of notable differences in important file paths for each of the Game Pass versions. All of these games must be started through the game launcher via the Xbox app and it may not be possible for mod managers to detect the game from a "cold start" of the system due to the game files needing to be "mounted" for it to be detectable. The fix for this is just to open and close the game once before managing mods. </p><p> </p><p><strong>Skyrim Special Edition</strong></p><p>Game Pass Publisher ID: <span style="font-family:Consolas;">3275kfvn8vcwc</span></p><p>Game Pass ID: <span style="font-family:Consolas;">BethesdaSoftworks.SkyrimSE-PC</span></p><p>Mod Install Location: <span style="font-family:Consolas;">C:\Program Files\ModifiableWindowsApps\Skyrim Special Edition (PC)</span></p><p>INI/Saves Location: <span style="font-family:Consolas;">C:\Users\{USER}\Documents\My Games\Skyrim Special Edition MS</span></p><p>Plugins.txt Location: <span style="font-family:Consolas;">%localappdata%\Packages\BethesdaSoftworks.SkyrimSE-PC_3275kfvn8vcwc\LocalCache\Local\Skyrim Special Edition MS\Plugins.txt</span></p><p> </p><p> </p><p><strong>Fallout 4</strong></p><p>Game Pass Publisher ID: <span style="font-family:Consolas;">3275kfvn8vcwc</span></p><p>Game Pass ID: <span style="font-family:Consolas;">BethesdaSoftworks.Fallout4-PC</span></p><p>Mod Install Location: <span style="font-family:Consolas;">C:\Program Files\ModifiableWindowsApps\Fallout 4 (PC)</span></p><p>INI/Saves Location:  <span style="font-family:Consolas;">C:\Users\{USER}\Documents\My Games\Fallout4 MS</span></p><p>Plugins.txt Location: <span style="font-family:Consolas;">%localappdata%\Packages\BethesdaSoftworks.Fallout4-PC_3275kfvn8vcwc\LocalCache\Local\Fallout4 MS\Plugins.txt</span></p><p> </p><p><em>Note: The Fallout 4 version on Game Pass does not include any of the DLCs, they can be purchased separately. </em></p><p> </p><p><strong>Oblivion</strong></p><p>Game Pass Publisher ID: <span style="font-family:Consolas;">3275kfvn8vcwc</span></p><p>Game Pass ID: <span style="font-family:Consolas;">BethesdaSoftworks.TESOblivion-PC</span></p><p>Mod Install Location: <span style="font-family:Consolas;">C:\Program Files\ModifiableWindowsApps\Oblivion GOTY (PC)</span></p><p>INI/Saves Location:  <span style="font-family:Consolas;">C:\Users\{USER}\Documents\My Games\Oblivion</span></p><p>Plugins.txt Location: <span style="font-family:Consolas;">%localappdata%\Packages\BethesdaSoftworks.TESOblivion-PC_3275kfvn8vcwc\LocalCache\Local\Oblivion</span></p><p> </p><p><em>Note: Oblivion installs several different language versions of the game in separate folders. The mod installation location will vary depending on which version you are trying to play. </em></p><p> </p><p> </p><p><strong>Morrowind</strong></p><p>Game Pass Publisher ID: <span style="font-family:Consolas;">3275kfvn8vcwc</span></p><p>Game Pass ID: <span style="font-family:Consolas;">BethesdaSoftworks.TESMorrowind-PC</span></p><p>Mod Install Location: <span style="font-family:Consolas;">C:\Program Files\ModifiableWindowsApps\Morrowind GOTY (PC)</span></p><p>INI/Saves Location:  <span style="font-family:Consolas;">C:\Program Files\ModifiableWindowsApps\Morrowind GOTY (PC)</span></p><p> </p><p><em>Note: Morrowind installs several different language versions of the game in separate folders. The INI and mod installation locations will vary depending on which version you are trying to play.</em></p><p> </p><p> </p><p><strong>Repairing your installation</strong></p><p> </p><p>In the event that you delete or damage some of the core vanilla game files, you can actually reverify the game files similar to how it works with Steam. This option isn't part of the Xbox app itself but can be found in your Windows settings. Open your Windows settings, go to Apps, then find the game in the list of installed apps. Click on the game entry and it will allow you to select "Advanced options" where you can repair or reset your game installation. </p><p> </p><p><img alt="26-1615899552-9418501.png" src="https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1615899552-9418501.png" /></p><p> </p><p>Did we miss anything? What do you think about the Bethesda games being available on Game Pass? Let us know in the comments below. </p>]]></description><guid isPermaLink="false">9774678</guid><pubDate>Tue, 16 Mar 2021 12:59:55 +0000</pubDate></item><item><title>Vortex Support added: X4: Foundations, Pathfinder: Kingmaker, Starsector, 7 Days to Die</title><link>https://forums.nexusmods.com/topic/7338286-vortex-support-added-x4-foundations-pathfinder-kingmaker-starsector-7-days-to-die/</link><description><![CDATA[<p>Good news for our <strong>X4: Foundations</strong>, <strong>Pathfinder: Kingmaker</strong>, <strong>Starsector</strong>, and <strong>7 Days to Die</strong> communities! </p><p> </p><p><span>width=220,height=124</span> <a href="https://staticdelivery.nexusmods.com/Images/games/cover_2659.jpg" rel="external nofollow">https://staticdelivery.nexusmods.com/Images/games/cover_2659.jpg</a>[/img] <span>width=220,height=124</span><a href="https://staticdelivery.nexusmods.com/Images/games/cover_2607.jpg" rel="external nofollow">https://staticdelivery.nexusmods.com/Images/games/cover_2607.jpg</a>[/img] <span>width=220,height=124</span> <a href="https://staticdelivery.nexusmods.com/Images/games/cover_2672.jpg" rel="external nofollow">https://staticdelivery.nexusmods.com/Images/games/cover_2672.jpg</a>[/img] <span>width=220,height=124</span> <a href="https://staticdelivery.nexusmods.com/Images/games/cover_1059.jpg" rel="external nofollow">https://staticdelivery.nexusmods.com/Images/games/cover_1059.jpg</a>[/img]</p><p> </p><p>Thanks to <a href="https://github.com/alexparlett" rel="external nofollow">alexparlett</a>, <a href="https://github.com/6d306e73746572" rel="external nofollow">6d306e73746572</a>, <a href="https://github.com/LazyWizard" rel="external nofollow">LazyWizard</a>, as well as <a href="https://github.com/nelson3219" rel="external nofollow">nelson3219</a>, who developed the respective extensions, <a href="https://www.nexusmods.com/about/vortex/" rel="external nofollow">our mod manager Vortex</a>? (which is currently in beta) now supports all four of those games (version 0.17.0 and newer). </p><p> </p><p>If you are unsure about what a mod manager does, let me put it this way: Vortex gives you the ability to install and uninstall mods easily, keep track of managed mods, and stay organised by keeping your game directory clean. The idea is to help you spend less time worrying about mod files, so you have more time to enjoy your modded game.</p><p> </p><p>You might have noticed the new Vortex download button on several mod pages which allows you to download mods through Vortex (if you have Vortex installed and <a href="https://wiki.nexusmods.com/index.php/Downloading_from_Nexus_Mods_with_Vortex" rel="external nofollow">configured</a>):</p><p> </p><p><img alt="aeJDbOV.png" src="https://i.imgur.com/aeJDbOV.png" /></p><p> </p><p>If you would like to try out Vortex, or if you have any questions, feel free to view our <a href="https://wiki.nexusmods.com/index.php/Category:Vortex" rel="external nofollow">Vortex documentation</a>, or ask your questions in our <a href="https://forums.nexusmods.com/index.php?/forum/4306-vortex-support/" rel="external nofollow">Vortex Support Forums</a> directly.</p><p> </p><p>Happy modding!</p>]]></description><guid isPermaLink="false">7338286</guid><pubDate>Wed, 23 Jan 2019 13:16:48 +0000</pubDate></item><item><title>Project Spotlight: Fallout 4: New Vegas</title><link>https://forums.nexusmods.com/topic/7299506-project-spotlight-fallout-4-new-vegas/</link><description><![CDATA[<p>This week we're talking to <a href="https://www.nexusmods.com/fallout4/users/1663911" rel="external nofollow">Metamoth (aka metalmouth7)</a>, the Project Manager for what is, perhaps, the most dedicated group of Fallout New Vegas fans out there. Fallout 4: New Vegas is a total conversion mod for Fallout 4, painstakingly recreating the game's assets and mechanics from the ground up. </p><p> </p><p></p><div style="text-align:center;"><p></p></div><p></p><p></p><p> </p><p><strong>Thanks for taking the time to talk to us about your project, first off can you tell us a little about yourself and the key members of your mod team. </strong></p><p>I'm Meta, the Project Lead on F4NV. I've been with the team since its formation in August of 2017. I've been modding in one way or another for about a decade, on titles ranging from Battlefield 2 and Command and Conquer: Red Alert to Homeworld 2. I first started working with Skyrim about 3-4 years ago, and Fallout 4 not long after it released, however F4NV is the first project I've been involved with of this sort.</p><p> </p><p> </p><p><strong>For anyone who isn’t aware of your project yet, what is Fallout 4 New Vegas? </strong></p><p>Fallout 4: New Vegas is a community-run project aiming to remake Fallout: New Vegas in the newer Fallout 4 Creation Engine, taking advantage of some of the features of the newer engine to make for a better and more refined gameplay experience.</p><p> </p><p> </p><p><strong>Fallout New Vegas is considered by many to be the best Fallout game. How faithful are you planning to stay to the original?</strong></p><p>We're remaking all of the quests as they were in New Vegas, alongside all of the original features, with tweaks made where possible to take advantage of the features of the newer engine, as well as to bring back some of the cut content and expand on the game world where possible. Narrative-wise, nothing will be changing in Fallout 4: New Vegas.</p><p> </p><p></p><div style="text-align:center;"><a href="https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1547119779-1848870152.png" rel="external nofollow"><span>width=500,height=281</span>https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1547119779-1848870152.png[/img]</a> <a href="https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1547119786-1864871593.png" rel="external nofollow"><span>width=500,height=281</span>https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1547119786-1864871593.png[/img]</a></div><p></p><p></p><p> </p><p> </p><p><strong>What are you adding that is new and improved?</strong></p><p>We're adding a number of new things to F4NV. We're aiming to expand upon the weapon mod system first seen in New Vegas with the added functionality of the Fallout 4 weapon modding systems. We're also tweaking and rebalancing the combat of New Vegas to better fit into the more dynamic combat of Fallout 4 while retaining the more RPG-based systems utilized in New Vegas to create a more dynamic and interesting combat system. We're also looking at some of the cut content found in Fallout: New Vegas and reimplementing some of it, alongside some new content in the form of new weapons and some smaller environmental encounters to address some of the issues the original game had in regards to many finding the worldspace in Fallout: New Vegas being somewhat barren and some exploration feeling unrewarding, while maintaining the tone and feel of the world. Our core philosophy when it comes to adding any of this content is to ensure that it feels like it was always present in Fallout: New Vegas.</p><p> </p><p> </p><p><strong>How did the project get started? </strong></p><p>The current F4NV project started off after an earlier attempt at the same goal that kicked off in late 2016. After that project came to a close in July of 2017 due to a number of issues going on internally, we picked up where that team left off and began working towards the same goals.</p><p> </p><p></p><div style="text-align:center;"><a href="https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1547123235-357119465.png" rel="external nofollow"><span>width=500,height=281</span>https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1547123235-357119465.png[/img]</a> <a href="https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1547123224-1184291113.png" rel="external nofollow"><span>width=500,height=281</span>https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1547123224-1184291113.png[/img]</a></div><p></p><p></p><p> </p><p><strong>Could you tell us about your workflow?</strong></p><p>Because of the size of our team and the scope of our goals, our project has a number of different sub-teams working at different speeds towards goals that support the needs of each team. To keep this in check, almost every sub-team operates within fairly strict milestone goals based upon gradual outwards expansion. This allows us to focus on more specific goals as a whole, with each subteam being able to work as quickly or as slowly as they need to so that they can meet their objectives, and means that teams that end up completing their goals faster than others are able to continue to focus on further milestones as the project moves forward.</p><p> </p><p> </p><p><strong>Building a mod collaboratively like this can be challenging. What advice would you give to modders looking to start projects like this together?</strong></p><p>There are two main considerations that are key to building a project like this. Firstly, you should always understand that failure is an option. Instead of fearing that, however, you should instead simply accept it, and work to mitigate the damage it'll do to your project. This tends to have a positive knock-on impact on planning and helps to keep a project viable, while also typically meaning that you're likely to end up completing work that can be released to the larger community if something does go wrong. This can often mean that the hard work of your team members will not go to waste, and often leaves your team members feeling a lot more happy with the work they're doing on your project. Secondly, while it can seem a bit obvious, planning for a reasonable scope is also very important. A project like this will be slow-going no matter what - that's simply the nature of modding. However, if you plan for the team you have, instead of the team you want, you'll often be a lot more able to meet your goals, and this will give your project a far better chance of success as time goes by and work is done on your project.</p><p> </p><p></p><div style="text-align:center;"><a href="https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1547132896-2061979573.png" rel="external nofollow"><span>width=500,height=281</span>https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1547132896-2061979573.png[/img]</a> <a href="https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1547132897-1093844225.png" rel="external nofollow"><span>width=500,height=281</span>https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1547132897-1093844225.png[/img]</a></div><p></p><p></p><p> </p><p><strong>Are there any technical accomplishments you’re particularly proud of from creating the project?</strong></p><p>One of the biggest things for Fallout 4: New Vegas is having all of the legacy systems for Fallout: New Vegas functional in the Creation Engine. Many of these things, such as skills, damage threshold, or the weapon condition system are a huge part of the gameplay loop in Fallout: New Vegas, and without them, F4NV would feel more like a pale imitation of the original. We've managed to recreate nearly all of the original systems, and this is a huge contribution to F4NV feeling like New Vegas.</p><p> </p><p> </p><p><strong>For anyone who wants to join the team or support your project, what’s the best way to do that?</strong></p><p>The best way to apply to Team F4NV is to use the application form on our official website?. <em>(Edit 21/02/21 - Linked removed as the domain has expired. Thanks for letting us know ExoKallum)</em></p><p> </p><p></p><div style="margin:10px;border-bottom:1px solid #efefef;width:80%;"></div><p>A big thank you to Metamoth from the Fallout 4: New Vegas team for answering our questions. If there's an author or mod project you'd like to know more about, send your suggestions to <a href="https://www.nexusmods.com/users/64597" rel="external nofollow"><strong>BigBizkit</strong></a> or <a href="https://www.nexusmods.com/users/31179975" rel="external nofollow"><strong>Pickysaurus</strong></a>. </p>]]></description><guid isPermaLink="false">7299506</guid><pubDate>Wed, 09 Jan 2019 11:55:42 +0000</pubDate></item><item><title>Virus scan reports now visible on file pages, more security incoming</title><link>https://forums.nexusmods.com/topic/1901058-virus-scan-reports-now-visible-on-file-pages-more-security-incoming/</link><description><![CDATA[<p>After <a href="http://www.nexusmods.com/games/news/12297/?" rel="external nofollow">recent events</a> by a malicious user to upload viruses to the Nexus sites and gain access to Nexus accounts (for reasons completely unknown to us as your accounts are worth very little in tangible terms!) we've been stepping up our public-facing security options.</p><p> </p><p>Thanks to the great support of <a href="https://www.virustotal.com/" rel="external nofollow">VirusTotal</a>, who have given us very generous access to their virus API for free, we've been able to integrate their virus scanning functionality into the Nexus file pages. VirusTotal is an online tool that will scan files you send it using over 50 of the most used anti-virus programs and generates a report showing how many of the anti-virus programs have flagged the file as a virus.</p><p> </p><p>Any new files uploaded to the site will be sent off to VirusTotal to be scanned and will not be downloadable by users until the report has come back all clean. If more than 4 anti-virus programs used by VirusTotal flag the file as suspicious the file will be sent to a quarantine that will require one of the moderation team to verify the file is either safe, or not safe, before it can be downloaded. This process <em>should</em> only take 5 to 10 minutes, but during this time your file will not be downloadable. While the Nexus has always provided instant upload/download functionality I think a wait of 5 to 10 minutes for added security and peace of mind is a worthwhile sacrifice to make. I'm also aware that there are certain types of mods, especially those that make use of TexMod, that get flagged as false positives quite regularly. While this might be frustrating for you we will endeavour to get your file online as soon as possible.</p><p> </p><p>The VirusTotal report generated for each uploaded file is easy to access by clicking the new icon present on the file tab of file pages. While the file scan report is quite conclusive you should always have your own anti-virus and anti-malware software installed to compliment this service and it should not replace software already on your system.</p><p> </p><p>We are currently, slowly, scanning through the entire back catalogue of 250,000 uploaded files on the Nexus at a rate of 20 files a minute which is going to take a week or two. But yes, it is our hope that every file, new and old, will be scanned at some point soon.</p><p> </p><p> </p><p> </p><p><strong>Two-Factor Auth</strong></p><p> </p><p>Our two-factor authentication system is relatively close to being completed as well but has been put on the backburner for the next week or two while we evaluate the <a href="http://www.nexusmods.com/games/news/12375/?" rel="external nofollow">CDN situation</a>. This system will work in the same way as Steam and Facebook; if you login from an unrecognised location you will be sent a unique authentication code via email to verify it's actually you. You will be able to turn this system off in your preferences but we'd obviously recommend having it on for maximum security.</p><p> </p><p> </p><p> </p><p><strong>Staff changes</strong></p><p> </p><p>After the <a href="http://www.nexusmods.com/games/news/12350/?" rel="external nofollow">compromise of one of our staff accounts</a> we have removed the ability for staff to upload files to file pages they are not authors of. If you're wondering why they had that functionality to begin with it was a commonly used feature by the staff to help authors who were struggling to upload their files here for one reason or another. The author would upload the file to dropbox or similar, the staff would download the file and then upload it to their page for them. Staff can no longer do this, but it should ensure that any compromises in staff accounts again would have less implications.</p><p> </p><p>Many of the staff features are hidden behind a second password gateway that is unrelated to the staff member's username and password. For instance, you can't ban someone without being logged in to a staff account <strong>and</strong> knowing this secondary username and password. All the staff have been told to never save this information in their browser and to simply write it down on a notepad near their PC. This was already present before the compromise and probably helped to limit the compromise substantially.</p><p> </p><p> </p><p> </p><p><strong>Recent outages</strong></p><p> </p><p>We've had a couple of outages this week. Earlier on in the week we had a couple of hours of down-time because someone who is in the same Cloud as us had some how managed to take our allocated IP addresses. Without any IP addresses you can't access the sites. We managed to sort that one out and our hosts have told us it shouldn't happen again, but it was completely out of our control.</p><p> </p><p>Last night was a sleepless night for us as we had some extended down-time as well. Our hosts were attempting to install a lot of expensive new hardware under some scheduled maintenance. It didn't go to plan for them and took a lot longer than expected without even being finished. After that our internal network was extremely unstable and has yet to be resolved. We're working with our hosts to get this sorted on their end. However, you might notice things being quite slow, or slower than usual, today. That's because we're only running on 3 of our 5 database nodes. Given how good they've been to the Nexus over the years we won't be kicking up a fuss over a couple of incidents but it is (here's the silver lining) nice to be talking about down-time that isn't actually something to do with our setup for once.</p><p> </p><p>We'll get there.</p>]]></description><guid isPermaLink="false">1901058</guid><pubDate>Sat, 12 Jul 2014 11:56:01 +0000</pubDate></item><item><title>Big changes for the Nexus Mod Manager and the introduction of Tannin42, our new head of NMM development</title><link>https://forums.nexusmods.com/topic/4940905-big-changes-for-the-nexus-mod-manager-and-the-introduction-of-tannin42-our-new-head-of-nmm-development/</link><description><![CDATA[<p><img alt="NMM_Title.jpg" src="https://s22.postimg.org/pxamaacw1/NMM_Title.jpg" /></p><p> </p><p>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. Too long. As such, it’s time to reveal a few exciting things and our plans moving forward. Oh, and sorry, it’s one of those “long ones” again.</p><p> </p><p>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. 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.</p><p> </p><p>Why? Oh, lots of reasons, but it does involve a history lesson…</p><p> </p><p>The largest reason by far is that it’s derived from software which is now over 10 years old. All the way back in March of 2006, just 11 days after Oblivion was released, mod author Timeslip launched the <a href="http://www.nexusmods.com/oblivion/mods/2097/?" rel="external nofollow">Oblivion Mod Manager</a> on what was then TESSource (and what would later become TESNexus, then Nexus Mods). OBMM was a simple yet effective multi-purpose tool for modding Oblivion.</p><p> </p><p></p><div style="text-align:center;"><img alt="news_omm.jpg" src="https://s22.postimg.org/9896edgap/news_omm.jpg" /></div><p></p><p></p><p> </p><p>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. 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. Kaburke was made an active developer on FOMM and also <a href="http://www.nexusmods.com/newvegas/mods/36901/?" rel="external nofollow">released support</a> for Fallout New Vegas.</p><p> </p><p>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. 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. Back in those days, we only hosted mods for Bethesda games and Dragon Age, so the focus was really just on the Bethesda games.</p><p> </p><p>With Timeslip now retired from working on the mod managers, Kaburke was an obvious choice to fill this role. He had the experience from working on OBMM and FOMM and a deep understanding of modding Bethesda’s games. As such, he was commissioned to work on the Nexus Mod Manager. 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.</p><p> </p><p></p><div style="text-align:center;"><img alt="news_fomm.jpg" src="https://s22.postimg.org/9ic3jz5j5/news_fomm.jpg" /></div><p></p><p></p><p> </p><p>So you see, the very foundations of NMM were built around code for a game that is now over 10 years old.</p><p> </p><p>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. Ultimately, it was clear I would need a full time developer to be brought on to continue to provide support and expand NMM further. Naturally, this meant getting in a developer to work on an entire codebase that was not his own to begin with.</p><p> </p><p>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. As you likely well know, it’s been slow going, and not without its hiccups.</p><p> </p><p><img alt="news_nmm_fade.jpg" src="https://s22.postimg.org/mb07jwh4x/news_nmm_fade.jpg" /></p><p> </p><p>Over these past 6 years the scope of NMM has changed dramatically. 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. 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.</p><p> </p><p>It’s been clear for quite some time that something would need to give, and I knew exactly what needed to be done. We needed to bring someone on board who could rebuild the Nexus Mod Manager from the ground up with a fresh and open mind and the ability to manage the NMM dev team. However, finding a new developer requires time, preparation, and of course...money.</p><p> </p><p>I’ve said a few times now that when it comes to hiring staff, I take that responsibility very seriously. I don’t just look at the cash flow of the sites and hope that I can afford things month-to-month on a shoestring budget. I deliberately save up enough money to pay for the wages of any new staff member for an entire year. These are people who rely on me to pay the bills and feed their families, and I’m not going to let them down. That’s why this has taken so long. Developers are not cheap, and nor should they be, they do skilled work.</p><p> </p><p>In terms of who was right for the job, the perfect candidate for this job has been on our doorstep the entire time. I know it, and a lot of you know it too.</p><p> </p><p>Back in April of this year I got in contact with Tannin42. Ring a bell? It should. Since Skyrim’s release in 2011 he’s been working in his spare time on <a href="http://www.nexusmods.com/skyrim/mods/1334/?" rel="external nofollow">Skyrim Mod Organizer</a>. Unless you’re new to modding or don’t spend much time in the community, it’s very likely you’ve heard of it, and potentially even use it. It’s currently been downloaded by over 800,000 members of Skyrim Nexus and is seen as <em>the</em> go-to tool for advanced modding of Skyrim by most.</p><p> </p><p>For years, NMM and MO have existed side-by-side as mod managers for Skyrim. NMM, a simple and easy to understand tool that caters to the majority of needs for the majority of users. MO, an advanced tool that caters to advanced users and users who wanted more control over modding (and understanding the modding) of their games. Both have co-existed relatively peacefully because it’s clear that there’s a demand for both a simple manager and a complex manager for modding games.</p><p> </p><p>Tannin was a logical choice to fill the development role as simply put; he’s the real deal. He’s got a proven track record. I don’t need to see a CV (though I did see a CV) because Mod Organizer is his CV. If Mod Organizer is what Tannin can do in his spare time while also doing a full time programming job, what could he do if he worked full-time on a mod manager with two skilled and experienced NMM programmers working with him as a team?</p><p> </p><p>So it’s with great pleasure that I can finally announce that Tannin is our new Head NMM Developer. He began his new life at the Nexus at the beginning of August this year.</p><p> </p><p>Together with fellow NMM programmers Fabio and Luca, Tannin is spearheading the creation of a completely new Nexus Mod Manager. The aim? To learn from over 6 years of experience developing NMM and MO respectively to create from the ground up a single mod manager that will be as simple to use and understand as NMM, and as advanced and feature-filled as MO, that will enable you to mod all your favourite games. Remaining completely open source, it will be developed with extensibility in mind, with the idea of plugins for the manager being a very real possibility.</p><p> </p><p>I imagine you’ve got a lot of questions.</p><p> </p><p>First of all, <strong>What’s going to happen to the current Nexus Mod Manager?</strong></p><p> </p><p>There’s no easy way of putting this; the current Nexus Mod Manager is now end-of-line. Essentially, we’re going to stop all further major development on the current version of NMM to focus on the new software. We will be releasing bug fixes as and when necessary to keep support for the current games (including Skyrim SE), but the current version available on the site, version 0.63, is going to be the last version with any major functionality additions. The software will obviously still work and the web services will stay up, as per normal.</p><p> </p><p>I want to personally thank (and apologise to) the NMM testing team who volunteered their time in recent months to help us test various features in 0.6x of NMM, your help was invaluable. We ultimately decided that we needed a fresh start to properly deliver on profile sharing, among other things. We’ll definitely be needing your help and hopefully making use of your services (if you’re willing) with the new version of NMM we’re working on.</p><p> </p><p> </p><p><strong>What is going to happen to Mod Organizer?</strong></p><p> </p><p>Tannin has written a statement that I’ve no doubt he’ll be using elsewhere as well. But here it is for you to read now:</p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="4940905" data-ipsquote-contentclass="forums_Topic"><div>Dear MO users,<p> </p><p>As you may have already read on the Nexus news, I've recently joined their ranks.</p><p>If you haven't read it yet: Yeah that happened.</p><p> </p><p>Over the coming weeks and months we will keep the community informed on what we're planning</p><p>and working on for the future of NMM but right now many of you may be more concerned with</p><p>what this means for MO.</p><p> </p><p>First I want to assure you that the primary reason of Robin hiring me was to take advantage</p><p>of my experience with MO and to integrate it into the Nexus offering, not to kill off MO. And the primary reason for me to take the job was that it will allow me to invest serious time into creating a better modding experience when previously it was becoming increasingly difficult for me to find time and motivation to work on MO in my spare time alongside a demanding job.</p><p> </p><p>Obviously I won't be working on MO any more which unfortunately means that, unless someone else picks up where I left, MO v2 won't appear in a stable version. I know that will appear as a loss now and I apologize to everyone who was looking forward to a new release.</p><p> </p><p>I do hope however that you trust me, and everyone else at Nexus Mods, to understand what you</p><p>liked about MO.</p><p> </p><p>I'm confident that with what we're planning you won't be missing MO for long.</p></div></blockquote><p><strong>How long have you been working on this? How long is it going to take?</strong></p><p> </p><p>Tannin officially started working for us at the beginning of August. We’re determined to get it right this time, so we’ve been spending a lot of time getting everything written down into proper documentation. Actual programming work has now begun on the project and while I cannot give you any specific timeframes as to how long it’ll take before we get things out, you can rest assured it’s being worked on.</p><p> </p><p> </p><p><strong>Will it have this? Will it have that? Why aren’t you giving us more details?</strong></p><p> </p><p>We cannot go into too many specifics right now as to what the new manager will and won’t include, because we’re still actively getting to grips with what is and isn’t possible and what the best method for doing things is going to be. Naturally we don’t want to promise something that we can’t fully deliver on.</p><p> </p><p>We will provide more details during the course of the development of the software, but right now, this is just an announcement news post.</p><p> </p><p> </p><p><strong>FFS, you’re going to make NMM more complicated/FFS, you’re going to dumb down MO.</strong></p><p> </p><p>What we’re aiming for with the new manager is the very best of both managers, in one manager. We don’t want to dumb down the advanced nature of MO, and at the same time we don’t want to swamp the more casual users of NMM who really just want a very simple modding tool.</p><p> </p><p>The real key to all of this is going to be in how we handle the UI and UX of the software, and we hope to hire on Phill, the UI/UX and designer we hired for our new site design to help us in this regard. We want something that is going to enable advanced modders to get into the really deep stuff easily, without presenting the casual modders with overbearing and complicated windows right from the get-go. </p><p> </p><p>Most of all, we want one piece of software that lets casual modders transition into more advanced modders gradually and at their own pace, without having to switch mod managers and reinstall all their mods.</p><p> </p><p> </p><p><strong>Will you be putting in place better testing methods to prevent a repeat of certain mistakes made in the development of NMM?</strong></p><p> </p><p>Yes, we fully intend to learn from those mistakes.</p><p> </p><p> </p><p><strong>I told you to do this years ago.</strong></p><p> </p><p>You probably did. But you didn’t send me a cheque for the wages.</p><p> </p><p> </p><p><strong>Anything else?</strong></p><p> </p><p>That’s all for now, folks. We have a lot of work ahead of us.</p><p> </p><p>I completely understand you’re going to have a lot of questions. Please, keep it civil and respectful. We’ll answer what questions we can, but right now we’ve given you pretty much all the information we can share.</p>]]></description><guid isPermaLink="false">4940905</guid><pubDate>Thu, 13 Oct 2016 13:36:53 +0000</pubDate></item><item><title>Skywind is coming to Nexus Mods</title><link>https://forums.nexusmods.com/topic/3909622-skywind-is-coming-to-nexus-mods/</link><description><![CDATA[<p>Today, we’re excited to announce that Skywind, the project that is re-imagining The Elder Scrolls III: Morrowind in the Skyrim Creation Engine, is coming to the Nexus!</p><p> </p><p>In the past, Nexus discussion on the project has been moderated due to Bethesda’s stance that exchanging assets between their titles is not a situation they can condone or legally support. So for the past three years, the Skywind developers have been working tirelessly to rectify this by creating brand-new models, textures, heightmaps and audio. Literally hundreds of volunteers and more than an estimated hundred-thousand hours have gone into meeting this requirement. </p><p> </p><p>The results are stunning, to say the least. Due to the incredible amount of work that's gone into recreating Morrowind from scratch, we are now able to happily support this project along with Bethesda. If you’re just now hearing about it or if you need a refresher, then please check out their latest developer video, “The Making of Skywind IV”. It’s a fantastic look at 4 years of hard work and a testament to the dedication of the team. </p><p> </p><p></p><p> </p><p>Much like modders have made all Elder Scrolls games the long-lasting successes that they are, the Skywind developers are hoping that the modding heroes here at the Nexus will join their ranks to become part of the team building Skywind as well. There are many varied openings for contributors, representing a wide range of skill-sets that I’m sure many of you who are reading this can fulfill.</p><p> </p><p>Though there is no release date for Skywind yet, with your support we can help them achieve this ambitious endeavor. Every contribution is a step towards this goal, so if you think you might have some time and skills to offer, please visit them at the <a href="https://tesrenewal.com/" rel="external nofollow">TES Renewal Project website</a> and fill in the volunteer form to get started! </p><p> </p><p>As it nears release, Skywind will be treated as its own title here at the Nexus. We’ll be opening forums and file repositories specific to Skywind with the intention that past and future great Skyrim mods can be built or patched to work within the updated framework that Skywind will offer. More info on that later. For now, be sure to check out their site and we’ll be sure to keep you updated on any progress.</p><p> </p><p>So get out there, contribute, and make us proud. Have a good one!</p>]]></description><guid isPermaLink="false">3909622</guid><pubDate>Wed, 16 Mar 2016 16:09:58 +0000</pubDate></item><item><title>A message and invitation from Sims creator Will Wright</title><link>https://forums.nexusmods.com/topic/9811403-a-message-and-invitation-from-sims-creator-will-wright/</link><description><![CDATA[<p><a href="https://www.galliumstudios.com/" rel="external nofollow">Gallium Studios</a> - an indie game studio created by legendary video game designer <a href="https://en.wikipedia.org/wiki/Will_Wright_(game_designer)" rel="external nofollow">Will Wright</a> (The Sims, SimCity, Spore) and <a href="https://en.wikipedia.org/wiki/Lauren_Elliott" rel="external nofollow">Lauren Elliott</a> (Where in the World is Carmen Sandiego), have asked us to share a message and invitation with you. They're looking for content creators for an invitation-only beta group for a rather innovative new project. </p><p> </p><p>If that has peaked your interest then keep on reading to find the message from Will Wright himself:</p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="9811403" data-ipsquote-contentclass="forums_Topic"><div>Have you ever wished you could be immortal?<p> </p><p>I'm working on a strange new project where your memories become the gaming landscape...</p><p> </p><p>We're looking for enthusiastic content creators to help us bring this concept to life. We're taking applications for a private pre-launch community where members will get the opportunity to go behind the scenes, collaborate with the dev team, and earn credit for their creations!</p><p> </p><p>To apply, please answer these questions honestly. There are no right or wrong answers.</p><p> </p><p><a href="http://bit.ly/2Q7NMck" rel="external nofollow">http://bit.ly/2Q7NMck</a></p><p> </p><p>I look forward to seeing your responses!</p><p> </p><p>- Will Wright</p></div></blockquote>]]></description><guid isPermaLink="false">9811403</guid><pubDate>Thu, 25 Mar 2021 16:30:11 +0000</pubDate></item><item><title>Issues with Pay Pal payments over the past couple of weeks</title><link>https://forums.nexusmods.com/topic/7817318-issues-with-pay-pal-payments-over-the-past-couple-of-weeks/</link><description><![CDATA[<p>We've noticed an increase in support tickets recently related to payments failing when attempting to purchase Supporter or Premium Membership on the site. This issue seems to have only affected a small subset of people who have purchased membership through Pay Pal, but it's important I get the word out so these users are not out of pocket or out of membership they legitimately paid for on the site.</p><p> </p><p>The issue was caused by a communication error between Pay Pal's services and our services. We've put a fix in place and will be monitoring the situation closely over the coming weeks.</p><p> </p><p>If you've purchased Supporter or Premium Membership from us over the past two weeks, please verify that your membership is working properly. Similarly, if your payment "failed" for whatever reason, and you tried to purchase the membership again, please double check to make sure you were not double charged. If you find any issues or anomalies related to your purchase do not hesitate to <a href="https://forums.nexusmods.com/index.php?app=nexus&amp;module=support%C2%A7ion=new" rel="external nofollow">contact me</a>, providing any pertinent details, and I will get to the bottom of it as soon as possible. If you already sent in a support ticket over the weekend, I'll be taking a look at them right now.</p><p> </p><p>Our paid memberships are extremely important to us and the continued existence of the sites, so please rest assured any issues will be looked into seriously, reimbursed where necessary and compensated accordingly.</p>]]></description><guid isPermaLink="false">7817318</guid><pubDate>Mon, 15 Jul 2019 11:10:19 +0000</pubDate></item><item><title>Vortex 1.0 Release</title><link>https://forums.nexusmods.com/topic/7857098-vortex-10-release/</link><description><![CDATA[<p>Back towards the end of 2016 <a href="https://www.nexusmods.com/news/12905" rel="external nofollow">we began work</a> on a new mod manager, Vortex, to replace the ageing Nexus Mod Manager. Unfortunately, we considered this change <a href="https://wiki.nexusmods.com/index.php/Vortex_vs._Nexus_Mod_Manager" rel="external nofollow">a necessary act</a> considering the mess that NMM was (and still is) in.</p><p> </p><p>When we first started work on Vortex we were very aware that, over the 6 years that we worked on Nexus Mod Manager, it remained in a state of permanent beta which reflected our lack of confidence in the software's ability to remain stable and provide a solid experience for all users. With Vortex, we set out to learn from our previous mistakes and today I am happy to announce that Vortex is officially out of beta and has reached a 1.0 release.</p><p> </p><p>After over 18 months of work in private, we <a href="https://www.nexusmods.com/news/13411" rel="external nofollow">released the alpha of Vortex</a> in early 2018 followed by <a href="https://www.nexusmods.com/news/13816" rel="external nofollow">a beta phase</a> in late 2018. Today, Vortex leaves that beta phase entirely and hits an official 1.0 stable release, allowing users to mod 69 different games, up from the 28 games that the Vortex alpha launched with and the 27 that NMM supports.</p><p> </p><p>In the 17 months it has taken us to go from our initial alpha to our 1.0 launch our Vortex developers have received over 58,000 feedback messages and bug reports. These reports were collated into 3,200 individual issues of which 3,000 of these issues have been addressed. 54 open bug reports remain, of which, not all of them are necessarily bugs and/or cannot be reproduced. In that time we have made 67 releases (almost 4 a month) that have contained bug fixes, performance improvements, UI and UX improvements, new game support and new functionality.</p><p> </p><p>Since releasing the public alpha, many of you have tried or outright switched over to Vortex and your feedback and input has been invaluable in helping us improve Vortex and in making it more user-friendly along the way. It has truly been impressive to see the userbase for Vortex grow continuously over the course of these months and years.</p><p> </p><p> </p><p><strong>The numbers</strong></p><p> </p><p>Using figures from the past two months, two-thirds (66.02%) of all unique users hitting our API were using Vortex to mod their games. When we limit these requests to just Bethesda games that number goes down to a still highly respectable 62.61%. These figures will only relate to mod managers that actually access the API (MO2 and NMM versions released after May 2019). Even if we could include old versions of NMM and MO as well as "offline" mod managers like Wrye Bash, it's safe to say Vortex is by far the most used mod manager now for Bethesda games, which is something we're obviously very happy about!</p><p> </p><p> </p><p><strong>What does this 1.0 release mean?</strong></p><p> </p><p>Officially bringing Vortex out of beta means that we are confident that Vortex is now stable for almost everyone. We say almost everyone, as we simply cannot account for every single use-case and "interesting" setups that some users may have on their systems.</p><p> </p><p>Our focus over the past 17 months has been on getting to this stage. Around about 80% of our time has been spent on bug fixes, speed improvements, refining our documentation and knowledge base for new users and improving useability, with only 20% of our time being spent on adding new functionality and features to the software.</p><p> </p><p>1.0 marks a shift in how we delegate our time, the hope being that, now that the software is stable and we've dealt with as many bug fixes as we can find, we can now start to focus on "the fun stuff", which is adding new and exciting functionality. That's not to say that we won't be doing any more bug fixes, of course we will, but we're now confident we can spend more time adding features than bug fixing.</p><p> </p><p> </p><p><strong>I'm half way through a playthrough, should I switch to Vortex?</strong></p><p> </p><p>While we are happy that so many of you have embraced Vortex already, we would like to emphasise once more that we are not forcing anyone to make the switch. If you have a perfectly functioning load order and a stable modded game, then - by all means - stay with whatever mod management solution you are currently using. We'd recommend this to prevent causing any issues with your savegames.</p><p> </p><p>If, however, you are starting a new mod setup, playthrough, or are setting up your games on a new computer, then it might be the perfect opportunity to give Vortex a try.</p><p> </p><p>It is important to point out that Vortex is different from other mod managers. It is designed to move away from the need for extremely granular manipulation of your load order and towards an <a href="https://wiki.nexusmods.com/index.php/The_Vortex_approach_to_load_order_sorting" rel="external nofollow">automated solution to load order management</a>. While we realise that Vortex might require some relearning and/or shedding of old habits, we are confident that if you embrace it, it will help you manage your mod installation with less effort, as it has helped many users during the alpha and beta stage.</p><p> </p><p>Feel free to browse our <a href="https://wiki.nexusmods.com/index.php/Category:Vortex" rel="external nofollow">knowledge base</a> for tutorials and documentation to get you started.</p><p> </p><p> </p><p><strong>What’s on the horizon for Vortex after the full release?</strong></p><p> </p><p>While 1.0 is a major milestone, it certainly does not mean the end of the line for Vortex. The team is already working on various improvements and new features to be added in the not-too-distant future.</p><p> </p><p> </p><p><strong>Extensions management</strong></p><p>One of the key aspects of Vortex is that it is released as open-source under a GPL-3 license. That fact has enabled our community to write their own extensions for Vortex further expanding its functionality and scope. For example, 12 of the 69 game extensions there are for Vortex have been developed and contributed by members of our community. Thank you very much to every one of you!</p><p> </p><p>As one of the upcoming features after 1.0, the team is working on a system that will enable users to browse and add extensions from within Vortex itself. The idea is to make it even easier for budding programmers to add to the functionality of Vortex, and for users of Vortex to more easily find and install these third-party extensions from within Vortex.</p><p> </p><p><strong>Mod Packs</strong></p><p>The big one! As <a href="https://www.nexusmods.com/news/13961" rel="external nofollow">we announced earlier this year</a>, mod packs - a much sought after feature in the community - will be the next major feature we will be working on. </p><p> </p><p>We're not currently ready to disclose how it will work but we can say that it will be intertwined with Vortex.</p><p> </p><p>As we know full-well the various concerns you might have about mod packs, rest assured that we are prepared to do it in a way that is right for our community, and that is both convenient for users, but also fair towards mod authors whose contributions are the very lifeblood of our site and community.</p><p> </p><p><strong>More game extensions</strong></p><p>We will continue to add more game support to Vortex at a steady pace for the foreseeable future and we're always happy to hear from users who want to help us in this endeavour.</p><p> </p><p> </p><p>While the 1.0 release will not be anything major for most of our Vortex users who keep their software up-to-date automatically, it marks a significant milestone for us here at Nexus Mods.</p><p> </p><p>If you tried Vortex during the early alpha and beta stages and found it wasn't for you or that there was a bug you didn't like, try again, you might be surprised at how it has changed in that time.</p><p> </p><p>Lastly, we want to thank everyone who has contributed to the development and improvement of Vortex; the users who have contributed to the code base, everyone who participated in the limited alpha, the open alpha and beta, the regulars in the Vortex forums and on Discord, as well as the Vortex dev team.</p><p> </p><p> </p><p><strong>Download Vortex 1.0.0:</strong></p><p><a href="https://www.nexusmods.com/about/vortex/" rel="external nofollow">https://www.nexusmods.com/about/vortex/</a></p><p> </p><p><strong>Knowledge Base:</strong></p><p><a href="https://wiki.nexusmods.com/index.php/Category:Vortex" rel="external nofollow">https://wiki.nexusmods.com/index.php/Category:Vortex</a></p><p> </p><p><strong>Importing mods from NMM:</strong></p><p><a href="https://wiki.nexusmods.com/index.php/Importing_mods_from_NMM" rel="external nofollow">https://wiki.nexusmods.com/index.php/Importing_mods_from_NMM</a></p><p> </p><p><strong>Vortex Support Forums:</strong></p><p><a href="https://forums.nexusmods.com/index.php?/forum/4306-vortex-support/" rel="external nofollow">https://forums.nexusmods.com/index.php?/forum/4306-vortex-support/</a></p><p> </p><p><strong>Documentation for developers:</strong></p><p><a href="https://github.com/Nexus-Mods/vortex-api/wiki" rel="external nofollow">https://github.com/Nexus-Mods/vortex-api/wiki</a></p>]]></description><guid isPermaLink="false">7857098</guid><pubDate>Mon, 29 Jul 2019 15:15:49 +0000</pubDate></item></channel></rss>