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  • 22.02.2012

    Paid job position open: .NET Developer

    posted by Dark0ne Game news
    Over the past few months the uptake of our Nexus Mod Manager beta has been tremendous, with now close to 350,000 users of the software. I would like to continue expanding and improving the Nexus Mod Manager and it's features while also improving the stability of the software and ensuring that as many people as possible who want to use the software, can use the software. With that in mind I am opening up a new employee position at the Nexus for a dedicated .NET/C# programmer to work on NMM, and similar utilities for the Nexus sites.

    It will be the duty of the .NET developer to continue improving and expanding the scope of the Nexus Mod Manager while working on fixing bugs and stability issues with the current code.

    If you are an experienced .NET programmer with at least 3 years of experience and are looking for a job, please head over to the job page for more information. Be sure to send in a CV and previous examples of your work to the email address provided.
  • 15.02.2012

    Site problems today

    posted by Dark0ne Game news
    Update
    The backup has been restored and everything seems to be working again. Please note that the backup was from 10am GMT, so any posts made between 10am and 2PM GMT today will have, unfortunately, have been lost in the restore process. Apologies for this issue, but if it's any consolation, the table corruption has now been fixed! Yay!

    Original post
    I've been working hard today trying to fix an issue with a key database table that has become corrupted. I still haven't fixed the issue and I'm having to revert to a database backup made about 4 hours ago. This means that forum posts and file and image comments from the past 4 hours will "go missing", never to return.

    I've brought the sites back online so you can still use almost all the functionality during this time consuming process, but please be aware that file and image comments will currently be blank. I'm obviously aware of this issue and working hard to fix it!
  • 26.01.2012

    Plans for the new year

    posted by Dark0ne Game news
    It's been quite a while since my last blog post, and there's a very good reason for that. I've been busy, very busy! It's not all been Nexus work, but most of it, and perhaps more than I'd like, has been Nexus work. I'm writing this latest blog to keep you all updated with what's going on right now, and some of our plans over this coming year.

    Something obvious that you'll notice coming to a Nexus site near you over the coming days is a move to a central domain at nexusmods.com. Each Nexus site is going to move to a subdomain of nexusmods.com (so tesnexus.com will become tes.nexusmods.com, skyrimnexus.com will become skyrim.nexusmods.com and so on). There are lots of different reasons for doing this, some point to the here and now and some point to the future. But primarily I really want to centralise things more because as it stands right now each Nexus site is like its own island tentatively linked together by the forums. Apart from the domain change you're not going to see a change in the appearance or functionality of the site, and we're not planning to mash all the sites in to one or anything like that. What a mess that would make. Having said that your login will be global across the Nexus sites, so if you're logged in on one you'll be logged in on them all. A nice by-product of this move. The current Nexus domains will still work and automatically redirect you to the current subdomain address, so you don't need to worry about updating any links.

    And now for more exciting things. Since the site redesign back in August I relinquished my role as the sole programmer and coder for the Nexus sites as I brought Axel on board, full-time, to work on completely "professionalising" (that's what I like to call it) the code for the Nexus sites. The premise was simple; if you want to build a network that will stand the test of time your foundation must be strong. And to continue the cliché I'll refer to the parable of not building your house on the sandy land: we've got lots of plans for improving and expanding the sites, but before you build your house you ensure your foundation is rock-solid. And that's what our current work is all about. It's a phrase that I've repeated many times over the years and it's why my focus has always been on consolidating and strengthen my sites, constantly revaluating, improving and tweaking them, rather than expanding them and spreading my resources and time thinly and biting off more than I can chew.

    Naturally sites that are as complex as the Nexus sites take a long time to recode properly, and it's not just a matter of sorting out the code, but working with the huge database files and ensuring that all the data can be retained as we transition from old to new. Things have taken longer than I would have liked them to and I've had to learn to deal with delegation rather than doing everything myself. It sounds like that should be a good thing (because I'm doing less work and focusing on other areas) but when you're used to being in complete control of your work and deadlines, it's hard to push that on to someone else.

    One real advantage I've had with Nexus sites compared to others has been the ability to adapt to circumstances and react quickly. Very quickly. There's a lot to be said for having a system as far away from bureaucratic problems as possible, so when I want to add a new feature to the sites I plan it out, perhaps discuss it with the mod authors or the users on the forums, code it and then commit to the sites for people to use and test. It's a very simple process that is not hindered by the bureaucracy others might have to deal with, like the designer having to write out a design document, who has to pass it through his project leader, who has to OK it with the higher ups, who then pass it to the coder who has to code the system, thoroughly test it, perhaps pass it on to a QA team and then commit the code. It's what I like to call the "no dilly-dallying approach" to site coding. It works because you guys are pretty cool about being used as the beta testers because, I think, you're pretty confident I'll fix the glaring bugs quickly.

    I want to hold on to this sense of fast and quick site updating as we finalise our current work and look to improving the functionality of the sites again. This month I have hired on a second coder so we can get to the point where we're pushing through some super awesome new and improved functionality for the sites on a very regular basis.

    The fact is we've got lots of really cool and exciting ideas and not enough time to get it all done, and it's starting to get on my nerves! We want to get this boring recode out of the way so we can start pushing out some of the functionality I've been promising, or dreaming of, for a long time now. To list a few of these proposed plans off the top of my head:


    • We've got designs and ideas planned for improving the visibility of otherwise invisible files that get lost in the quagmire of the Nexus file databases and really highlighting some of the hidden gems that you might never have otherwise seen. Some of them quite fun and interactive.
    • We're completely recoding our file uploading and management system to be fool-proof and much more powerful for mod authors, and this will link up great with the Nexus Mod Manager.
    • We'll be completely re-doing the tracking system to make it super powerful and useful so you'll never miss a beat on the files and authors you really like. If you're friends with others on the Nexus then you might get some hints from the stuff they really like as well.
    • We'll be adding an achievement system for all users for a bit of fun. So the more you use the site the more achievements you'll earn.
    • We're going to create a complete playlist/mod collection showcasing system so users can share their mod lists with others, without trying to complicate the already bad situation of users not actually reading file descriptions/readmes.
    • Our moderation system is going to be completely reworked and much less black (you're banned) and white (you're not banned). Moderators will get lots more tools to make their job much easier.
    • Continued improvement of the Nexus Mod Manager.


    That's just a taste of what we have planned, and we hope to get these features rolled out hard and fast, as soon as this recode is done. The beauty is that some ideas I would never have been able to implement because of my lacklustre coding skills are now a very real possibility, so I can cook up some truly awesome ideas for site functionality that I could have never contemplated before.

    As we finalise the recode of the Nexus sites I'll be engaging with the community a lot more on what they would like to see from the sites. And I'm sure that this upcoming Steam Workshop integration with Skyrim will give us all some food for thought. I'm quietly confident that we can happily adapt to any changes or curve-balls that the integration might throw at us, as we have in the past, and I think that we're excellently positioned right now to not only do this, but push on with our plans for expanding and improving this community.
  • 05.12.2011

    PHP Developer position open at the Nexus

    posted by Dark0ne Game news
    With the release of Skyrim Nexus and the success of the modding scene to date the Nexus server infrastructure has been stretched to its very limits, and so have I. Working 18 hour days for the first couple of weeks (along with Axel) I began to question the work load I put in to running the Nexus and the obvious options were to tone down the scope of the sites or to bring on some more professional help to alleviate some of the stress placed on myself and the servers.

    I have enjoyed immensely working in and being a part of this community, I have so many fond memories of times past and friends who have come and gone, and I do not want to let go of 10 years of hard work I've spent running these sites and trying to develop sites that are a true service to this community, with the community's best interests at heart. I'd like to continue to do that, providing scope and direction for the Nexus sites (and to continue to do all the crap in the background I bet none of you think need doing, like the dreaded VAT returns of doom!) and leaving the clever stuff (like the coding) to the clever people.

    The last time I asked for help back at the start of April I was lucky enough to find Axel, who has been coding like a true Dovahkiin (as all true Dovahkiin's do...) ever since. He's very close to rolling out the PHP framework he's been working on since he first started and then we can really start moving. You might not notice any differences to begin with, but over the next couple of months you'll begin to notice some pretty major improvements. On that note, I'm looking for another PHP coder. Axel and I have grand aspirations and want to bring modding to the masses, but we need your help to do it.

    We have a full-time, paid position open for a PHP developer who is an avid fan of the games the Nexus sites support and who wants to get paid to work on bettering this great community we've created. You'll work closely with myself and Axel to improve the Nexus sites and expand their scope and reach while remaining true to our free sharing and open community. This position is open to people in the UK and the EU. Head on over to the job opening page to read up on what we're looking for.
  • 28.11.2011

    Scheduled down-time 29th of November 2011

    posted by Dark0ne Game news
    Just to let you know there is going to be some down-time early tomorrow morning around 8am GMT (which is 3am EST) as all the blades we currently used are moved and reconfigured in the data center. The hope is that this down-time will not last more than 30 minutes, but bearing in mind sods law, I'd gamble on it being closer to an hour.

    You'll probably have connection issues and/or MySQL errors during this time.

    Fingers crossed all goes to plan!
  • 15.11.2011

    Nexus Mod Manager enters open beta - download now!

    posted by Dark0ne Game news
    It is with great excitement that I am happy to announce that the Nexus Mod Manager (NMM) has entered open beta and is now available for public download.

    NMM is the product of 11 months of work creating a simple yet feature rich tool that everyone can use to download, install and manage their modifications for the games the Nexus sites support. It is the successor to OBMM and FOMM so if you're a user of either then you'll want to move over to NMM to gain continued support and features. We currently have support for Skyrim, Oblivion, Fallout 3 and New Vegas and the Nexus sites have been updated with new "Download with manager" buttons on file pages on these sites.

    When you have NMM installed you will be able to click these buttons to instantly start file downloads (no ads, by the way!). Another click when the download is finished will install the mod. You can start as many file downloads as you want and NMM comes with full download pausing and resuming, so even if you exit the program the next time you start NMM it will resume your unfinished downloads from where they left off.

    NMM is the successor to OBMM and FOMM, created by the programmer who took over from Timeslip, Kaburke.

    Using the Nexus Mod Manager is completely optional, you don't have to install it to get mods from us, and your modding experience can remain exactly the same if you so wish.

    I want to remind you that this is an open beta test which means that NMM is not a finished product. In all likelihood it will never be a finished product as we'll be constantly working on it to add new features and additional game support but right now, NMM is at it's "core" stage. That means we've added in all the important functionality that you need to download, install and manage your mods and we're at around the same level as OBMM and FOMM were, but we're in a much stronger position to really push on and make an even more awesome mod manager for you. We'll be adding in lots more over the coming weeks and months. This open beta is designed to allow you, the users of the program, to provide us with important feedback when it comes to any bugs or crashes you come across when using NMM. If the program doesn't work for you and you don't tell us, we can't fix it. So it's really important you provide us with the information we need if you come across any bugs or errors!

    There's lots more information available on NMM, including information on the project, how and where to post bug reports and how you can help us with the development on NMM in our project subforums. It all uses the same user account as your Nexus user account so don't worry about that!

    NMM is completely open source software. That means we're releasing all the code to the program so that you, or anyone, can look at what we have done. It's released under a copy-left GPL license that means you can help us to develop NMM, or you can create programs that work or integrate with it if you wish.

    We are a modding community and we wouldn't be here if it wasn't for people sharing their work with others, be it the game developers sharing their toolsets with us, programmers sharing their utilities or mod authors sharing their work. Without people sharing their knowledge with others we would have nothing, and that's why releasing our code as open source is important to us. It means that:


    • You can trust that what you're installing has no hidden files, no spyware, no adware and nothing nefarious
    • You can modify and use the source code in whatever way you wish, so long as it adheres to the GPL license
    • You can help us with the development of NMM through our SourceForge page, or create your own tools and utilities that work in conjunction with NMM
    • Rather than only having a small team of closed developers working on the program, anyone and everyone can help contribute with their own skills and ideas
    • NMM is a community-driven project based on sharing knowledge with others, rather than coveting it and using it to turn a profit


    If you come across other sites and programs that do something similar to NMM, ask the authors why they haven't made it open source yet.
  • 15.11.2011

    And we're back...

    posted by Dark0ne Game news
    I would like to apologise for the down-time experienced today between 5pm and 8.30pm GMT. Our software and hardware have been battered by the massive influx of traffic for Skyrim and to make matters worse, today, we've been under a continued DoS attack which was the last straw for our hardware.

    We've moved ourselves over on to a new routed setup but our US carrier is currently experiencing difficulties working with it, so right now all traffic is going through our UK provider. Good if you're in Europe, not so great if you're in the US. Hopefully we'll get it all back to normal soon enough.

    I'd like to thank the majority for their kind words of support and encouragement over these past few days as we work hard to ensure your experience is as good as possible. I myself have only had about 10 hours sleep since Skyrim was released 4 days ago, so rest assured I'm not just sitting about twiddling my thumbs.

    Keep your eyes on the news guys.
  • 09.11.2011

    Blocking files with specific tags from category view

    posted by Dark0ne Game news
    One thing I hear a lot from people when browsing the file databases is that finding a file that suits what you're looking for can often be quite hard when browsing categories that have hundreds and hundreds of files in.

    The tagging system was brought in a couple of years ago to help with that problem by allowing you to only see files in categories with specific tags attributed to them that provide a bit more drill-down depth in category browsing. However, what if there's a specific tag that you're really not interested in? Shouldn't you be allowed to pick tags you're not interested in as well as tags that you are interested in? Well now you can!

    There is now a new tag blocking preferences page (accessible from your member area, or from the "more tags" drop-down menu in categories if you lose the link) that allows you to select any tags in the tag list that you don't want to see files for. For example, select the "Adult-only" tag and you'll double up on your Not Safe For Work protection. Don't want to see files in other languages? Select all the tags that are in the languages you don't speak and you'll not see any files in other languages when browsing categories.

    A few notes on the effect and affects; this only affects the category view and not search results (it could be changed to affect search results, if needed), and files with no tags (like very old files) will be visible no matter what you select. Your tag selections are Nexus site specific, so they only work on the Nexus site you are changing them on as each Nexus site has different sets of tags.

    I'm going to be doing a bit of tag spring-cleaning soon, adding some new tag filters and making some modifications so we can continue to categorise individual files as much as possible. I know, for example, that "skimpy" armours are a marmite situation: you either like them or you don't like them. And some people don't like them enough to feel the need to tell me they don't like them. So if mod authors were able to categorise these files with specific tags, then those folks who are uninterested in them could block those tags and hey presto, no more skimpy outfits for people who don't like them.

    I'll update you on tag changes in the coming days/weeks.
  • 07.11.2011

    Dungeon Defenders Nexus launched

    posted by Dark0ne Game news
    And now for something completely different..! I'm pleased to announce the launch of Dungeon Defenders Nexus which I hope will be a helpful resource for Dungeon Defenders players and mod authors.

    It might come as a surprise to be launching this site so close to the launch of Skyrim but I have Dungeon Defenders 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.

    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.

    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.

    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, Trendy have made their position on cheating 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!

    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.

    If you need any help feel free to use our Dungeon Defenders forums. Happy modding!
  • 01.11.2011

    Nexus Mod Manager in extended closed beta with mod authors

    posted by Dark0ne Game news
    As per my recent news on the Nexus Mod Manager (NMM) we are finally ready to go in to an extended closed beta with the mod authors on the Nexus sites.

    If you're a mod author with access to our private mod author forums (that's about 7,000 of you) then you'll find a new forum has been setup for discussion about NMM along with the download location to get the client. While NMM currently only supports Oblivion, Fallout 3 and Fallout New Vegas you'll be able to access the beta whether you've modded these three games or not.

    Participation is optional and you don't have to use the client, but if you're a mod author you will notice that the layout of file pages has been changed slightly to accommodate NMM's features. These new features will, naturally, only work if you have NMM installed.

    I'm hoping this testing phase will be short-lived and there aren't too many bugs to squash. If all goes to plan, we'll be going in to open beta, for everyone, very soon. Stay tuned.

    My thanks go out to the small group of mod authors who have already helped us iron out some bugs and features thus far.