A brief history of Vortex
Development of Vortex first began all the way back in 2016. At the time our team at Nexus Mods consisted of Tannin (Seb) as the sole developer of the mod manager, several backend developers who were primarily focused on running and maintaining the Nexus Mods website, and a couple of Community Managers. Since then, we've expanded our team and resources dramatically, including founding entire departments that didn't exist before, specifically Front End, Design and Product. While we are incredibly proud of Vortex - a staggeringly versatile mod manager and an undeniable successor to Nexus Mods Manager - it is a product of its time. With our new teams in place, we believe that we can do even better (more on that later in this post).
It is with a touch of sadness that we formally announce Seb's departure. He left Nexus Mods on amicable terms approximately two months ago. We want to extend our heartfelt gratitude for his unwavering dedication, hard work and professionalism, and wish him the best in his future endeavours.
Seb's journey in creating Vortex was not undertaken alone. In 2018, Nagev (Adrian) joined the team and played a pivotal role in developing several impressive extensions and frameworks for the application. Unfortunately, Adrian had to leave abruptly in 2022 due to health concerns and is also sorely missed.
With the departure of the original Vortex developers, we close one chapter and begin another. Our mod management application is of such significant importance and it has taken some time to find the right talent to take it forward. For over a year, we've been steadily assembling a new team to take our app development to the next level.

The future of Vortex
We recruited Insomnious (Simon) back in February to collaborate with Tannin and continue work on Vortex. If you follow the GitHub activity, changelogs, or have spent some time in the Vortex forums you might've seen him around already. Simon has a background in creating modding tools for Unity games.
Simon's work on Vortex can be seen in the last few releases and include better support for Markdown in collection instructions, error-handling improvements and enhancements to how Vortex displays and detects changes to Premium membership. The most significant change he has authored so far is the shift to using OAuth for Vortex login, aligning it with other apps.
When asked about Vortex's current state, Insomnious praised its power and modular design but acknowledges the challenges of catering to a diverse user base. Users range from casual gamers to dedicated modders, and the goal is to make modding more inclusive while accommodating experts. Community feedback varies, with some wanting more upfront information and others seeking a gentler learning curve.
Future plans for Vortex include improved communication of updates, error-handling enhancements, and expanded game support. The most exciting update is a new default theme that aligns Vortex's interface with the Nexus Mods website. Dashboard updates are planned to ease the new user experience. Behind the scenes, efforts are focused on optimizing development pipelines and documentation.
Vortex will continue to be our primary, supported mod manager for the foreseeable future and will be the application that we provide to support modding for upcoming titles such as Starfield.

The Nexus Mods App
Alongside the continued development of Vortex, Tim (Halgari) has put together a new team of experienced developers from the community to begin work on our next generation of mod management software - dubbed the "Nexus Mods App". The app team combines the skills of developers who have worked on Vortex, Mod Organizer 2, Wabbajack and several other modding tools.
The Nexus Mods App will be a ground-up reimagining of what we (and you) want our mod manager to be, building on the lessons learnt from Vortex and NMM before that.
Mat (Demorphic) caught up with Tim about the new project and his new team to answer what we're sure are some of your burning questions.
Halgari, how has it been since joining Nexus Mods, did a specific vision exist for our mod manager, or was this something you had quite a lot of freedom with?
It’s been great, I think it’s a dream for many software engineers to turn their hobby into a full-time job. So being able to work on modding tools, and mod managers has in many ways been a life goal fulfilled.
As far as the vision for the app goes, I have been given a lot of trust and freedom. Being told to “go build the right thing, we trust you” is both empowering and daunting.
I have a strong background in software engineering, and I've spent ~20 years working on large computing systems. I also spent well over a decade writing code in a programming language called Clojure.
Something that was pushed heavily in the Clojure community was the concept of “rethinking your designs in the context of new advancements in technology”. For example, these days most computers have SSDs and multi-core processors, we should leverage this as the “new norm” especially when considering how the environment will change by the time we end up launching an application.
So after joining Nexus Mods, I spent a good 2-3 months researching existing mod managers, writing prototypes, and figuring out how I could apply lessons I’ve learned in my career to mod managers. I also spent time nailing down the technology I wanted to use for this work. Every programming language has its good and bad sides, and so I spent some time writing these all up in a matrix of the requirements our project had, and the benefits of each language. In the end, I landed on C# and Avalonia as a great middle-ground of excellent productivity, extremely performant code, and cross-platform support.
It looks like instead of building a “Vortex 2” or iterating our current mod manager, you want to go back and build mod management from the ground up, why is that?
In many ways, this is a “Vortex 2” just under a different name. The name change from “Vortex” to “The Nexus Mods App” is a marketing decision more than anything. We realised that a lot of new users didn’t know why a thing called “Vortex” should be central to their modding workflow. In addition, even the term “mod manager” is foreign to a lot of users, we were getting feedback along the lines of “I don’t make mods, why do I need a manager for them, I just want to install mods?”. So while “the App” is a rather sterile and boring title it instantly conveys what the app does. If you want to run Discord on your desktop you download the “Discord App”, if you want to install mods from Nexus Mods, download the “Nexus Mods App”.
Can you talk a bit about your thought process when deciding whether to keep adding functionality to Vortex or take a different approach?
Certainly. First of all decisions like this are always hard to make, and should never be taken lightly. My main approach in analysing what to do with a project like this is to look at the existing app, and the issues with it, identify why things were designed the way they are, and figure out if those requirements and rationales still stand, or if new technologies render some of these requirements moot.
Vortex was designed to be maintained mostly by one person, acting as the community coordinator. It was designed to be a shell into which a lot of extensions could be injected. In addition, it was developed in Node.js, primarily with Windows in mind.
But the world has shifted a bit in several regards. Nexus Mods now has funds available to operate a small team of developers to focus specifically on our app (we currently have 5 programmers, a UI designer and a project manager), so this means we can take on more work. Relying primarily on volunteer work means that when something goes wrong with the support for some game, we have to kindly ask people to spend their unpaid free time fixing a bug. If we have more people on the project and work in a more centralised, but open community, we can fix these bugs ourselves and keep a higher level of quality control on the project.
In addition, while Node.JS was probably a good choice when Vortex was created, in the meantime other technologies have come out that allow for much greater performance, flexibility and simplicity in app design. Specifically, we’re basing the app on .NET and Avalonia. These tools are cross-platform and are performant enough that we don’t need to write submodules in C or other languages.
So to summarise, in order to get Vortex to the place we wanted it to be, we would have had to rewrite large portions of the application and at that point, we might as well rewrite it in a platform more closely aligned with our long-term goals.
It looks like you have pulled together a very talented team to help you out, who are these guys?
We’ve been looking for the right people to support the development of the Nexus Mods App. We now have the team assembled.
Simon (Insomnious) has been a Unity developer for some time and has quickly picked up the ins and outs of Vortex, so he’s heading up Vortex (as mentioned above).
Florian (erri120) and I have worked together for quite some time on Wabbajack, and he also has been heavily involved with Mutagen (patching library for Bethesda games) and has written the Game finder library we use in the app.
Seweryn (Sewer56) has built several modding frameworks and brings with him a lot of experience with micro-optimization, reverse engineering, and low-level knowledge, as well as experience with some of the more arcane parts of .NET like native interop, function hooking, etc.
Gabriel (AL12), most people know from his work as a lead developer on the Mod Organizer 2 project. It’s great to have someone on the team with a wealth of experience in mod management, game modding and open-source development.

Thanks, it’s good to get that additional insight. Your philosophy on development appears to be very open and collaborative. Are you keen on involving the modding community in Nexus Mods App development?
Absolutely, I’ve been a big proponent of open-source software development almost since I started programming in the early 90s. As a manager told me years ago: “Lock a developer in a room for two weeks and they’ll come out convinced the code they wrote is the best thing ever designed by humankind”. In other words, being open to input and suggestions from the community is a great way to get a new perspective on your work, and to find out what’s working for people and what needs to be improved.
While we anticipate doing the majority of the work on the app ourselves, we would love to get more people involved in the project. The code is open source (GPL3), and the toolchain is quite easy to set up, just install your C# IDE of choice, hit “build” and you’re good to go.
Nexus Mods App will be open source. Why do you feel open source is the way forward, regardless of the risks?
Open-source development is critical to the success of almost any modding application. First of all, open-source code is free for anyone to read, and audit. This means it’s much harder for bad actors to develop code that has ulterior motives.
Now obviously, Nexus Mods has to make money, but we do so via visitors to the site and premium subscriptions. This means that success for a mod manager is encouraging more modding, which aligns well with the goals of the users. Users want to mod games, we want to write tools that make it easier for them to mod games.
Open source is really the only way to build a project like this, because otherwise the financial incentives are all off, if a modding app is paid or closed source, it only makes the users want to use the application less. Likewise, if we made the mod manager a premium-only feature, we would be discouraging new users from trying the app on a whim. So while like any for-profit company, the goal of the app is to drive increased engagement and subscription, the best way to do this is to encourage more modding via a completely free, 100% open-source application.
What's the current status of the app?
The Nexus Mods App is considered pre-alpha which means it's not suitable for use by the general public. We are open to community developers trying it out if you're interested in collaborating or sharing feedback with our team on it, but you should not attempt to use any build of the app as a daily driver for modding yet as this can (and at this point, will) break your modding setup.
We are building the app to milestones, so you can track the progress towards each major goal by checking out the GitHub page. No timelines will be provided for these milestones as we're working towards a level of quality rather than a set date.
I want to know more. How do I get involved?
If you're fluent in C# and would like to learn more about the Nexus Mods app, you can visit the GitHub repository here. There you can read about the technical decisions driving the fundamental design of the app, see open tasks/milestones for planned features and download preview builds. It's worth noting that 80% of the work so far has been on the "back end" of the project and the current UI is not an accurate representation of what we've done so far.
We're not looking for user feedback quite yet, but we'll be sure to make it hard to miss once we do get to that stage!
In the meantime, you can continue to vote on your favourite suggestions for Vortex on our feedback board. Vortex will remain our primary, supported mod manager for the foreseeable future but we'll keep you updated on the progress of the Nexus Mods App through our site news and forums.
389 comments
https://wiki.nexusmods.com/images/thumb/b/bb/Conflicts14.png/800px-Conflicts14.png
The screenshot you linked is slightly better but it's not going to convince anyone who prefers a combined approach of MO2's straightforward ordered dragging and "hide" functionality.
Some other things to note:
- the "immutable modlists" doc on Github describes what sounds like the possibility of this app requiring MASSIVELY more disk space than MO2 does by needing downloaded archives to be retained, which is not a trivial thing at all and will make it a non-starter for a lot of people if true
- the Skyrim SE game description doc on Github gives the very strong impression of having been written by someone who does not really know all that much about modding Skyrim SE. They describe "Loose Files Load Order" in an unnervingly downplayed way and seem to think it's WAY less important than it actually is, and they also name FNIS in a special-casey sort of way. FNIS should not be special cased, rather it (and all other third party tools that generate new files) need to have the ability to output directly into specific mod folders (e.g. "BodySlideOut", "NemesisOut", etc) that can themselves can then have their order adjusted as necessary. This is a major current advantage of MO2 over Vortex, Vortex simply does not have proper manageable support for handling the output of non-FNIS tool executables.
You and I aren’t scared by the spider web but new modders most definitely are.
For this particular note I suppose my point was that I feel the UI layout of MO2 for that particular thing is more straightforward and shows more at once. It can also be sorted by filename / mod name / etc.
IMHO let's get Nexus Mods installing mods in a more traditional way first where you need to install mods in a certain order not to break them and then expand how it installs mods later
MO2 will reign supreme if the backend of this new mod manager isn't up for these things.
Because you know what people hate more than being confused by app names? Installling an app, downloading mods and then realizing the app isn't working well with a mod they want and realizing they should have used MO2 to begin with.
A lot of ppl are using Steam Deck so making the tool work and support linux, will be super great! ;)
Any non native vortex version is a pain. it's either a 1 game instance via STL or jumping through hoops via lutris/bottles. Hardlink deployment makes many skyrim modpacks a 150gb+ ordeal, which is waaaay too much for a steamdeck.
it should just work.
Nexus Mod Manager
Vortex
Nexus Mods App
There is already confusion between NMM and Vortex. I’d suggest a riff off Vortex to build continuity and brand recognition. People know after 7 years that Vortex is the mod manager sponsored by Nexus.
Vortex 2.0
Vortex Next
Vortex NG
And although there may be some resistance to “Vortex” it has started to gain traction and good reputation with users despite MO2 fans attempts to smear it. Just make it Vortex but better.
Btw, no one says "discord app".
This isn’t about trendiness vs corporate vs markety, it’s about clarity and continuity for everyone. Just witness the AE vs SE churn and confusion.
(and good to see you too
@Zanderat agreed
Modding is a hobby, one the mod-maker is not obliged to do and can stop at any time. I collect stamps, I don't pretend that makes me special.
23 August 2023, 4:14PM The answer to that question is: it's me. I had the final say on the name of the project, although I did talk with a lot of people ahead of time. I get that names are important to people, and people love to workshop (or bikeshed) them, but it's pretty set in stone at this point. If we do our job well, how "boring" or "cringe" or "corporate" or "market-y" the name is won't matter. In the end what matters is how well the application works.
So.... you do wear jorts then?
If you want to download Discord...you call it...wait for it.... DISCORD..
If you want to use Discord...you dont say: "oh im gonna load up the Discord app" you just call it Discord.
Not Discord communications manager and also not Discord app..
Whoever calls it so, is very detached from reality and if he wants to call Vortex 2 the "Nexus Mods app" because he likes it..
then this is a very bad descision, based on the opinion of 1 person alone that apparently needs to add "app" to everything...
as if it adds to its importance...because it doesnt add to clarify what it is or does and just sounds abhorrently stupid, just some word salad.
This crappy naming has to be revoked and put up for vote by the community.
Vortex has had a hard time establishing itself, but it managed to do so and gained recognition as a good reliable tool, far exceeding NMM and pretty much trading blows with MO2 and its userbase, which is something crappy old NMM wouldnt even dare to dream about...
And now some dude wants to throw that over board and crap on continuity and well established branding.
Just because he likes it, you cant make that s#*! up, sounds like something the new "manager", and it sounds like one with all the senseless marketing blabla, would do in a company to throw his weight around and make everyone and everything miserable with it.
Pro tip:
r/slash malicious compliance is full with stories about such individuals...maybe read them or listen to them on YT or so and learn a thing or two...
otherwise we might hear some story later on r/slash am i the butthole?...
/rant off.
Great mindsIt’s more than enough your are building from the ground up, which is great news!
"nexus mods app".
i bet that took so much brainstorming and angst before you came up with the final decision to go with that. i dont envy you the sleepless nights before you made that decision.
"Jortex"
*Makes sure the lights are reflecting off my glasses just so*
"Get in the Jortex, Shinji"
With much respect, troubleshooting should be also a part of the equation.
I have to help users troubleshoot Vortex in a regular basis, and I can tell you people confuse Vortex with NMM all the time. Renaming it to Vortex Mod App will only add to the confusion.
Of course my evidence is also anecdotal, but as the product lead you should have a stronger evidence to make a case.
Please do share how and who you surveyed.
Again, this is NOT about the name being cringe or whatever, it's about how people like me have to deal with confused users.
i had never seen those two words in the same sentence until this news item, nor have i ever heard anyone call it that live.
I should point out that in order to remain consistent with this design reason, nexusmods need to update their website so that everywhere it mentions "discord" it is altered to "discord app", because it just rolls off the tongue and marries into the new strategy seamlessly.
What point, pre-alpha? Work this out guys. Don't make it more confusing. Vortex is good - it makes contextual sense with Nexus and they both have that -ex sound. Whatever the reason, you guys really need to reconsider. Marketing people are almost always out of touch.
Honestly, as a Nexus user since 2008 I have to say having it not called a Mod Manager will be confusing and strange.
BTW, still waiting on how it was determined that the term “mod manager” was sooooooo confusing…………..
I know this is something that many people have differering opinions on, but in the end a decision has to be made, and after seeking input from a lot of people at the Nexus and reviewing our options this naming is the decision I came to.
Now if you'll excuse me, I need to go buy a few more pairs of jorts.
edit: @halgari response above posted while I typing this out. So no point in beating a dead jorts wearing horse anymore.
3 Names? That's actually 4 names because there is the old Nexus Mod Manager and the new Github Nexus Mod Manager. The users rarely distinguish between the two and just say they use NMM. So that makes it even worse.
Program Name: Vortex 2.0
Program Description: a Nexus Mods app for organizing and managing your downloaded mods
Keeping the name "Vortex" would preserve the brand and make excellent marketing sense, in my opinion. Using the phrase "Nexus Mods app" in the program description would inform the user that Vortex is a Nexus Mods tool designed for mod management.
As it stands, the currently proposed program name "Nexus Mods app" may very well generate more and not less confusion.
I can't tell you how many times I used Vortex with an existing playthrough, only for it to immediately force LOOT without telling me, and completely destroy my entire game, it's done that with both Skyrim playthroughs, and Fallout 4. LOOT will do insane things like take esms and place them all the way at the bottom, or place JK Skyrim and place them all the way at the top.
This no doubt will cause instant crash every time.
If Vortex can just not force LOOT, then I wouldn't mind using it. I also found it saves things in funny places, why does it have it's own folder system, when it really should just save right in the Skyrim's data folder system?
I've been using Nexus mod manager, and even after using Mod Organizer, I see higher hopes in nmm.
Please don't remove nmm, as that's been a modding staple, at least for me
great, thanks for the insight and the opportunity to liaise with you on such a non-issue.
i can see that feedback that doesn't fit your perview isn't welcome. nice to get that out in the open early doors.
but you know this already.
These are not decisions that I take lightly. As mentioned in the article, many of the decisions on this project took me weeks or months to come to a concensous on, and I only did so after talking with many people, getting advice from leaders in the community and pulling from my existing experience in modding, software engineering, and project management. So to say I don't value feedback simply because I don't agree with you on this specific topic, is a bit reductive. Any given design question has many facets to it, pros, cons, etc. All of those facets have to be weighted by complexity and risk. And when that information has been gathered a decision has to be made. The name of the project is a decision that was made months ago, and there's little reason to reconsider it at this point. If there does come a time when I need to reconsider the naming of the project I'll certainly take what you've said into account. But to continue to re-evaluate every decision everytime someone asks is unproductive.
Hopefully that clears it up a bit.
That, or "Torvex 77".
Well it feels like Vortex forces LOOT. It's good to know I can switch that thing off, I did already know that I could do it, but I struggle to actually tell 'where' to find the off button for that
I still prefer Nexus Mod Manager as my first choice, even over Mod organizer. Mod organizer would be my second choice. But with Nexus mod manager, it's interface is easy, short simple and to the point. It puts things where they should go, and easy for me to use. Maybe it just soothes my ADHD driven eyes, but that's just me.
@halgari,
Back on the naming scheme : when was this an " open contribution processes " and who were these "many people" because some of us seem to have missed that memo ?
And who are these " leaders in the community "?
Since when does our modding community have a, or multiple, leader(s) and who are they according to you ?
Third sentence in and democracy is already down the drain. What happened to the Nexus being a modding community that is (like they always say) "for the people, by the people" and it being open for ideas and suggestions ?
What is implied about this community, is that they will never be able to get projects and ideas off the ground because they are not able to form a cohesive vision on how/when/why a project or idea will be successful. Last I looked this was still a community of modders. How are they unable to form a realistic and shared vision on a project ? Isn't that what they do when they create or use mods ? I do not understand this at all.
" Over and over again, studies show that creating a cohesive vision is all about listening to others' perspectives. The only way to make a vision stick long-term is to make sure it is truly shared. That means it has to speak to the goals and aspirations of more than just one person. " (or some leaders)
Just something I learned back in my days as a manager.
And I think more people fear for all the other ideas that are yet to be conceived. Will they be handled in the same matter ? Because that really is the underlying thought here. I think most of us would like to have a good working product rather than a shiny name. The final product matters most.
But if that final product lacks the shared vision of the people that use that product, said product will be used far less frequently if it is being used at all. So yeah, for now it's just a name for a mod manager... What else will be decided about this and future products ?
We just want to know why it was decided like this and what was done in the process to come to this "final" conclusion ? I think that these are the questions that people would like to get answered if you can ?
And yes, the name will also be final. We all know that the name will not be changed in the future.
Cheers
-=DD=-
Indiana: Who?
Maj. Eaton: Top... men.
I just mean that I'm happy with Vortex 95% of the time, and I'm very grateful for the work done so far, from Nexus as a whole.
That being said, if there are outstanding issues that require a full on new software, I wish the team good luck!
One thing I really want to see is mod syncing across devices. Since getting a Steam Deck, I've become much more aware of the hassle of trying to keep mods consistent across multiple devices that I want to be able to use the same save files on. If Vortex, or the NM App, could, for example, automatically download mods onto my Steam Deck when I install them on my desktop and then decide to add them to my synced mods list, I would find it much easier to play modded games like Fallout 4 on Deck. As it is, I have to rely on streaming modded Fallout 4 from my main PC, and my internet isn't quite good enough for that to be a consistently enjoyable experience.
Search. Upvote if your request already exists. Submit if it doesn't.