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Sable17

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  1. You guys remember this about Nexus Mod Manager: If you had a main file and 3 patches from that same mod page, NMM would only look for the main file version. So it would look like: ModName Main file - 5.0 ModName Light Mod Patch - 2.3 :excl: ModName Floor Patch - 1.3 :excl: ModName ArbitraryCouldHaveBeenMerged Patch - 1.1 :excl: Where the little :excl: would indicate that it wasn't the most "recent" file version because the main file was higher. I hope I'm making sense. Anyway, apparently Vortex is all fancy and can detect individual files under the same mod. Super cool. But... I got used to the NMM days and I like to keep my patches as the same version number of the main file. It's easier for me to remember that the patch has been looked at by me, even if I didn't have a "real" update for it and merely changed the file version on Nexus without uploading a new version. It's pretty much just a habit now. Back to Vortex. I've had a few comments from users that Vortex is telling them that the patches aren't the most recent versions of themselves: While I get that the way I do it is dumb, this seems like a flaw in the system. Why would it be good to add undue stress on the Nexus servers just to reupload the same file so that Vortex doesn't get confused? And why does the ability to change the file version manually still exist if it causes issues with the official Nexus mod manager? Is it just me? Is there something that could change about the system?
  2. I'm wanting to cobble together a simpler survival mode for myself. I've got very basic hunger, thirst, and sleep needs all scripted, but I'm thinking I want cold survival as well. Since Frostfall SE has some lingering issues (and is much fancier than I want), that leaves me with Survival Mode. The CC Survival Mode has a lot of bulk that I'm not interested in, so I fired up xEdit and stripped it all out. I've left all the cold elements and it's related scripting. It seems to be running well in-game. All heat sources are detected as normal, and the day/night cold transitions are working. Now, I've never done this before with any mod so I'm concerned that I'm committing a novice mistake; that it's common knowledge that stripping out features you don't want from a mod wont work that simply, and I just never got that memo. Any advice or anecdotes? (Disclaimer: Obviously this is for personal use, not something I'm wanting to release.)
  3. In response to post #50367272. #50371062 is also a reply to the same post. Ahhhh I love you guys!! Thank you for the mention!! <3
  4. Sorry, I am frustrated. I'm trying to add just warmer looking light sources to the Hall of Attainment. But no matter what I do, I can't seem to keep them from making a diagonal room turn red. Even when I hit L, none of the radius' are overlapping each other so I just don't get it. I'll likely just go back to vanilla lighting.
  5. Skyrim: SE: Is there some secret tricks I don't know of to decently light up a place without having too many light sources touching each other like the perverts they are? Or is lighting this freakin' aggravating?
  6. So... I know jack about nifs, textures, etc. I have the artistic talent of a potato. I've only used modders resources for my mods... annnd I'm having trouble figuring out why a potion mesh is freaking the heck out in-game (twitching colors on the mesh). The CK tells me errors were reported in the NIF, but that's not much to go on. Does anyone know what exactly Skyrim: SE (and by extension Fallout 4 I imagine) did to NIFs? And could anyone point me in the right direction to perhaps fix this?
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