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Zeridian

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  1. The limit is 255, like plugins, it's just that you need to subtract the amount of vanilla + DLC + CC content (that use BA2's) from the total. It doesn't have to be main either. It's basically any plugin loading an archive, including ESL types. This is something I've been meaning to ask around about with SKSE modders to see if there's any kind of engine fix possible. It's not a limitation that exists for SSE and seems to be exclusive to FO4 BA2 archives.
  2. Oh, no, for that state I reproduced it with the Sovngarde Font mod. I cleaned the Artesian entries sorry. It dupes just about anything though. I'm doing a lot of testing while working on Artesian Cloaks of Skyrim so I'm installing/uninstalling/changing profiles quite often.
  3. That's from a single download, and restarting the client. Trust me I'm not being stupid and downloading [the same, or different file] multiple times lmao. The "Installation Time" it shows appears exactly from the time the client is started up again and the new record appears. Tested on my own mod - https://i.imgur.com/lhrAdXH.png My client is also uniquely slow because I have such a large library, starting any download brings the whole client to a halt until the download finishes in the background, so it's pretty likely that's a factor in introducing the bug. Edit: Feedback won't send lmfao - https://i.imgur.com/h24LVOH.png State file is 15.7mb, is that a problem?
  4. It seemed like it did at first, but then I restarted a couple more times. Downloaded some more mods, installed them, then restarted the client again and now there are duplicate dummy entries with 2 duplicate versions now instead of just one. The installed mod entry is still there with its appropriate metadata and separate from the duplicate entries that have none, but if you remove the duplicates it will remove the original archive. I'll get a screenshot next time it clutters up. Edit: Proof of bug still existing (and worse) in 0.15.3 https://i.imgur.com/iWFlIhK.png
  5. It updates to show the two separate records when you restart the client. Consistently every time for me. Everything I download now does this. I have a very large library of files downloaded and added, and it seems that Vortex can't handle this. Things have just gotten slower and slower the larger the library grew, and it brings the client basically to a halt when downloading or installing anything. Now I have this bug occurring 100% of the time (which used to be infrequent), probably because of the performance degradation from the library size. I know it's alpha still, but Vortex is slow af compared to NMM or MO2.
  6. In response to post #60350402. That's not the one I'm talking about, and those -were- patches, that's the only mod I have displayed as (mine) right now. https://www.nexusmods.com/fallout4/mods/17286 - Maybe you'll get a little more enlightened looking at this case, which is the example I was using. And being patches doesn't change anything other than the maximum potential market (the market being the amount of users using the mod I patch for). I have upcoming work that was going to be all on one page that is yet unreleased. Assuming I wanted to opt-in to this program (which I don't), the three files I'd release have no reason to be on a single page, because that would only disadvantage me in the system. Again, I don't personally care how it affects me, because I'm not in it for any money, I'm just pointing out a significant flaw in the system that can potentially change the way people release their mods on the Nexus. Not necessarily for the better of the users.
  7. In response to post #60350082. Except that they do, I have access to the data dude. That's simply not accurate in the least. There may be some reduction, but overall I would gain far more unique downloads by splitting them up, even if by the inconvenience some people somehow dismiss their need for the file. As it is, if those files were split up, the unique downloads (as counted by this system) would go from 12-13k to around 120k. And that's being conservative and assuming some people would throw their arms up over the inconvenience. Why? The concept of supply and demand. Edit: Not even that since my example is slightly off, because what we are shown is the unique downloads for the sum of the files for the page. The opt-in system uses unique users, not even total unique downloads on the page. So if you have 12-13k unique downloads, you aren't even getting that because the unique users is spread multiple times between those unique downloads per file. The incentive problem is still the same and exploitable though. I could take what is potentially only 2000 unique user downloads (when I'm displayed 12k unique file downloads) and split the files into separate pages and see it multiply upwards to that figure, although it probably wouldn't hit the same amount. Probably in the range of 7-10k.
  8. In response to post #60335881. In my opinion, the permissions system should be account based and applied as a default template, then with an override available on each page you publish in case you want different permissions for the files hosted on that page. That way hugely active and hard working modders like you don't have to manage so many pages in such a ridiculously unwieldy way. The redesign of the Nexus hasn't really address any of its core failings in that manner.
  9. In response to post #60345712. #60346357 is also a reply to the same post. Well, assuming you had proper permissions when you included those assets then there wouldn't be a problem and even if there was drama, they couldn't do s*** about it because of the ToS regarding permissions. As in, they can't retroactively remove permissions after they've been given. Granted now that this system is here, I'm sure even more modders are going to be dicks about their permissions because now money could be involved for anyone they are giving the permissions to...just great. Even worse because it's a competitive environment striving for the same limited pool of "points." Oh and btw, you and everyone else's unique downloads you've accumulated so far mean f*** all for this system unfortunately because it's on a per-month basis starting now. So it's ignoring massive amounts of historical influence other than the user in-flow you get from the popularity you've had, going forward. Looking over the details, this system seems terrible as it is. Authors now have reason to no longer bundle files in one place for user friendliness. People like me, who make compatibility patches left behind from this system in that way. It's not glamorous work and this just makes it even less so. Not that I care about making any coffee money off this ridiculousness, but I have 50+ patches on one page...downloaded 10's of thousands of times but by 13k "unique" people. Instead, now there is all the incentive to just release a new page for every similar file. It's not any less exploitable because it's not per-file but per-page.
  10. In response to post #57254046. #57254611, #57255026, #57255401, #57258786 are all replies on the same post. @Arthmoor Ditto. I'm just seeing a dev that wants to die on the hill for an argument that is clearly logically flawed. Nothing precludes a rule-based system from having manual control. It's like saying I can't change my load order in NMM after sorting with LOOT after it reads user meta data. Absolutely crazy logic. Using pure dependency rules takes more clicks, more time, more headaches... for less control. Indefensible for a programmer.
  11. The cell memory limitations will still be there, and the game is far less stable. Oldrim also doesn't have BC7 compression support among many other things. Oldrim is obsolete, even with no SKSE64.
  12. Right? It's like a million 12 year olds cried out in horror, and were suddenly silenced by the munching of popcorn.
  13. Licensing would be tied to Bethesda licensing rules, so you can't make commercial profit in any way. However, Patreon skirts that line being that it can be considered donations so I don't know. It'd have to be setup in a way that doesn't promise a return product, but simply donating to the author. Basically the moment you promise a return product for money, it becomes commercial and therefore illegal under Bethesda's licensing, even if you have the Havok commercial license.
  14. Oh, okay, colour me wrong then. Thanks for the correction :smile: If you were to set out to develop an HDT substitute (not suggesting you do, just hypothetically) and assuming you had SKSE64, would it take you a long time to do it? What would you estimate? Weeks, months, years? Ball-park figure, no-one's going to hold you to it? Would it be reasonable to expect jiggly boobs sometime in 2018 (assuming SKSE in 2017 and assuming someone steps forward to take on the Havok side)? Sooner? Later? Just an educated guess? I'm familiar with how HDT itself is setup in a passive way, but personally to port or recode it on my end would be difficult. I'm more familiar with C# than C++ and I mainly do Space Engineers code work, so it would take time I simply don't have right now to learn both SKSE/SKSE64. Who knows what the future holds though, my life changes direction pretty frequently. I also apologize for my tone in my previous post, lots of things starting to get under my skin in this thread just as someone who understands the point of view of the SKSE team.
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