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uglydemon

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  1. Is it safe to delete the all content of the "downloads" folder (outside of vortex main dir) after I'm done setting up and deploying the mods I want? I want to do that to save space on my ssd but I'm worried this would cause issues in deploying or updating mods in the future.
  2. In response to post #58709896. #58710216 is also a reply to the same post. Unfortunately yes. I didn't read that post.
  3. Today Vortex prompted for an update (0.13.5 to 0.13.6). I clicked install and restart and the new version completely wiped out my Vortex/Fallout4/mods folder. the folder path settings in the program are intact. As are the deployed mods in the data folder Is there a way to fix that? I lost all the mods I spent a lot of time installing
  4. I gotta say it's a vast improvement on NMM even in it's early stage. If you're accepting suggestions I'd like to suggest a few simple usability features I wish you'd consider - Disabled Plugins should IMO be pushed to the bottom of the list rather than the top. And it would be useful to have the option to just leave them in their place without affecting the mod index - A way to delete plugins directly in vortex by pressing Del button (with a warning message) - Add right click/context menu functionality in mods and plugins sections instead of having to click on specific buttons - New Column in the Mods menu: Sort by "author". - New dashlets for top mods, top trending mods, and your Nexus tracking center - In Save game section, adding a way to copy The "plugin list" in the selected Save Game, like a "copy list to clipboard" button, and adding mod index next to the plugin list
  5. You need to consider adding "Tag Search" to the Mods drop down list. I understand you can do that by refining search, but If you want to encourage Tag use you should make it more visible and accessible.
  6. THAT'S how a medieval city should look like. keep up the good work
  7. I posted this about the new endorse and track button design in the announcement thread: other than that I think it's mostly a pretty good improvement
  8. You really need to differentiate between Endorse and Unendorse button with something more than a color change. It's causing havok with people mistakenly mass-unendorsing mods cause they can't tell if they already did by the button.
  9. The new search bar is FAR better than the old, the old one won't let you edit your text without having to manually hit backspace and was quite clumsy. The new design for file page is also nice. like the button reorganization and the new background image feature. I have one suggestion though, make the TAGS button stand out more. give it a red color or something. You'd be surprised how many users I talked to aren't even aware of the existence of tags. Also, I made a suggestion before regarding adding image search to the image section, any way to do it?
  10. most likely has to do with custom skeletons try removing realistic ragdoll and force
  11. I tried searching for this in tutorials but couldn't find what I want. basically I want to make some one-liners (greet, goodbye, random comment) used by a vanilla NPC also usable by my custom NPC with the same voice type example: the "goodbye" line used by Vivianne Onis "I understand you're an Important person, I'll see you around", I want my custom NPC with the femalesultry voice to use that line too. So I tried adding my NPC's name to the topic info " getIsID: Actor name | value 1 | And but it doesn't work. is there another way?
  12. In the CK, I'm trying to edit a location tied to a cell. But attempting to click, drag, or do anything in the right panel (where the Loc Ref Types are listed) is disabled. Is that's how it's supposed to be? How am i supposed to edit my locations then?
  13. That leads to the same problem I mentioned. All items edited or added by the mod get duplicated for some reason
  14. I'm having a big problem with a mod that I spent a lot of time to make, I mistakingly added Hearthfire as a master to the file even though I didn't use any of it's assets for anything, so of course It can't be used by someone without Hearthfire. and didn't make a recent backup and didn't care much cause I thought I can easily remove the master later. So I thought..easy, fire up tes5edit and remove HF from the master list then re-open in the CK. unfortunately, doing this seems to seriously mess up the entire plugin. everything I added or edited gets DUPLICATED when opening it in CK. even the game world itself. Is there a safe way to get rid of HF without messing up the file? anyway in the CK?
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