Jump to content

warriorpoetex

Premium Member
  • Posts

    23
  • Joined

  • Last visited

Nexus Mods Profile

About warriorpoetex

Profile Fields

  • Website URL
    https://www.youtube.com/c/gamesandnonsenseunleashed
  • Country
    United States
  • Favourite Game
    Fallout Series and Skyrim

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

warriorpoetex's Achievements

Explorer

Explorer (4/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. It will happen soon as Starfield tools for editing meshes, etc become available.
  2. I hope so ... undoing censorship with modding is a good thing; even if its a silly thing like a rear end.
  3. I wish, I would love a mod with a slow AP drain when running.
  4. There is no quick INI way of doing it. It would probably have to be scripted. You can however decide what mode the 2 recruiting methods use to pool characters. These are found in the XComGameData.ini InitialSoldiersCharacterPoolSelectionMode=X (These are your starting soldiers) RewardUnitCharacterPoolSelectionMode=X (These are soldiers you get from missions, scanning, etc) RecruitsCharacterPoolSelectionMode=X (These are the characters that show up in the recruit tab in the Armory) For X use one of the following: eCPSM_Mixed - Both Pool and Random eCPSM_RandomOnly - Random Only eCPSM_PoolOnly - Pool Only When you make these changes, you will have to remake them if you delete the CONFIG files in your generated XCOM 2 Config folder in the My Games or you toggle the Character Pool options in-game because this universally changes all 3 to be the same.
  5. This is a post I made on Bethesda.net regarding several questions about a bug with Codsworth during the first quest within Sanctuary. If you ever noticed Codsworth not patrolling the homes for the bugs, or just pacing after the first house and not completing the quest- read the below. I was having this problem on PC, using a modded setup- and with that, per the norm I started to diagnosis it as a possible mod problem. Turns out, it is a CC problem. I removed all CC content, reloaded from with my last save in Vault 111 (right at the exit). Of course I got the missing ESL list, but I just clicked okay and saved the game again in a different slot. Then, I exited the Vault and let any mods I had configure and load themselves before approaching Codsworth. I saved my game again just before interacting with the robot as a future loading point for testing. Then, I talked to him and was able to complete the starting quest just fine. I repeated this 3 more times with the same result. So, I started to look at the CC. I have quite a bit of the CC within my game, most gotten as freebies or discounts in bundles. Captain Cosmos, all the dogs, dog transmog, housing kits, Tunnel Snakes, a few armor and pipboy color addons, etc (28 CC to be exact). I first loaded the two CC with esms, Tunnel Snakes and Captain Cosmos. Then I loaded from the save just before Codsworth and tested. I was able to complete it just fine. So, I repeated the process with each CC, some in small groups ... until I had all the CC back and using the same save file each time so each CC would have to activate in concert with each other every test. So, with the CC still in place- I reloaded to a Vault 111 save that was set before I ever started the testing process and headed to the exit then to Codsworth, letting everything load before hand. And boom, there was the problem. I also noticed in the dialogue tree where he would ask if they should check the neighborhood together (after already having asked him what was wrong - yellow dialogue), the line asking if anything around here was dangerous was gone and replaced with the yellow dialogue option again. This was only present during the Codsworth quest bugged sequence and not in ANY of the other tests. Worth noting during this bugged sequence, he also did not hand me the Hi Honey! holotape despite having the dialogue and animations doing so. I've come to the conclusion that if all CC is loaded, with having so many, at the start of the game ... it risks the chance of this bug happening. Now, this may be a conflict between the CC and some UI elements I am having such as DEF_UI or Full Dialogue Interface, maybe even the Full Dialogue Interface LOOKUP FAILED Fix or fixed translation files for DEF_UI; more testing will have to be done. But if you are having this error, trying doing what I did to see if it clears it up. If you have no CC, then this may be a bug introduced with a recent patch within the 2018 year- or another factor that is triggering the bug. But with all I've seen, CC is at the heart of it with some other factor involved; be it a vanilla bug or mod error coupled with the CC.
  6. Aut-sorting and manual sorting seem very wonky. It places update.esm AFTER the DLC esms and places the .esl files in strange places. In LOOT, the Load Order shows proper and yet, in Plugins within Vortex; Update.esm is after ALL DLC .esm files and thus creates a problem. Sorting via Mod Index, they are in the proper place but sorting by Load Order, they are not. This only became a problem after enabling Autosort and Sort now to test the features.
  7. I am aware of the double-click feature. Just was hoping for one that is not so buried before more menus. :)
  8. @Kamikatze13 Invention of the devil hehe :)
  9. - Will Vortex come with a per-Profile .ini editor? - Will Vortex be able to extract .bsa and .ba2 files much like MO was able to create a loose file install? - Will we get alternative layout functions to be more reminiscent of Mod Organizer vs the more Windows 10 application bar Vortex currently looks like? - I believe you've said yes to this, but will ask again just encase. There plan on being individual file hiding/removal within a mod in Vortex? - Will mods be able to be flagged to appear in the Mods list for only a certain Profiles to avoid them showing up in the Mods list unless otherwise changed in Status? - I know you've said manual load order "ordering" and disabling of the notifications as a whole are something you are not going to do. I just hope your mind changes on these. - Having notifications show up in the Windows 10 notifications also is WAY too much. Please remove this feature as it is just a ton of unnecessary clicking. - Plan on having a quick link from a Mod in the mod list to their Nexus website? An icon along the left side before the Enable/Disable Button or along the right after the Remove/Reinstall button?
  10. My feeling is that Vortex will be designed mostly around the basic end-user and that even the advanced tools will be limited compared to Mod Organizer. Being Vortex is an official product, which will have customer service support no doubt; I can see them keeping many functions that were available in MO away from use within Vortex to limit CS issues. As a long-time user of MO, the idea of this is very disappointing but a part of me also understands; albeit begrudgingly. But we are still in Alpha and much will no doubt change between now and 1.0 release ... best we can do is offer constructive suggestions and hope it all works out.
  11. This is what I assumed, I just wanted to be sure before I tell others ... :)
  12. Correct me if I am wrong, but it seems that due to how Skyrim SE must be hardlinked, we are having x2 the space utilized for a mod. I tested this with SMIM ... which is a 0.99G file and was such within the Vortex Mod installed location. Then, upon enabling it ... the Skyrim SE directory went up to 13.8G from 12.8G. Now considering they both must be on the same drive, hence the SSD; it looks like SMIM will use x2 the space to make this work. Considering how SSDs generally offer less space for the buck- this may prove a very costly method. Thoughts?
  13. In response to post #55380853. What does Autism have to do with this?
  14. Get missing Mod Info button is not functioning, still unable to connect to Nexus. Aside from that, works great!
×
×
  • Create New...