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MikeHancho64

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  1. Great job on the bison and Steve
  2. Either I'm doing something wrong or there is possibly something that was overlooked with this feature. Let's say you have different versions of your mod, and one version requires other files and another version does not. It looks to me like that checking the box to list your mods requirements causes that notification to pop up on EVERY file version you have. I've checked this on 2 different mods I have that require other resources, and I'm getting the same thing. Even though the files that I do NOT have the option to show the requirements checked, the notice still comes up, thereby misleading people into thinking that a version of my mod required additional resources that it in fact does not. I've even tried to uncheck the notification on all of my files all together, and even though it it unchecked, the notice still keeps displaying. edit: ok, I just clicked on the Required Files link and removed the stored info there, and the notice does not display any longer. Also, I never could get the link to an external site (NVSE) to save. Every time it would look like it saved, but it would not display in the notification. I'm getting a LOT if server lag and images from the menus and background not displaying, so I'm hoping this is all just resulting from the persistent server problems that have been going on since 11-11-11.
  3. Adding the garage for the truck would need to be done by the author of that mod, but is certainly doable. I don't know if managing invertory between the two mods is even possible, but it would probably involve merging them and I doubt either of the mod authors want to do that.
  4. I don't know that triggers are even necessary really. I just think a more detailed read-me or manual on how to use everything in the game that's NOT written like a sales pamphlet would be fine. I know it's supposed to be immersive in the game, but it's not very helpful. Something more like you're doing for modders that's a step-by-step guide that explains all the options you see when you open the MSC and IQM with screen shots and detailed descriptions of what does would be great! Even a pdf or htm file for the archive itself that users could print if they wanted to would be nice as well. Just my .02 caps.
  5. Roy, do you have one of the items you're trying to sort already in the container, or did you place one in there earlier? I believe you have to have put one in that container already or currently have one in there for that to work. But I'll be totally honest, I'm just learning this system so I could be totally wrong. Also, I don't know if this matters but I believe the Oven, Workbench and Reloading Bench already have DD's set by default on them but I haven't tested much with those. If the item you're trying to sort is already set under a DD for another container and you're trying to put in a different one maybe that's it? Or, for the container itself it may be something about the way the weights are set. Again, I don't have all this figured out, but I think the system at least partially uses the weight of objects to determine where they go. All I did to convert to this system was to replace my CIMS terminal and vanilla crafting stations with the MSC and Sortomatic Crafting Stations, add the IQM activator and Homeless container and add the Sortomatic scripts to my existing containers. Most of my containers are set as persistent references because they are used in my CIMS scripts, so removing them would be a problem for existing users of my mod. The best solution was to simply add the needed scripts to them, but I may have to look at this weight thingy. One thing I did test with the crafting stations is telling it what containers to pull ingredients from. I just told it to pull from ALL containers so it wouldn't matter where anything is for crafting. That is working great for me. I'll do some more testing with that method tonight and see what I can come up with. The way I have mine set that's working beautifully so far is to go around and set DD's on each container I want stuff to go into. It's actually quite customizable with only its built in options. Then I went to the IQM and set the stuff I didn't want sorted out of my inventory. When I come home from the field, I just hit the IQM and select Process Inventory Now and exit. That seems to move everything in my inventory except the things I told it not to sort into the MSC. I then click on the MSC and hit Options > Re-Sort All Items then confirm. Everything is now sorted! This is actually a lot faster than my CIMS system, plus it doesn't take the gear you're using.
  6. That's awesome! I was pretty lost getting started with my conversion, but the author of the Mobile Truck Base was gracious enough to get me started with how to do it. If not for him, I'd still be lost, so this tutorial will be invaluable for those wanting to use this resource, so thank you! I'll tell you one other thing I'd personally like to see, and I believe is REALLY needed, is better instructions on how to actually use the system in the game. I've gotten some of it figured out just by spending hours playing around with it. But it's been hugely frustrating just trying to figure out how to make it remove stuff and sort it where it's supposed to go, and I still don't think I'm doing it exactly right, lol. For example, once you go around setting the DD's for all your containers, is there a one or two click method you can activate the system and it sorts everything, or do you have to manually place what you want sorted in the MSC to sort? Having to do it manually sort of defeats the whole purpose to me. The only thing I can find is activating the IQM, selecting Process Inventory Now, then activating the MSC. select Options, and Re-Sort All Items. Is that how you're supposed to do it?
  7. OK guys, the new version is online in my files. I've spent most of the day testing and it should facilitate a seamless conversion from the CIMS version to Sortomatic. But I advise you to save first just in case. @Roy - I think I figured it out. Once you set it all up in the IQM you go to the MSC and hit Options and then Re-Sort all items. That did it for me at least.
  8. Great, I need help learning Sortomatic. I have most everything in the school converted, and have done some testing myself last night. My biggest question is after you go around and set DD for all your containers, is there a one-click method for sortomatic to remove everything other than what you told it NOT to remove and put it in the proper containers? Or do you have to open the MSC and place everything you want sorted into it one item at a time? I must be missing something because surely there is a better way to use this system.
  9. By popular request, I'm in the process of converting a version of my Afterschool Special mod to include the Sortomatic system. I think I have it worked out in the GECK, but I have no practical experience with Sortomatic in the game whatsoever, and it appears to have a ton of features. So, I'm looking for experienced Sortomatic users to help me test my new version when its completed. I hope to have the file ready by Saturday morning at the latest if I don't hit any snags. If you'd like to help, please reply and I'll PM you with the details. Please note that you should NOT have to do the entire quest for this test version as I plan on scripting everything that needs to enable in the school from the initial activation. So all you'll really need to do is load up with gear and test all the features out for me. I will do my best to make a seamless conversion to any current version to the Sortomatic version if possible. That's going to be the tricky part though. MH
  10. I thought I should ask first. lol I'd love all the reviews for Helgen Reborn I can get, so sure!
  11. Sorry guys if my earlier post was misleading. I should have been clear that what was "live" was my final beta test not the official release to the public. Anyway, my plan is to officially release Saturday or Sunday depending on my final punch list and any last minute tweaks. So keep a look out, it will be very soon! :blink:
  12. Final version is now live! It's not too late to help out, please let me know if you're willing to help. (also, sending PM to Laufknoten2)
  13. PM sent. Thanks! And don't worry, it's really not a beta anymore, so just treat it as an officially released mod you got a little early!
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