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ePath

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About ePath

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    Venezuela
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    Fallout: New Vegas
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    Mass Effect

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  1. I am looking for a mod to be made that I will be using on stream. I felt like it was pretty explanatory That's what you want the mod for, not what the mod would be. You don't even describe what kind of mod you want, not every mod maker knows to do everything. You'd be better off giving a description of what you have in mind.
  2. That still leaves new users with a message they don't understand. if someone is looking for that report which imo more than likely is going to be .dll devs before release, that someone is going to look at the .log, not fire up or keeping open Vortex just for that and it has been expressed time and time again that it is not an error for people that know better than some random guy like me. For what I've come to understand, it's pretty much xNVSE saying oh, you're loading the GECK, and look this .dll is not to be loaded with the GECK so I'll just ignore it and move on and viceversa when launching the game. What use is that for non experienced users?. EDIT: What you want fixed in xNVSE? removing the report for good there is not what we want, just not throw the report at everyone's face even though they don't need it in the mod manager. Whoever would need it then clearly know better and would look for it in the .log, not in Vortex.
  3. Yes, it's a log. However, we report anything that is considered an error. A plugin reporting as incompatible or failing to load is an error in most use cases. (Most commonly, the user has loaded a Skyrim 2011 plugin into Skyrim SE or has a plugin incompatible with the current game version). As I said, if you see something we can change in the source code there, I'm happy to look at it. But I would prefer to mildly annoy users who know what they're doing rather than not tell the users who are less experienced that they have something wrong with their setup. Edit: As FNV is the only game that appears to use this inconsistent practice, perhaps an option for the user to ignore the warnings for a certain game may help here? "I would prefer to mildly annoy users who know what they're doing rather than not tell the users who are less experienced that they have something wrong with their setup." Understandable preference excep that, "incompatible during query" doesn't mean something is wrong with the user setup, and if someone is looking for that report which imo more than likely is going to be .dll devs before release, that someone is going to look at the .log, not fire up or keeping open Vortex just for that, there's no need nor benefit on showing this in Vortex. "perhaps an option for the user to ignore the warnings for a certain game may help here" That's literally the only thing we can do and what all users have done up do this point, but wouldn't you prefer to save the hassle of completely new users looking support or trying to fix something that is not broken and the headache of all that?. There's just no need for it in Vortex, if there's no need, why keep it? just because? "You're welcome to make a PR if you can think of a way to "fix" this." Line 233 'reported as incompatible during query', it literally just looks for that exact string in the log, I doubt an experienced programmer would have trouble removing that check and anything necessary related to it.
  4. Regardless, the user doesn't need nor use this information, wether they are warnings or errors it's irrelevant for us. It's just confusing and annoying. I myself reinstalled Enhanced Camera several times the first time I used Vortex until I noticed it was working and just ignored it. It is that kind of problem that is still found among new users that drove OP to write this post and what we are trying to say.
  5. Here: https://imgur.com/la1ZhiB Which opens up: https://imgur.com/Gr4QI0t And no, they're not manually installed, and they work as intended. I just ignored it after much reinstalling and playing around when I first migrated from NMM to Vortex a good while ago.
  6. Hold CTRL and click on each of the mods you want to uninstall at once (Just like selecting in windows) and then select UNINSTALL Holding Control lets you select the mods while skipping other ones, just like it works in Windows. Yeah I know clicking on each works that I mentined on the post, I meant a select all button but 1ae0bfb8 answered me on that already. Thanks!
  7. Recently found out I can do multiple selection on my mods and plugins, and disable/enable in bulk. I saw that there's a Deselect All button, but no Select All. Why don't go all the way and provide both options? It'd be so much better if I didn't have to click on each one of my 89 mods to enable or , and I can just imagine those with 200+ mods installed. 74 plugins. Also, while purge is enough to do some testing on a clean game, Uninstall Selected would make life a little bit easier than click uninstall, then wait for it to be uninstalled, then click on the next, when we are doing so with several mods. Although I do admit this second one wouldn't be used too often by me, there's the reinstall and install options right there when I select multiple mods, why not uninstall too?.
  8. I agree. I get this for all of my plugins each time I launch Vortex. OneTweak, Stewie Tweaks, Geck Extender, NVTF, each and every one. I ignore it because I know all my plugins work just fine, but other users may not, and even then, that just means such notification is completely pointless, and just a drag overall.
  9. I'm yet to test it but the tutorial does state that you need the Start Game Enabled checked. However, by testing I've seen that yes as you've said the delay is not important. I have a Quest Script that after running once, it temporarily sets the delay to one hour if GetGameRestarted ;Do Stuff else SetDelayElapsed 3600 endif It is a naïve attempt at optimization really, which probably isn't doing what I meant it to do, but to the point, SetDelayElapsed temporarily overrides the Quest Delay, so it'll always run once each hour in the current game session after the first time it runs. But in this quest I have 2 variables that I access from another script, and even though the quest doesn't run the variables can be used, so that answers my initial question. Now the thing about variables being able to be used and or modified with the Start Game Enabled box unchecked is something I'll test whenever I have time, though if the tutorial is explicit about checking it, my guess is that it is necessary.
  10. Took me a whole month to see this. Variable Reservoir, a Quest whith a Quest Script which sole purpose is to store variables to use among other scripts. Although I guess it doesn't really matter if the script does anything else.
  11. Thank you for this!. Well personally instead of "Run On: Player" I'd write "Run On: Reference (PlayerRef)" because in the GECK you first open the Run On dropdown to pick "Reference" and then you click on "select" and pick "PlayerRef ('Player')" from another dropdown menu, thus making the sentence a little easier to follow if one is looking at the GECK. And instead of: "With a Menu using the Run On Subject condition combined with the GetItemCount function," I think "With a Menu using the GetItemCount function as a condition" would be easier to understand. I'm not a native English speaker though, so that might be part of it and I apologize for any grammatical error in that sentence. Btw there's a typo below in "ferreting out this reference scrit"
  12. Instead of running it on the subject, run it on a Reference, and select the Player as the reference. Thank you! Check if the player has the item that can be displayed so the option to display it shows up in the terminal. So: When deciding what messages appear. Which is why I was using the option's conditions: If the player doesn't have the item, the option won't show up. Like I said, just to get over with it I deleted the GetItemCount conditions and just let all of the options display, but if the player doesn't have the item to be displayed (checked with an If statement in the result script) then nothing will happen. Works like a charm but now I'll try to do as MadMongo says so I know how to do it properly next time. In fact, now I liked it more this way because there are several submenus and if I use GetItemCount in the option's condition list and the player doesn't have ANY item then there'll be several sub menus with only >Next and >Back on them, which looks kind of lame.
  13. So... how do I get this condition to check the player's inventory for terminal option conditions? I've been banging my head with a display menu, the display options were not working because of the GetItemCount which I used as: GetItemCount, Run on: Subject, (item), >= 15 for example. The display options have both GetItemCount and GetDisabled conditions, while retrieve options have only GetDisable conditions. Since only Retrieve options were working, I tried a display option without the GetIemCount and it showed up, so that condition is the one to blame and I suppose I'm setting it wrong or it is just unusable in terminals, but since I can't find any mention to that last possibility I guess it's me. For now, I'll manage without the GetItemCount and I'll just check for the player inventory in the result script, so if the player selects the option but doesn't have the item nothing will happen, but I'd like to know how to use it properly.
  14. No no, I'm not making an options menu, just linked because that's where I'm reading about VRs
  15. I see... Thank you! and yes, I've scripted blocks that fire every game launch before, and still do, but I'm making a script that will manipulate a lot of objects in the Villa in Dead Money and wanted to know if there was a way I could make it so my script had to run only once and then stop the quest for the rest of the playthrough instead of having the script checking every frame for the majority/whole game... But oh well, although maybe I can make the quest stop for the rest of the game once the player goes back to the mojave
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