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DominateEye

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  1. I've already added some edits to my last post with quirks and considerations I've stumbled across while setting this up; I'll be sure to edit and add any more I find!
  2. Thanks! That link also includes a link to the page on command line parameters, which explains the user-data parameter thusly: Which suggests to me that if I create a new Windows shortcut to Vortex and add that parameter in the Target field pointing towards a clean folder path (e.g. H:\Vortex 2) then that will create a totally clean Vortex with none of my games managed, and I can point it straight at the GOG version without conflicting with my first Vortex install. Does that make sense to you, or am I reading something wrong? Edit: Just tried it. That's exactly what it seems to have done! Didn't have to switch Windows accounts or anything. Only complication is I can't seem to launch the second Vortex install while the first one is still running, but that's to be expected and I have no reason to do that currently. Thanks for the help! Edit: Other complication for those who follow this method. It seems you can't change the folder path without losing your data. I added Fallout 4 to the list of managed games (it defaulted to the GOG version, interestingly enough) but then realized that I'd put the blank folder in a less-than-optimal place, and cut and paste the same new folder I'd made onto the proper drive, but when I changed the shortcut to point to the new folder, it launched a totally clean install of Vortex. When I checked what was in the folder I'd cut and pasted, it was empty. So I'm not entirely sure where the data for that separate instance of Vortex is kept; it didn't seem to be in %appdata%\Vortex, which makes sense because this parameter says to start the program while ignoring that path. But the program does seem to keep data after closing because I had to restart Vortex before I moved the Vortex 2 folder to install an extension, and it loaded up in the same profile. So think extremely carefully about where you want to put the new Vortex folder, and expect to have to set everything up again if you change hard drives or change their lettering, I guess. Bodger beware!
  3. I would really appreciate that whenever you get the chance! Thanks very much!
  4. Just the first time, to set it up, it looks like. Okay, that sounds really useful then. I presume that if I launch the second Vortex version shortcut while on my main Windows user account, and then hit Download with Mod Manager on a Nexus mod link, it would then download in that second Vortex version and thus apply the mod to the GOG version of the game, meaning I wouldn't have to be in that second user account to download new mods for Fallout London? Would there happen to be instructions on how to do this somewhere, or failing that, the documentation of the parameter so I can know exactly what to type in?
  5. Would that mean I'd have to be in the other Windows account to play modded Fallout London?
  6. As in, the most straightforward way to download and install mods for Fallout London looks to be through Vortex (as it is for most games that Vortex supports). I would like to be able to do that without having to give up my existing Vortex configuration for Fallout 4 and without having to allow FOLON to make changes to my Steam copy of the game. Hence, I'm hoping there might be a way to allow Vortex to install and manage mods to my GOG copy of the game, which has already been converted into FOLON.
  7. Hi folks, I bought a copy of Fallout 4 GOTY on GOG so I could install Fallout London from GOG in the most straightforward way possible. It does work, but I've now realized there are a number of interesting-looking mods for Fallout London that are best managed using Vortex. Problem is, I have an existing, extensively-modded Steam copy of Fallout 4, and I really don't want to kick it out of Vortex and lose all of my existing mods for the sake of my GOG copy. I know Vortex doesn't support multiple installs of the same game. But there is a method of creating new extensions for Vortex to allow it to manage new games. So here's what I'm thinking. Theoretically, if someone creates a Vortex extension that specifically supports the GOG version of Fallout 4 GOTY and no other versions, users who download that extension could point Vortex to their GOG installs of Fallout 4 GOTY and manage it separately from their Steam version. Since the Fallout London installation process changes those files, Fallout London won't need an entry in the Vortex mod list. Then those users could browse the Fallout London Nexus and use the Vortex download buttons to manage mods from the Nexus in Vortex like normal. Now, the last Computer Science class I took made my head hurt, so I'm not really in a position to create that Vortex extension. I'm also not entirely sure how Vortex figures out what game should be managed when the user wants to download a mod, so I don't know if this Fallout 4 GOG extension would have to be linked to the Fallout London Nexus somehow, and if so whether that might mess things up for people who installed Fallout London via Steam, who presumably are able to download Fallout London mods straight to their Steam installation through Vortex just fine right now. By that same token, I don't know if mods from the standard Fallout 4 Nexus would be supported under a Fallout 4 GOG extension, and if mods from both the vanilla Fallout 4 Nexus and the Fallout London Nexus could be installed under a Fallout 4 GOG extension at the same time. So I have no idea if this might work, and folks who know Vortex and the Nexus better than I do are very welcome to comment. But if some magnanimous soul would like to give this a shot and potentially save me and probably at least one other person who did what I did some grief, I'd really appreciate it.
  8. The game allows you to romance multiple companions, so it doesn't make sense to me why some companions don't like you flirting with other companions in their presence, or expanding your relationship. I know jealousy is still a thing in real polyamorous and/or open relationships, but this doesn't seem to be a direct-enough way of representing that for that to be an intentional design choice. I would like to see flirting and romancing other companions (and characters like Magnolia) be made neutral affinity actions rather than negative affinity ones across all romanceable companions. I would also like to see some changes to how companions interact with each other. Just as an example, Piper reacts negatively to Cait's "threesome" line. But if you're romancing both of them, and considering that both of them can date a Sole Survivor of any gender, I'd personally expect Piper to be open to the idea, or at least less snarky in turning it down. I'm sure there are more interactions like this. Replacing some of the dialogue and facial expressions in these interactions with other lines of dialogue or even "hmm"s and grunts, where appropriate, should make them more reasonable for if both companions are being romanced.
  9. It bothers me that there are red and white stripes as well as the ring of stars from the Fallout version of the US flag on the Minutemen paint for weapons and armor that is available on the Creation Club. I know that the Minutemen take their name and inspiration from a US Revolutionary War-era militia, but to me that doesn't necessarily mean that they have to be patriotic to the US. I think there's even a reasonable chance that many of them would see the USA as quite foolish, considering they were one of the main instigators of the Great War. I would much prefer a retexture of all the Minutemen paints (weapons, armor, power armor) to remove the US flag elements and replace them with the shades of blue and white that the Minutemen use, and/or the Minutemen emblem. I would greatly appreciate a mod that does this. I'm also willing to give it a try myself, if anyone knows how I could go about it.
  10. I've been streaming New Vegas on Twitch for the past few weeks with Stewie's Tweaks installed, and one of the features that that mod offers is that enemies that have been recently killed but not looted have a gray tick on the compass. It really helps me, because I want to get as much loot from each encounter as possible. I've looked, but I can't seem to find anything like that for Fallout 4. I know there's a mod to give unlooted corpses the same effect that you get on living enemies with Orange Mentats, but that's not really the implementation I'm looking for. Having a marker on the compass appeals to me much more. It could be as simple as having a gray version of the standard quest marker or enemy indicator, or it could be a unique icon, perhaps a skull (to symbolize the corpse) or a bindle on a stick (to symbolize the loot). If this sounds like an interesting project to anyone, I would be happy to help you test whatever you come up with. Just send me a PM.
  11. Ah... any chance you could delete the blank line at the top of the signature for me too? I tried to do it myself but it still didn't like the image being there.
  12. Hey, I'm having issues uploading an image to my signature. I have it hosted on Tumblr, which has worked for image hosting in Nexus signatures in the past. Here's the image: I'm trying to center it above my playtime stats. The error I'm getting is "Unable to retrieve signature image dimensions, please try another image." I would appreciate any assistance.
  13. Yes, PLEASE i need a quick loot, this game is awesome but this (and other as dirty) broke all experience GetYilked, what mod what do you mean? They didn't mean a mod, they meant that the game already plays faster looting and skinning animations if the body/carcass or player is standing in a position that doesn't work for the full animation. They went on to say that a mod should be created that makes the faster animations always play whenever the player loots or skins something.
  14. I would love to be able to come back to an area after completing a mission and letting the heat die down to find that all the bodies are still there and able to be looted. I don't mind the non-lootable ones/ones I've already looted despawning, but if there's loot to be had, I want a chance to grab it. I'm thinking bodies stay for one in game day, but this could be configurable.
  15. I suggest also allowing the player to pick up guns dropped by NPCs when they die, having them show up in your inventory as valuables (fairly or unfairly priced depending on a config setting) that when used in your inventory, are dropped on the ground so you can either pick them back up or swap one of your guns for them. I could see a case for it being its own mod, though.
  16. So I did some quick calculation and all of the plates you can buy with chips at the casino (in Sotenbori, at least) and then pawn for yen have a yen-to-chip ratio/value/etc of 66.666... yen per chip. This leads me to believe that in order to get the most value for money, you don't have to only buy and pawn the platinum plates, you can buy the max of all of the plates and you'll still end up with the same amount of money when you've bought and sold all your plates. So really this question is no longer necessary, but I think there might still be some value in figuring out just what all in YK2 can be modded.
  17. So I've won big at the Sotenbori casino thanks to the game's gambling cheat items, and I'm buying a bunch of platinum plates in order to turn those chips into cash. The problem is, the max amount of plates you can carry at once is 10, and I can afford way more than that. This means I have to buy ten plates, then run to the pawn shop to sell them, then run back to the casino and buy ten more plates, repeat. This is tiresome, and I'm wondering if there's a way to raise the max amount of plates (or, indeed, any item) you can carry at once. Has anyone encountered something that might make that possible when modding YK2?
  18. I have a midterm today that I've studied exactly one hour for... hopefully I've learned more than I realized!
  19. This request is purely about a scope with adjustable modification. Thanks for suggesting, but that mod doesn't fit my needs.
  20. Hey all, I hate using scopes and sights in Fallout 4, aside from the Reflex Sight, because when I'm using my primary weapon for long-range shooting and somebody comes up to me, I have no option to iron-sight aim at them without the scope becoming active and suddenly I'm studying the specks of dirt on the buckles of their armour, which throws my sense of direction off, means I miss more, and just generally annoys me. The Reflex Sight gives me good mid-range zooming (in my opinion, or IMO as the cool kids say) while also not being so zoomed in that I can't deal with things right in front of me, but sometimes I want to make a long range shot and I miss four or five times because I'm too zoomed out to hit the target. Other games that have a heavy focus on first-person shooting have scopes with adjustable zoom levels. I would like a mod that adds this into Fallout 4. If you'd like some starting ideas, every weapon that could have a scope should be able to have this adjustable scope on it as well. I'd be fine if it costs considerably more materials than all other scopes (might I suggest the highest cost of any current scope plus half as a starting point? It could be higher, do what you think you need to to retain game balance) and is likewise with its cap value. I'd appreciate if the levels can go from 0.25x magnification (effectively Iron Sight aiming) to the highest magnification available on any other scope. If you want to make any changes to those concepts, go ahead, I'll still use it because it's miles better than a non-adjustable scope any day. If you decide to pick this idea up, thank you so much!
  21. This seems devious, dishonourable, and downright immoral. I love it.
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