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Magiuss

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  1. A few QoL suggestions. All small in the scheme of things but they would make Vortex easier to work with and shouldn't be a nightmare to implement: - Rather than automatically resize the columns depending on the mod selected, could the user have the option for the name to have a max column width or concatenate to keep the column size steady? Some mods have LONG names and the column size flips back and forth sometimes and can be disorienting when scrolling down the mod list. - Sorting, please give the user the option to have mods with an available update (thus having selectable version options) sorted to the top. I have seen Vortex do this with uninstalled mods but not with installed/enabled ones. IF there is a way already, please do let me know as dumb me can't figure it out it seems. - That menu that pops below as multiple mods are selected? It's very useful, could we have the option to have it pop up by default, even when only one mod selected? Why? Because when the user has to scroll all over for the updated mods or just for cleanup and it happens to be just the one, then they have to scroll back to the lone selection to right-click or use the Status options to do whatever is needed. If the bottom menu is active by default (or if we could pin it), then it's a step saved. - When using filters at the top, we get a nice status at the top with a "clear all filters" button. Could we have it be part of the headers and not the list? That way it will remain in view rather move out of sight if we scroll around the mod list. Again, it would be a small but so welcomed QoL improvement. - When multiple versions of the same mod exist and it is not installed, could we have the option for the default version shown be the newest rather than the oldest? Of course, that would may mean having mod developers stick to a formal versioning format scheme... tall order the way things are now, herding cats and all that. :smile: Thank you all for your hard work.
  2. at least on my situation, some of FNIS animations have issues, the post below accurately describes which: https://forums.nexusmods.com/index.php?/topic/6125238-fnis-sexy-move-se/page-39&do=findComment&comment=62982981 Fore explained he ported what he could but that he didn't had a way to get the originals since the creators were long gone. So many of the animations have quirks.
  3. Thank you Shumkar. Really appreciate your help. I found what was the issue under my case, the built-in 360 animation from FNIS Sexy Move. The player character footsteps were silent unless the weapon/spell was drawn. Once I disabled the 360 option on the FNIS MCM the 3rd person foot steps sounds work as expected. Now I can search for a more specific problem, why do those animations break the footstep sounds.
  4. Guess I will keep this thread going. I am experiencing the same issue. Had sound, then it went away. Not much information around, this thread is still at the top. This thread does offers hints but it would be so much useful if people would type more detail on how they actually fixed the problem. Linking to mods would help if the mods wouldn't be taken offline with no hint of what they were. Back to searching... :(
  5. Insane. Its amazing the modding community has progressed to a point where an entire game is being recreated. Kudos to everyone in the team. Will be looking out for this one (and a way to donate, or send pizza, or beer, or coffee, or soda, you get the idea).
  6. Trolls will be trolls brother. Don't let it under your skin. We appreciate the work and the fact you are willing to share it with everyone.
  7. In response to post #10413419. #10414066 is also a reply to the same post. Sir, kudos for taking all these issues head on. Troubleshooting problems like this can be pretty frustrating (been working on networks for over 10 years myself, I can sympathize) so thank you for all your hard work.
  8. I am a lifetime member but I would be more than happy to donate towards the new infrastructure.
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