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IMNdi

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Everything posted by IMNdi

  1. No, I give up. I can't read the font, it's buggy, crammed, unstable and so far up its own design it's unusable. Fortunately, I realized that NMM is still being updated and the only regret I have is that importing things to Vortex made my old setup not work. That's hours of work I am not getting back. I didn't realize that Vortex is the work of whoever did Mod Organizer, if I did I would have stopped banging on about fonts, colors and bad UI seeing how he's been doing it for years and shows no signs of function over style. (The ***** font is 4x5 pixels, white on light green. I can't believe this UI was made by someone developing professionally. There is no keyboard navigation. Icons are 14 pixels, white on light orange, 1 pixel line. God damn a regular monitor is 75 DPI, a letter is 5 human hairs wide how do you not understand UI?) I'm pressing Post on this before I type 2 more pages in frustration. TL;DR NMM still works, is still being developed.
  2. a) Most games don't have registry keys they use config files so they can be deployed in whatever configuration is needed and ported to systems that don't have registry (a Windows only feature). Most are in the game\config folders (in a portable configuration). Games that support Steam Cloud are even more fixed in their configuration and they are tied to the Steam installation, game ID and user ID. b) Most games that have centralized settings save them in user profile mapped folders, meaning they are per-user anyway. As are most used registry keys (HKCU). You can set a game to run-as, pulling the needed hive at will.
  3. a) Yes. b) D:\Games\FO4 and D:\Games\Fallout 4 New c) I have 2 NMM installations, like the initial post states. I have a D:\Games\NMM and a D:\Games\NMM2. There's also a D:\Games\Nexus Mod Manager because it's there before NMM supported FO4VR standalone and you could use a clone to manage it as standard FO4. I assumed that using simpler paths would be easier, so D:\Games\FO4-1 and FO4-2 with NMM-1 and NMM-2 was simpler for an explanation. The reason for those names is historic, as both FO4 and NMM went through several identities, they were installed back in the Oblivion/Skyrim days. Steam allows you to install games in whatever folder you want, several identities can have different games and you can freeze a game in spite of Steam's stubborness if you don't go online (permission fiddle). I tend to save things in D:\Games for all games, regardless of launcher because it makes space management and backups easier. Having frozen games is critical for games in Early Access, as well as obsessive fiddlers (I'm looking at you, KLEI). d) Because Steam sucks. Namely, Steam refuses to allow you to freeze a game version, you MUST update and that murders mods. A mod enabled game has to be able to be frozen, otherwise you may find your favorite game destroyed by a savefile that is on top of a tower that no longer exists and will never exist because you can't revert versions and the tower doesn't work in 1.4. As a result, I pick the most widely supported version of the game (let's say, 1.3.1) and freeze it. Then I troll the Nexus for mods that support 1.3.1 and my configuration of DLCs at the time and mod the game. After that, it's frozen with a few minor caveats: Savegames need to be prefixed so you know whose game it is, which is easy since most Bethesda games put the character name in the save. That game can now be played for the next 10 years. Should I ever decide to try again, install to a new folder (hence the Fallout 4 NEW folder name) and new NMM installation (NMM2=tests), manually add the game to the new NMM and make it handle nmm: links. Then troll the nexus for mods that fit 1.4 with Far Harbor. If I like it, it's now the new folder. If not, delete the folder, delete NMM, old game still works. e) I get what you are saying, and, law aside, if I bought it and I own it I can have 35 versions as long as I am the only one playing it. My conscience is clean. And yes, if you were wondering, it's easier if you just use a copy that fell off a truck but as I have shown above you can have multiple copies legally by having multiple Steam users and installations. You can also trick Steam by straight up copying the folder and whatever copy you launch is going to call up Steam and Steam is going to give it a thumbs up because you own the game. The (minor) downside is that you need to make a shortcut to the exe not the standard steam: link. I realize I'm special but this is the home of the fiddlers, right? f) Far Harbor was on sale. Do I buy Far Harbor and destroy my old game with 220 mods? or do I never ever buy any addons out of fear? If your copy IS off the back of a truck, the answer is easy. Copy/paste the folder, try, if it's bad restore from backup. If your copy is legit, well, sorry to say, but any modification of the game insta-updates it to versions 1.4.1 which is no longer supported by AWKS which means that no X armor crashes X armor mod Y which crashes Z. You know how this works. Versions are fragile. Especially new patches that take WEEKS to be supported. There are mods that are no longer maintained. Some mods were deleted by people with fragile personalities. There never will be more copies of those mods. Let's say that a .... uhh ... friend of mine REALLY hates roaches. And this wuss friend of mine has a mod installed, called DeleteRR, a mod that replaces all radroaches in FO4 (and FO4 VR, ESPECIALLY IN VR OH GOD WHAT WAS I THINKING) with molerats. Now, this mod was (possibly) abandoned by the creator (last update 01 Dec 2015, 3:50AM) and that the game was played through and in its entirety there are 0 left roaches. An update comes. Ugh. I just want to play. I want to click, hear the music, load, shoot people. I do NOT want to fire up Steam, see it "update needed" and when crash or worse, f*ing Roach O'clock because Diamond City has a crooked stair they needed to patch. You say you can't think of a reason to have one more copy. - To have a copy that can be backed up and restored so it won't get stuck importing or installing whenever I switch profiles. For example, my current game is unplayable, NMM and Vortex had a fight and it won't load any mods. Vortex won't import NMM profile. NMM hangs when switching profiles. No mods load. I don't have a backup. - To protect it from changes & updates - Privacy/safety from other players on the same machine. I'm an adult. I may have kids. (I don't) - To have it frozen, click and play, as we used to when we were kids. No microtransactions after the sale, no reverts, no progressive patching of the game to disallow killing of children. They are in the way of progress. They are all in the way of progress! [minigun spin] I NEED THE SPACE TO BUILD! sorry.
  4. Few questions as I oil my noose: a) I maintain multiple copies of games because of several reasons. NMM has an installation path and a way to store settings inside that folder, so, for example: I can have D:\Games\FO4-001 for me with a D:\Games\NMM-001 for me too. These would work in tandem and maintain my game. My girl can have D:\Games\FO4-002 for her with a D:\Games\NMM-002 for her. These folders may or may not be the same version of NMM OR the game (I keep mine frozen to maintain mod compatibility) Vortex seems to insta-deploy to C:\program files\Whatever which, no offense, could you not, mate, space on C may be at a premium this is my machine. Other than that, I see it maintains a per-user hardcoded path of settings and the like, making multiple copies impossible as they would share settings (i.e. install incompatible mod versions). The profile feature seems to handle different mod configurations but not different game paths/versions or mod versions. TL;DR Question: Can I have 2 copies of a game and maintain them separately or do I need to revert to NMM? b) The application has detected that a file is missing (I did it, I admit, I moved a tool outside its download location). Vortex refuses to import the profile because inconsistency. I have downloaded the .zip file and replaced it. Then it complained about the exe file (deployed tool). I manually fixed that. Now it still complains. I have deleted and uninstalled the mod from NMM. No use. Why does it have to autistically refuse to import when it has not only 250 mods it could import and can't import 1, it has a button to "not import" the broken one and still the button is disabled. I'd rather have an incomplete 250 mod list that a complete list of 0. TL;DR Question: Is there an obvious but easily missed way to partially import a profile? (i.e. salvage what's left of the mod list) c) Seeing how unwieldy this program is (bordering on Virtual Machine, why won't you let me manually add games as I like?), is there a way to import a list of mods at least, from my account? Say build a list of mods I have downloaded and just one-click re-add them from my download history? Or is that a case of "nobody knows what FILE you downloaded so it's never going to happen"? TL;DR Question: Any chance of automating the process of painstakingly re-adding all my files in from the web?
  5. Few questions as I oil my noose: a) I maintain multiple copies of games because of several reasons. NMM has an installation path and a way to store settings inside that folder, so, for example: I can have D:\Games\FO4-001 for me with a D:\Games\NMM-001 for me too. These would work in tandem and maintain my game. My girl can have D:\Games\FO4-002 for her with a D:\Games\NMM-002 for her. These folders may or may not be the same version of NMM OR the game (I keep mine frozen to maintain mod compatibility) Vortex seems to insta-deploy to C:\program files\Whatever which, no offense, could you not, mate, space on C may be at a premium this is my machine. Other than that, I see it maintains a per-user hardcoded path of settings and the like, making multiple copies impossible as they would share settings (i.e. install incompatible mod versions). The profile feature seems to handle different mod configurations but not different game paths or mod versions. TL;DR Question: Can I have 2 copies of a game and maintain them separately or do I need to revert to NMM? b) The application has detected that a file is missing (I did it, I admit, I moved a tool outside its download location). Vortex refuses to import the profile because inconsistency. I have downloaded the .zip file and replaced it. Then it complained about the exe file (deployed tool). I manually fixed that. Now it still complains. I have deleted and uninstalled the mod from NMM. No use. Why does it have to autistically refuse to import when it has not only 250 mods it could import and can't import 1, it has a button to "not import" the broken one and still the button is disabled. I'd rather have an incomplete 250 mod list that a complete list of 0. TL;DR Question: Is there an obvious but easily missed way to partially import a profile? (i.e. salvage what's left of the mod list) c) Seeing how unwieldy this program is (bordering on Virtual Machine, why won't you let me manually add games as I like?), is there a way to import a list of mods at least, from my account? Say build a list of mods I have downloaded and just one-click re-add them from my download history? Or is that a case of "nobody knows what FILE you downloaded so it's never going to happen"? TL;DR Question: Any chance of automating the process of painstakingly re-adding all my files in from the web?
  6. In response to post #24607824. #24608079 is also a reply to the same post. Well, the nexus actually profits from the service it provides, not the modders per se. I'm not saying that they are not critical to the Nexus' existence, but it's not like they take a cut. I didn't support the modders when I supported Nexus, I supported the servers, the community, the service. I believe they are fairly separate entities and if the guy who owns the site has a gold swimming pool (probably not), I wouldn't say he got it of the backs of poor modders. Modders wanted to provide free content, but had no means to list, advertise, and serve the content. I believe this is a win-win.
  7. In response to post #24607414. #24607549 is also a reply to the same post. @foster xbl "If everyone else can profit from an authors work, they should be allowed to as well" This literally never happens. Either a mod is free, and the author gets 0 or 100% of donations (and nobody else gets cash) or it's not free, in which case a part of the cash gets to the developer, and the rest is taken by Valve and Beth. "Set a price for your creation, list it for sale in the Steam Workshop, and earn a portion of sales" - Steam Workshop page. Where in the name of all that is good did you get that _everyone_else_ can profit? Is there a scheme where SOME profit from mods that are not authors? ETA: I believe I replied in the wrong place -_-
  8. In response to post #24607179. "Skyrim only runs with Steam" *cough*
  9. In response to post #24601619. Piracy is a symptom of a bad product. If Bethesda wanted to do good, they would adopt mods. Take the best mods on the Nexus, pay the developers a sum, by contract, and add it to an official mod server. That way, mod community struggles for quality, to get listed and some cash, Bethesda has some quality control, and, with hand picked mods, they offer a better deal and they would recoup their payments in half an hour. Good devs get money, bad devs get an incentive, Bethesda gets money and good press, and we get a better product. Problem solved. Partial implementations of this is seen with Don't Starve. Kley runs its own free community, and has the workshop as an easier alternative. They disallow monetization AFAICT. Also, no offense to all the Skyrim lovers out there, but Skyrim kinds stinks. Without mods, it's as bland as water. I'm sure that they understand a lot of us wouldn't have bought Skyrim if we knew mods would be monetized. IMO, I believe that Beth thinks Skyrim to be dead. Cash prolly stopped, nobody cares, they thought they could get a bit of press and a boost by running something with Valve. I'm certain that 3 years later Skyrim is effectively dead as far as sales go. Maybe they thought they have nothing to lose. Valve throws in a free weekend, free 24h mods, maybe users forget to return them in 24h and bam! free money. Who knows. One thing is for sure, piracy is going to really be an issue if they make mods monetized. Not only is TES6 not going to be worth the money, since they essentially sell the platform, but since I now no longer have the ability to disconnect my mods from my Steam, how likely am I to buy it? More or less?
  10. In response to post #24605909. What an alien concept. Giving something to a community. Can you imagine? Open source, free software, free browsers, free books, free music, an entire world out there. What, soon EVERYONE will have access to culture. Makes my blood curl. No, I say, how dare people GIVE these away? Bathe them in ads, lock them away, heck, better they rot in a cellar and bring 5 cents than to let them greasy users enjoy them. Also, is it me or are you way, WAY missing the point? Either mods are free (donations, which are 100% to the dev) or monetized in which case the company takes a cut for storefront. In neither case companies make money and devs don't. What are you on about?
  11. In response to post #24599954. #24602409, #24606049 are all replies on the same post. It's not curated, so, technically, they aren't responsible. Isn't US law great? The worst they will get is a DMCA takedown aimed at Valve which, in turn, will kill your mod even if it's not infringing, because heck, why would they care, and maybe get your account suspended or killed because you failed to abide by the ToS. You might gave recognized the shape of the **** inside your behind as being YouTube-shaped. Youtube ToS, Point 5.D "YouTube is not responsible for the accuracy, usefulness, safety, or intellectual property rights of or relating to such Content"
  12. In response to post #24594599. #24595064, #24597874, #24598129, #24598509, #24600934, #24601064, #24604279, #24605234, #24605519, #24605574 are all replies on the same post. I have also seen the light. This site has better presentation, a better installer for mods, way better mod management, and, unlike the tripe I expect the workshop to become, this has actual feedback going on. Also, if I knew mods would be monetized, I would not have bough Skyrim. With no mods, the darned thing is not worth the money. And now that I bought it, rules change. It's a good thing this site exists. And for a couple bucks or ads. Seriously. You don't want to know how much I spent on my phone -er- software. I wouldn't even blink at 3 dollars for an app, yet it took this long to support the nexus. I'm weird. Maybe you need an app?
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