Jump to content

masternetra

Supporter
  • Posts

    88
  • Joined

  • Last visited

Everything posted by masternetra

  1. Yea, you should read the description tab of things before you download them, helps a lot as Tannin even tells you this.
  2. I suppose it could incorporate notification of updates, originally, recovery was what I was thinking, but hey if it could serve multiple purposes, why not? Edit: Plus come to think of it, Nexus tracks what you've downloaded anyway, the real addition here would possibly be adding to the list from imports (even if the imports are just listed and non-downloadable).
  3. Yea, with today's 0.12.8 release I still can't import from NMM and NMM was installed and setup on it's default settings.
  4. Program itself seems to be in english but i can't really tell since im hitting a wall at this point: https://i.gyazo.com/aab13d2ace2fdbdff5791a1cc0d0acdb.mp4 Did you get and login into Vortex the day it was First release? E.g. part of the first 1000? If not you can't use Alpha. If you were then just login, should open a browser to the nexus where you scroll down click the button tell the site the authorize vortex.
  5. Some ideas that I think should be part of the basics; --- * Dismiss All Notifcations - Should be part of the basics actually, with downloading and activation of mods the notifcations can really build up and dismissing one by one gets really annoying as many users can attest to I'm sure. The Dismiss All option of course should rest above all the notifications. *Ability to disable notifications for Downloads/Imports and Mod Enable/Activations. *Enable / Disable All for Mods and Plugins. * The ability to select multiple files on Import (and it of course just queue them). --- An idea for when the basics are ironed out, would like to see; --- * Vortex storing the list of mods you were using on your Nexus Profile. - With also allowing you to re-download them (queue them all if you want, if they are located on the nexus site of course, those not linked to a mod on the nexus site would just be a simple entry, so you know what you had/have)/ Would make life a lot easier for those who have to reinstall everything, either from a reformat, getting a new computer/hard drive, or had got rid of everything because they move on and then came back, or whatever. Wouldn't think this would be a real strain on site resources or any thing as your not uploading the mods themselves to the profile or anything like that, just data entries. Could even set it up to where people could share their lists with others I suppose, don't care if that part is implemented or not though, copy and paste being what it is.
  6. I had that issue where after installing 0.12.7, you couldn't manage ANY game, it would error and not allow activation/management of a game. This is, for me at least, has been resolved with today's release of 0.12.8, try downloading and installing 0.12.8 and try again.
  7. I don't have access to Vortex yet, so I may be talking out my butt, but I've ready every message posted so far and I've yet to see one person show one concrete, real world example where Vortex's method does not work, where Vortex's method is more cumbersome, etc. It's different. Trying to use it the way you used previous managers makes it cumbersome, but using as it is intended should work, with less user effort. Theoretically. Again, I don't have it. I'm just trying to get my head around it. But I don't see one concrete example where it does not work, where drag and drop ordering is needed. Vortex by default does it automatically (you can turn the auto-sort off though and just run it manually). As for where it is needed, it's needed with managing conflicting plugins,yes you have "priorities" but that is needlessly more complicated then it needs to be. Having loot manage by default is fine, but drag & move is still better way of dealing with mod conflicts in the manner suited to the user's interests.
  8. Loot is fine and all but there are mods that conflict with each other and some people may want a specific one to override the other in the conflicts for X reason(s). Using priorities instead of drag and move complicates things more not simplifies them.
  9. Great. of course with the update I can't start managing any games now. I reported via the bug report and probably via feedback initially. Try to add them a error occurs (or loading screen displays until forced quit) and the game does get moved to the managed mod category in games, BUT they error out still when trying to activate and they don't activate, seems update broke that.
  10. Thanks,I had went to check the place we originally got the thing, and it was closed at the time so i thought I couldn't download it again. But no I was logged in and using vortex prior.
  11. Had to reformat computer and lost the alpha installer so that ended that, guess I'll have to wait until full release, good luck everyone.
  12. There isn't even a Fallout 4 VR section on the nexusmods site, it might just be there preemptively.
  13. Downloading mods with Vortex works fine for me. I dunno what browser you are using but under Settings > Downloads (in vortex) there is a option to fix nexmod links for chrome, so if you're using chrome you should fully exit chrome and try running that.
  14. Trying to Help isn't the problem, it just gets annoying when people keep trying put forth things that were already addressed and seemly don't pay attention to what you said. Plus messing with Vortex is stressing me somehow. My first post I DID addresses the point with using the commandline for -editor with " ... and linking to NVSE as target and adding -editor (or just editor) to commandline doesn't work for it. " I also did say clearly I was talking about launching the GECK through NVSE with "Doesn't handle custom targets, so can't run the **NVSE version of GECK** through Vortex. ..." Sorry for being annoyed, I appreciate you trying, I'm just getting irritated with dealing with Vortex.
  15. Did you not read my initial message? It doesn't work. I said that from the very beginning...
  16. Not when doing the -editor thing, trying to launch GECK with it, not the game. Attempting to run it with "C:\Program Files (x86)\Steam\steamapps\common\Fallout New Vegas\nvse_loader.exe" -editor OR C:\Program Files (x86)\Steam\steamapps\common\Fallout New Vegas\nvse_loader.exe -editor in the target field, It fails to run. You can launch the game just fine, just can't launch the GECK through NVSE with it, which you have to do to mod with NVSE.
  17. - If ease of use is what they're going for NMM still has the edge, especially with managing plugins, there is currently no clicking and dragging to change plugin order or anything like that. - It's import from NMM completely lacks support for custom install locations. - Doesn't handle fomod stuff very well, had to repackage NVAC and install it from file. - Doesn't handle custom targets, so can't run the NVSE version of GECK through Vortex. (NVSE requires a shortcut target like ["C:\Program Files (x86)\Steam\steamapps\common\Fallout New Vegas\nvse_loader.exe" -editor ] to launch and linking to NVSE as target and adding -editor (or just editor) to commandline doesn't work for it. -It does seem to be more stable then NMM so there is that. - Would like to see the ability to import existing save games from the Game's directory. - Personally think Games, Extensions, and settings could go under a drop-able section just below dashboard, where you can just click a Arrow next to preferences to show and select. - Needs the ability to disable top notifications for Downloading/Installing/Uninstalling/Enabling & Disabling mods, it gets super annoying. The orange circle with numbers in it next to downloads / mods / etc are more then sufficient for many of us.
  18. In response to post #57209051. #57209221 is also a reply to the same post. No, they tell how it works in the message, first 200 unique downloads at a time. While you slept other people from other parts of the world are up you know. People just clamoring for it is all. It's hidden again, next opening will be 10pm GMT time. You have to be REALLY quick and pounce on it asap.
  19. As many of you know with modding, if you add plants that start off as disabled and is enabled via a script or whatever, pretty much everytime you leave the cell and come back (e.g. go into a interior and go back outside) the plant instantly respawns (also true if you simply hide the plant below the terrain to move it back up via script). Fortunately it seems the plants produced by the placeatme command don't seem to suffer from this bug (if you just place and at worse change it's angle and scale, dunno about enable/disabling placeatme items or changing their position). Some example code: set PlacedRef to GFMaize1.placeatme MaizePickable set RefAng to GFMaize1.getangle z set RefScale to GFMaize1.getscale PlacedRef.setangle z RefAng PlacedRef.setscale RefScale In that scenerio I had placed disabled verisons of the plant to work out placement, angles, and scaling and just gave the placeatme plant the disabled one's angle and scale information. Hope this helps.
  20. I just curious as to what "Turn Off Fire" really does to the object that is eligible for it? Does it like turn off the whole blow up thing with cars that take too much damage or something? Not clear and the Geck page that lists it has literally nothing for it's description.
  21. The thing the minimal requirements don't always mean I can't play something if I technically don't meet them. Like for skyrim, for instance my cpu is well below the listed requirements but because of the whole cpu + graphics card integration. I am able to play Skyrim on medium settings without much lag. Judging what I ACTUALLY can't play often requires me to test it out. Granted Fallout 4 was quite the stretch, though again before a certain patch I was indeed able to play it (laggy as f***, especially in town), though it wasn't bad in and out of the vault and around sanctuary and such. I think Bethesda did something around 1.3 or 1.4 that made me unable to play afterwards, at least reading around has lead me to suspect this. Oh well, my refund on steam went through though, so it is refunded. "Asking a refund for a game of which you knew beforehand that your PC was far below the required minimum specs to run it will be met by cheers and whistles by Bethesda..." Sarcasm, I assume. I don't see how it would matter considering if I never had got it to begin with they'd still would have made the same amount of money anyway, Which would be minus my contribution. So no actual harm done there.
  22. I guess I gotta get a refund... I mean it seems like a update somewhere along the line KOed my ability to play, I mean don't know what else to do.
  23. Specs shouldn't matter as I pointed out I've ran a previous version of fallout 4 before. But have AMD CPU (x2 cpu 1.35GHz ea) integrated with Graphics card (radeon 2) 1GB video ram (I think), 4GB of ram (I know amazing I was able to get it working at all before, but I can play skyrim on medium settings with minor lag). Setup with potato settings and 512 textures it runs, laggy as f*** but it runs or did. Don't have any of the DLC's btw. As for the hard drive, not experiencing ANY issues in that regard with anything else. Nothing at all to suggests Hard drive is the issue. Edited: Also tried disabling intro video, still nothing. :/
  24. So I reinstalled Fallout 4 and while my machine is very much below the requirements I was able to get it to run in the past, with potato level settings and 512 textures, but even leaving it vanilla I was at least able to get to the main menu. Now at version 1.8.7 it ctds before the main menu every time. *The game is unmodded currently. *I've tried disabling the AV *I've tried re-verifying *My graphics drivers are up to date Not sure what else I can do about it.
×
×
  • Create New...