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SirArindel

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Posts posted by SirArindel

  1. Going to drop a feedback about a very particular thing. Apologies in advance if it was mentioned before.

    The mods in the Mods tab in the User Profile. When I look at this, it looks super cluttered. More details why below.

    Page.thumb.png.29fd2a5f788b95ca6660056e0355d0d4.png

    Specifically, this (the card UI, not the mod itself):

    Current.png.b0a50ae86cf596512dc34555bb293124.png

    It looks very cluttered. I struggled for a while to find out which game a mod belonged to. The upload date is right in the middle. I know that it's standard for news articles to have date right under headline/author but it just doesn't work here because there's too little space for so much info and so the date ends up right in the middle. In my opinion, it works better if the date is right under everything. This way it looks a lot cleaner, the mod name and its short description get closer together and easier to digest without the other details getting in the way.

    The game the mod belongs to should also be moved to the very very top of the card with the game's nexusmods color as the background so it's very easy to tell apart between games when using All Games in User Profile.

    I made a mockup in a few minutes in paintNET because I wanted to show how different it feels while having same info. The Tag and Author could probably be swapped I guess, maybe.

    Mockup:

    Suggestion.png.1fb45094de5f9cddab531113dfa0c6d6.png

    Now I don't know how it's going to look when put together in a page full of mods. Just wanted to drop my feedback here now because, to be honest, I actually got annoyed after struggling for a while to figure out where it says name of the game in those cards when All Games option is selected in Mods tab in User Profile.

    I assume this current card design would be used in main page as well once that main page new design comes so I hope it gets improved before we get there because I don't like the current layout of the card UI used for mods as is now.

     

    Cheers,

    Arindel

    • Like 6
  2. In response to post #64234211. #64234441 is also a reply to the same post.


    omega2008 wrote: Sounds great! It's been a long long while since I used Vortex. I wasn't using Vortex because I couldn't alter how mods overwrite each other when it comes to loose files so arranging the texture mods was a PITA.

    Is it possible now to alter the overwriting order of the mods in a easy manner?
    BigBizkit wrote:

    With Vortex you are able to resolve file conflicts on an individual level. Whether this meets your definition of easy will depend on you, but our team has done their best to make it as intuitive as possible.

     

    We have also written documentation explaining the process, with a texture replacer as an example: https://wiki.nexusmods.com/index.php/Managing_File_Conflicts

     

    I hope that helps to clear things up for you.


    Thank you, I'll check it out.
  3. Sounds great! It's been a long long while since I used Vortex. I wasn't using Vortex because I couldn't alter how mods overwrite each other when it comes to loose files so arranging the texture mods was a PITA.

     

    Is it possible now to alter the overwriting order of the mods in a easy manner?

  4. The key functions all work for me, I know this because Customizable Camera has hotkeys that makes use of almost all the functions mentioned here and they work just like in Oldrim. Has to be a script mistake somewhere there if it doesn't work for you guys.

  5. In response to post #37061470. #37061965, #37062160, #37062200, #37062315, #37062390, #37062560 are all replies on the same post.


    omega2008 wrote: The plugin.txt is back to appdata location, no longer in game's folder. Time for NMM 0.61.20 update since it doesn't actually enable mods now.
    SirSalami wrote: After double and triple checking, I can assure you that if you have the LATEST Fallout 4 beta patch (April 26), the game now utilizes the plugins.txt file that's in the install directory. The latest version of NMM indeed modifies this file successfully enabling the mods as intended.

    Perhaps you have either not updated the Fallout 4 Beta or have not updated NMM? If either of these are old, you will have issues.
    Underprivlidged wrote: @SirSalami,
    Does that mean if I update to the latest beta that I will be able to use my currently installed (non-CK) mods without having to use a wonky work around?
    I had to reinstall the entire game, DLC, and patches (besides the beta) to enable my mods after the last BS, so not trying to deal with no mods (meaning I won't play until a fix) again.
    omega2008 wrote: But that's the thing, the game updated again around 1 hour ago with this:

    Fallout 4 1.5 Steam Update (1.5.157)
    - Fixed issue with plugins.txt file being written to wrong directory

    Edit: The reply I replied to vanished while writing this. Oh well.
    Underprivlidged wrote: Same with my reply too. But the beta 1.5.157 has been out for at least a week now, maybe longer.
    hobblygobbly wrote: Edit: Nevermind it seems that NMM still is creating the plugins.txt in appdata, but there is also a plugins.txt in the installdir (there is also a plugins.nmm.bak in appdata, but not in the installdir). The plugins.txt in the appdata however is entirely empty (doesn't even have the # comment section), where as the one in the installdir does.
    Underprivlidged wrote: Oh, know what, I was looking at 1.5.147. My bad lol.


    @Underprivlidged:
    Nope, 1.5.151 was out for a week. 1.5.154 appeared earlier and now 1.5.157 appeared like 1 hour ago.

    Edit: I should note that I deleted both plugins.txt from appdata and from gamefolder. Game has made a new plugins.txt file only in appdata folder which led me to the conclusion I said in my initial comment.
  6. In response to post #37061470. #37061965, #37062160 are all replies on the same post.


    omega2008 wrote: The plugin.txt is back to appdata location, no longer in game's folder. Time for NMM 0.61.20 update since it doesn't actually enable mods now.
    SirSalami wrote: After double and triple checking, I can assure you that if you have the LATEST Fallout 4 beta patch (April 26), the game now utilizes the plugins.txt file that's in the install directory. The latest version of NMM indeed modifies this file successfully enabling the mods as intended.

    Perhaps you have either not updated the Fallout 4 Beta or have not updated NMM? If either of these are old, you will have issues.
    Underprivlidged wrote: @SirSalami,
    Does that mean if I update to the latest beta that I will be able to use my currently installed (non-CK) mods without having to use a wonky work around?
    I had to reinstall the entire game, DLC, and patches (besides the beta) to enable my mods after the last BS, so not trying to deal with no mods (meaning I won't play until a fix) again.


    But that's the thing, the game updated again around 1 hour ago with this:

    Fallout 4 1.5 Steam Update (1.5.157)
    - Fixed issue with plugins.txt file being written to wrong directory

    Edit: The reply I replied to vanished while writing this. Oh well.
  7. In response to post #35649942.


    Pridornta wrote: Noone and I do mean NOONE will ever turn off adblockers no matter what kind of incentives you try to use. I can assure you of that. People hate and despise all forms of advertising, especially those that have the audacity to try and infect your pc with viruses. Most people wont even take the chance, just in case. I am one of those people, though lucky for you I am a premium member. I only do that because I use this site a lot and felt it was the right thing to do. The only way I can see you getting anywhere with advertising is by simply not doing it and finding another source of income, or at least sticking with what you have. Adverts turn people away.


    Don't speak for everyone. I turned adblock off simply because I know the website needs big money to run, didn't need incentives to do this. The ads aren't annoying here, they're actually easy to just ignore.
  8. Hello

     

    I'm trying to do smoother WASD movement myself, but currently I have no idea how to simulate deceleration since releasing WASD just stops the character instantly.

     

    I hope someone can help me finish the final half, the deceleration.

     

    This is the code, but I'm aware the method used here may not be really good:

    It's running repeatedly at every 0.1s.

    scn 007WASDsmoothSCR
     
    Begin GameMode
     
    if player.IsMoving != 0
       if player.GetActorValue SpeedMult < 100
          player.ModActorValue SpeedMult 10
          player.ModActorValue LeftMobilityCondition 1
          player.ModActorValue LeftMobilityCondition -1
       endif
    elseif player.IsMoving == 0
       if player.GetActorValue SpeedMult > 10
          player.ModActorValue SpeedMult -10
          player.ModActorValue LeftMobilityCondition 1
          player.ModActorValue LeftMobilityCondition -1
       endif
    endif
     
    end
    
    
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