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Gribbleshnibit8

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Everything posted by Gribbleshnibit8

  1. In response to post #54666293. #54666368, #54666408, #54666463 are all replies on the same post. Nothing was supposed to be in the middle that I can recall.
  2. Just gonna put this here... Nexus mods circa 2009. There was an awful lot of fuss when this design was abandoned for what is (more or less) the current design.
  3. In response to post #54662603. Not you, it's just flat out slow as... idk, a sloth? It's bad, needs serious work. The search is the primary thing that keeps me going back to the old design.
  4. In response to post #54662403. Game mods might be PC based, but I think Nexus is in the best place to know where their views are coming from. I'm happy with a mobile friendly interface, browse mods while waiting in line at the store, download and play at home. On the point of wasted space, can't agree more. I pointed out issues with that when they allowed modders to look at it a while back. Was ignored of mostly dismissed on the issues. Nothing I can't fix user side, but annoying that nobody sees issues with wasted vertical space.
  5. In response to post #54662273. https://rd.nexusmods.com/newvegas/mods/categories/ Categories groupings are still available, their location in the menu changed Mods > Mod Categores is now right at the bottom above the divider for the My Activity section. I don't see any mod list option that doesn't show the short description along with it. List view and Big Tiles shows the most.
  6. In response to post #49984342. #49985262 is also a reply to the same post. A lot of extra work that would quickly go out of date. Not really possible, no matter how convenient it'd be.
  7. In response to post #47378955. #47379635, #47380245, #47380310, #47380615, #47380650, #47380665, #47380780, #47381010, #47381020, #47381085, #47381190, #47381300 are all replies on the same post. Seriously. This is the only thing that matters to me. While FOMM and NMM's installation method were OK, they were also awful, left (for Bethesda games) the game folder cluttered with files, and made it incredibly difficult to really get a handle on load order and precedence of loose files. Please do not steal from us the only good mod manager that has ever existed and replace it with something that isn't any better than the much older offerings.
  8. In response to post #46762810. #46764220 is also a reply to the same post. OK, and that's not a bad idea. But it also reinforces a "popular mods are popular because they are popular" theme that is unfortunate on all of the Nexus sites. Many of the first mods that come out for a game get lots of endorsements for being first when there are a lot of users. As users taper off, endorsements are fewer, but often (always?) mods continue to improve in quality as the game ages. This leaves the often early popular mods highly rated while mods with more actual time investment forever remain low and unseen because there just aren't enough people around to push them up into visibility. Staff Picks, to me, has the feel of a "These are the mods our staff enjoy/use the most, they are the best", even if that's not the intended purpose, and I know it's not. But as new users come in they see this. Having already highly rated mods they can easily find listed as "the best" by the staff, when said mods are already rated as "the best" by the community just furthers "popular because popular". The alternative would be the current list of "Here are the mods our community thinks are the best." with an additional "Here are the mods our staff have seen that might not be rated best by the community, but we feel really show off what the community can offer."
  9. I would like to see the staff picks for games like Fo4 and Skyrim (and others, but these are the 'big' ones) look at mods that are not in the top 100 files lists. Showcase some of the more hidden gems out there, anyone can find a top 100 mod.
  10. In response to post #41269180. On your last point, mod authors can add a NMM button to download the 'main' file now, a file you specify as the desired main download. You can also remove that button but leave it on the files, forcing the users to at least go to the files tab.
  11. In response to post #41271475. #41271555 is also a reply to the same post. You say that as though anyone reads the descriptions even after clicking through to the mod page...
  12. Are the current sprite pages going away? Will this be more CSS driven? I ask because I'm a bit of a fan of customizing sites to suit my own look, and the current design pretty much rules out anything like making mod descriptions wider so as not to waste 40% of my widescreen monitor, etc.
  13. In response to post #41057460. #41057755 is also a reply to the same post. Premium is even better. Support the site AND get rid of ads.
  14. Question. Why were all passwords not forcibly reset as soon as you learned about the stolen database data?
  15. Pretty sure the download history is used by more than just you (as in mod metrics and stuff), and is made visible more as a courtesy than anything else. Lets you see the stuff you've downloaded in the past, not meant as a place to track mods you're using. That's what the Tracking system is for.
  16. Was just going to check on my mod page on my phone. Loaded the New Vegas Nexus main page, not signed in, and clicked the mod link. Loading the mod page with ads loads part way then reloads and cannot be taken back. The new URL is http://www.mobiflood.com/g/?cid=572ae6b56e955251d6000004&utm_sub=11276319258 It then pops up a very 'engrish' page telling me "[my] Google has been infected and needs to be scanned"
  17. I can't speak for paint.net, I used gimp with whatever DDS plugin it either cimes with or I found several years ago. I think dxt5? If you want to send me a PM I'll take a look this evening.
  18. If you're using the most recent version of NMM, you need to report this on the NMM issues forum. Whatever they changed in the most recent version seems to have broken a lot of scripted installers. Again. Try uninstalling MCM, then install PN, then reinstall MCM.
  19. Everything related to sprint is in the PNxCSprintMain script and quest. You'll need to look in there. I know off the top of my head that the controls for strafing are disabled in the script, to prevent you from using it, probably because it would look really weird. You won't be able to make any changes to it from console. Mouse sensitivity is also handled through that script.
  20. It's not an option. You try sprinting around at angles not straight ahead and see how easy it is.
  21. You can put the check in a GameMode block running on a container or some other activator object in the cell. The problem with that is that it will check every single frame, which could potentially have performance issues. The alternative to that would be putting the script in a quest, and then having the quest delay set to some multi-second delay, which would help cut down on performance issues, but would have delays between adding to containers and the update. There are ways around the second issue, but that's starting to get a lot more complicated.
  22. For the first one, you should have another if block for each bottle of water to display. if (bottleCount == 1) enable 1 endif if (bottleCount == 2) enable 2 endif etc etc For your second one, you have two options, move the bottled water to another container, with only bottled water (to make it easy to select) and then open that container to the player by using container.activate player, or provide some kind of message box with buttons for "take 1" "take 2" "take 5" etc.
  23. To everyone complaining about losing their mod installations. You do realize you're using free software provided by people who make their income off of an ad supported site that you use for free where you download free mods made by people who are only compensated by your comments and endorsements, right? On top of that, NMM is provided as, and very explicitly stated to be a BETA. While it has been in beta for a long time, what this means in software terms is that while the core features exist and work, unknown issues could and most likely do reside in the code, because the software has only been tested by a few people internally to the developers. Software goes into beta testing to get a lot of people to test it and find all the bugs so they can be fixed. This is good as it helps find bugs faster, this is not good in that sometimes fixing bugs or changing features can break things for the people using the software. Tl;dr, You're using free software that is stated as being likely to change at any time. Get over yourselves.
  24. if (XmarkerRef.Enabled) XmarkerRef.Disable else XmarkerRef.Enable endif That should disable if enabled and enable if disabled. You don't need to link the terminal to the xmarker if you have given the xmarker a unique name, just us the unique name in place of 'XmarkerRef'.
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