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Modding Bethesda Games on Game Pass - What we know so far
DaveClaw replied to Pickysaurus's topic in Site Updates
In response to post #92057638. Check for the 3-vertical-dots button next to the PLAY button as described in the article. If the button exists and has an Enable Mods option then you should be able to use at least some mods if not all. -
Modding Bethesda Games on Game Pass - What we know so far
DaveClaw replied to Pickysaurus's topic in Site Updates
In response to post #91955663. #91980893, #92004163, #92005323, #92007078, #92015173, #92035723, #92041663, #92072548 are all replies on the same post. Game Pass is DRM-locked downloaded games. It is not streaming. Game Pass is a great way to play 100+ games. Yes, if you enjoy one of those 100 enough to want a permanent copy then it makes sense to buy the GOTY edition a couple of years later for $20. Meanwhile you've saved paying $60 each on many games. I played Outer Worlds day of release with Game Pass. It was fun but I'm not feeling any urge to replay it unlike my 1,000+ hours in Fallout 4 and eleventy playthroughs of FO 1-2-tactics-3-NV. The $60 I didn't pay paid for months of Game Pass by itself. -
I disagree, it works great for Fallout 4. Though I only installed around 15 mods, not "600 to 1,000." Perhaps I'd have problems too if I added another 985 mods to the list.
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C:\ is a more protected location in recent versions of Windows. If you create the folder as Documents > Vortex instead that might work. The path is then C: > Users > YOURNAME > Documents > Vortex If you have a second hard drive, D: > Vortex would also work. That's much safer than turning off UAC.
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I'm interested in adding my first F04SE mod, the one that allows achievements: https://www.nexusmods.com/fallout4/mods/12465?tab=posts In the Posts, it's noted: "I can confirm that this mod still works with the latest version of Fallout 4 (v1.10.120) and the latest version of F4SE (build 0.6.15). Make sure that F4SE is up to date, and as others have mentioned, you must use the f4se_loader.exe in order to use this mod and any other F4SE enabled mods." Will adding FO4SE and making it primary do that automagically? I'd be using some cosmetic mods, the achievement mod, and FO4SE with the Steam version of F04.
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Remember: no matter where you go, there you are.
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Vortex - Something I'm Extremely Irritated About.
DaveClaw replied to ModsByAlex's topic in Vortex Support
Link to GitHub for NMM development: https://github.com/Nexus-Mods/Nexus-Mod-Manager Ask the developers there to fix things like large mod support. Development takes effort, and resources are finite. At work we have long lists of features on the roadmaps, and we pick which ones will make it into the next release. "Just do all of them" is never an option. Just my opinion: Vortex is a clean, modern and flexible application designed from scratch as a cross-game mod manager. Splitting work between it and old duct-tape-and-baling-wire mod managers would be a waste of their time. -
Yes, much thanks for Vortex! Things like the seamless integration with nexusmods.com (mime type for downloads, nice!) made adding mods so much easier than before. I've had to RTFM a few times now to figure things out, and I've posted a couple of suggestions for idiot-proofing the UI (not that I'm admitting to being an idiot...) but that just means I think Vortex can be made even better.
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That's true. MD5 of 1 small file = trivial. MD5 of 100s of files or even a few large files = you'll notice the wait. If mods included a GUID in their metadata, they could possibly include metadata saying "ignore supposed conflicts with (other list of mod GUIDs)". But if the mod maker got it wrong because one of the mods changed its version of the overrides then obeying that suggestion would break things. Vortex is doing a good job already, and I guess there's no easy way to improve on the current design. I'm asking for magic, just like our customers do at work :)
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Modal browser window for web URL needs close / cancel button
DaveClaw replied to DaveClaw's topic in Vortex Support
Interesting, I thought I tried that, but perhaps I clicked on the "wrong part" of outside. I'll still argue the UI would be improved with some visible way to close it instead of relying on a click, like the X used for image popups in most web UIs, or an X on the frame itself like with standard Windows windows, or a big CANCEL button to tell Vortex that you've changed your mind about using this URL. -
Fallout 4, I was building a mods list for a new playthrough. I added CBBE, then CCO Saucy Settlers. Vortex handled them without needing to bother me. I then added CCO Vulgar Villains. It includes identical changes to some of the same objects as CCO Saucy Settlers, but Vortex saw that as a conflict and fired up a giant tree of modified resources to confuse and dismay me :smile: I Read The Friendly Manual (wiki) on mod order rules and that resolved it, but: It would be nice if vortex could compare the overwrites, determine they are the same, and so not need to bother me about the not-really-a-conflict. Or if mod makers had a way to include metadata that mod A was making the same overrides as mod B.
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I did something dumb because I hadn't downloaded any mods from Nexus since before the last website redesign or two. Then Vortex did something dumb in response :) On the download page for Fallout 4 mod CCO Saucy Settlers there is no Vortex button because there is a choice between two versions of the mod. You get to the choice by clicking the ( Manual ) button. I pasted the (Manual) button's URL into Vortex, after which it popped up a browser window showing the choice page with an ad (so I wasn't logged in in that window) and more important, *no obvious way to close that modal window* . The window was missing the standard Windows corner [x] to close it, and there was also no CANCEL button on the frame around the web page. Since it's a modal window you also can't switch back to the main Vortex window. I ended up right-clicking on Vortex in the task bar to close it.