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SwedishTom

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Posts posted by SwedishTom

  1. Darn, the more I read about Vortex the more I wish I had tried and got my hands on a copy to fiddle around with. But I'm not a modder and neither a hard core gamer so never bothered, thought others would be better having one since it was a limited supply of them. Can't wait until the 12th of February to come around though and hopefully get one then, So looking forward to see what all the fuss is about. :tongue:

  2. so far it's possible to change game content, i.e. insert items and such. What you want is engine related.

    I prefer the bars as they are in an rpg but to have somewhat solution to your request an external tool could display those values.

     

    It's needs to be constructed like cheatengine for example, to find the experience value then display it (not in game but some kinda overlay window).

    Or, even simpler, if you provided the pointer address of experience for example using cheat engine only the displaying part would be left.

    But those pointers may change especially in times of ASLR.

     

    (Too busy atm but I'll keep your request in mind.)

     

    Ohhh I see. Then quiet harder then I thought it be. Ahh well, thought it was worth asking. It's just that with the cold bar, since the cold is rather important in the game but you have no clue part from the wording. Luckily someone has used the cheat engine and made a list of the different grades so can look at that for a rough guess as to where one are in that regards.

     

    https://steamcommunity.com/app/411300/discussions/0/1479856439023485648/

     

    Thank you for your reply @shak-otay, much appreciated ! :cool:

  3. Not a modder but have great respect for those that can mod games, so though I ask to see if this is possible to do or not with the game.

     

    Is it possible to make a mod so one can see the numeric values on the Experience and Cold bar in the stat screen, instead of that bar which makes it hard to know where you at really ?

     

    Thank you for reading and for any and all possible suggestions ! :cool:

  4. Hey all,

     

    Had something interesting happening to me yesterday. Wanted to have a look and possible play around a bit with the Skyrim Creation Kit and found out it could be downloads through Steam so did that. But it didn't want to start so searched the net and saw it sometimes can be abit tricky and to click on the exe directly instead. Went to my Skyrim folder and got a slight shock (ok, a very big one ! :ohmy: ) the folder was almost empty ! No Mod Organizer, ENB or TES5Edit folder there.. and no SKSE files either.. almost a bare folder. Was going to Restore to a previous version but realized only my C drive was being saved, not my game drive. :sad:

     

    Soooo... luckily using the MO so after I installed that one again I could see my missing ESP's from my last save and started downloading them all again and installing them. Finally done now with them all, and hopefully also those that not having ESP's but was in my Nexus download history as well.

     

    So... now my question is this... With the entire MO folder and all having been destroyed and now it been reinstalled how will that effect things in my MCM menu, like Timing is Everything where I had delayed Dragonborn and Dawnguard for later levels and other mods. Slightly concerned that if I try and run the game now things might go pearshaped with having lost all mods as descriped above ?? Any advice or is it just for me to take the plunge and hope for the best ?? :huh:

     

    Not sure if it is needed but here is the mod list as well, and it all been sorted by LOOT too:

     

    # This file was automatically generated by Mod Organizer.
    +Light Ebony Armor - Armadura Ligera de Ebano
    -A Quality World Map and Solstheim Map - With Roads
    +Enchantment Reload Fix
    +Lockpick graduation by Lilyu
    +HiRes Legible Road Signs
    +CC's Enhanced Ore Veins - 2K
    +aMidianBorn Imperial Forts
    +PapyrusUtil - Modders Scripting Utility Functions
    +Skyrim Bigger Trees
    +Clothing and Clutter Fixes
    +Uncapper for Ordinator
    +Skyrim -Community- Uncapper
    +SKSE ini pre-download for lazy users
    +When Vampires Attack
    +Wet and Cold
    +Weapons and Armor Fixes Remade
    +Whiterun Apartment
    +Female Facial Animation
    +Fix Lip Sync
    +EzE's Colored Map Markers
    +Follower Trap Safety
    +SIM - Skyrim Interface Makeover (Fhaarkas Font Mod)
    +Wiseman303's Flora Fixes
    +Vagabond Armor
    +TTYM - Think To Yourself Messages
    +Skyrim Weight Improvement
    +Skyrim Coin Replacer Redux
    +Simply Knock
    +Wildcat - Combat of Skyrim
    +Skyrim Realistic Archery - Bows - Arrows - Crossbows - Bolts
    +Run For Your Lives
    +The Riften Garret
    +Smelters for Riften and Solitude
    +Real Names With INI Update
    +No Snow Under The Roof
    +Predator Vision - Vampire Werewolf and Khajiit
    +Longer Durations and Annoyance Fixes + GDO Patch
    +Less Intrusive HUD II
    +Leather Backpack - v0.5
    +Learn Alchemy From Recipes
    +Immersive Weapons
    +Immersive Armors
    +Hold Border Banners
    +Guard Dialogue Overhaul
    +Gildergreen Regrown
    +Flora Respawn Fix - Harvest Overhaul Version
    +Harvest Overhaul
    +Bandolier - Bags and Pouches
    +Convenient Horses
    +Tamriel Reloaded HD
    +Climates Of Tamriel-V
    +Hunterborn Campfire Patch
    +Hunterborn
    +Ordinator - Perks of Skyrim
    +Frostfall 3.4 Release
    +Wearable Lanterns
    +Campfire - Complete Camping System
    +Acquisitive Soul Gems Multithreaded
    +FileAccess Interface for Skyrim Script - FISS
    +Timing is Everything - Quest Delay and Timing Control
    +CLARALUX - More and Brighter Lights
    +Static Mesh Improvement Mod
    +Skyrim Flora Overhaul
    +SkyFalls + SkyMills
    +Enhanced Lights and FX
    +Bring Out Your Dead
    +The Choice is Yours - Fewer Forced Quests - Improved Dialogue Options
    +Thieves Guild Requirements
    +Enhanced Skyrim Factions - The Companions Guild
    +Better Dialogue Controls
    +Better MessageBox Controls
    +Book Covers Skyrim - Compatibility Patch Collection
    +Non-Automatic Skill Books
    +Complete Crafting Overhaul Remade
    +Even Better Quest Objectives
    +Cutting Room Floor
    +Book Covers Skyrim
    +All Thieves Guild Jobs Concurrently
    +A Matter of Time - A HUD clock widget
    +Inconsequential NPCs
    +3DNPC
    +Winter Is Coming - Cloaks
    +Cloaks of Skyrim + Dawnguard
    +Beginner's Shack - Starter home
    +Conjurable Chest and Crafting Furniture Spells
    +Fast travel timescale fix
    +Extended UI
    +moreHUD
    +Immersive HUD - iHUD
    +iNeed - Food, Water and Sleep
    +Realistic Water Two
    +RaceMenu
    +SkyUI
    +SKSE
    +Unofficial High Resolution Patch
    +Unofficial Skyrim Legendary Edition Patch
    *Unmanaged: Dawnguard
    *Unmanaged: Dragonborn
    *Unmanaged: HearthFires
    *Unmanaged: HighResTexturePack01
    *Unmanaged: HighResTexturePack02
    *Unmanaged: HighResTexturePack03

     

     

    Thank you for taking the time reading the above and for any suggestions you might have !

     

    PS: I hope this is in the right part of the forum to ask.

  5.  

    I have found that anytime I disable an installed mod through NNM then the whole set of mods I have installed are unmarked. I have gotten used to going into the plug-in tab on NNM and selecting the enable check mark and enabling all mods, even though they show as being enabled. This way, when I exit NNM and start the game, only the mods I disabled will actually be disabled and all others will be enabled.

     

    Too many times, I have disabled a mod, closed NNM, and started the game only to find that all my mods were disabled. I would have to quit out of the game, go back into NNM, enter the plug-in tab, and enable the mods, then restart the game. This way, if I enable before I exit NNM, the mods I want will be activated when I start the game.

    If you have the most recent version of NMM, might want to report that bug. I can't confirm, as I went back to the 0.61.18 version when they messed things up with .19 and .20, and haven't bothered updating since.

     

    It works perfectly fine for me, and as they seem to have been basing their recent changes on the way Bethesda is doing things, I don't plan on updating until they fix all the things that were broken in their attempt to follow a broken system (when they had one that worked perfectly fine before hand).

     

    I am on the latest version, 0.61.23 and have no problem, each time I start it or add/remove a mod the * stays where it should. I did have same problem as you when the 1.15 patch come out though, that the * vanished. But now it all working just fine, for me that is. If junglerat70 using the latest version and the mod's get disabled, then report the bug, it shouldn't do that now.

  6.  

    In response to post #37179945. #37180065, #37187110, #37187155, #37187485, #37187870, #37188675, #37188720, #37188775, #37189305, #37189815, #37189895, #37190980, #37193285, #37212065, #37219065 are all replies on the same post.

     

     

     

    bben46 wrote:

    Answer to: Mods being disabled every time - or asterisks being removed. Same thing. You need to set your plugins.txt file to read only AFTER activating all of your mods, (Activating the mods in NMM puts in the asterisks for you)

    To find the plugins.txt C:\users\Your user name\Appdata\Local\Fallout4\ Right click,on plugins.txt, left click on Properties and put a check in the box that says read only then click apply and then OK

    krwada wrote: I tried this ... The game still does NOT recognize that there are MODS installed. It runs OK, but NO MODS!

     

    Version 1.4 did not have this problem.

     

    I wish I could roll 1.5 back to 1.4

     

    I cannot do this... or at least, I do not know how to do this.

    TylersInsanity wrote: I'm having the same problem. I usually know how to handle modding issues but right now I'm at a loss.
    scarab77 wrote: Negative. This does not appear to work at all.
    MorganEriksson1 wrote: i tried it and it kinda works still gives me the theres content that can not be blah blah but it dosen't say any mods names only a # or something but i load it and it works but everytime i start nmm i need to do the same thing again it hasen't been like this before nmm always did it for me i am also getting fps drops now witch i haven't got before even with ultra settings andd also for people how dont find the appdata folder try to type this in the windows search bar %localappdata%\Fallout4 it works for me could not find the C:\users\Your user name\Appdata\Local\Fallout4\
    cormell wrote: Where's appdata? Must be in a different place in Windows 7 Can't find plugins.txt either.

     

    Thanks Morgan. I should have read all of the 379 posts. lol

    RaffTheSweetling wrote: appdata is exactly where described by bben46. On my computer it is in C:\users\Administrator\Appdata\Local\Fallout4\

     

    Inside this folder I currently have:

     

    DLCList.txt

    loadorder.nmm.bak

    loadorder.txt

    Plugins.fo4viewsettings

    plugins.nmm.bak

    plugins.txt

     

    (edit - sorry for confusing some names in earlier edit of this post.)

    VulpineWolf wrote: @cormell

    It's a hidden folder, you can get there by going to %appdata%.

    Basil_oz wrote: The appdata directory & plugins.txt file are hidden on a lot of systems. You need turn your options to "show hidden folders/files" in the control panel. Best to google this to find out how to do it on your system.
    bubinga64 wrote: Just to help, on my system Windows 10 automatically undoes the changes for whatever reason even after saving. Once you asterisk the plugin names, save, close and reopen to make sure it stays.

     

    I have to copy the file, make the changes, then overwrite the original file for the changes to stick. I'm not sure of the root cause. I've had odd problems with win10 since it launched. It also borks the NMM config file on me every time win10 updates so I have to go in and delete that just to get NMM to open. NMM makes a new one when you delete it.

    rayhne wrote: I activate all my mods through NMM and it always removes the *.
    bubinga64 wrote: Question to bben46,

     

    NMM has prompted me every time if I would like to allow it to set the file to r/w instead of read only while NMM is active. I haven't verified that it actually works because I've been manually managing the plugin.txt file. Is that a beta option that doesn't work yet? I'm asking due to your post.

    Claysson2 wrote: Happened to me, turns out I needed to update my F4SE Version to 1.13 . The F4SELoader.exe starts the game before the Fallout4launcher.exe has a chance.

     

    http://f4se.silverlock.org/

    Augusta Calidia wrote: @bben46 - Does NMM automatically convert "plugins.txt" to "read only" if you launch Fallout 4 (or Skyrim or Fallout NV or whatever) using NMM?

     

    I ask this question because every time I've inspected the Appdata "plugins.txt" file, its properties were NOT set to "read only." Furthermore, I have not myself reset the properties because Fallout 4 has run quite well without me doing that. Yet everything I've read indicates that the "plugin.txt" file must be set the "read only." Hence my question - does NMM reset the properties automatically to "read only" when the game is launched through NMM?

     

    Thank you in advance for helping me in my confusion.

    jake1976 wrote: I been finding that I have to set the file from read only, manually put in the *s then save then set it back to read only, as every time I activate something thru NMM everything gets de-activated...

     

    Knock on Wood this has been only way I can keep my mods running... its a pain, and I got a shortcut to the folder with the plugins text but it works...

    DPnavpoc wrote: I tried this and looks to be working for me. My fingers are crossed that it stays this way.

    It doesn't. Installing or unistalling mods will reset it, then you'll have to reactivate all the plugins then set Plugins.txt back to read only. Hoping for an update to NMM soon.

     

    As ZombieArron said, it don't help with having the plugins.txt opened, but it has helped me slightly though, as explained below.

     

    Hopefully this helps someone though. I have made the plugins.txt file in AppData/Local/Fallout4 to readable, each time (only 2 so far) I installed a new mod I check the plugins tab, they all showing they are ticked but opening the plugins.txt file they are not showing the * infront of each ticked mod. All I have to do is untick the mod I just installed, then retick it and all the mods are ticked back as it should be for me.

     

    Incase it matters I using the latest NMM, v0.61.20 and F4SE 0_01_13. Have played a couple hours and so far all good. Ohh and not playing on Survival Difficulty either, incase it makes a difference.

  7. Yeah, for some reason Profile 1 f*#@s with the mods in Profile 2 as well. It's pretty weird.

     

    Yes I noticed that as well when I was going back to take some screen shoots of the changes made. For some reason 1st Screen Shoot showed with the Vivid Fallout Texture mod, all the rest showed vanilla texture. Even after a restart, 1st one with mod rest vanilla, very strange behaviour and pretty useless. :sad: And no, that is not the mod I was testing out. Both profiles has the exact same mods, part from the 2nd Profile has the Spring Cleaning mod installed, which is the one I wanted to try out and was going to take screenies comparing the difference before and after using it.

     

    Now, as to my question in the First post, have I asked in the right forum to start with or is it just something one have to live with ?? If so, sure hope the NMM team has this in their log of things to fix one day, I do realize it is not a major thing maybe, compared to other and more vital functions of the NMM.

  8. Hi all,

     

    Since it is almost 2016 lets starts with wishing you all a Happy New Year !! :dance:

     

    Then to my question. I just made a 2nd profile in Nexus Mod Manager to play around with a certain mod without risking my main game. After I done that for a while, I saved the game for the Second Profile, switched back to the Main Profile to check and noticed that the Top Saved File was automaticly the Last One that I made, the one from Profile 2. I really thought that a Separate Profile would have Separate Saved Games as well but that seems not to be the case, or did I do something wrong ??

     

    Not that it is that hard to find the right Saved Game (for now ! :tongue: ) for the Main Profile, but if wanting to have a Second Profile to play around with mods without breaking the main game, wouldn't it be easier if there also was two Separate Saved Games Folders/Paths ? I hope this make sense for anyone reading it. :smile:

     

    Any and all information would be greatly appreciated !!

  9. I not posted anything in regards to this Workshop issue, mostly due to I am to new to the modding community, but what I saw him go through no one should have to endure. I love his Arissa - The Wandering Rogue follower mod and the Wearable Lantern mod (which saved me when I was doing Dragonborn and was searching for those Black Books, so much easier with the Lantern on your hip since I not a mage character and some part the shadows could hurt you so yeah, his Wearable Lantern mod was very handy there ! :) ). Another one of his mod's I be going to try out one day is Frostfall, reason I not using it now is that I am still doing my first play through on Skyrim so still learning the game. =)

     

    I hope he will be back with the community soon again ! =)

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