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Vrakyas

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About Vrakyas

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  • Country
    Germany
  • Currently Playing
    Stardew Valley
  • Favourite Game
    Skyrim

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  1. Well first you need to know how to write code in C# using Visual Studio, because all Portia mods (also all mods for Unity based games) are written in C# in .NET 3.5 or .NET 4.0 Then you should check the Unity Mod Manager wiki for instructions how to set up your C# project and how to start coding: https://wiki.nexusmods.com/index.php/Category:Unity_Mod_Manager You'll also need some tool to analyze DLL files, like dnSpy, to see what functions etc. are provided with a game.
  2. This is already in the base game: Open your handbook and look at the left side. There you can choose 3 different topics - one of them is "Items" Here in green on the left side: https://vignette.wikia.nocookie.net/mytimeatportia/images/f/f7/Handbook.jpg
  3. It just says "You have no file conflicts. Wow!"
  4. I created some mod dependencies for Stardew Valley, e.g. when a mod needs another mod to work. But how can I edit this rules again? There's only a minus-symbol for deleting when hovering the dependency icon. Are these rules stored in a file? Where is it located? (For Stardew Valley there is no "Plugin" tab like in Skyrim, whre you can do this.)
  5. This would break things, because this area is used for the spouses and their hobbies.
  6. Is there any chance to ignore specific files and/or file types when deploying mods? Because I don't want and I don't need those files for the mods to work. e.g.: desktop.ini (Windows) thumbs.db (Windows) .DS_store (Mac) readme.txt changelog.txt
  7. Thanks for the info to change the type to "dinput" - works like a charm (tested for SMAPI).
  8. Is it possible to include modding APIs/extenders like SKSE/SKSE64 (Skyrim/Skyrim SE) or SMAPI (Stardew Valley) into Vortex? So I can easily see, if there is an update available. At least SMAPI for Stardew Valley is available on Nexus, so information could be retrieved from there. I know that installing/updating those APIs/extenders won't work, as they are installed in a different location than the mods get installed.
  9. And why is there a download button for NMM on top of the site? "Install NMM 0.65.2" Shouldn't it link to Vortex instead?
  10. The issue you described is a "bug" in xnbcli i guess. I tried xnbnode instead for extracting. Here you get a .tbin and a .yaml file. And for opening the maps with tIDE, you don't need to delete the .png file extension.
  11. +1 Yes would be great to have this feature. I also don't want to have specific categories on the main page.
  12. You don't need this official HiRes DLC from LE, because they are already included in SE - or at least SE uses its own Hires textures. Maybe you have configured your monitor to have a warm color temperature? Then the screen will be more yellowish. You could test to reset your monitor to default settings or maybe just play around with the color temperature.
  13. Which graphics settings do you have set in your launcher? FXAA is a bit more blurry than TXAA. Do you use ENB? Maybe its settings are messed up? Try it again without ENB. Also don't install Oldrim mods/textures/meshes in SSE, try to find their SSE version on SE Nexus.
  14. I see you're using SkyUI, so I guess you're using skse64? Have you updated skse64 to 2.0.7 since Skyrim got updated to 1.5.39? Have you also updated all skse64 related mods/plugins? Especially the dll files in SKSE folder?
  15. I have installed many thousands of meshes and texture overrides, so your statement isn't correct. It seems you have some meshes and/or textures that are for Oldrim. Be sure your meshes and textures are converted to SSE compatible formats. Check the mod pages for new releases and/or check the comments for issues. For more info: https://afkmods.iguanadons.net/index.php?/topic/4633-skyrim-se-things-to-know-when-converting-standard-mods-to-sse/ TL;DR: Use NifScan (http://www.nexusmods.com/skyrim/mods/75916) to check for incompatible .NIF and .DDS
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