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croc123

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Everything posted by croc123

  1. The point to this whole thread is that if a page 'could' morph into several pages, then there should be some kind of way to go to the next page (at the least) at the bottom of that page. Apparently this issue has already been resolved in the next rebuild, so I look forward to seeing how it happens.
  2. what do you mean? those are at the bottom as well. The most recent instance that irritated me is in 'Images' where on some mods they go to many pages. And no 'next page' at the bottom. What you are encountering must be on your end. The page selection appears at both the top and bottom of the page in both the mods section and forums section in my browser. It seems to indeed not be on any file page's images tab. There the only paging bar is at the top, nothing at the bottom. This particular section of the file sites will most definitely have a completely different structure though during the site redesign that's currently in the works. How exactly it will look though I can't say. There's been lots of news articles about this and its then-current state with pictures and stuff over the past. So if you're curious, I suggest searching them up and looking for yourself. Both Drake and croc have me really confused as to what they are talking about. If I go to Nexus Site Forums/ Commenting/Image Topics, at the top of the page is 1 of 37141 with the 1,2,3, next >> selection boxes at both the top and bottom of the page. If I go to the individual game page and click on images, there is a selection option at the top of the page and bottom of the page. If I knew how, I would imbed screenshots in this POST. The best that I can do on short notice for those that are confused... http://www.nexusmods.com/skyrim/mods/59192/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D59192%26preview%3D&pUp=1 Now go to the images tab, scroll to the bottom of the 1st page and look for a 'paging bar'.at the bottom. Thanks Drake for picking up on this, I hope that you can pass it on to the site rebuild team. (and hope even more that it is not too late to make it into the rebuild)
  3. what do you mean? those are at the bottom as well. The most recent instance that irritated me is in 'Images' where on some mods they go to many pages. And no 'next page' at the bottom.
  4. A minor irritation of mine is areas that can have multiple pages but only have a 'page i, 2, next..' bar at the top. If you were doing this to save resources somehow, then for logic's sake put it at the bottom! If though, as I suspect, it is just an oversight, then please consider correcting this during next site upgrade I will thank you in advance for saving what hair I have left.
  5. The forums are listed, as best as I can tell, in the same order as the games listing on nexusmods' home page. That listing order is by the most mods per game to the least. So, what you are really asking for is a way to sort the forums by name. However, I want to see them sorted by date, and joe blogg wants them sorted by... Doable, but.
  6. There is a new version out, 1.8.7.0. I notice that it is already on the weebly, but that might be scripted...
  7. If you had planned ahead, you'd have a backup of 1.7.15 and 1.7.19 fallout4.exe. (as well as their respective f4se counterparts...) FIRST thing I do when I get a new fallout4.exe is copy it, and name it to the version. Then, if there is no updated f4se, I delete that exe and copy in the previous one. This works for me... I normally keep two back versions of the fallout4.exe and the f4se files I also have version controlled customcontrolmap.txt files. It is a bad habit I learned from using Skyrim and Oblivion.
  8. I cannot find an annotated copy of the CustomControlMap.txt file. By 'annotated' I mean like 'VATS Section' 'Workshop Section'... So, some questions. 1st, does anyone already have what I am looking for? 2nd, what is the comment mark? Semi-colon? 3rd, I notice some commands have two (or more) listed keys - Rotate lock, for instance, 0x57,0x53,0x41,0x44 (w,s,a,d). Can ANY command have two? (I like to use space as 'enter', for instance.) 4th, does anyone have a clue what keys are hard coded? Thanks for any info....
  9. The 'secret cure' for nuka world workshop menu baldness is to load all of your esp's into fo4edit (the default is 'all ticked' anyway...), PATIENTLY wait for the message in right hand pane "Background Loader: finished" and then type in the editor id search box (left pane, top...) workshopmenumain This should bring up the "Fallout4.esm \ FormID List \ 00106DA2 <WorkshopMenuMain>" (as seen on the top left header). It should also show the conflicting mod(s) Either correct the offending mods or remove them from use. Adding the raider and cages forms in is not THAT hard... right click on the empty space above the offending mod's menu list, select 'add', then drag the needed menu item over from the fallout4.esm's menu list on top of the new 'null' entry. Do it as needed for other missing entries. Then move as needed, as the items are in the order of appearance (right click, move up / down to suit). Exit, do the suggested save.
  10. f4se team, I know that you are all busily beavering away at the new upgrade, but I may have found a 'bug' in the 1.7.12 version. Running f4se, I cannot build the power cycle 1000. Launching with just the fallout4.exe, it builds just fine. Perhaps it is just me, but thought you should know. I'll keep a copy of the fallout4.exe ver 1.7.12.0 for future testing, as well as the new 1.7.15.0, and will double-save my game just before building the cycle if you all need help verifying this. If there are any logs that you need, just ask. Thanks for all your good work, gentle people.
  11. I Hve recently tried to download several files, one ot them being 'witcher 3 HD Reworked Project'. each time I try to d/l this file, I get a sophos web protect popup that scand the filem tells me it is OK, then suggests I collect this file 'here', being a url for a server within Sophos network. However, whenever I try to retrieve the file, I always get 'server not found' My Laptop does not use Sophos there no Sophos entries in the registry.
  12. Ian, I know that right now ANY ask is a BIG ask... But if there is no change in the customcontrolmap.txt, could you either just don't include it or comment on it in the readme? I guess that SOMEONE could try using f4se for the first time on any version, so I guess that just leaves commenting 'No change in CUstomControlMap.txt from previous version...'.(See what I did thar? Copy Pasta...)
  13. How to address this from a modder's point of view...? I don't make mods, not really. However, I DO have some IP out there, and have had to engage in some legal jousting with some rather large Goliath-types. And that is what this is about, not mods per se' but about IP. Yours. It seems to me, reading this commentary, that Bethesda are not really taking the issue seriously. So DO start filing DMCA notices. Meanwhile, take some measures to protect your IP. Copyright is rather easy, in some parts of the world it is as simple as stating 'this material is copyright by...' It is a crying shame that Bethesda has become so big that their users no longer matter to them, but their legal staff still take (big) bites out of their bottom line. If they don't care about YOU, then bite them in the pocket. Often, and as hard as you can. Make them HATE you. At least then they will respect you enough to finally pay the attention that should have paid all along. So, protect yourself AND your IP. Someone tries to use your IP, bite them. Hard. Often. Legally, if necessary. If there is enough theft coming from this website, then I would think that a class action against Bethesda should be possible if they don't pay enough attention to the DMCA requests. Remember what happened to Mega... Sorry that it has to be this way, but Goliath won't respect you until you pop him one right between the eyes... Do it now, and do it often. Do it before they try to 'monetize' it. Again.
  14. Something that hasn't happened to me on the Nexus has now happened: Your site (probably your ad provider) is requesting me to log into google user content. Specifically, I am getting this warning from the EFF's Privacy Badger application when going to 'Emergent Design Curie V2'. "Logging into Google User Content can allow it to track you around the web." Emergent design's URL: http://www.nexusmods.com/fallout4/mods/6522/? Not much of a worry to me, but it is a rather sneaky way to plant a rather permanent cookie. Hope for all our sanity that the next provider is better.
  15. A couple of questions... First, is there an annotated map anywhere? Like, what section is workbench... Second, I notice some double - key mappings, usually wasd with their corresponding arrows. Will it hurt if I made enter and space double entries? Edit: As to double key mappings, at least mapping [enter] and [space] together works.
  16. If I am correct, there was no control map change. However, in the control settings on the launch page, there is some quacking about 3rd person / workshop changing to middle mouse button? (still seems to map to 'V' for me...)
  17. I wish someone that is runing mods on version 1.5.151 would be so kind as say what their 'secret sauce' is. I've tried the standard add two lines in fallout4 ini archive section, and one line in the prefs ini under launcher and 'new game'crash. Removed all mods from my plugins.txt file, sameo. Run default ini files, fine, but no mods of course. Run the three needed lines in the custom ini, 'new game'crash. Hmmm... Could f4se... mumble...
  18. That's MY problem... I just wish that I could remember it all... Sorry, go back to troubleshooting now...
  19. To avoid any confusion on my part, you are referring to the CustomControlMap.txt in the f4se_0_01_06 as having been changed, yes? There was no change in the control map in the 08 file?
  20. For the OCD amongst us... I noticed today that selecting an element in terminal mode (Console mode? Without a console?) seems to be much more difficult. As in, one needs to do a tcl, get REALLY close to the item, then go into console and select it. Dunno if Bethesda made the background boundaries larger, or what. I noticed when I was building a bunk shack at a new settlement, it required rather high foundations to clear the terrain, so the doorways needed short ladders. For me, these do not snap in place easily, so I just get 'em close then adjust the final position in console mode. Today I could not select the ladder until I tcl'd in really close - like close enough that the ladder rungs were almost full screen width. Then I could select them and get their ID codes to come up. Further out, all I could select was background codes. Any one else notice? (I'm not really OCD afflicted, I just like knowing that there are twenty two telephone poles on the right side of the road to where I eat lunch...)
  21. ianpatt, I thought that is what I was doing by using the older customcontrolmap file. I checked back, re-read Behippo's comments on the patch and noticed that there is another WASD block near the bottom of the file that is removed in the new version. I will try that. Q: What do you guys use to de-compile Bethesda's control map?
  22. Bethesda has changed the keymapping (As noted in behippo's 1st page post). I tried using the customcontrolmap.txt from the f4se 0.1.3, to no avail. Haven't looked into it too far yet, and (being lazy) would prefer it if someone could just spoon feed me a solution to move the new beta's keymap back to the original keymapping. It was just so much easier using the 'e' key to select (in workshop mode) rather than the 'enter' key. Now I just jump around a lot. (I usually swap the 'e' key and the 'space' key...) Issues that I found with trying to use MY customcontrolmap was not being able to 'take' things from containers. Out in the open on desks, counters, floors, shelves etc. fine. In desks or ammo boxes (what I tried) no good. Nor could I transfer.
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