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Odyseus77

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  1. @ Jeux: First, your eyes can not see beyond the last edit of his posts! Second, I do not know why you're throwing in my face the work he does. Because a) I already know all that, b) at any time and in any of my posts I have demanded anything from anyone, and c) I'm NOT like 90 percent of Nexus users who believe that the modders are obliged to work for them! Third, I already know of the possible "hiccups" and "corruptions", and I'm helping anyway! Which you can translate to "I'm present during his struggle, without expecting to be present during his success." Got it? So you better not talk about something you do not know because you have not seen the whole picture! @ Cyberlazy: Do you remember the patches that I've been doing to extend the Craft Master filters to other mods? Those same patches you asked me to share with you and I agreed willingly to do so? For THAT I was using those examples in my previous posts!! That's why I used the word EXAMPLES, you know!? And in response I see you commanding me not to touch the files that are on MY computer!! @ pippinstrano: I have no desire to help people who ONLY accepts feedback from the people who donate money to them!! So, good bye and good luck!!
  2. Awww. Now you get it!? After sending me to f*** myself you caught it!? I thought that I had already made it clear in all my previous posts that I do not want to use another mod installer!? PERIOD I already gave it a try! Installs perfectly! Uninstalls perfectly! I like it! But I do not want to use that ModFusion functionality! PERIOD Now, knowing all this. Do you want to continue to accept my feedback? Or are you going to continue with your shitty attitude? Because if it is the latter, I just follow my way and I will not bother you anymore!!
  3. Because I have already installed and activated Case.esm in my load order. I just want ModFusion to install patches based on my current load order.
  4. Hmm. I'm setting ModFusion to only install patches for mods already installed and enabled on the load order. Are you saying that the statement ifmodenabled is required for ModFusion to process the install.ini file? The adobe example should look like this? The last endif should go there?
  5. Oh!! Come on!! It is not so long!! LOL I wanted to put spoiler tags before, but nexus just gave me a database error when trying to edit. So, then the same example above corrected, would look like this? Is used correctly ifinivar in this example?
  6. Hello, people. @ Cyberlazy: It's ok to open an installation block with two ifactive=? I'll give you a practical example.
  7. Hello, people. And that's why I suggested not to waste time with the implementation of installers. ModFusion have to consider the installation cache of NMM/FOMM, either by creating its own cache or by creating complex scripts/bat files. And even doing so, all that is destroyed by the CRC check that Wrye Flash does. Furthermore users who already use a mod installer/manager have no desire to try a third mod installer/manager. And 90 percent of authors do not even take the trouble to make its mods compatible with the two existing installers/managers. I even think that the title of this post drives away potential readers. IMHO Too many headaches to no avail. My initial intention with this post was to report any bugs that I have found using ModFusion. But as I have not found any bug, I will briefly describe a situation that ModFusion helped me to solve very quickly. I was observing that a lot of my weapons were firing invisible projectiles. On top of that, I was having crashes at a specific point on the map. Every time I walked into that cell, a NPC who spawn there produced an instant ctd. Long story short. I was able to narrow the problem to a plugin created by myself, in which I had "fused" a bunch of patches manually. This plugin screwed by me, contained a lot of leveled lists with lots of <Error could not be resolved> records. My first thought was. "Oh, no!! I have to reinstall all those patches, and merge them manually again!! Not this time!!" So I used ModFusion to create a single patch. I just had to run ModFusion and I got a patch created on the fly based on my load order. Simple, without installing anything nor merging plugins manually*. After doing all this I wanted to know why this plugin had all those <Error could not be resolved>. The problem turned out that I had changed the load order of one of the masters. *sigth* *I use FNVEdit to merge plugins manually, because when using FNV Plugin Utility to merge plugins automatically, sometimes I've found duplicates FormIDs inside the merged plugin. @ JeremySargent: From what I said above, you better not take my load order very religiously!! LOL I'm like you, my knowledge is based on good documentation. And yes, I have to admit that the Wrye Bash documentation is a bit esoteric and above that is based on another game (Oblivion). But I also have to admit that if they had entered into more detail on what they have written, that documentation would be kilometric!! LOL About patches. People seem to only see black or white. When they read that a mod has conflicts with another mod, it seems that they think "Oh, no! My computer is going to explode!!" LOL 50 percent of the conflicts that I have are with NPCs who end up having different hair styles, eyes, etc. I do not even bother to fix those conflicts anymore. And 90 percent of the patches that I use are to extend the functionality of one mod to other mods that I use. It's really very simple. What complicates everything is the amount of patches and the fact that everything has to play nicely with everything. Here is where I hope ModFusion will solve the problem. :thumbsup:
  8. Not going to like what I'm going to say. But I'll tell you anyway. I think you should focus all your efforts in the patches installation feature based on the current load order. To install mods we the power users already have Wrye Flash (Yay, I'm a power user! LOL). BAIN is unmatched by any other application to install mods. You can install hundreds of mods with just one click. I can throw hundreds of files inside the data folder manually to test mods quickly, and BAIN can clean all those files with just one click. And so I could go on listing the hundreds of other features. And yes, I know that FOMM can do things that Wrye Flash can not do. But I already know how to edit a text file to make work an UI mod. ¬¬ What I mean is that you should focus on a feature not available in any other application. Because right now, to install a mod like WMX for example, we are forced to install dozens of patches for this mod to play nicely with the rest of the mods in our load order. And dozens of patches means a nightmare for the load order!! That's the potential that attracts me about your application. Double click and Boom!, 20 patches installed at the same time on a single esp loaded at the end of the load order. Although, I'm also very attracted to the idea of adding tweaks like game settings, the ability to sort items by renaming and the variation in size of the NPCs *wink*. Yes, I know, there are plenty of mods that do all that. But none of them work optimally. Because either they make use/abuse of scripts that run almost constantly and/or they are just simple overrides that can cause conflicts. Well, just my two cents. Keep up the good work!! PS and off topic: What the heck is HTRP!? Man, I hate acronyms!! :thumbsup:
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