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GothikaGeist

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About GothikaGeist

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    ME1/2/3 FO4 XCOM2 LoL
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    Mass Effect Series

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  1. In response to post #74572793. I'm in the same group here. I "purchased" the Supporter tier to do my part a couple years ago. Nothing wrong with giving back to the creators though!
  2. Change the Value of the mod itself. I think you can do that in its recipe. Essentially, the Value of the mod ITEM, the ones stored in the Misc section of the Pipboy, determines the order of weapon mods in the crafting menus.
  3. You could just type "enableplayercontrols" in the console, without quotations. Although this will not actually fix the scripted tumbleweed if that is indeed the case, but should allow you to continue playing the game.
  4. Uninstall all mods that remove tumbleweeds, as the first tumbleweed that rolls by when leaving the Doc's house is scripted, breaking the game. Type "enableplayercontrols" in the console.
  5. All 3 of those sites are working for me right now, so its not the IPv6 issue they say.
  6. Issue still persisting, krystal.co.uk has the same problem. And it seems AT&T just wants to play the blame game... Guess we just gotta wait and see what happens. Edit: Again I have to add that the PC connected to my AT&T router (via Ethernet) has issues connecting to Nexus Mods and Forums, BUT my tablet can acccess both on WiFi using the same AT&T router/connection (NOT cellular). Strange.
  7. Same issue here, Southern California, Los Angeles. Few days in a row now. The strange thing is that that my PC (Ethernet) refuses to load the Nexus Sites (Forums and Mods) but both sites are fully functional using the same router and wifi connection on my tablet. I have AT&T uVerse. Edit: I also noticed a bunch of people commenting over at isitdownrightnow.com having the same issue.
  8. In response to post #28799344. #28799979, #28801029, #28801234 are all replies on the same post. Wasn't the big red warning in the INSTALLER of NMM 0.60.0? You definitely had the chance to avoid this and be informed as to what it does. Regardless, I still think a TES5Edit-type pop-up prompt with a timer should force you to at least acknowledge the fact that 0.60.0 could potentially break your entire setup.
  9. So with NMM 0.60.2 I think I've run into a bug, during the initial folder setup clicking the button with the three dots for the Virtual Install section doesn't open the "Browse For Folder" window although it does work for the Mod Directory and Install Info directory. I'm gonna go with the Default folder creation and hope I can change it once the setup is complete.
  10. Maybe NMM should do the same as TES5Edit and have a prompt that stops you with a small timer and greyed out confirmation button that forces you to take note of the warnings instead of blindly clicking "Accept" / "Yes".
  11. I have the same problem over at the XCOM Nexus. Edit: The Upload Wizard for my file shows a green checkmark on Step 7 "Specify Required Files", but the required files (external) still don't stick.
  12. Bump, in case anyone needed my old guide to merge mods in FNVEdit. I've received a couple PMs about the guide over the years, thought it was lost for good. Unfortunately I haven't modded Fallout New Vegas heavily in years, so I doubt I can assist further.
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