Jump to content

turulo

Members
  • Posts

    41
  • Joined

  • Last visited

Nexus Mods Profile

About turulo

turulo's Achievements

Contributor

Contributor (5/14)

  • First Post
  • Collaborator
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. Unless you can create an exact copy of the game and the mod manager as it was when the backup was made, the virtualization mode is inferior to a regular naked file copy system because you cannot store the game state when you need to remove the game from the system. I know it's easier for you to develop a virtualized solution but it does not solve the problem.
  2. In response to post #43232045. #43232355, #43233385, #43233940, #43234660 are all replies on the same post. 1) all fine until: a) there is a bug in NMO (nexus mod organizer) and all that strategy goes to the floor because you cannot backup/move the game to another place, as you don't have idea what the hell is inside the game directory. b) you need to reinstall the NMO or use another version of NMO (like a personal compiled version because you cannot wait to get some bugs fixed) and the other NMO doesn't have the internal database of mods installed for that game. c) use a program that is not programmed to handle the virtual file system such as bodyslide and breaks all the NMO assumptions that the file in the virtualinstall is the original. The virtual install should be optional, because bugs happen and people that don't want to deal with that extra layer of complexity should be allowed to exist. Another option is to have the virtual install and an option to convert a virtual install to a hard install (I mean, something to convert those links to the real file).
  3. In response to post #43223435. #43223890, #43223975 are all replies on the same post. Seems that MO uses Qt, I hope that the new NMM will not use Qt. That damn Qt5 SDK broke my Win10.
  4. In response to post #43209145. #43209380, #43211385, #43217790, #43224430 are all replies on the same post. These are a few I fixed them myself: In DownloadMonitorControl_KeyUp lvwTasks.FocusedItem can be null so it needs a check in the if The CategoryId infered from downloaded mods is often wrong. It would be better to add them all to "uncategorized" category. The SizeColumnsToFit() in CategoryListView is really annoying when you want to resize the columns. There is no need to prevent the horizontal scrollbar. I added (for myself) F2 (rename), Ctrl-X, Ctrl+C, Ctrl+V, etc to the grid editors in the CategoryListView because they don't work.
  5. In response to post #43223435. #43223890 is also a reply to the same post. Exactly, it's less code and better code. And it forces you to think in model-view-controller, which keeps everything at bay when a project grows.
  6. I use a customized version of the NMM (previous version) because I needed some UI related bugs that annoyed me. So I have a little knowledge of the internals and I can tell you (although you probably miss this post) that the UI programming has way too many hands involved. Things are done multiple times differently because I bet that different people wanted something and didn't know that others had already implemented the same in another place. All the UI code in NMM got too complex for what it is really (a few docking panes with grids and toolbars). So in my opinion, what you need is to switch to something more declarative like WPF to simplify your UI. Please take that into consideration since WPF will allow to reuse the mod/omod/fomod related code that you already have (all that is not UI related) and also will be more simple to maintain. And should you feel the UI needs to be changed afterwards, well with WPF you can change it without changing the code most of the time.
  7. In response to post #41055575. #41057105, #41057950, #41063575 are all replies on the same post. I use Keepass (opensource in sourceforge) to manage all my passwords, every site has a random password with numbers, digits and symbols. That is the most secure and simple way I know to keep passwords.
  8. In response to post #41058105. #41063005, #41063875 are all replies on the same post. Algorithms for encrypting passwords are well known and their strength comes from the algorithm itself and the quality of the password and not from keeping them a secret.
  9. In response to post #40434230. Right click over any category and in the popup menu under "Category" use "Expand All" or "Collapse All". It's the closest I can give you.
  10. In response to post #40227615. #40285145 is also a reply to the same post. Another one: - When performing a long task (such as uninstalling a huge mod) it should show a progress bar indicating that it's doing something and that you should wait. I would put such progress bar in the status bar and would try to put something like " Deleted 122 of 20000 files..." - Pressing Ctrl+C in the DownloadMonitorControl will crash NMM if there are no items focused in the list.
  11. Ok! Simple UI Feature List That Should Be Easy To Add: - Disable Full Width Column Auto Size (also know as enable the horizontal scrollbar) - Filter Mod Entries by Column Values (not the current filter that is not useful) - My favorite would be filter-out mods that are not activated. - Allow hiding columns - F2: Should rename an entry - Ctrl+C, Ctrl+V, Ctr+X, Shift-Insert, Shift-Delete while editing an entry name should paste/cut/copy in the entry name and not paste garbage. - When adding a mod downloaded from the site it should go always to the same category (chosen by user and not to a random category) - Repeated names like this are not useful: "Singing Settler - Singing Settler". (The mod is mandatory thou :) )
  12. In response to post #39998665. #39998910, #40008525 are all replies on the same post. Should other people's software be aware of a feature that NMM has ? I think not. Also I wouldn't know how to solve this particular issue so the only solution to me is that it should be optional. In the end it forces us to use a single profile which was what the virtual file thing was trying to solve. And you just can't backup the whole Data folder because it would break the internal Db that NMM has about what is active and what not. So yeah I think I'll try to get an older version instead of using the last.
  13. In response to post #39998665. I think I should explain a little more why. When you bodyslide stuff you modify the source mod files (and not the link) so if you screw up or want to revert to the original, you have to reinstall (completely) the mod which affects all profiles.
  14. The feature I really REALLY want to see is a way to disable virtual file thing. Just to be optional.
  15. Need help debugging this issue, I've tested thousands of mod combinations all week and I cannot grasp which mod causes this (I'm not even sure if it's a mod at all). The issue is that Mirelurks and Bloodstings (all variations) cause a CTD when they poison the PC, it's pretty random, but quite often. So what I'm trying to find in FO4Edit is which reference is used when the npc casts a poison or something like that to check if there is an invalid reference of some sort that makes the game CTD. Which types of references should I look for? Thank you.
×
×
  • Create New...