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Makron8

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Everything posted by Makron8

  1. In response to post #122811858. #122812626, #122815254, #122816751 are all replies on the same post. Thank you. There are so many arbitrary names for things just to make mods work that it helps to at least understand where they come from. I know Subnautica since the Living Large update also has a Harmony folder as well.
  2. I hope not to necro this topic, but I want you to know that my problem was solved albeit in an unconventional way. I just launched a different game with MO2, and the API wiped whichever bad configuration was on it. Thanks for the help.
  3. I know this is a big ask, but I was wondering if someone could possibly convert Frontier's clothing based overheating and freezing mechanics into a standalone mod for New Vegas. Frontier introduced some amazing advances in modding, and one of its features was a way your character was affected by how cold or warm it was outside (Based on the ambient temperature) so wearing certain armors became more important than just the raw DT or DR they provided. I have personally wanted something like this ever since Imp of the Perverse first created Ambient Temperature, but I've never figured out how to do it myself.
  4. So, there I was downloading a mod and then out of nowhere I decided I didn't want that particular file. So, to stop the download, when "Open NXM Link Proxy" option showed up, I instead hit CANCEL. This was as I've found out, a mistake. Now every time I hit "Open NXM Link Proxy" after choosing "Download with Manager", I get this error message. I'm using Mod Organizer 2 and have tried reauthorizing the API in the Nexus interface, Revoking the Nexus API in the Mod Organizer interface and Reacquiring it, and even restarting my computer yet nothing has worked. Before I canceled the download like that, the manager download worked fine. Not sure if the handler for the External Link is broken or if there's some INI that needs to be changed. -.. And yes, I clicked the "Associate with links" button many times just to be sure, since that's what the error code told me to do..-
  5. In response to post #56749266. #56749856, #56750106, #56752941 are all replies on the same post. No worries. I came at it without actually reading the News Article, so it could be construed as ignorantly complaining. It's been quite a ride hearing about how NMM updates were breaking things and then how Mod Organizer is the new de facto mod manager then about how Vortex is NMM 2.0 which fixes everything. I just want to make sure that I don't accidentally break my quite extensive mod list, so I'm a bit more wary than usual..
  6. In response to post #56749266. #56749856 is also a reply to the same post. Alright. That clears things up somewhat. Thanks. :)
  7. I'm just curious what the heck "Mod Manager" download means. Is it supposed to mean "Vortex Mod Manager" download and they just forgot to add the name? And why would you reveal the name of the Vortex Mod Manager in a post months earlier to then completely omit it?
  8. Just a heads-up. Bethesda may be the big player when it comes to most public recognition this site gets, but don't forget that EA owns a lot of the other games this site hosts, and they could be an entirely different issue if they don't take kindly to this new system.
  9. In response to post #56098936. #56107421 is also a reply to the same post. One point I can definitely get behind is a "Suggestion" system for mods as it takes me untold amounts of time to find mods I like through the simple search function, and even then a sort of buyer's remorse develops when I see that there are mods no one has heard of with like 100 endorsements that do exactly what I need. Nowadays, I generally just browse the most updated mods to ensure compatibility with more recent versions of the script extenders, but I still miss out on quite a few amazing mods that way.
  10. In response to post #55260398. #55262738 is also a reply to the same post. I totally agree with this assessment. I might be.. um.. presumptuous in saying it, but with some quick resizing on the side of the site elements (Aren't websites fairly easy to resize with new web developemnt tech?), this design would be fine, or at least less difficult for me to use on Desktop.
  11. In response to post #54700723. I wish there was a way to rank my approval of a comment but I suppose this reply must suffice. I am in the same boat regarding the new design. It's just too "busy" and the words over content approach contradicts the entire point of having screenshots for mods. The preview screenshots are even crushed into an aspect ratio that leaves them distorted and more or less useless to use at a glance. I am also at a loss as to why you decided to put all of the mod sections ( Description, Images, Posts, Changes, etc..) into a dropdown menu so that navigating to them is an even more difficult affair. This new design may be "efficient" to use but it is rather painful as well.
  12. In response to post #54698908. #54700933, #54701158, #54701738 are all replies on the same post. I thought you were joking at first, but I wholeheartedly agree. Hot Files is a wonderfully unique thing to Nexusmods and/or a few other modding sites. It is worth so much more to me to keep the identity of a site rather than looking "trendy" to the general public. It's what makes a site for enthusiasts truly theirs.
  13. I would never infer that the hard work was poorly placed, but Mobile sites generally look like a total mess on a desktop, as far as I'm concerned. Would there perhaps be a way to make the new designs the "mobile" version of the site, and have the "full site" reflect the easier usage you see on what we're currently using?
  14. You don't know how good it feels to not only have someone listen to your "testing" feedback, but to also have them be so moved as to change the entire system to fix the problems that were found. I honestly didn't know what to think of the Nexus' leadership or moderators when I first joined here, but just this small post has given me a huge amount of respect for what you guys are doing. :) I will be happy to whitelist your site on my Adblocker once you find a provider who isn't chaotically evil. ;) Thank you so much for listening to us!
  15. I'm guessing it did... I just saw he posted some pics he was working on for it on the image section... That was pretty cool for you to do that for Him Jeoshua... I'm hoping to be kickin back with a cup when he gets it uploaded.. ~ REZ Unfortunately I was planning to respond when Fallout three was able to work, but it still hasn't. I tried running the saves multiple times until I made the grievous mistake of reinstalling, but forgetting to remove (or at least back up) F03Editor before doing so. My saves and overall mod configuration are gone. I've since been trying to get everything back, but that has proven more problematic than I first assumed. (plus after the full formatting of the F03 folder, the shader issues are still there; I'm beginning to think it was the saves themselves causing problems) Suffice it to be said, I can't test it to see if it works or not. However, I still support the idea for a worldwide coffee mod. I may not be able to test it, but I'll try to upload the esp's that Jeoshua gave me to test. I don't know if I need to do something to make the esp's from it and the coffee mod function properly, but I can at least upload it. That's all I can do at this point...
  16. Well actually I'm having major CTD issues that I'm still trying to work out (as well as a shader anomaly with Mister Handy and Gutsies.) :wallbash: But I did make some nifty icons whenever I can actually test the mod. One for the Coffee Capsule Pack and Coffee Capsule I also changed the references in the code via F03edit for the coffee mod to use them, so hopefully I've started to make some progress.
  17. Thank you very much, sir. I'm very enthusiastic about testing this mod out to restore the wasteland with the elixir that it so desperately needs. I'll try and get at least some basic knowledge of f03edit in the mean time as I have so many other ideas I want to implement. -like to stop dogmeat from stealing my exp every time he kills something- :pinch:
  18. I am impressed that I'm not the only person that was annoyed at the limitations of the only coffee mod. @Jeoshua I agree with Xepha. I barely can even open Geck, and even then, I trust the coding of someone who actually knows this stuff.
  19. So, I've been playing the main quests forever and never really noticed at first, but now that I'm trying the DLC it's downright frustrating. All of my DLC is crashing when I try to use it! I tried to force load the areas via the console as maybe there was some sort of interference, but the console said that it couldn't find the zones at all! This leads me to believe that the game can't find my DLC and when it tries to load it, it crashes. The only lead I have is maybe the Games For Windows Live disabler since the message left by the author describes that moving and "reactivating" the DLC is part of its process. Has anyone had a problem with the GFWL disabler moving the DLC, and FOSE (through FOMM) causing the game unable to locate it? Are there any workarounds or steps I can take to identify the problem or make the DLC work manually by "activating" it? I frankly barely know where to start and am utterly frustrated and infuriated that this stupid DLC isn't working (the moment that I was actually looking forward to trying it). So any help would be greatly appreciated. -Edit- Funny story, but after unchecking my mods in fomm, the DLC worked and once the beginning scene was over, I could use all of my mods. The game for some reason couldn't initiate the DLC when one of my mods were loaded. I guess if anyone else has this problem, just uncheck all of your mods from the mod manager and try to run it. Problem solved.
  20. Whenever I walk around the many fallout indoor locations I notice two things in abundance: Coffee Makers and literally thousands of discarded coffee cups. This has lead me on numerous occasions to ask myself,"Why is there no coffee at all in the entire Capital Wasteland if there's so much paraphernalia?!" What a waste.... Several searches of this humble F03 Nexus have finally yielded one lone mod that aims to correct this caffeine deficiency, but there's a problem; the mod only creates one house item coffee machine and leaves the rest of the wasteland's coffee makers inert. So I was wondering, is there a simple way to write the code to make every coffee machine operate similar to the workbench, requiring three ingredients (similarly to how the existing coffee mod works in Coffeebrewer) by jfk2k9 and then creating a full cup of coffee each time? More importantly, is there a way for this code to be small enough to prevent FPS slowing since this code would effect every coffee machine in the game? I am an idiot-savant coder at the moment, so if this would require something more complicated than copying snippets of code or psuedocode, I may just have to ask for the kindness of this community's many coders to find a simple way I could implement this. Though I would still very much like to know if it would be possible to do on my own.
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