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Makron8

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Posts posted by Makron8

  1. In response to post #122811858. #122812626, #122815254, #122816751 are all replies on the same post.


    jazza1198 wrote: I'm somewhat retarded when it comes to techno babbel, can this be dumbed down for me please?
    Philozoraptor wrote: HarmonyX was causing crashes to some mods so they are reverting back to "normal" Harmony. Harmony is esentailly a form of hack (I believe originally developed for game Outher Worlds) that enables code based mods (complex mods) in Bannerlord.
    ADamnSexyName wrote: still no clue :(
    nomadofwarZDEfdssd wrote: why was i told of this??


    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 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.

  3. 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..-

  4. In response to post #56749266. #56749856, #56750106, #56752941 are all replies on the same post.


    Makron8 wrote: 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?

    Ethreon wrote: One would think it means the same thing it meant till now, which is to download to NMM. Specially if one would read the news article about vortex, or the newest one where they say it will be launched as alpha soon - so it's not out yet, so you cannot actually download to vortex, so there's no point to say Download to Vortex.. etc.
    Makron8 wrote: Alright. That clears things up somewhat.

    Thanks. :)
    Ethreon wrote: Sorry for the snark. You do want to check the latest news post, and there's one specifically about vortex that should tell you most of the stuff you want to know.


    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..
  5. In response to post #56749266. #56749856 is also a reply to the same post.


    Makron8 wrote: 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?

    Ethreon wrote: One would think it means the same thing it meant till now, which is to download to NMM. Specially if one would read the news article about vortex, or the newest one where they say it will be launched as alpha soon - so it's not out yet, so you cannot actually download to vortex, so there's no point to say Download to Vortex.. etc.


    Alright. That clears things up somewhat.

    Thanks. :)
  6. 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?

     

     

  7. 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.
  8. In response to post #56098936. #56107421 is also a reply to the same post.


    Alaebasta wrote: I'm just an humble mod author who got in modding for skyrim, but nontheless i've spent a lot of time in the CK. Now with this announcement Nexus sounds is making mods definitively a "Product". And don't get me wrong, i like the idea of you keep the spiky problem "Buying" away from this. But still, making a mod as a product, will need a more precise "Feedback" or the possibility of being saw by a lot of peapole even after the the day one release. I would suggest to use some features to help us like.

    -A very essential questionary on the quality of the mod and how the user would improve it. (this will avoid stupid spams in the comment sections and will be a more personal rapport with the modder, more professional)
    -A randomize visibility on the main page of a mod or set of, let's face it, endorse aren't that much seals of quality of a mod. And maybe reshowing on the main page will help occasionals, to know mods buried down in the list of mods who didn't got much endorse in the day one.
    -A suggestion menù like steam: "You downloaded *this* you might like *that* mod"
    -Mod Authors can Highlight their positive comments as advertisment to show their good work.
    -A built in formatting menù in the comment section of the mods forum, to be able to make a nice sticky on the fly without going through the forum.

    Pentacrow wrote: I totally agree! You wrote really good points about quality and endorsements.


    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.
  9. In response to post #55260398. #55262738 is also a reply to the same post.


    Ceyst wrote: A little advice:
    I guess you guys saw the negative comments in here so i wont just stupidly bash:
    the new design is good in its IDEA but there are just to many things that are wrong for the site:
    - the Mod descriptions. its awful to go to a mod and sometimes really have to search for the description, cuz some people like to have long text in both the short description and the long one
    - the size. many elements are just unnecesary big or placed bed like example the stuff in the download section of a mod (if a mod has for example 30 optional downloads its really a pain in the ass to go through)or the description tab in the whole (there is like a third blank place in the tab for description while the font is so small)
    - performance (i guess this will be fixed). it takes (for me as example) 4 times as long to load sth in compare to the old site
    - description in hot files. the most hot files dont have a proper name so the adding of the short description would be nice. also maybe make a 5 files the same size (i mean I really looks ridculously huge and i have a 1360x860 laptop monitor)

    i see thelayout has some similarities with mobile apps or Steam so i guess the goal is to connect it with Vortex or have both same layouts. while i guess the idea for the UI in a manager/launcher/downloader is okay (it should be made more compact imo) its horrible to have this for a website where the peoplewont to have much information as possible in less space than it is now

    i think if you guys go with making the UI more compact the site will get better and get less negative comments


    PS: to the people who just Post "its shitty, i dont like it, you are stupid, i hate the design but use nexus because its best place but still hate u all" try to write what exactly is wrong what you hate on the new design so the Nexus Team can edit everything to everybodys preference. If a teacher would just insult you after you do sth wrong, i guess you wouldnt also know what you did wrong, now wouldnt you? ;)
    Skauldomir wrote: I agree with you completely.


    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.
  10. In response to post #54700723.


    Genin32 wrote: Here are some of my suggestions: https://imgur.com/a/PvRw4

    The reason why the old design was so good was because it was compact and comfortable to use. This new design has a lot of crucial areas empty, instead placing information all round. This causes the user to scroll around and search for something that's supposed to be in one place.

    Tags should be moved over to a new tab.

    "About this mod" section should be removed from main description as it's just a short version of the full description. It should only show up in mod preview.

    Share button should be moved over to the front header.


    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.
  11. In response to post #54698908. #54700933, #54701158, #54701738 are all replies on the same post.


    Rigmor wrote: Loving the new sleek design, already changed over fully to accommodate the new site. However...ONE THING
    change the word "Trending" back to "Hot Files" this isn't youtube, it's the Nexus.

    "Trending mods" is so bland and cheesy. It has to be HOT FILES ;)

    (bows to audience)
    abc123guy wrote: Well the entire design is trendy. Like every website is starting to copy eachother.
    EnderDragonFire wrote: I concur, although its a minor and cosmetic thing.
    Hexrowe wrote: HOT MODS, you mean. The borderline pun is a bonus! :)

    But yeah, I hate the word "trending". It tastes of focus groups and target demographics, and always makes me feel like I'm talking to an inbred marketing department.


    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.
  12. 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?

  13. 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!

  14.  

    So it works for you? No complaints so I assume you're sipping your mocha latte half-caff upside down espressomachiatos in peace?

     

    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...

  15. 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.

  16. 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.

  17. 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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