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BorderXer

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    borderXer https://discord.gg/W4M7A88RqY
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    Fallout 76
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    Amiga RPG / Action / Fantasy (2Tuf-2-Pik one)

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  1. It's 2023 ! While knee-high to a Rad-Treehopper, I dreamt of driving flying go-karts. Wow, search : Opener eVTOL
  2. It's 2022 ! While knee-high to a Rad-Treehopper, I dreamt of driving flying go-karts. VTOL cars are in the news !
    1. BorderXer

      BorderXer

      While knee-high to a Rad-Treehopper, I dreamt of driving flying go-karts. VTOL cars & flying motorcycles are in the news !
  3. It's 2022 ! While knee-high to a Rad-Treehopper, I dreamt of driving flying go-karts. VTOL vehicles in the news ! ⋹❘ 8 ^} ⧖
  4. Beyond mid-2020 ! While knee-high to a RadTreehopper, I dreamt of kids driving VTOL-go-karts. Check the news ! ⋹❘ 8 ^} ⧖
  5. It's 2020 ! While knee-high to a RadTreehopper, I dreamt kids would drive VTOL-go-karts. Check the news ! . . ⋹❘ 8^}⧖
  6. In ~1 month, it'll be the year 2020. When I was a child, I thought in 2020 "kids of the future" would be driving hover-go-karts. ⋹❘ 8^}⧖
  7. In ~2 mths, it'll be the year 2020. When I was a child, I thought in 2020 "kids of the future" would be driving hover-go-karts. ⋹❘ 8^}⧖
  8. I just very much want to know how to turn the dot into very small crosshair. less than twice the size of the dot & still as thick a the dot. ( better yet, one pixel wider ) please read : https://www.reddit.com/r/fo76/comments/bgfplc/option_for_bigger_reticleaim/ I'm sure there are plenty of similar blogs regarding F :nuke:76. I have a 4K monitor, but I don't play Fallout on it. I play at 1920 X 1080. Since replacing that dot with a crosshair that's slightly larger is not easy to do because of no direct CK compatibility. ( Mod creators porting arms & other objects etc to F :nuke:76 * Thank you all so very much. Keep up the great work *, is different from and not intrinsic ( :ermm:...uhm ) to the "gear-works" of the Creation Engine. R e f l e c t i v e l y :cool:, B o r d e r X e r
  9. Greetings Ousnius : "Meister von den Körper Schiebers" · "Master of the Body Sliders" · ... yes, fellow Nexians, I know, it's "Slide". · I'm so glad to see this in the news announcements frame of my VORTEX v 0.15.2. I'm going to read this article with great interest after I write this. I hope to keep my post shorter. · Thank you very much for your hard work & helpfulness. Promise us, please, (..not literally, :happy: ) that you won't " :whistling: : Slip Slide Away" ... from us, as long as we provide constructive feedback, and many of us send the equiv. of about a greenback or >. We'll share the pride, & enjoy warm feelz, knowing we're having a part in feeding some needs 'n wants ( incl. food :smile: ) for you and yours, and others we support. · From a smidgen donated from our "common-wealth" :wink:, our v-Nation of Nexia has the amazing combined potential for empowering Modding Magicians like Ousnius. It's not the money that matters, it's what it "transforms into" in the modder's world : :dance: Lifted self-esteem. ( some may have felt unappreciated or undervalued.) :dance: Re-fuelled motivation & re-energized will to complete the project (s). :dance: UG of HW / SW. ( under-powered or failing HW will bog down a passion for modding.) :dance: UG of living & work-at-home conditions. ( water treatment equip, A/C, air purifier.) · Modding visionaries who are well supported, are strengthened in ways like these, and much more likely to get fired-up to "take it up a notch", thus the game(s) we love will be able to stay fresh and exiting much longer. ( Karma Rules, Baby ! ) · Ousnius, you, & your Body of Work, are Ous-some ! :thumbsup: "And now, for something completely different" ( Monty Python & T F C ) : :teehee: "Regarding CAPITALIZATION of a lot of the headings / titles on the Nexus" ·
  10. Why is it that the leader of "Mega Settlement U" calls Piper's reporting "Fictitious Fluff !" only when it's unflattering toward him ?
  11. Hey, what's with that leader of "Mega Settlement U" & his wild new tarrif on selling 'em our Fe & AI ?!
  12. Edit ( Dec 12 ) : I've been using Vortex since the second time it was in a Latest release ] ( aka "Latest stable rel", it seems. ) state. . I have been correcting version numbers, and changing some some version numbers that are not in keeping with SemVer, the "semantic versioning" standard, long ago adopted by Nexus Mods and many other.
  13. http://www.sherv.net/cm/emo/christmas/seasons-greetings-smiley-emoticon.gif Fellow Nexians , What follows is what I figured as a way to correct the problem of a particular version of a mod showing an incorrect version number in Nexus Mod Manager's "Mod Version" column ( The error is with the entry of version text in the info.xml file. ) EDIT : Hello, Hello, Hello . . . Is anybody out there ? ? ? :wink: Click on Spoiler [ Show ] box Spoiler You'll need to edit a file in the mod archive. ( Imaginary example : FunFallout4Mod-v1.23-12345-1-23. zip ) ( 1 ) On your desktop, create a folder named ver-fixing_FO4Mod . ( replace FO4Mod with the name of the mod file you wish to correct. ) ( 2 ) Also on your desktop, create a folder named ver-fixing_FO4Mod-Backups . ( replace FO4Mod with, again, the name of the mod file you wish to correct. ) ( 3 ) On the Nexus Page for the mod, click on the "Manual Download" button for the main mod file that shows incorrect version number(s) in NMM's "Mod Version" column. Even after you've installed it's new version, following the mod author's instructions. ( 4 ) Save the "Manual Download" of the mod into the folder step of ( 1 ). ( 5 ) Rename that mod file by adding ver-wrong_ to the beginning of it. ( 6 ) Expand ( aka un-compress ) it into that same folder. ( 7 ) Use windows explorer to open the folder named FOMod. ( 8 ) In that folder, you will see the file named info.xml. ( 9 ) Copy the info.xml file & paste it into the other folder named ver-fixing_FO4Mod-Backups. ( This way, should you need to edit that info.xml file again, you have a readily available backup. ) ( 10 ) Right-Click info.xml & use the menu to edit it with Notepad++, or the text editor of your choice. ( Notepad++ because it's full-featured, very customizable, & highly responsive. ) ( 11 ) Looking at the text in the info.xml file, the line : <Version MachineVersion="####">####</Version> ( the two ####'s represent the version numbers in that line. The red is just for show. ) needs to be changed to : <Version MachineVersion="correct ver">correct ver</Version> ( the two correct ver's represent the correct ver #'s that you will type there ; As you see on it's Nexus Mod Page File Section. ...The green is just for show. :happy:) After correcting the version numbers in the info.xml file, select "save as" in the menu of the editor you are using. In the file window that opens, be sure the file will save to the work directory you created in this instruction, and that it will save as info.xml . When sure of this, left click the on the "Save" button, or "OK", to save it. Now it's time to re-compress all the folders & files that were inside of that mod's archive ( along with the info.xml you fixed ) ( don't select / include the folder "ver-fixing_NameOfYourModWithVerError". ) ( don't select / include the file "ver-wrong_NameOfYourModWithVerError". ) ( 12 ) Use 7zip, or another compression tool, to compress these files to an archive named the same as the original mod file's name. ( an imaginary example : FunFallout4Mod-v1.23-12345-1-23. zip ) The destination for this created archive file is still the work folder , see step ( 1 ) of this instruction. Now to test your handy-work by manually installing that newly version error fixed mod file... So.. In Nexus Mod Manager : ( Check to be sure that Nexus Mod Manager's icon is saved with "run as administrator" ; It is widely reported to function best if that is done. ) (1) Left-Click on the + button. (2) In the file selection window, select & open your desktop, then the folder ver-fixing_NameOfYourModThatHadTheVersionIssue. (3) Select the fixed mod file archive that has the same name as the one you manually downloaded in this instruction. (4) Left-Click the "Open" button ( bottom right ). (5) Look at the version numbers showing in the version column. Is it accurate now? If not, work your way thru the instructions. ( Might I suggest you copy these instructions & paste them into a word processor like MS-Word, WordPad, or a MS-Word look-n-feel-alike such as TextMaker or OpenOffice Writer. Save it as-is. From there, personalize the document, remove lines, etc. Save it again but adding at the end of the file-name : "_custom_01" ) About this info.xml ver # data entry : Spoiler Are you wondering : " What about the mod ver info issue in my NMM's own Mods Folder , why not edit that ? " . . . Yes, works fine for me, so . . . : How to find your NMM's Mods Folder : 1 - In NMM, go to the top toolbar & left-click the settings button ( blue & grey gears ). 2 - The Setting window appears. At the top, left-click on Fallout 4. 3 - There, you will see your NMM Mod Folder; It's in the long box that follows Mod Directory* : ( for me, I see E:/MxMods ; My folder name & location.) 4 - Go to your folder that appear in the long box after Mod Directory* : 5 - Now you basically follow the directions high above starting at step ( 7 ). 6 - Just remember to keep backing up original files prior to editing them. For (*1).& (*2) , click the Spoiler: Show box. Spoiler If this was helpful to you, or you just feel like it, visit my Nexus Mods Profile Page, and then click on the '' ♥ GIVE KUDOS '' button.
  14. Here are instructions to correct the issue of a particular version of a mod showing incorrect version number info in Nexus Mod Manager's "Mod Version" column. ( even after installing the new version using the mod author's instructions ) Important extra info to know & keep in mind : ( Short story : Error is with the entry of version text in the info.xml file. ) EDIT : Hello, Hello, Hello . . . Is anybody out there ? ? ? :wink: As Follows - We Will Edit a File in the Mod Archive ( Imaginary example : FunFallout4Mod-v1.23-12345-1-23. zip ) ( 1 ) On your desktop, create a folder named ver-fixing_FO4Mod . ( replace FO4Mod with the name of the mod file you wish to correct. ) ( 2 ) Also on your desktop, create a folder named ver-fixing_FO4Mod-Backups . ( replace FO4Mod with, again, the name of the mod file you wish to correct. ) ( 3 ) On the Nexus Page for the mod, click on the "Manual Download" button for the main mod file that shows incorrect version number(s) in NMM's "Mod Version" column. Always be sure you have installed the mod's new version following the mod author's instructions. ( Or tried & trusted instructions found by you in the mod's posts. Hint : Go in the mod's Forum posts, and, high up at top-right, Left-click on "Search..." in the box : Search... [This Topic]. It's very helpful and a major time saver. ) ( 4 ) Save the "Manual Download" of the mod into the folder step of ( 1 ). ( 5 ) Rename that mod file by adding " ver-wrong_ " to the beginning of it. ( 6 ) Expand ( aka un-compress ) it into that same folder. ( 7 ) Use windows explorer to open the folder named FOMod. ( 8 ) In that folder, you will see the file named info.xml. ( 9 ) Copy the info.xml file & paste it into the other folder named ver-fixing_FO4Mod-Backups. ( This way, should you need to edit that info.xml file again, you have a readily available backup. ) ( 10 ) Right-Click info.xml & use the menu to edit it with Notepad++, or the text editor of your choice. ( Notepad++ because it's very: full-featured, customizable, & responsive. ) ( 11 ) Looking at the text in the info.xml file, the line : <Version MachineVersion="####">####</Version> ( the two ####'s represent the version numbers in that line. The red is just for show. ) Sneeds to be changed to : <Version MachineVersion="correct ver">correct ver</Version> ( the two correct ver's represent the correct ver #'s that you will type there ; As you see on it's Nexus Mod Page File Section. ...The green is just for show. :happy:) After correcting the version numbers in the info.xml file, select "save as" in the menu of the editor you are using. In the file window that opens, be sure the file will save to the work directory you created in this instruction, and that it will save as info.xml. When sure of this, left click the on the "Save" button, or "OK", to save it. Now it's time to re-compress all the folders & files that were inside of that mod's archive ( along with the info.xml you fixed ) ( don't select / include the folder "ver-fixing_NameOfYourModWithVerError". ) ( don't select / include the file "ver-wrong_NameOfYourModWithVerError". ) ( 12 ) Use 7zip, or another compression tool, to compress these files to an archive named the same as the original mod file's name. ( an imaginary example : FunFallout4Mod-v1.23-12345-1-23. zip ) The destination for this created archive file is still the work folder , see step ( 1 ) of this instruction. Now to test your handy-work by manually installing that newly version error fixed mod file... So.. In Nexus Mod Manager : ( Check to be sure that Nexus Mod Manager's icon is saved with "run as administrator" ; It is widely reported to function best if that is done. ) (1) Left-Click on the + button. (2) In the file selection window, select & open your desktop, then the folder ver-fixing_NameOfYourModThatHadTheVersionIssue. (3) Select the fixed mod file archive that has the same name as the one you manually downloaded in this instruction. (4) Left-Click the "Open" button ( bottom right ). (5) Look at the version numbers showing in the version column. Is it accurate now? If not, work your way thru the instructions. ( Might I suggest you copy these instructions & paste them into a word processor like MS-Word, WordPad, or a MS-Word look-n-feel-alike such as TextMaker or OpenOffice Writer. Save it as-is. From there, personalize the document, remove lines, etc. Save it again but adding at the end of the file-name : "_custom_01" ) About this info.xml ver # data entry : Are you wondering : " What about the mod ver info issue in my NMM's own Mods Folder , why not edit that ? " . . . Sure, works fine for me, so . . . : How to find your NMM's Mods Folder ( if you didn't know ) : 1 - In NMM, go to the top toolbar & L-click the settings button ( blue & grey gears ). 2 - The Setting window appears. At the top, L-click on Fallout 4. 3 - There, you will see your NMM Mod Folder ; It's in the long box that follows Mod Directory* : ( for me, I see E:/MxMods ; My folder name & location.) 4 - Go to your folder that appear in the long box after Mod Directory* : 5 - Now you basically follow the directions high above starting at step ( 7 ). 6 - Just remember to keep backing up original files prior to editing them. For (*1) & (*2) info , click the Spoiler: Show box. If this was helpful to you, or you just feel like it, please consider visiting my Nexus Mods Profile Page ( it's ike a Greeting card from me )... Then, if you wish, click the '' KUDOS '' button.
  15. Differences in Testing between Alpha & Beta What do they do ? : Alpha Improve the quality of the product & ensure the beta readiness. Beta Improve the quality of the product, integrate customer input, & ensure the release readiness. _______________________________________________________________ When do they happen ? : Alpha Toward the end of development process. Beta Just prior to launch. Pre- launch is also called Gamma phase. Sometimes, still next, is : Delta phase. _______________________________________________________________ How long ? : Alpha Usually very long with many iterations. It can take 3 to 5 X's more than Beta. ( or > ) Beta Usually for a few weeks, sometimes up to month when there's few major iterations left in Beta. ( N.b., Projects can vary greatly ) _______________________________________________________________ Who Monitors the process ? : Alpha A separate QA/testing lead team. Beta Usually involves product marketing, support, quality team. _______________________________________________________________ Who participates ? : Alpha Performed by test engineers, employees. Beta Performed by a group real users. _______________________________________________________________ What testers expect : Alpha Plenty of bugs, crashes, missing features etc. Beta Bugs, suggestions, new feature requests etc. _______________________________________________________________ What testers achieve : Alpha For successful alpha testing it is key to work on defining the alpha testing benchmark & monitor it closely. Beta Team brings on it's imagination. Ideas flow to enhance the product functionality. _______________________________________________________________ What happens next ? : Alpha Beta Testing Beta Gamma Testing To add a little more light on the subject Before we get our grubby paws on a software title, there are four stages of testing & development that the production teams goes through. They are : ( in some cases, some steps are not used ) ( 1 ) Pre-Alpha aka development releases, nightly builds. ( the files in any 4 of these categories may only be available to select individuals who are given accounts that req matching IP &-/-or password ) ______________________________________________ ( 2 ) Alpha ______________________________________________ ( 3 ) Beta ______________________________________________ ( 4 ) Release Candidate a.k.a Gamma ( sometimes followed by Delta ) =============================== Then, finally, we can download the Full Release ( a.k.a the GOLD phase ) ( free / shareware / coffeeware ) or, decide if we will Buy it, or, enjoy the pre-order. ( if that's the way you roll, baby ! )
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