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Everything posted by Gruftlord
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Fallout 4 Script Extender and the Next-Gen update
Gruftlord replied to Pickysaurus's topic in Fallout 4's Discussion
Came here specifically looking for this info. Thanks for the heads up Pickysaurus. I'm with Karna5 in how I feel about the update news. I'm keeping my fingers crossed the engine update will bring a few nice improvements not mentioned in the patch log so far. P.S. The Amazon series is well worth a watch, so I can definitely recommend watching it to sit out the "modpocalypse v2" -
Does this cropping issue effect our background and hot file crops in any way?
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Thank you for the explanation. There are still things that look very complex, but i managed to locate the original file. using winmerge, i was able to see what you changed, and from what i gather, the things that need to be done are switching 0x0 for 0x1 and vice versa in column 3 for the whole file (like you said). And the rest is best left ignored :D i can report, that the modified file seems to work fine together with a custom controls file. So as a safety measure, if you delete your custom control txt before applying the file, you can then get back into the controls setting in the game, redo all your settings and voila. The controlmap.txt handles the mouse button flip, and the custom control does the other reassigning. Once again, thank you so much. I'm quite surprised this issue never came up anywhere (even google is clueless), so i really appreciate you jumping in here with a solution this fast!
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isn't a gtx 1060 a better option than a gtx 970 for the same price? Same for the I7 6700 vs I7 4770
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is that 1000 for the whole setup, or do you already have things like monitor, speakers, webcam, mouse and keyboard? As far as main parts go, try to get something with an Samsung evo SSD (256 or more should by doable nowadays, don't go with anything smaller. prices are in steep decline), but if you want to invest a bit, look for something with PCI speeds (+ 2GB/s compared to Sata SSDs with ~ 0.5 GB/s) for graphics cars, i thing, depending on your finances, either a GTX 1070, 1060 or AMD 480 should be fine. Intel I7 6700HQ is all the rage among gamers these days, maybe you could squeeze that in somehow, financially You might find a good offer off the shelf with these components. Gaming monitors start at ~ $300, but if you want nothing fancy, i plain simple IPS screen Full HD should set you about $100-150 back. You need speakers and webcam, Wlan and bluetooth? or are you already covered there/don't need?
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That is awesome. Thanks a ton. I even managed to make it work with my custom control settings, by just switching the mouse button layout in there. Would i need to expect anything weird with that? The file itself looks a bit daunting, so i wouldn't know how to make any changes in there without fearing to break anything (especially the lower section about the menu controls). i suppose i would need to make the appropriate changes for any of the other creation engine game in a new file, right? Can the originals be found in any of the bsa? maybe i can learn a bit more about what needs changing by comparing the file you sent me to the original.
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Greetings, today i come to you with maybe an odd problem. I am left handed, and among the very few, that even use their mouse like this. Aside from the need for a symmetrical (or the rare left hand shaped) mouse, this has in general been no problem. Windows has a setting to switch the left and right mouse button, which is usually understood by any god damn program. Well except Bethesda games it seems. The problem hasn't come up before, since i used a Logitech mouse, that has a software running (Setpoint), that switched the button OS independent. I now moved to a new mouse without support from this software (Latest Logitech mice, in my case: M535), and now face the issue again. So i was wondering, does anyone know another solution, maybe something that fixes the issue just specifically for the creation engine games' bug? I kind of feel like it's time to ditch programs that hack my mouse drivers on a system level, just for some shitty company that doesn't know how to f***ing read the regular OS input properly. While i currently circumvent the problem with a controller, every once in a while i'd like to game my Fallouts and Elder Scrolls with a K&M. So please, if you can, share your knowledge to help a (fellow) leftie out. Thanks. Cheers. Gruftlord edit: don't you just love opening new topics while drunk and then not being able to edit the title?
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Various Nexus related things from the Skyrim SE launch aftermath
Gruftlord replied to Dark0ne's topic in Site Updates
New user peak, nice and congratz! I ran into a few nexus hickups earlier, but didn't think much of it until i realized that i haven't seen them in quite a while, so i think all in all, the improvemments to the infrastructure during the last year are working quite well! I'll keep my fingers crossed for the weekend and hope you guys don't run out of coffee :D -
In response to post #43231020. #43231160 is also a reply to the same post. If I had to make a guess, I'm sorry to tell you, that I think it looks like quite a few of MO's users don't actually understand how the other mod managers work and how they do the things they glamour MO for. If anything, it's a testament to MO's more accessible documentation, direct advertisement of advanced features or user interface differences.
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In response to post #43232045. #43232355, #43233385 are all replies on the same post. I really like how you are handling the comments and criticism coming from both sides. Kudos to you! From what i read i get a strong feeling that your vision for the new manager is indeed one, that satisfies the needs of either side.
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In response to post #43213860. #43214125, #43214650, #43216125, #43216490, #43216630, #43216760, #43216880, #43216930 are all replies on the same post. Yeah see, i'm not a native speaker, too, so 'robustness' as a word may not have conveyed all the meanings i intended it to. ;) Don't worry renthal, we all started small. And you will find that people who also learned more than one language will be empathic and patient towards those going through the early stages (then again, that post count, lol :D) of learning one themselves. You should try it sometime, too Balx.
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In response to post #43213860. #43214125, #43214650, #43216125 are all replies on the same post. NMM writes symlinks in the data folder for the files it manages. (win explorer counts the disk space of such files twice). The system is slow with large amounts of files (i.e. when you have a lot of lose files instead of the MUCH preferred BSA) and a slow disk. With BSAs and/or SSDs NMM is very fast (though admittedly, with common stuff like SMIM, that may already not be the case.) The robustness of NMM's solution is not in the way the program did shuffle all these symlinks. Yes, that leaves something to be desired. The robustness is in that the system relies on functions supported by the filesystem and was thus advertised as being more easily applied to a wider range of games and doesn't require third party programs (or the game exe for that matter) to run through the mod manager.
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Having seen a unicef ad after being logged out, i'd say it's a massive improvement right out the gate :D
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Boss move! Truth is, your hesitation to approach and talk about the ads problem for a long time is what allowed the ones on the nexus to be so bad (even compared to other sites). I can not tell you how much I appreciate that you get into this and get your hands dirty. See, this is where you are wrong: This was hands down the most sexy ad talk I ever read. I wish more sites would follow this route.
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You know, this is the best incentive to switch off adblockers in a long time (yes, i know i'm a supporter anyway). I'm sure there might be a way to market that idea :D (the irony). In further news: Can we also report ads, that do shady stuff like fake download buttons, 'you got mail', virus detected, 'press now, you are the 500.000th visitor and a somalian prince wants to send you money'? Next thing i probably need to do is talk to my ISP about that thing with the 1.5 MB/s, lol.
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I gave a mod with a lot of individual files. I always had the suspicion, that the counter just adds up all individual unique downloads numbers. Great that it's fixed. My 'endorsement to unique downloads' ratio (aka epeen) should skyrocket :-D Edit: not as much as i thought. :-) Odd. SkyUI on the other hand... Wow. ^^
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In response to post #28911349. You can put your own mods and textures in a zip file (keep the subfolders like textures and meshes inside the zip) and add that to nmm (there is a button to add mods). Now you can install and uninstall you own mods just like you do with the ones from the nexus. Hope that helps. Have fun. Also, if you want a more vibrant skyrim without having to retexture everything or use an enb try a mod (or its ini tweaks) called 'vanilla at its best'
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In response to post #28866924. #28887119 is also a reply to the same post. Awesome news about the potential per profile feature. Will you think about extending this from esp and bsa to further file types as well (like meshes, textures and most importantly the various skse ini files that are generated at runtime)? Please...
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In response to post #28791689. #28792039 is also a reply to the same post. Ok, cool. Thanks.
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Thanks for clearing those thing up. And let the hate posts not get you too much. I have a question about the install states. From your description it sounds lime i can only install a mod once, and not per profile. This may be bad if i have e.g. SMIM in profile A but not in profile B. Then if i install a mod such as the ruffled feather, which has an installer with an option to install for a SMIM setup, and and option for a non-SMIM setup. In this case i of course want to have the ruffled feather installed with different installer selection for each profile. Does the new NMM account for that? Thanks.
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NMM 0.60 Beta released with profiling. Sharing profiles to follow soon.
Gruftlord replied to Dark0ne's topic in Site Updates
In response to post #28762739. #28762914 is also a reply to the same post. that's how I expected it to work. But... What about the possibility to host private mods on nexus? I could still link them with the backup function and would maintain them like i maintain my public mods. In theory it already works, i could release mods and keep them hidden indefinitely. But that would mean treading a gray area in terms of publishing rights, if i upload other mod authors work... sure, it's web traffic and storage for you, that is not rewarded with many users' clicks, but the reward is power users' gratitude, for what it's worth anyway, what does it do if it can not restore missing mods (like a merged or bashed patch)? just keep that slot in the load order empty? thinking about it, a backup for esps would be a godsent for all those externally created mods like bashed and merged patch, skyproc patchers and dyndolod. some of them take ages to create (dyndolod), so having it stored (well, backed up) alongside the load order might be a really nice feature. oh and thank you for your answer (above) in any case, much appreciated. -
NMM 0.60 Beta released with profiling. Sharing profiles to follow soon.
Gruftlord replied to Dark0ne's topic in Site Updates
nice, thank you for the continued NMM development. Profile saving sounds awesome as well. I wonder though: will we be able to upload private mods as backups, too, just like we will be able to store profile backups? thing is, I use a few personally modified and merged mods, that I do not have distribution rights for. how will those play into the whole "one click backup and restore" scheme? -
Introducing our "Director of Content" at Nexus Mods
Gruftlord replied to Dark0ne's topic in Site Updates
In response to post #27205569. #27209044, #27210824 are all replies on the same post. a DarkTwo ;) edit: and yes of course: welcome Paul!