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LuxenDM

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About LuxenDM

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  • Website URL
    http://www.youtube.com/c/LuxenDeMark
  • Discord ID
    .luxen
  • Country
    United States
  • Currently Playing
    FATE
  • Favourite Game
    Vendetta Online

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  1. If vortex has an update and you close it, it will immediately run the updater. This informs the user to not accidentally kill the updater by turning off their PC or whatnot. This is fine on its own, but the updater will also never come back and inform the user when it is then safe. Now, sure, I can open task manager and wait for vortex-setup-<jargon>.exe to disappear from the details pane, but that's pretty annoying, especially when its 2 in the morning and I am ready to hit that power button. Can we please get a dialog that pops up to inform the user when the update is complete to this effect?
  2. I'd be pretty interested in hearing a conversational description of why certain UI design choices were made. Personally, I enjoy most bits and dislike a few here and there, and see both great and not-so great suggestions in this thread too. Coloration: N/A, I'm using the dark reader extension and that actually seems to warm and bring the tones closer together. The only glitch it causes is the (perhaps, as pointed out, redundant?) profile icon on every mod, the little backplate on it is white. Which is not a nexus issue anyways. Size of things: I think a mix of compacting the margins and shrinking elements to achieve at least 4, if not 5 items per row would be better. I definitely agree text should be top-aligned per card shown. However, I disagree that the content of the posts is so important on this page - I think of the mod list as a series of youtube thumbnails that is faster to navigate than text-heavy content for less technical people (and of which there are more of than us). It probably would be easier/cheaper to provide automatic translation services for a simpler layout like that, *if that is in the future cards*. /shrug/, I just think the short bit they show now is fine. You aren't downloading from this page or using it to figure things out, its really just a content library and feed log relevant to the profile being displayed. Sorting: Can we get a sort method for latest updated? Otherwise, no complaints. No uploads: Very minor gripe, but if a user has no uploads, it currently states "No results found". Could it instead simply state the user hasn't uploaded anything? "No results" sounds like the system failed to look up the author's contents. To see *my* view of the website, i've uploaded a full page capture I made using the GoFullPage extension. In case that helps with feedback and/or understanding my point of view. A not-resized version is available on imgur here.
  3. If you go to the main website, then select "Upload a mod", (or follow this link directly) there's a section where it asks you to type the game name in. This will at first filter the selection list above, but once you've typed enough, there's an option at the end to add a new game. Select that, then follow through with the instructions. I had to do that with the Vendetta Online section, myself. Its been a while, so i'm a bit fuzzy on the details anymore, but iirc it was something like that.
  4. I dunno, I never have any issues with it picking up my games, except when they're configured weirdly by me in the first place. Can you go into more details about the games you're having issues with? 1) Does the game require an extension for Vortex to support it? 2) What storefront is your game installed from? 3) Have you gone into the games section and manually set the game to be managed? 4) Have you tried manually setting the location for said game? 5) What error, specifically, have you been getting?
  5. I've been really bothered by how annoying making mods for FATE is. You have to manually copy textures/etc over, then manually edit the text data files with new content so things show up in game. Current FATE mods are either "Add this stuff" and pray you do it right, or "Use this to replace everything". YUCK!

    So, I'm making a patcher that'll let you do it peicemeal. Then I can start releasing mods on Nexus that aren't annoying to manage/support as much. yay~

    1. Show previous comments  1 more
    2. LuxenDM

      LuxenDM

      It can now fetch the current state, which will happen the first time it is run regardless, and generate a file map based on this. this map is referenced to determine which files need to be deployed, which will come next.

    3. LuxenDM

      LuxenDM

      It takes about 5 minutes to do this all; 3 minutes to create the copy of the FATE directory as a master reference, and another 2 to make the exported json file pretty to look at. This last step is optional; i'm using rxi's json library, which when exported directly to a file results in a valid json with no whitespacing.

      The json just lets me skip re-building the map of the master folder every time the application starts. loading the json itself takes nearly no time at all, not enough to be measured in a single second. I'll also use a json file to map which files have been changed, so the application will know which files to restore when not altered.

    4. LuxenDM

      LuxenDM

      Like I mentioned, fpxcmd is the core of the Fate modding system i'm making. It can be interacted with certain commands; these are not operated on in order of placement, but in order of command priority. Maybe i'll change this someday, but I don't think you need to be worried about an "order of operations"; set your settings, scan, and deploy, and it'll handle all that for you. 

      commands implemented: -set, -update, -scan, -flag
      To do: -deploy, -index, -remove

      -set <config> <new_value>
      Changes a configuration value

      -update
      Creates/updates the master copy. Requires a configuration change to allow running after the first time, to prevent accidental deletion of the master copy. The master is the original untouched game state.

      -scan
      Updates the available mod list. mods that have been removed are kept during this, but marked for removal, so the original files it used can be restored.

      -flag <name> <version> <status>
      Sets a mod to load or not load. You could also just edit the json file directly, too, but this is the fpxcmd way to do it.

      -index <new_name> <path\to\file>
      Indexes a file to make it patchable during the deployment process

      -deploy
      triggers actual deployment of mods based on settings. fpxcmd goes through, looks at all your enabled mods in the modlist, and begins building a file tree of altered files (this includes 'removed' mods, too, so the original file is put back in place). altered assets are pushed through, and new assets are copied over.

      -remove
      A shortcut function to set all mods as disabled and deploy, thereby restoring your game state to the master copy, which should 'un-mod' your game.

  6. Is that Akashic Records in your profile icon? Or perhaps a different anime?

  7. The keyboard function keys are used in Fate to quick-select spells from your spell list. AFAIK the game doesn't have a built-in screenshot tool? However, F12 is the default key for GOG itself to take a screenshot of your game. Assuming that fate isn't somehow overriding that behavior, then according to this post any screenshots would be saved in your <Documents>/GoG Games/Fate/Screenshots/ folder. I guess. I don't actually use it, so /shrug/ Also - Hai, a Fate player! Been a while since I played that game, I should give it a go for some good ol' nostalgia.
  8. As far as upcoming releases, right now, I've a few things in my wishlist, but the one I'm really paying attention to is Aero GPX. I'm a big sucker for F-Zero styled gameplay. This one will be a lot closer to X than GX/AX for my liking, but its still been impressive backing and following it through.
  9. I've been using Nexus for a while, so color me surprised when I see how late I'd gotten premium. I must have had a much higher tolerance for ads than I thought.
  10. I find that 3rd person is visually more attractive when you're creating content for other people, but 1st person is usually better in terms of control, at least in games that have alternative control methods based on the cameras' location. If i'm playing a game for myself, I generally stick to first person; if I think i'm gonna make a clip or video or something, then I tend to practice in 3rd person, even if its a bit worse experience for myself (I like the more rigid controls and faster feedback usually associated with 1st person). Of course, then there are times when one system or another is either terribly designed, or you simply grow TOO used to one method and the other becomes detrimental anyways.
  11. A post celebrating the New Year, modified and shared from Vendetta Online's forums to here. Since i'm sure very few are aware of VO, its a space MMO with FPS-centered controls and an orientation towards arcadey combat (unlike, say, E:D, which is closer to simulation style gameplay, or EVE which is more of a management simulation. Both great games in their own right too!). I (Luxen De'Mark, game moderator and modder for VO) am trying to push the community to use NexusMods a bit more for our 'plugins', given the current popular repository we use has no active maintainer (and I like some of Nexus's features). Likewise, it'd be cool if any of you come by and give the game a try, too! Available on PC, Mobile, and select VR platforms. The New Year Partyball is an event to welcome the New Year, being a simultaneous Trivia challenge and Buswar (A free for all combat event where pilots must use the earliest class of ship available), followed by a "lighting of the capital vessels". Happy New Year, everyone! Cheers to Incarnate & Raybondo, The developers of Vendetta Online! Many thanks to everyone for helping make our awesome community what it is~ For the trivia event, Adalwolf had the most "first" correct answers with 4, and won a 1-month game key and 400k credits (100k per correct first answer) For the buswar event, DylanH120 had the most kills at an amazing 32 (hot damn!) and won a 1-month game key and 320k credits (10k per kill) For the finale, myself and Twitchy dedicated capital vessels for the vessel "lighting", plus an accidental constellation I /killed; thanks for the contributions, NPCs, and to Twitchy! Twitchy also hosted a pinata party leading up to the last hour, so lots of additional prizes were handed out through that. For that, there were 5 total capships donated, plus a number of subcapital pinatas! Give Twitchy a HUGE round of applause for helping fill in the event for additional time and for helping me keep myself sorted!
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