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calscks

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Everything posted by calscks

  1. In response to post #64385491. #64411706, #64414166 are all replies on the same post. that's great. this means that whenever i modify the mod folder, the hardlinks will be reflected upon the data folder as well?
  2. In response to post #64385491. well my questions are left unanswered...guess i'll stick with NMM for another couple of months then.
  3. The bigger the eyes the dumber the anime is - albert einstein
  4. i used vortex when it was in early alpha stage earlier this year, and had to revert back to NMM almost instantly due to some ground-breaking bugs. since it has now advanced to beta i believe the stability would've improved drastically. but i still have one/several major questions. 1. i create a plugin using xEdit/CK. how will vortex react to this? xEdit and CK will save plugin directly into the Data folder. 2. BodySlide can batch build more than one mesh, replacing the original meshes a mod contains. how will vortex react to this activity such as batch building? 3. i pack a texture mod with loose files into ba2 archive. i proceed to delete all textures installed by the mod from the Data folder, then copy the ba2 archive into the Data folder. what will happen? or should I not touch the Data folder at all, and just modifies the mod install path vortex is managing?
  5. In response to post #64272421. #64273976, #64275121, #64282496 are all replies on the same post. I used vortex like probably 8-9 months ago and had to revert back to NMM due to some "app-breaking" states it had during that time. I'm more of an advanced user who would edit plugins directly using CK/xEdit or create an entirely new mod/plugin for own purposes, but Vortex was late catching up changes and prompted me about the changes several activities after which led to huge confusion. I'm also fond of sorting my own LO to better categorise my plugins but I was told Vortex will not have this feature now and in the future, which I could spare but I'd like to have it tbh. Another one was the hardlinks not conforming with the rules I've set (I think this one has been fixed a month or two ago). Sent a couple of (a lot) bug tickets at the time, I would now try to believe most have been fixed or improved upon.
  6. i'm trying to recreate the plugin of Lots More Settlers and Enemies (not really re-create, but loading every NPC added by the mod in the CK and OK-ing them, fixing some body weights - almost all added NPCs in LMSE are slim as f) and reduce the load of NPC's leveled lists (this is mentioned in one of LMSE's post by a user regarding to excessive amount of items in each NPC leveled list). not sure if this will fix the issue since i haven't tested my custom-made plugin yet.
  7. There are two possible outcomes for the measurement of a qubit—usually taken to have the value “0” and “1”, like a bit or binary digit. However, whereas the state of a bit can only be either 0 or 1, the general state of a qubit according to quantum mechanics can be a coherent superposition of both.
  8. Â Most answers I get explain it with weak PC and engine limitations. I just don't install any mods that cause the stutters. It's a bummer, but I guess I'll have to save up for a better PC to check this explanation, which might take a while. Â I still don't understand how it works though. Why do vanilla characters not cause the stutters? Unique npcs only use unique face geometry and levelled lists, but share the textures and assets with vanilla characters; and they're stored in the same type of archives. I don't get it. honestly it'd be such a bullshit excuse to simply dismiss the problem with "weak pc" because I'm running a 6700K OC, 16G OC RAM and an OC 1060 6GB but still ravaged by the problem. Engine's limitation sounds more likely... most significantly one is the Lots More Settlers and Attackers mod which causes the highest amount of stutter. I have no idea if it's about just editing any NPC to cause stutter or simply just due to FO4Edit causing problem while editing NPCs with it. But I'll try to pack custom 4k body texture mods into ba2 first.
  9. how's the investigation going? i've suffered this problem for hundreds of hours of gameplay.
  10. In response to post #58857216. #58922306, #58926716, #58931711, #58954851, #58955056, #58956801, #58958426, #58958736, #58979631, #58987141, #58996341, #58997811 are all replies on the same post. i'd rather have people in the company to directly respond to one matter in their own honesty instead of passing through a "PR" mask. the way you've constructed your "arguments" is showing a rather condescending tone and behaving in a superior manner. your sentences are created in a way you indirectly telling people that your "science and economic analysis" are a one-step-ahead of this site owner's and developers' "religion and blind patriotism" then went like "oopsie! i have better things to do." when ethereon mentioned about your "pushy" demeanour , you quickly shut that down, yet you then continued with that both Dark0ne and Tannin "refuse to accept or understand" your arguments and suggestions, when the owner has already discarded your opinion. a man wearing a tuxedo sure looks professional, but can be a serial killer behind the scene. i would rather acknowledge the fact he's a serial killer than be obscured and deceived by his looks of professionalism.
  11. In response to post #58644516. #58704201, #58708656 are all replies on the same post. not for me unfortunately, because i'm a heavy modder myself where it could go beyond 400 mods. for instance, nmm allows you to choose which file to be overwritten and which shouldn't be between two conflicting mods -- vortex doesn't have this yet. i prefer manually sorting my plugins in my order -- vortex doesn't have that as well. therefore, vortex would be suitable for those who use lesser to medium amount of mods and unfortunately that excludes me. i won't blame anything nor anyone who, seemingly that vortex is currently being worked by one-man-team (apparently). I'd give it more time.
  12. In response to post #58644516. true, stick with nmm for now. however, vortex needs feedbacks in order to improve as well. i'd say use vortex and nmm to check for its consistencies.
  13. In response to post #58506811. #58553056, #58573086 are all replies on the same post. you can also report the problem through https://github.com/Nexus-Mods/Vortex. nexus mods has made vortex's source code available. open an issue regarding to your problem from its issue tracker.
  14. In response to post #57024776. #57025386, #57036416, #57038646, #57039596 are all replies on the same post. Java provides fundamental approaches to OOP including multiple design patterns that make full use of OOP concepts. Your university should have taught you, or will teach you about the design patterns, but if they don't...I don't know what to say. It's true Java isn't being used on many consumer software, but what makes Java still standing out currently is due to native Android development, and many larger companies have their backend built with Java EE (aka enterprise system). I am pretty excited when Vortex is announced to be developed using Electron. JavaScript has been very dominant, when there're so many wrappers out there allowing you to develop anything with js running cross-platform, Electron as the perfect example, so does React Native, and tools such as Node.js has invalidated claims such that js is solely client-side. Therefore, I think developers today should get their hands on JavaScript, and I would dare to say Java too if you're planning to work in a fairly big to large enterprise. Comp science and software engineering are flexible enough to let you learn a new language by yourself.
  15. In response to post #56762306. #56775621 is also a reply to the same post. same. in overall the redesign is really good, especially the navigation.
  16. In response to post #55291603. #55295738 is also a reply to the same post. so far it's the CDN in which i'm getting 100-200KB/s...but the europe servers are ok.
  17. In response to post #55290218. "material design is a horrible choice" > assuming it's material design > doesn't know what material design is "an excuse to build *only* a platform for mobile" > claiming a web design fundamentals 101 as a "fad" > assuming a clean redesign is targeted for mobile users > i'm really *really* starting to wonder if it's 2017 or 1997 i could've agreed with that most elements in the new website is taking up too much space making less information displayable without scrolling, but the way you form your opinions are so bad, almost as if you're trying to boss around the nexusmod's developers, while asserting everything as "material design" making it hell lot obvious you are severely lacking of adequate knowledge on the purpose of re-design which has been addressed by site owner dozens of time, fitting just right for a very arrogant, self-entitled and short-sighted person hated by most majority. Nexus Mods is by far one of the places with most self-centred individuals, sadly to say that. action of judging and demanding are what makes so many mod authors to lock their post sections or hide their mods and now we can see it finally targets the entire site.
  18. In response to post #55291743. well, i'm getting an extremely slow download speed off CDN -- 100-200KB/s. in my case, it has been like this for DAYS EDIT: so after upgrading to premium it works fine on other file servers...guess CDN is hectic
  19. In response to post #55005098. #55005578 is also a reply to the same post. you're not wrong because being a supporter/premium or not is irrelevant in terms of voicing out, and it's been a while since i last saw anyone who mutually respect each other when being brought into a "discussion". but it takes two to tango. cyrusmagnus' comment was pointing out that the OP was overlooking the people who used their time to build a community software while still demanding for more, while my point was merely extending his. it's free to voice an opinion, and it's still completely free to discard it too. what really matters is how you voice it, and how one agrees or disagrees with it. in this case, it really takes two to tango and what has caused someone to diss anyone who isn't supporter/premium (but i acknowledge it is a wrong approach).
  20. In response to post #54935243. #54935523, #54947223, #54947753, #54954958, #54955858, #54958068, #54976953, #54985023, #54987183, #54988083, #54995008, #54997683, #54998783, #54998978 are all replies on the same post. the problem doesn't lie on your viewpoints -- instead it's the way you deliver your opinions which caused people to "attack?" you. glimpse back to how you reply such as "go ahead i have time" is an open invitation to criticising you even if you didn't mean it... i don't support dismissing your opinion even if you aren't a supporter or premium, but we'd refute an opinion if it's more or less unfitting in this case. one year of development isn't even long especially when it's an in-house development, and giving out sneak peeks is completely optional. making/writing your own programme doesn't satisfy any conditions of being one complete software development cycle, so most arguments about you not knowing how a real software engineering works is completely relevant. yes you didn't say anything against tannin, you merely gave too much credits to him instead of the whole development team. to sum up you just thought developing a software is as magical as could be magically done by a single person in a short period of time, moreover when the software itself would involve connection to servers such as app and file server while supporting another dozens of games, then proceed to say that vortex development is delayed due to "unnecessary redesign" while the site owner has already cleared it up by saying those are handled by 2 different development teams...really makes me wonder.
  21. In response to post #54959923. i think it really depends on personal preferences -- for instance your don't likes, don't cares and how you remember things as well, no? but i do have a suggestion for a *rather* win-win situation such as having an option to hide thumbnails in the tracking centre. but i could at least agree with the logs because i did expect it to show changelogs and is pretty disappointed.
  22. In response to post #54935243. #54935523, #54947223, #54947753, #54954958, #54955858, #54958068, #54976953, #54985023, #54987183 are all replies on the same post. >how was Tannin able to build fully functional mod organizer in such a short time when he was working all alone *checks initial commits on github* *2013* hmm.jpg i'd've agreed upon your point on showing a few sneak peeks regarding to Vortex, but it's completely optional for whether developers wanting to show it or not. software development works internally, even if it's "agile" enough only selected users shall provide the initial feedback to how a software should or shouldn't work during the development cycle. Tannin has enough credits -- you're completely disregarding the whole development team. @cyrusmagnus describes you well -- entitled individual who doesn't know how real software engineering works, but i can tell it looks as real as people who have spent so much time developing COMMUNITY software whilst getting lashed by take-for-granted users who insistently demand things even before release because we can already see it here.
  23. In response to post #54930308. #54930478, #54930773, #54930833, #54930843, #54930848, #54930913, #54931018, #54931133, #54931298, #54931363, #54931473, #54931588, #54932243, #54933863, #54934008, #54934293, #54934383, #54935133, #54936008, #54939378, #54939888, #54941398, #54945963, #54946478 are all replies on the same post. more like "I want this, I want that...or else f*k off". it sounds more like a demand without appreciation and take things as granted. a few of them even went as far as ignoring what Dark0ne has been saying then proceed to tell the same tale again.
  24. In response to post #54930713. #54932353, #54932553 are all replies on the same post. thanks, very glad to hear about that
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