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calscks

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Posts posted by calscks

  1. In response to post #64385491. #64411706, #64414166 are all replies on the same post.


    calscks wrote: 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?
    calscks wrote: well my questions are left unanswered...guess i'll stick with NMM for another couple of months then.
    Pickysaurus wrote: 1 - it goes into the data folder and is not added as a mod entry unless you zip it up and install to Vortex
    2 - Vortex will give you the "External changes" dialogue which will tell you which meshes changed and let you choose to save or revert.
    3 - if you want to do that for a specific mod I would open the Vortex mods folder to make your changes. O did the same but for extracting BSAs


    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.


    calscks wrote: 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?


    well my questions are left unanswered...guess i'll stick with NMM for another couple of months then.
  3. 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?

  4. In response to post #64272421. #64273976, #64275121, #64282496 are all replies on the same post.


    pefragoso wrote: Well, I have been using Vortex since it was made possible to download by regular joes (me included).
    I can say that I like Vortex better than NMM, since the threshold for learning it was a lot lower than NMM, and bear in mind that there aren't that many tutorials out there like there are for NMM. Here are my reasons:

    1) Since it does a lot of automatic stuff in a smart way, I don't need to worry about checking or moving the load order manually, Vortex does all the dirty work for me, and this is something I value a lot.
    2) It has symbiosis with LOOT, SSEdit, FNIS and Bodyslide that makes it super easy to access those programs, maybe some can claim the same way as NMM, but I found it better.
    3) I like that you can set different profiles, which you can use to have different "tastes" on your game, and easily change between profiles, that will change all the mods with the click of one button. And this feature never broke my installation, despite my amateur use of it.
    4) The user interface is waaaaaaaaay better than NMM, but some "getting used to" is required
    5) The dependencies engine rules :)

    All in all I think it is a great software, and beats NMM a million billion times.
    Thank you guys from Nexus for making such a great tool and sharing it with the world :)
    BigBizkit wrote: Thanks a lot for the positive feedback, pefragoso! You touch upon a few things that have been central goals of Vortex development such as using smart automation to lift the burden off of modders. I am sure our Vortex devs will appreciate the nice words. ;)
    DragonAgeNut wrote: Hi BigBizkit,
    You guys deserve the positive feedback. I've used both NMM and Mod Manager on Skyrim LE and downloaded Skyrim SE as soon as Vortex was made available in alpha. Since then, I've regularly kept Vortex updated and all mods and settings flowed easily from one update to the next. My game currently has 295 active mods and it all works.
    As a program, Vortex combines the best elements of NMM and Mod Manager with a user interface that's modern, clean and rich with features. It's like the perfect child of two software parents.
    Thank you for taking the time and resources to create this fabulous new tool! :-)
    ehf111 wrote: Well said pefragoso ... I too jumped on Vortex alpha and never looked back. I used NMM for a very long time and while it was terrific back in the day it was certainly time to move on. Of course Vortex must be approached with an open mind as it is not the same old NMM in a new wrapper. I would consider myself an advanced NMM user but to me the Vortex learning curve was very simple to navigate. I agree completely with all of your 5 points. Additionally, the thing that hooked me was the little things. So many times while using NMM I would think how great it would be to have this or that simple feature. For example, the fundamental ability to sort data by column. Doesn't sound like much but when your trying to manage 230 mods it really is super helpful. The other thing is problem solving. NMM definitely required "tribal knowledge" to effectively correct issues ... Vortex has problem solving capabilities light years beyond NMM. Problem solving is so fast that you'll spend more time in game as opposed to more time in the mod manager.
    So, I hope all will keep an open mind and try Vortex, being sure to stick with it long enough to transcend the learning curve, which as I said above, is not difficult at all. The reward is a much more stable game and more time to play it.
    Thanks to the entire team and especially Tannin for delivering a truly forward looking, state of the art product ... well done.


    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.
  5. 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.

  6. 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.
  7.  

    how's the investigation going? i've suffered this problem for hundreds of hours of gameplay.

     

    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.

  8. In response to post #59540366. #59542606, #59548826, #59550021, #59550941, #59557216, #59564821, #59572106, #59578721, #59597846, #59689856 are all replies on the same post.


    calscks wrote:

    This NMM 0.65 seems to have some issues:

    - Mods with FOMOD installers no longer install, they give an error.
    - You can no longer drag and drop the plugins to order them

    Can anyone please tell me what was the last official version that was in the top download button before they changed it to 0.65, can't remember what it was :sad:

    issue #2
    this is because of line 65 and 66 in GamebryoPluginOrderValidator.cs:

    J4Iu7cc.png

    if an esl plugin is present above esm, it invalidates the load order, and basically locks your LO entirely. if you have coding knowledge, you'll need to clone nmm's repository, open the main solution in visual studio, comment out that two lines and re-build the specific project (the above codes reside in GameBryoBase project and be compiled into GameBryoBase.dll). but if you don't have knowledge on programming...good luck have fun
    issue #1
    this is because most, if not all fomod's xml file has a config that points to "http://www.w3.org/2001/XMLSchema-instance" namespaces, notably, it uses HTTP protocol. however if you have taken notice from nmm's github commits, everything is changed from HTTP to HTTPS protocol and named the commit as "HTTPS support". it makes nmm to not recognise the old HTTP protocol.
    The newest version now is 0.65.1, some commits are recently rolled out that fix issue #1.
    JimmyRJump wrote: Thanks a lot for this clarification, calscks. I was wrongly under the impression the inability to sort plug-ins in NMM's plug-ins tab was caused by the addition of the .ccc file and added code for the Creation Club and allowing .esl files...
    skepticck wrote: Thank you for the detailed explanation calscks, i don't have much programming knowledge so i guess i'll just stick to v0.63.14 it didn't have that #2 issue and i'll just install my esl's manually :)
    DarthIronwulf wrote: My Version 0.63.14 works fine
    starfis wrote: If it is that "simple" why it wasn't done for official version? I have no knowledge of programming and I don't have fun at all. :(
    Moksha8088 wrote: What problems still remain with NMM version 0.65.1, if any?
    calscks wrote: issue #2 is the issue that is still persisting, since 0.63.17.
    I have recompiled the GameBryoBase project and copied its dll file into nexus mod manager's directory therefore that issue is basically fixed for me. really, the only way is through editing the source code for I don't think it's an issue to be considered by nmm crews and contributors.
    Moksha8088 wrote: So if we were one of the sniveling ingrates who never purchased any of the swell microtransactions and thus do not have any ESL files, the load order still works?
    skepticck wrote: @moksha8088, yes if you don't have CC ESL's it works fine, it 'seems' to work also with mod ESL's (not CC) i have one from a dogmeat mod and even with that ESL active i can still drag and drop.
    calscks wrote: 0.65.3 is actually available on github via clone/pull but is yet to be packaged into release available for public download.
    0.65.3 addresses issue #2 by removing line 65 and 66, thus you will not need to concern on blocked LO anymore. cheers
    TKHBMVP wrote: So you mean we have to wait for a next release which enables to drag and drop the esp load order manually again?


    grab the newest release from here lol: https://github.com/Nexus-Mods/Nexus-Mod-Manager/releases
    download 0.65.3 from the above link.
  9. In response to post #59540366. #59542606, #59548826, #59550021, #59550941, #59557216, #59564821, #59572106, #59578721 are all replies on the same post.


    calscks wrote:

    This NMM 0.65 seems to have some issues:

    - Mods with FOMOD installers no longer install, they give an error.
    - You can no longer drag and drop the plugins to order them

    Can anyone please tell me what was the last official version that was in the top download button before they changed it to 0.65, can't remember what it was :sad:

    issue #2
    this is because of line 65 and 66 in GamebryoPluginOrderValidator.cs:

    J4Iu7cc.png

    if an esl plugin is present above esm, it invalidates the load order, and basically locks your LO entirely. if you have coding knowledge, you'll need to clone nmm's repository, open the main solution in visual studio, comment out that two lines and re-build the specific project (the above codes reside in GameBryoBase project and be compiled into GameBryoBase.dll). but if you don't have knowledge on programming...good luck have fun
    issue #1
    this is because most, if not all fomod's xml file has a config that points to "http://www.w3.org/2001/XMLSchema-instance" namespaces, notably, it uses HTTP protocol. however if you have taken notice from nmm's github commits, everything is changed from HTTP to HTTPS protocol and named the commit as "HTTPS support". it makes nmm to not recognise the old HTTP protocol.
    The newest version now is 0.65.1, some commits are recently rolled out that fix issue #1.
    JimmyRJump wrote: Thanks a lot for this clarification, calscks. I was wrongly under the impression the inability to sort plug-ins in NMM's plug-ins tab was caused by the addition of the .ccc file and added code for the Creation Club and allowing .esl files...
    skepticck wrote: Thank you for the detailed explanation calscks, i don't have much programming knowledge so i guess i'll just stick to v0.63.14 it didn't have that #2 issue and i'll just install my esl's manually :)
    DarthIronwulf wrote: My Version 0.63.14 works fine
    starfis wrote: If it is that "simple" why it wasn't done for official version? I have no knowledge of programming and I don't have fun at all. :(
    Moksha8088 wrote: What problems still remain with NMM version 0.65.1, if any?
    calscks wrote: issue #2 is the issue that is still persisting, since 0.63.17.
    I have recompiled the GameBryoBase project and copied its dll file into nexus mod manager's directory therefore that issue is basically fixed for me. really, the only way is through editing the source code for I don't think it's an issue to be considered by nmm crews and contributors.
    Moksha8088 wrote: So if we were one of the sniveling ingrates who never purchased any of the swell microtransactions and thus do not have any ESL files, the load order still works?
    skepticck wrote: This being 'apparently' a simple fix makes me wonder why it was never fixed, seems like on purpose (not saying that it is).
    Anyway i only have 1 CC mod (that cool backpack by Fadingsignal) so it's not a major problem just moving the file out, reordering the list and moving back.
    Still...

    @moksha8088, yes if you don't have CC ESL's it works fine, it 'seems' to work also with mod ESL's (not CC) i have one from a dogmeat mod and even with that ESL active i can still drag and drop.


    0.65.3 is actually available on github via clone/pull but is yet to be packaged into release available for public download.
    0.65.3 addresses issue #2 by removing line 65 and 66, thus you will not need to concern on blocked LO anymore. cheers
  10. In response to post #59540366. #59542606, #59548826, #59550021, #59550941, #59557216 are all replies on the same post.


    calscks wrote:

    This NMM 0.65 seems to have some issues:

    - Mods with FOMOD installers no longer install, they give an error.
    - You can no longer drag and drop the plugins to order them

    Can anyone please tell me what was the last official version that was in the top download button before they changed it to 0.65, can't remember what it was :sad:

    issue #2
    this is because of line 65 and 66 in GamebryoPluginOrderValidator.cs:

    J4Iu7cc.png

    if an esl plugin is present above esm, it invalidates the load order, and basically locks your LO entirely. if you have coding knowledge, you'll need to clone nmm's repository, open the main solution in visual studio, comment out that two lines and re-build the specific project (the above codes reside in GameBryoBase project and be compiled into GameBryoBase.dll). but if you don't have knowledge on programming...good luck have fun
    issue #1
    this is because most, if not all fomod's xml file has a config that points to "http://www.w3.org/2001/XMLSchema-instance" namespaces, notably, it uses HTTP protocol. however if you have taken notice from nmm's github commits, everything is changed from HTTP to HTTPS protocol and named the commit as "HTTPS support". it makes nmm to not recognise the old HTTP protocol.
    The newest version now is 0.65.1, some commits are recently rolled out that fix issue #1.
    JimmyRJump wrote: Thanks a lot for this clarification, calscks. I was wrongly under the impression the inability to sort plug-ins in NMM's plug-ins tab was caused by the addition of the .ccc file and added code for the Creation Club and allowing .esl files...
    skepticck wrote: Thank you for the detailed explanation calscks, i don't have much programming knowledge so i guess i'll just stick to v0.63.14 it didn't have that #2 issue and i'll just install my esl's manually :)
    DarthIronwulf wrote: My Version 0.63.14 works fine
    starfis wrote: If it is that "simple" why it wasn't done for official version? I have no knowledge of programming and I don't have fun at all. :(
    Moksha8088 wrote: What problems still remain with NMM version 0.65.1, if any?


    issue #2 is the issue that is still persisting, since 0.63.17.
    I have recompiled the GameBryoBase project and copied its dll file into nexus mod manager's directory therefore that issue is basically fixed for me. really, the only way is through editing the source code for I don't think it's an issue to be considered by nmm crews and contributors.
  11. This NMM 0.65 seems to have some issues:

     

    - Mods with FOMOD installers no longer install, they give an error.

    - You can no longer drag and drop the plugins to order them

     

    Can anyone please tell me what was the last official version that was in the top download button before they changed it to 0.65, can't remember what it was :sad:

    issue #2
    this is because of line 65 and 66 in GamebryoPluginOrderValidator.cs:

    J4Iu7cc.png

    if an esl plugin is present above esm, it invalidates the load order, and basically locks your LO entirely. if you have coding knowledge, you'll need to clone nmm's repository, open the main solution in visual studio, comment out that two lines and re-build the specific project (the above codes reside in GameBryoBase project and be compiled into GameBryoBase.dll). but if you don't have knowledge on programming...good luck have fun
    issue #1
    this is because most, if not all fomod's xml file has a config that points to "http://www.w3.org/2001/XMLSchema-instance" namespaces, notably, it uses HTTP protocol. however if you have taken notice from nmm's github commits, everything is changed from HTTP to HTTPS protocol and named the commit as "HTTPS support". it makes nmm to not recognise the old HTTP protocol.
    The newest version now is 0.65.1, some commits are recently rolled out that fix issue #1.
  12. In response to post #59530831. #59533606, #59535571, #59539031 are all replies on the same post.


    daroule1982 wrote: I know I am going to catch a lot of flak for this, but you guys should just scrap NMM, and fix Vortex already. NMM is my favorite tool for Skyrim, and for Fallout 4.... but, it's apparent you are pushing us toward Vortex. It's not even out of Alpha. I really wish your team would of just kept us in the loops, and kept NMM up to date until the Vortex was in Beta. I have used Vortex, and must say it's pretty, but so much program hang happens something terrible. The new aesthetics with the program make it complicated to navigate properly as well. Some of the buttons don't register unless you restart the program. Yes, I know I am sounding like a critical jackhole here, but what I am trying to say is, is that focus on one project. Bring your resources together in turn saving you time and money. I appreciate the "security update", but it isn't even a viable solution to the issues NMM are known for. Just go full throttle on the Vortex program, and get it over with. I think you may be surprised of how many people would back you on it, and besides the suspense is literally giving us migraines... lol.

    On another note: I think the biggest venture to focus on is that Mod Load Order. The thought of even messing with it has been plaguing us since the beginning of TES Construction Set. We would really love to see you working with the LOOT (or some other mod organizing affiliate) to help us fix the latest load orders according to the latest mods each month. It would give mod users a lot more incentive to mod their games, and in turn bring in a lot more people that don't know how to properly adjust their load orders. I remember in my early days that I gave up a lot of mods, because I didn't know about load order that well, so I can relate as a user about what I see going on in the Nexus today. This costs Mod Author's subscriptions, and possible donations that can benefit to the creation of their work.

    By the way, I'm not trying to ruffle feather guys. I just wanted to suggest a few basic steps to help improve my favorite modding community site. Personally I wish you would of just kept NMM up to date and improved that program, but I can respect the Author's decision first and foremost. It is your game after all. ~Thanks for reading, and good luck with whatever you guys do.

    DaedalusMachina007 wrote: Funniest thing about mod load order, an amateur modder has made the 'DrakLab Mod Loader' for Final Fantasy 12: The Zodiac Age that takes into account mod load order, lets you change it, AND warns about potential file conflicts before applying settings. I thought Nexus had a paid team to do better than what an amateur has done for free in less than a month?
    Julian23561 wrote: Tbh, this was nothing else but a security update, NMM is basically abandoned at this point, I mean, how many updates have we seen since 0.64.3? I think he team is full steam ahead for Vortex.
    daroule1982 wrote: Yep Julian23561, and at this point you will probably see me making backup files, and installing all my mods manually... till Vortex is in Beta. Maybe even learn to merge the 200 plugins I have. Probably would make the game run smoother anyway, ha. Been thinking about doing that ever since I had to diffuse texture mods to make them work with my mediocre graphics card. I may use Vortex as a small add-on to try out new content, but that probably it, again, till it is updated to a stable version.


    thing is, if i recall correctly that only one developer is currently and actively developing and maintaining Vortex for now...
    hopefully they can find more developers to help splitting his tasks and workloads.
  13. In response to post #58857216. #58922306, #58926716, #58931711, #58954851, #58955056, #58956801, #58958426, #58958736, #58979631, #58987141, #58996341, #58997811 are all replies on the same post.


    Darklocq wrote: You need someone to do a public-relations review on this material before you publish it. Text like the following reads like it was written by a surly teenager, and is really off-putting (I say that as someone who's actually paid to Supporter level so far, by the way): "There is a big difference between not listening to what some of our users are saying and not acting on what some of our users are saying/asking for/outright rudely demanding. I guarantee you, we read all the feedback we receive on Vortex and on the site, but not acting on that feedback does not mean we do not listen." It doesn't even send a clear message, and actually reinforces the "not listening" viewpoint!

    What this should have said was something like "We read all the feedback we receive on Vortex and on the site. We are not able to act on or respond to every request or observation, but we do receive and consider it all. In prioritizing our work, we have to balance a number of factors including aggregate user preferences and demand level, clarity and validity of problem reports, issue severity and urgency, practicality of feature requests, and the project's actual goals."

    I see similar messaging problems in other official posts here.
    Vanguarde2017 wrote: It's because they are not professionals.
    Dark0ne wrote:
    In response to post #58857216. #58922306 is also a reply to the same post.


    Darklocq wrote: You need someone to do a public-relations review on this material before you publish it. Text like the following reads like it was written by a surly teenager, and is really off-putting (I say that as someone who's actually paid to Supporter level so far, by the way): "There is a big difference between not listening to what some of our users are saying and not acting on what some of our users are saying/asking for/outright rudely demanding. I guarantee you, we read all the feedback we receive on Vortex and on the site, but not acting on that feedback does not mean we do not listen." It doesn't even send a clear message, and actually reinforces the "not listening" viewpoint!

    What this should have said was something like "We read all the feedback we receive on Vortex and on the site. We are not able to act on or respond to every request or observation, but we do receive and consider it all. In prioritizing our work, we have to balance a number of factors including aggregate user preferences and demand level, clarity and validity of problem reports, issue severity and urgency, practicality of feature requests, and the project's actual goals."

    I see similar messaging problems in other official posts here.
    Vanguarde2017 wrote: It's because they are not professionals.

    I hate corporate and PR speak. I much prefer being down to earth and myself rather than having to place what I write and say through the "PR bullshit machine". If that puts some people off then I'm OK with that.

    Augusta Calidia wrote: @Dark0ne. Thank you for your always refreshing candor. I much prefer it to indigestible PR claptrap. Your candor has a clarity that's totally lacking in the muddy morass of PR Speak.
    Darklocq wrote: Nothing in what I suggested as an alternative approach is "PR speak", its just not directly insulting to one's userbase.
    Dark0ne wrote: I disagree that your version is any better. I understand that anyone can be insulted for any reason. I also understand that just because someone is offended, it doesn't mean they're right.

    How I write and get my point across is unlikely to change.
    Gigist wrote: Not trying to be a fanboy but I have to side strongly with Dark0ne here. Darklocq, your "should have said" example is just the kind of vague and hyper polite junk that like 95% of the people hate. Speaking like that reinforces the idea that nobody really gives a damn about what's asked or said. "We're considering everything and balancing things from every angle and aspect and have to weight clarity and validity and and blabbla" helpdesk/support autoresponses 101. Nobody believes stuff like that. It's just over the top politically correct.

    I also don't get your hostility towards the original quote. To me it tells clearly the message and I really can't understand how it's insulting! It literally reads that they read feedback but not responding doesn't mean they don't listen to it. That's a very reasonable position.
    Darklocq wrote: There's nothing "hyper-polite" about it, it's just matter-of-fact, without referring to user feature requests as rude demands, or acting all put-upon and stand-offish. I'm also not buying the "they're not professionals" bit. This site makes money (they have some of mine, after all and probably some of yours, and are doing well enough to survive the long tide of mod site deaths), so it's a business, which makes it professional. There's no reason the output of this business should read like it was written by temperamental kids even if many of the target audience are in that demographic. I'm just suggesting this software and online services business act like any other such business. Professional tone is something even serious free software projects adopt, so it has nothing to do with profitability anyway. I'm not going to go round and round with rest of you about this. I've expressed an opinion and given clear rationales for it, based on industry experience. You're all leaping to defend your buddy with "I like it" reasoning. So, whatever. It's starting to feel like arguing science versus religion, or economic analysis versus blind patriotism, and I have better things to do.
    Ethreon wrote: You've already been given an answer that is more than enough for what you asked. Your continuous push of this corporate blabbery with no real value is weird.
    Darklocq wrote: Not "pushing" anything. I've advanced no demand, nor suggested anything beyond my original suggestion, I'm simply responding to defensive handwaving with a clear rationale. Just because I don't agree with you or run away crying when you don't agree with me doesn't make me wrong or misbehaving.
    Tannin42 wrote: Where is it written that a candid statement is "unprofessional"? Who defines that?
    Dark0ne writes articles in a tone that the majority of the community seems to appreciate, as the responses you got indicate.
    "You need PR personnel to be professional" sounds like something a PR person would say to justify their job, I would argue that "professional" means "acting appropriately for your position" and in a customer-facing position like this, the customer-base should be the judge of what they feel appropriate.

    Besides, re
    > without referring to user feature requests as rude demands

    Dark0ne did no such thing. He said (rephrased) "us not acting on rude demands doesn't mean we don't listen to feedback". He did not at all equate user requests in general to rude demands.
    And if you think we don't get some objectively rude demands I can just reply with a tired "ha"...
    Darklocq wrote: Every public-facing project in the world is subject to demands from the public that come across as rude. A handful of defenders of their buddy are not the majority of the user community (hundreds of thousands? millions?); don't presume to speak for everyone. Speaking of assumptions, I'm a systems and network admin, not a PR person. I'm not sure why you and a few other people here refuse to accept the difference between writing with clarity and calm versus writing in actual PR style, which is smarmy and manipulative. The former is more effective in this kind of context than emotive disgruntlement, in business and technical communication, especially when it's public-facing material. I agree with you that actual PR-speak would be worse that either. Finally, of course I know that EVERY SINGLE user request is not being equated to a rude demand; I never suggested such a thing. The problem with the messaging is it sends a signal that any particular request may be taken as yet another a rude demand, by someone stressed out enough that they don't keep their irritation at this jerk or that one out of their more formal writing. If you're still not understanding this, I really don't know what to tell you. It's weird as hell to me that half a dozen people are losing their s**t over nothing more than a suggestion to use a more businesslike tone in announcements, a suggestion that's free to be ignored.
    Dark0ne wrote: Yes, I've already said I disagree with your opinion and will be "ignoring" the suggestion. I really don't see why there's a need to continue this.


    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.
  14. In response to post #58644516. #58704201, #58708656 are all replies on the same post.


    Rodjama wrote: Looking forward to the stable release! But for now, I value reliable gameplay with my fav games above anything else, so its persevere with NMM for now.
    calscks wrote: 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.
    sopmac45 wrote: Hi Rodjama, I have been using Vortex since its released and it has not failed me ever .. my game is stable and if I have had some CTD's, those have been caused by some mods not by Vortex itself. I understand your point but you should give it a shot.

    Vortex had another version released yesterday or today to fix more errors reported by users and it should now be working much better than before.


    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.
  15. In response to post #58644516.


    Rodjama wrote: Looking forward to the stable release! But for now, I value reliable gameplay with my fav games above anything else, so its persevere with NMM for now.


    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.
  16. In response to post #58506811. #58553056, #58573086 are all replies on the same post.


    Greg200 wrote: Have been using Vortex to reinstall FO4 after major computer crash and replacement. Have been very happy with it but have run into a couple of problems. The first and want appears to be rather important is my DLC files appear to to have a dependency issue. DLCWorkshop01 has loaded last throwing all except DLCRobot into a red warning sign. There does not appear to be anyway to manually reset these and LOOT does not do it either. Using red warning to reset user-list rule has no effect. Also, today for the first time I am getting LOOT cleaning symbols on these DLC that weren't there before.
    Also, when I installed the BodySlide mod through Vortex it installed just fine, but for some reason when using this mod the texture files appear not to be recognized by the program and you get the "no image" body in the preview screen of BodySlide. I can see all of the .dds files in the texture folder, but they are showing up in BodySlide. Set up the BodySlide tool in Vortex and it too worked just fine except for the texture problem. Again I have enjoyed the ease of use of Vortex and hope it continues to improve and expand. Know there's always problem in new software development, just wanted to let you know what I have experienced to date. Anyone out there have ideas on how I can resolve these problems, would appreciate the info...thanks
    sopmac45 wrote: I have that problem too. BodySlide is showing the body image but it does not respond to any function at all, so the body stays as it is regardless.
    buzzbomb wrote: "Vortex contains a feedback and bug reporting system built in to the software, which can be access from the menu in the top-right corner. "

    "If you post your bugs in the forums or elsewhere, without using the bug reporting tools in Vortex, it's honestly not helpful to us."

    Not trying to be an ass, but at the moment that text is literally right above the head of your avatar.


    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.
  17. In response to post #57024776. #57025386, #57036416, #57038646, #57039596 are all replies on the same post.

     

     

    cc19980623cc wrote: Is Java/C++ no longer a thing? That's what they teach in my univ... Not JS, not even Python. I'd be grateful if 1/4 of my knowledge will be useful finding a job in near future.... :(

    Dark0ne wrote: Most Computer Science degrees still teach Java because it's an example of OOP that, if learnt properly, basically means you can learn any other language pretty quickly.

    cc19980623cc wrote: I think you're right on this one, because Java did give me a good overview how OOP works. Still I wish they teach me more practical stuff (i.e. data structures, design patterns) rather than boring and superfluous stuff.

     

    Just out of curiosity, does Nexus accept univ graduates (fresh out of college)? I believe that I'm a competent programmer but sometimes lack of industry experience is a big no to employers in the States. Thanks!

    Tannin42 wrote: I would very much agree with Dark0ne on this. Java, C++, JS, python are all just tools, you pick the best one for the job. Don't pick a favorite and then try to solve every problem with that (When all you got is a hammer...)

     

    Vortex uses js (or rather typescript) in code close to the ui and stuff that isn't performance critical, C++ where we need the performance or when we need to use low-level functionality not available in high-level languages and C# where we need to be compatible with NMM.

    It just so happens that large parts of Vortex are ui related.

    JS has the added bonus it's fairly easy to learn and there is plenty of freely available documentation. Since we hope for community contributions this is a fairly large bonus.

     

    I never got Java tbh. I also learned it at uni, even had to work with it for a time but never understood why one would pick it over other available languages.

    Still, if you're worried about getting a well paying job, Java is probably still the best language to know, it's the most sought-after skill for programmers if you're not looking for a specific Industry.

    Just in consumer software I'd say it's fairly dead, but that's hardly the only market for software.

    cc19980623cc wrote: Thanks for your insight, I'll keep that in mind. Guess I'm going to pick up some more programming languages soon!

     

    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.

  18. In response to post #56762306. #56775621 is also a reply to the same post.


    Andarus2 wrote: The new Design is really bad and I have no idea how you can be happy with it? Its just less functional! The filters for example on the Modpage: I need 4 Clicks on the new Design vs 1 Click on the Old Design? Same for many other things like Changelogs and Stuff...

    Its just horrible!
    Loveblanket wrote: That's your opinion and not everyone shares it. IMHO the new site is easier to navigate, faster, cleaner and it's easier to find exactly what I'm looking for.


    same. in overall the redesign is really good, especially the navigation.
  19. In response to post #55291603. #55295738 is also a reply to the same post.


    Jishkah wrote:

    I get that things will be wobbly for a while, but has anybody else's download speeds been abysmal? I'm getting sub-100 KB/s for everything 95% of the time, and it's been like this since yesterday. Dunno if that's something that I should bring to attention or not; I haven't seen anybody else talk about it. Normally I get 14/15 MB/s uncapped.

     

    For reference, I'm downloading from rd.nexusmods.com. Maybe it's different for the old site; I haven't tried downloading from there yet.

    Dark0ne wrote: As you're Premium, is this happening on every single server you download from? We have Premeium servers in three different geographic locations (and two continents) so if it's bad on all of them, I think it's likely to be on your end (likely your ISPs end) and not ours.


    so far it's the CDN in which i'm getting 100-200KB/s...but the europe servers are ok.
  20. In response to post #55290218.


    CursedSeal7 wrote: I really *really* dislike the whole "material design" fad that is essentially an excuse to build *only* a platform for mobile, and force desktop users to use it (which is sad for a website that is primarily used to download mods for desktop based games). Not only are you wasting vast amounts of screen space making images, buttons, and text larger than they need to be, but you're seriously hurting the UX when it comes to grouping things because of how spread out important things become when you're spacing them out as much as material design does.

    I get that material design is really popular right now, but that's because mobile is in general growing as a platform, and more people browse the web on mobile. The problem *here* is that you guys seem to have hired UI designers to design UIs, and not think about their audience for whom they're designing. When your primary use case is to serve up information concisely on a primarily desktop based platform, material design is a horrible choice. The old site isn't perfect, but it's worlds better about this specific issue. You could do a lot better by just taking the current site and actually using the full width of the screen, rather than the middle third. I'd like to reiterate: I'm here to download mods for my PC games, not Candy Crush. I have a 16:9 display, not a 9:16 display(w:h). Stop wasting all of that screen real estate and stop wasting peoples time scrolling past all the empty boxes.


    "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.
  21. In response to post #55291743.


    Jishkah wrote:

    I figured that was the case. What tipped me off to it being because of the server/site transfer was that some mods were affected while others weren't - and different mods were affected at different times of the day. For example, earlier today I was trying to download the Autumn Leaves mod for Fallout: New Vegas, and I was getting awful speeds. Just now, I got 15 MB/s, but get awful speeds on Yukichigai's Unofficial Patch.

     

    I don't know. Just figured I'd bring it up. Maybe it's just Nexus Mod Manager being Nexus Mod Manager, lol.


    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
  22. In response to post #55005098. #55005578 is also a reply to the same post.


    ozoak wrote:

     

    In response to post #54935243. #54935523, #54947223, #54947753, #54954958, #54955858, #54958068, #54976953, #54985023, #54987183, #54988083 are all replies on the same post.


    MysteriousGuy wrote: "Not long now!"

    We are talking 2 months minimum here. It was months in development already. Makes me wonder how was Tannin able to build fully functional mod organizer in such a short time when he was working all alone, but its not the case now when he has whole team around him.

    So after months of waiting for something, you cant even provide a screenshot to public? Really?
    fluxxdog wrote: Yes really.
    lunsmann wrote: Perhaps it was purely due to MO only needing to support ONE game. Vortex (like NMM) will be supporting many different games.

    All I want is for FNIS to install and work out of the box (like it does in NMM). MO is a pain in the arse with FNIS, and abandoned almost straight away.
    SharraShimada wrote:
    In response to post #54935243. #54935523, #54947223 are all replies on the same post.


    MysteriousGuy wrote: "Not long now!"

    We are talking 2 months minimum here. It was months in development already. Makes me wonder how was Tannin able to build fully functional mod organizer in such a short time when he was working all alone, but its not the case now when he has whole team around him.

    So after months of waiting for something, you cant even provide a screenshot to public? Really?
    fluxxdog wrote: Yes really.
    lunsmann wrote: Perhaps it was purely due to MO only needing to support ONE game. Vortex (like NMM) will be supporting many different games.

    All I want is for FNIS to install and work out of the box (like it does in NMM). MO is a pain in the arse with FNIS, and abandoned almost straight away.

    Tannin made MO alone back in the days, when he had the time. And it was only 32 bit. Developing such a tool with full 64 bit support is a completely different thing.
    Thats why MO2 never was what Tannin was expecting from it.

    And now, it takes time, because its a team. Tanning cant work all alone, doing things like he wants them to be all by himself. Everything has to be first an idea, moves to a meeting, and later there will be a consensus. Such things take time... a lot of time.
    And sometimes you try something, test it, and as a result, you throw it into the dumpster, because it wont work.

    Software-development is time consuming as hell. Its not just coding. In fact, thats, what take the leas amount of the time. Its everying around the lines of code.

    MysteriousGuy wrote: Seeing what Tannin was able to do with MO makes me fully believe he is more then capable to easily create amazing mod manager. Its complexity or 64-bit doesn't matter so much - he is the man for the job.

    What doesn't feel right is nexus itself. Being game modding site you would expect they would promote and share information about their main modding tool - Vortex.
    Instead it was kept in secrecy for months. Check news how many times they shared any information about Vortex this year. Then check how many of those posts actually speak about Vortex. Most of them are just recruitment posts.
    Seems focus was moved more to the side projects (Web site redesign) or development was facing issues leading to delay (no info about why everything is so delayed because nexus is all shiny and beautiful).

    Ignoring what it feels like and back to what we do know is - it's over a year now that Tannin was recruited for this job. That's one year of people waiting for new mod manager or at least some information about its functionality and looks. A week ago new site design was announced and then they said we are finally getting an update about vortex this week.
    This week they tell us we will get nothing (not even a screenshot because imagine if people say they don't like it, and everyone has to like it when its finished) but we have to wait for 2 months now to get something.

    Do we get an update in 2 months that now we have to wait a year for an update?
    Dark0ne wrote:

    Makes me wonder how was Tannin able to build fully functional mod organizer in such a short time when he was working all alone, but its not the case now when he has whole team around him.



    When Tannin first released MO it was simply the VFS system with a text file on how to enable it. The MO you see today took him over 5 years of work to get where it is now. It's stupid to even compare the two.

    Would you rather wait 5 years? Hmm.


    Seems focus was moved more to the side projects (Web site redesign)



    The website isn't a side-project, it's the main project. Without the website, there is no Vortex, but without Vortex (or NMM) there's still a website. Ergo, Vortex would be the "side project".

    However, development of the website and development of Vortex are parallel, rather than one delaying the other. Tannin works on Vortex, the web development team work on the website, and the only time they intersect is when Tannin needs more functionality in the web API which the web developers need to do.
    MysteriousGuy wrote: I would wait 5 years knowing that it will take 5 years for it to be finished rather than check for updates regularly only to get a notice that i have to wait for a notice that will tell me to wait for another notice.
    Balx2 wrote: Maybe NMM isn't a site you should be visiting then. It appears you did not even read the entire news post, highly doubt you have bothered to ever read any of them.

    These things take time, we have received updates as the team felt they had something worth saying and everything has been explained in detail in the news posts.
    MysteriousGuy wrote: @ Balx2

    Oh really then when you have all the information please tell me how will new mod manager function or look like?
    How will you activate and install mods and where?
    Will it be just one button on the left like NMM, will there be check mark to easily deactivate it like in MO?
    Will Vortex have that annoying web page window loading every time you click on any mod like in NMM or will it have nice and clean interface like MO that actually lets you do something with that mod?
    Will it be huge UI with few buttons and useless mod categories like NMM or will it let you actualy see important things like mod order and load order like in MO?
    How will mod creators work with Vortex? Will they run 3rd party tools from Vortex or outside?

    Go ahead i have time.
    cyrusmagnus wrote: Your complaint is odd. Honestly, it feels like you're just disappointed Tannin didn't finish MO2 and are trying to lash out and be deceptively destructive of this project.

    Your questions are logical, but missing a critical point: software development is hard enough by yourself, but exponentially compounded in difficulty by every additional voice you add to the mix.

    So they have Tannin, Dark0ne, the team, and 30 people looking at it. That means if person number 28 has an idea of how something could look/be better, and they voice it, they then have to query 30+ other people on if they agree or disagree. Let's say 25% of them agree, does that mean it should change? Is it majority rule? Does Tannin have the final say? Does Dark0ne?

    Why on Earth do you think they'd want to open that process up to thousands of people before they've even decided in house, for sure, what they want to do? In this update Dark0ne specifically pointed out that they aren't even finalized. They're close, but close is meaningless in development. You never know what will happen next.

    Again, your questions are logical, but you don't deserve to ask them. You're not paying for this product. You are not a client. You're just some lucky guy that gets to have all this free stuff plopped in their lap for nothing.

    If it takes 2 months or 2 years, whatever gets made has nothing to do with your opinion or entitled demands for information. You want your own mod managing software? Learn to code and make it yourself, and stop pestering the people who are actually doing the work with your whining.
    calscks wrote: >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.

    Well said, cyrusmagnus. Seriously, well said! From what I can see, he's not even a supporter of the site.

     

     

    Seriously people have to stop denigrating other users opinions because it's "free" software.

    The door swings both ways. Maybe they don't get to be demanding, but others don't get a free pass to be a dick about someone as a result of their supporter status.

    Is mutual respect so goddamn hard for people?

    jaydawg55 wrote: Some of the lack of civility is because the comments are not made on an in-person, face-to-face manner. It is easy to talk like a badass when you are hiding behind a phony name, the internet, and a computer screen.


    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).
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