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Aloyse

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Posts posted by Aloyse

  1. On 3/8/2024 at 10:29 PM, showler said:

    It may not work on comments since the change.  I'm not even sure where the comments are accessed from anymore.

    So I guess that means your work-around isn't a work-around anymore.

    On 3/9/2024 at 11:30 AM, Pickysaurus said:

    Please see the post above yours. We've addressed this in that news post. Search is currently unavailable but will be returning at some point 

    I wasn't asking about the search function in general, I was asking specifically about the google search work-around  indicated in the second post of this thread, which isn't mentioned in the linked news article at all.

    However in the linked news article it says about this feature: "The ability to search mod comments will return in early 2024." so that should be very soon? When I said at work in December that something would be done early next year, I had to deliver in January, I managed to get away with February once, because of extended sick leave, but March wasn't considered early in the year anymore. 😜

     

  2. Can anybody please tell me how to do a site specific google search on the comments of a specific mod? I have tried Site: nexusmods.com/reddeadredemption2/mods/1227?tab=posts and variations of that, but google searches all of nexusmods.com/reddeadredemption2, not just the  comments of that particular mod. From the search results I would say that google doesn't even see the mod comments?

  3. In D:\Vortex Mods\Fallout4\Mods was another folder Fallout4, which in turn contained another folder named Mods, the creation dates are of the day where I installed and configured the previous version of Vortex. When I did hit remove on the Fallout4 in the list in Vortex, those folders were deleted. So either the previous version of Vortex or I did mess up during the configuration process a few weeks ago, judging from previous experience, I would guess that I was the one who messed up. :blush: Sorry for stealing your time.

  4. Hello,

     

    I got a new computer, so I installed Fallout4 and Vortex a few weeks ago, I didn't install any mods yet, just the 6 DLCs and a few Creation Kit freebies. Today I opened Vortex, it did update to 1.05, then I went to Fallout 4 mods in Vortex, there is one item in the mod list called Fallout 4 and it's disabled. If I enable it, there is a message at the top "Some mods are redundant", when I click show, it tells me that Fallout4 is redundant and should be disabled? What does this mean?

  5. I had the same problem. Any downloads only work from CDN, I can no longer download from the Premium Servers.

     

     

    The 403 error is nothing to do with Vortex. It's happening on the site.

     

    The 403 error happens when you download files with a different IP address from the one you browse the site with. Some ISPs are freaking weird and I've no idea why they have that mechanic. However, our Premium server downloads are tied to your IP address, thus, if your ISP changes your IP address when you go to download, it will throw an error.

     

    The fix is to download using the CDN. It should be the fastest method anyway and does not have this issue.

     

    You can update your preferred download location in your preferences.

     

    I've recently updated my internet connection to LuxFibre by the ISP post.lu, apparently this means that I'm now connected to the internet by a IPV6 address and that connections to IPV4 servers are made through something called a DS-Lite tunnel, also called dual-stack lite tunnel. From Wikipedia: https://en.wikipedia.org/wiki/IPv6_transition_mechanisms#Dual-Stack_Lite_.28DS-Lite.29

    The CPE encapsulates IPv4 packets within IPv6 packets. The CPE uses its global IPv6 connection to deliver the packet to the ISP's Carrier-grade NAT (CGN), which has a global IPv4 address. The original IPv4 packet is recovered and NAT is performed upon the IPv4 packet and is routed to the public IPv4 Internet. The CGN uniquely identifies traffic flows by recording the CPE public IPv6 address, the private IPv4 address, and TCP or UDP port number as a session.

     

    Does this process result in having a different IP for the site and for the download? Can this be the reason I can no longer use the Premium Servers?

     

     

     

  6. Hi,

     

    Does the issue persist or were you since able to download Vortex successfully?

    Sorry, I've been unexpectedly away for the whole week due to a work assignment.

     

    I've done some investigating, it's not a link problem specific to the Vortex downloads, it's a server problem. Sorry for asking the wrong question. Apparently I can only use the CDN server.

     

    I've tried different browsers beside Firefox (Edge and internet Explorer 11). Then I just tried the Unofficial Fallout4 Patch manual download link, when I clicked simply on download I got the same error message, idem when I selected Europe #1 - Premium, Europe #2 - Premium or North America -Premium. Interestingly, when I chose CDN, I got a working manual download. The Mod manager download of the unofficial patch worked in the Nexus Mod Manager, since for some reason I'd set the default download server in Nexus Mod Manager to CDN. So I changed the serve in Nexus Mod manager to one of the others and presto, no more Mod Manager downloads. So I've changed the default download location in the site preferences from Europe #1 - Premium to CDN, now manual downloads work.

    However I'd like to know why I'm restricted to the CDN server? I'm in Luxembourg, in the middle of Europe, and as a Premium user I should have access to the European Premium servers? I should probably post that question in the site feedback forum?

  7. Well, most mod authors seem to have moved on to newer games and consider their older mods ass finished, so expecting them to update descriptions that were finished well before the change of the links is somewhat optimistic. For example the last update of Project Nevada was in 2014. Have you contacted the mod authors about this problem, maybe they are not even aware that it exists? However, you may also get answers like "I didn't break it, so why should I be the one to fix it."

     

    Apparently it had been fixed by this DNS redirection in 2015, so why is that no longer working?

  8. If the link still contains the mod ID you can paste that into the current link format :smile:

    Thanks, that sort of works, but it makes opening every link a four step process:

    1. copy the link somewhere
    2. copy the id
    3. open a new tab with an url for a mod
    4. paste the mod id in, making sure to replace the id all of the id and nothing but the id

     

    It would handier if links worked the way they are supposed to. You know, a link is supposed to be one-click. :dry:

     

    By the way, I've just been on Github, in the "report a bug" section, the bug has been reported on February the 3, been assigned a number on February the 7th, however nobody seems to be working on it. Link

  9. We'll be fixing the DNS issue with the old domains soon enough, I'm sure.

     

    So when will this fix be applied? I've decided today to replay Fallout New Vegas, and every link in a mod description that I clicked on just got me this:

     

    Not found

    The mod you were looking for couldn't be found

     

     

    Or perhaps you should run the script mentioned in this thread on all the mod descriptions?

     

    I've also tried to use copy/paste to get the name of the mod into the search field, but unfortunately, when you copy a link you get the link address and not the description.

     

     

  10. You can still download manually. I download manually for a chance to look inside the ZIP or RAR just to make sure its in good order and so I wont end up with a messy install folder full of mod folders with options. I update all my manually downloaded mods (just be sure to keep the file name given after download - that is how it knows what it is).

     

    Once you add the file to NMM, make sure it is selected then go to the left side of the menu and click on the little "I" symbol with a "+" next to it to "add missing mod info". Presto, mod added complete with missing information. You can also just rename the file once added to NMM, however if you change the name after its been added and before you have properly "added missing info", it wont update properly. If that happens, just remove the mod from your list and try the above. :biggrin:

     

    Also, if you add them manually and update the names in NMM using the above, then do it after each mod added as you go if added mod has more than one file. Otherwise you will have two mods/files of the same name on your list and you wont know which is the main file and which is the supporting or patch file.

    This works for most files, I had one or two patches that could not be found, but I managed to fix most of my list.

     

    However there's another problem, if a mod (for example UFO) has the version 1.2i, the Hearthfire patch is version 1.1 and the Dawnguard patch is 1.0, then NMM tells me that there are update available for the patches.

  11. I'm using the latest version, 0.43.1. However I've downloaded all the mods manually and import them from the folder. I do this since there are quite a few mods that contain optional folders in the zips but do not have install scripts for NMM, so I have to tidy up before importing them into NMM. But importing them from folder should be the same as downloading them with NMM, the files should be the same?

  12. When I import a mod and an optional mod file downloaded from the same page, both end up with the same name.

     

    For example:

     

    Main file:

    UFO - Ultimate Follower Overhaul

    Optional Files:

    UFO - Dawnguard addon

    UFO - Heartfire addon

    are all called UFO - Ultimate Follower Overhaul in the MOD panel after they are imported.

    http://skyrim.nexusmods.com/mods/14037

     

    I've now started to import the files one by one and renaming them, but this is rather inconvenient. Or am I overlooking something?

     

    I also wonder how NMM does handle updates for those optional files?

  13. This is really a missing feature. An example: I've just unpacked several texture packs into a folder to create my own mix. The only way I have figured out to install this with NMM is to create a compressed file, so I'm currently watching 7zip working to compress a file which in a few minutes (that's what I hope) will be unpacked again by NMM.
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