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Kesta

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  1. Eat, Sleep, Mod, repeat.
  2. Do you have a suggestion how this could work? It shouldn't be too hard to avoid the last step (uninstall/reinstall) with Vortex. Say you create the file, copy it to the Vortex mod folder (which is still an ID because we have to ensure it's unique even when you install multiple versions of the same mod), Vortex can figure out that the files are the same and turn the one in the game directory into a link. But Vortex will always need your help to determine which mod a new file belongs to, it can't guess that. Thanks for the answer. First thing before answering properly: It's ok for it to be an ID, as long as there is a decent way to find the mod's folder (typically, right click in the installed mod in the UI and select "Open Mod's Installation Folder"). Right now, with 2 or 3 thousands of "mods" installed, it is absolutely impossible to find which one is what with NMM. As for "how it could work", my first post was a bit rushed, there is actually 3 scenarios with the current NMM implementation that I'd like to see improved. The first two were "natural" with MO. The last one is for an alternative to the lack of "overwrite". 1) A file is added directly to a mod's folder without going through the installation process. We'd still want the file to be treated properly, i.e. put in the game's directory, and properly removed upon mod's deactivation. Typical use case: Adding third-party ressources to a wip mod without having to open the game's directory (which can get ridiculously cluttered in some folders) / Pulling from your mod's git repo (happen at least once in a week for beyond skyrim devs, and it is probably the same for any other large-scale project teams). Suggestion: An icon or other visual indicator in the UI that there is files in the mod's directory which aren't present in the game's directory, allowing to "refresh" with a single click (+validation?). 2) A file is deleted from mod's directory. The expected result would be that the file is also deleted from the game's directory, but the technicalitiies regarding conflicts obviously make it impossible. I honestly don't have a suggestion for this one, when I need to do this I de-activate the mod in NMM beforehand, and I'm pretty sure I'll do the same with Vortex. Typical use case: Trimming down a huge texture pack to keep just the part you're interested in. 3) The first example I gave in my original post, a file is created "for" a mod, but directly in the game's directory. The mod author will then want to put it back in the proper mod's directory. Typical use-case: Daily modding. Suggestion 1: Have access to a panel that show all folder/files in the game directory which are not coming from installed mods. From this list, files/folders can be added to an existing mod (right-click -> add to... -> select mod, or drag & drop). Providing an additional config file in .gitignore style to filter what's seen in this panel would be awesome. And pretty much needed anyway to ignore the original game's files. Suggestion 2: ("Hidden" option so regular users don't go f***** up there install) Set a mod as "current wip". At this point, a snapshot of the current game's directory is taken. From this point, every new file added to the game's directory is automatically considered to be in this mod's folder. (either "live", or even just when the "current wip" option is deactivated).
  3. "Rely on NMM-like vfs": So, one more question. Sorry to play the MO fanboy (especially since there is a lot more people who are much more fanatics than I am). Let's say I'm a mod author, or tinkerer, who don't only edit already existing files, but need to add new ones to a mod's "folder". If I do this with NMM's current way of handling things, this is extremely cumbersome, as I have to create the file while modding (with the "target mod" installed), then copy-paste said file back in the NMM mod's folder (which I have to guess since those are just IDs, but I already expect Vortex to be more convenient in that regard), then uninstall the mod through NMM and re-install it again so the software properly recognize that my new file belong to this mod and is properly linked with the one already in the game folder when it'll come to future updates, uninstallation, or profile change. Are we going to see a convenient alternative to this awful behavior ?
  4. Back into modding... so much stuffs to do T_T
  5. This download link: http://www.nexusmods.com/skyrimspecialedition/download/3774 Actually take me to this page: http://filedelivery.nexusmods.com/1704/Simple%20Auto%20Unequip%20Ammo%202.0-1882-2-0.7z?fid=3774&ttl=1478210944&ri=8192&rs=8192&setec=9a49af54ec8c709f9c25c2866ee4d93c Which show a wrong account name (some "comodo234" account). Clicking on anything then restore my proper profile (so don't worry, I can't pirate his account :P )
  6. Yes, I'm a bandicoot.
  7. That's what the Readme tab (and the readme itself) are for. If the modder fill 95% (or even 100%) of his mod page with bullshit and don't upload a readme for actual informations, he won't bother with an information tab either. Don't get me wrong, I understand you and fully agree that this is an issue. It's just that the only way to fix it is by posts like this one to get the word around.
  8. Everyone know Tony broke the server when he tried to update the whole skyrim optimized textures and its 8Gb ! Kidding, glad it's sorted :) Now that this is sorted, next announcement is for the new Nexus ? :P
  9. Hey ! Since you're not around I'm posting here in hope you have the "notify me by email" function ON. You should really have a look at the RSChildren page once and upload a patch for USLEEP (USKP Legendary).
  10. I do. It indeed seems that masters order, explicits or erroneous, are irrelevant on FO4. I uninstalled other games to make room for all those 4k textures so I can't test since how long have this been going on. Even the formID index in-game match the apparently screwed-up load order. Note that this is far from making LOOT completely irrelevant (still allow you for auto-sorting of the load order based on the masterlist, user-rules, and its guessing-algorithm). But yeah, this is an unexpected result. They had to fix that before moving mods to consoles. Make sense.
  11. Are you sure your plugin isn't disabled because of the new update ? make sure that plugins.txt is read-only (NMM does it automatically for you), or launch the game through F4SE after having set everything properly in plugins.txt
  12. I do. It indeed seems that masters order, explicits or erroneous, are irrelevant on FO4. I uninstalled other games to make room for all those 4k textures so I can't test since how long have this been going on. Even the formID index in-game match the apparently screwed-up load order. Note that this is far from making LOOT completely irrelevant (still allow you for auto-sorting of the load order based on the masterlist, user-rules, and its guessing-algorithm). But yeah, this is an unexpected result.
  13. @Zilav : I don't think you can explain complicated things with complicated words and abstract concepts to people having trouble to understand simple things. @Jet4571 : What zilav is trying to explain to you is the following : If a mod edit 100 weapons in the game to modify their damage value, and an other one edit 7 of them to give them a unique skin (typical example from Skyrim : Weapons and Armor Fixes and Unique Uniques). They are editing the same "object" (which is called record). This means that without a patch, depending on the load order, for the seven weapons edited by the mod giving them a unique Skin : If the .esp (commonly called a plugin) giving them unique skins is loaded before the one modifying their stats : You will only have damage modifications, the game won't be able to "see" the modifications offered by the one giving them unique skins. In the other case, you will have the unique skins, but not the damage modifications. What LOOT is trying to do : It is trying to understand that since the one modifying only the 7 weapons will be completely useless if he is loaded before the one modifying their skin, it should be loaded after it. This way, you still see its changes in-game, and still have the damage modifications on the other 93 weapons. BOSS used to do that only based on a "masterlsit", submitted by users/authors who dested lot of potential conflicts and choose a predefined order. LOOT is now trying to "guess" some of those atop of using the masterlist (with various rate of success depending on cases). As for the thing with masters : It's hard to explain without abstract concepts, but basically you have 3 kind of dependencies : Explicit Implicit Erroneous An explicit dependence : Mod A add a new weapon to the game. Mod B add a recipe to craft this new weapon. Mod B reference Mod A as a master and must be loaded after mod A, or the game will crast at startup. An implicit dependence : Mod A change the value of a weapon Mod B change the weight of a weapon, and have an optional "compatible version" for mod A, which change both its value and its weight (same value than what Mod A did). Compatible version of Mod B doesn't need reference Mod A as a master. Erroneous : Same as the implicit dependence, except that the compatible version of Mod B do reference Mod A as master. In this case, which is the one you've put together in your examples you uploaded in your previous post, the game will load fine, and will indeed behave as if the mod with the erroneous dependency was actually loaded after its master, removing the need for load order management. What you proved is basically that modders adding erroneous dependencies to their plugins will make load order behave in a non-conventional manner. The main issue is that modding tools such as xEdit or LOOT and others are unable to tell the difference between an explicit dependency and an erroneous one, and thus spit out an error when a plugin with an erroneous dependency is loaded before its master (as it would crash the game if it was an explicit one). Edit : proceeding to further testing, seems like explicit misordered masters are indeed not crashing the game on startup anymore. Dpending on the result, I might owe you a severe apology
  14. Hello, I'm looking for : 1) Some retextures for apocrypha, the only relevant mod I could find was : http://www.nexusmods.com/skyrim/mods/36222/? But it's just a small improvement for books, there is still a lot to be done I think. 2) HD textures for the Dark brotherhood ("shrouded") armor, I only found some replacer ("Spooky edit" and "deadly serious") but those are far way from the quality of other armor texture mod I use. Cheers
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