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amf85

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  1. This has been a request for...I think more than a decade. The site developers know this (they've responded to prior similar requests). It doesn't make sense that you cannot filter or sort the tracking center by existing categories already built into the site, much less track custom categories, when Nexus Mods' entire purpose is for people to browse tens of thousands of mods. I have 1000 fallout 4 mods tracked, and managing them is virtually impossible. I actually use Chrome tab groups (and it sucks). I have a tab group for graphic mods, a tab group for armor, etc.
  2. Can you clarify what type of extension would do this?
  3. There is something wrong with the last page of the tracked mods list. It will apparently ONLY show a full page, and sometimes randomly cuts off mods at the end of my list, only to re-add them when I remove others. This bug is observable and reproduceable. 1. I go to the end of my tracked mods list, look at the last few mods. Triple checked that it is the very last page. 2. Remove the last 3 tracked mods. 3. Refresh the page. 4. Voila, 3 new mods at the end of the page, immediately after what would otherwise have been the last mod. Doesn't have to be three, it seems to add whatever number I remove. This is also reproduceable by shifting sorting from ascending to descending. Doing so shows mods that should be at the end of the list, but which are not visible.
  4. Experiencing this as well. Page and image load times have gone from virtually instant to between 10-30 seconds (sometimes longer). Change has occurred in the last few days.
  5. Using http://www.nexusmods.com/xcom/mods/587/?, but it doesn't seem to do anything. Installed it using the LW Mod Manager (it's supposed to work the same as PatcherGUI) on a brand new LW game. Any thoughts on what I did wrong? Thanks.
  6. I've been able to confirm that the ammo crafting materials are NOT added to your inventory instantaneously, but rather are added as the system messages appear. Was rather easy to check, I went and bought my normal bunch of stuff at the vendortron, then checked my inventory. Closed pipboy, waited for a few messages, opened it up again, rinse, repeat. I literally just watched as the items were slowly transferred from the boxes into actual useful items over a period of several minutes. So, while I appreciate the help, simply eliminating the messages doesn't look like it will be enough.
  7. You are a gentleman and a scholar! That appears to have worked along with the ImplementScriptedChallenge command. Thank you very much!
  8. I know that, generally speaking, you just look at the load order in NMM and replace the first 2 numbers with what you see there to get a correct base ID. However, this gets pretty complicated with the larger overhauls and various compatibility patches. My specific situation is trying to find the IDs for a specific challenge added by the Extra Options addon to Project Nevada, and almost certainly modified by the PN-Fook Convergence patch mod. I usually end up having to drop an item in my inventory and look at it in the console to figure out which specific esp controls it (and often what its ID is, since the ones in GECK seem to be wrong about 50% of the time). However, obviously I can't drop a challenge out of my inventory. I did try GetChallengeCompleted with the ID GECK thinks it is, using load orders for every single esp. related to Project Nevada, but had no luck. Thanks in advance.
  9. That would work, assuming it could be done without disabling messages for everything else.
  10. I make a lot of ammo at the reloading bench, so every time I go to a vendor I buy every Primer, Case, Powder, etc. that they have. Which is when it starts. The incessant, slow opening of purchases. 10 minutes later my character is still receiving Primer or Powder a few dozen at a time. Please, make it stop.
  11. Among many other mods, I use the Daughter of Ares mod that allows you to play as an Android race, including several new perks. However, it seems to me that several are broken and not actually do anything. The DoA mod, like many great mods it seems, was abandoned prior to being completely finished, with bugfixes to perks being one of many things left undone. The Perks LOOK like they should work based on what I see in GECK, but when chosen, there doesn't seem to be any noticeable change in game. To be sure, I modified the perks in GECK. For example, I changed Firearms Firmware from increasing attack speed by 5% to increasing it by 50%, then by 500% just to be REALLY sure. In each case, there was no noticeable difference. Same with accuracy, etc. Unfortunately, unlike vanilla perks, which are Type: Ability, the perks in question Are Type: Entry Point, making them difficult to compare to something I know works in order to troubleshoot. Any suggestions on how to fix would be appreciated. For clarity, the Perk Entries for Firearms Firmware are: Rank 1: Entry Point | Modify Attack Speed | Multiply Value | 1.05 Rank 1: Entry Point | Calculate Gun Spread | Multiply Value | 0.95 Rank 1: Entry Point | Calculate To Hit Chance | Multiply Value | 1.05 Rank 2: Entry Point | Modify Attack Speed | Multiply Value | 1.10 Rank 2: Entry Point | Calculate Gun Spread | Multiply Value | 0.90 Rank 2: Entry Point | Calculate To Hit Chance | Multiply Value | 1.10
  12. I will give that a shot then. Now that I can see the armor in motion, I need to change a few things. Thanks again for all the help!
  13. I'm using this plugin. It's old, but all the 2012 plugins I saw were, so I assumed that was OK.
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