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simsrw73

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    Skyrim
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    Dragon Age, Mass Effect, Skyrim

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  1. simsrw73

    Tags

    Thanks. Unfortunately, that doesn't help me. While it's a very useful feature, it doesn't allow me to filter my mods so that I can view & process them in groups. Highlighting would work if it wasn't limited to one item and I could filter on one or more matches at a time. But word tags would be easier on my memory.
  2. simsrw73

    Tags

    Sorry, I haven't been following for a long while. I recall some discussion of tagging, I think, but I don't recall the outcome of the discussion. Is it possible tagging may be added? I'd love to be able to add tags to MODS, multiple word or phrase tags to each mod. And then filter by one or more tags. Possibly group by tags? I see the Highlight feature, but it doesn't allow more than one marker where I'd like to add several to each mod. Possible Taggings I would use might be: Mod was suggested from Modlist: BiRaitBec, Thuggyfied, ESONeeds update with F4SE, update with AWKCR (this should ideally be better expressed though some package management features, but...)Needs Testing, Tested OK, Tested Needs PatchingRanking Tier 1, Tier 2 I'm not looking for tagging to do anything except help me wade through a list of hundreds of mods, organize them, and help me keep my TODOs more accessible. Hierarchical tagging would be a plus, but basic tagging would be a huge assist managing my lists. I missed where this was discussed and the outcome. Can someone point me in the right direction or tell me what the status of tagging is? Thanks.
  3. YES!!! There are some things that Vortex can't reasonably do, but I believe that it should at least inform the user as much as possible so that the user can figure out how to resolve the issue. For Ex. Vx could catalog the bsa on initial install in an easily readable configuration file that it can read like a vfs to compare against other installed mods and show conflicts, differently that regular direct conflicts. It's up to the user to decide what to do with that info. Always, always, always give the user the info they need to intelligently resolve the issue. Ditto. Give the user as much information as possible. Although this level of plugin management could be much more expensive(?) and could reasonably handed off to wb/xedit since they already do that well. Maybe. I'd still love to see it more integrated in Vx if reasonable.
  4. I have not followed up with more testing but we have observed some very odd behavior in at least one particular case when going back and forth between Loot and Vortex/Loot-api: https://forums.nexusmods.com/index.php?/topic/6441506-vortex-sorting-tool-and-loot/?p=58076246
  5. Well, not quite there. I played around a bit more today. Installed FO4 on my dev drive. Loaded up Vortex and tried to install a small mod package. On Install, I got an exception for 'edge': It's compiled for Node 8.2.1, so I had to downgrade Node again. 'ffi' doesn't like 9.x, and 'edge' expects 8.2.1 (available here). That got rid of that particular exception but exposed another type exception in 'fomod-installer'. Like 'gamebryo-bsa-support', it is out of date when compared to the latest updates on github. I've never worked with submodules in git before. I RTFM, and tried 'git clone --recurse-submodules' and few other things that Vortex build already does, but every time I clone Vortex or update, I get old versions of the submodules. I haven't checked any modules but those two yet, but I'm assuming I'll find the same for others. What am I doing wrong? I cheated earlier and manually copied changes in 'gamebryo-bsa-support'. But that's not correct or scalable. I just don't understand what git is doing. The installer "ModA.7z (md5: 8804b56261c7f67857ff6f06c0c52bbc)" failed: edge.initializeClrFunc is not a function TypeError: edge.initializeClrFunc is not a function at Proxy.exports.func (D:\projects\vortex\node_modules\edge\lib\edge.js:169:17) at Object.testSupported (D:\projects\vortex\out\extensions\installer_fomod\index.js:39:33) at InstallManager.getInstaller (D:\projects\vortex\out\extensions\mod_management\InstallManager.js:569:41) at mInstallers.(anonymous function).testSupported.then (D:\projects\vortex\out\extensions\mod_management\InstallManager.js:575:20) at tryCatcher (D:\projects\vortex\node_modules\bluebird\js\release\util.js:16:23) at Promise._settlePromiseFromHandler (D:\projects\vortex\node_modules\bluebird\js\release\promise.js:512:31) at Promise._settlePromise (D:\projects\vortex\node_modules\bluebird\js\release\promise.js:569:18) at Promise._settlePromise0 (D:\projects\vortex\node_modules\bluebird\js\release\promise.js:614:10) at Promise._settlePromises (D:\projects\vortex\node_modules\bluebird\js\release\promise.js:693:18) at Async._drainQueue (D:\projects\vortex\node_modules\bluebird\js\release\async.js:133:16) at Async._drainQueues (D:\projects\vortex\node_modules\bluebird\js\release\async.js:143:10) at Async.drainQueues (D:\projects\vortex\node_modules\bluebird\js\release\async.js:17:14) at <anonymous>
  6. Why does it matter? It's just used for the build and the build does fail with 3. You can have both versions of Python installed and just shift 2 on to the PATH when building Vortex. Unless someone wants to fix it and submit it ;), I imagine there's more useful things for Tannin to work on.
  7. If anyone does this: It would be a good idea to verify that the Vortex app directory is completely removed and manually remove it if it is not before reinstalling. Just to make sure folder perms aren't fouled up. Also, It's unclear from the other posts if those other users turned on Run as Admin, on purpose. That would be useful to know.
  8. Thank you! That got me there. 'gamebryo-bsa-support' was out of date. Updating it cleared cleared all remaining errors.
  9. Are you running Vortex as Administrator? Windows won't allow you to drag from a normal user mode app to an app with elevated privileges.
  10. Excellent. Thanks for that. That will make it considerably more convenient. Can you offer any advice on this runtime error? warn: failed to load dynamic extension name=gamebryo-bsa-support, error=expecting a function but got [object Undefined], stack=TypeError: expecting a function but got [object Undefined] at Function.Promise.promisify (D:\projects\vortex\node_modules\bluebird\js\release\promisify.js:270:15) at Object.<anonymous> (D:\projects\vortex\out\bundledPlugins\gamebryo-bsa-support\index.js:1339:30) at __webpack_require__ (D:\projects\vortex\out\bundledPlugins\gamebryo-bsa-support\index.js:21:30) at D:\projects\vortex\out\bundledPlugins\gamebryo-bsa-support\index.js:64:18 at Object.<anonymous> (D:\projects\vortex\out\bundledPlugins\gamebryo-bsa-support\index.js:67:10) at Object.<anonymous> (D:\projects\vortex\out\bundledPlugins\gamebryo-bsa-support\index.js:3302:3) at Module._compile (module.js:569:30) at Object.Module._extensions..js (module.js:580:10) at Module.load (module.js:503:32) at tryModuleLoad (module.js:466:12) at Function.Module._load (module.js:458:3) at Function._load (D:\projects\vortex\out\util\requireRebuild.js:31:25) at Module.require (module.js:513:17) at Module.require (D:\projects\vortex\out\util\extensionRequire.js:29:25) at require (internal/module.js:11:18) at ExtensionManager.loadDynamicExtension (D:\projects\vortex\out\util\ExtensionManager.js:574:27)
  11. The external changes dialog is definitely one of the most confusing dialogs in the application. It's just not clear enough exactly what it detected and what it's going to do. The UI needs to be clearer and maybe could use an expandable detail view to show exactly what operations are going to be performed.
  12. Stopping here for the night. Got Vortex built and running. Except bsa support as shown in the attached log. Not sure about that one yet... I'm guessing that I probably should run this under a different Windows user account than the one that runs my normal release Vortex?
  13. It does work for me on 0.13.5. Windows 10. x64. What version of Windows are you running on? Are you running any background apps that might interact with drag and drop? I run GoToMyPC and it used to give fits to one of my apps because it did something globally to drag and drop and the clipboard.
  14. D'oh. Nevermind. I should have googled before posting and given closer attention to the readme. Needed Node.js 8.x. The 9.x build won't work for building ffi. The build is progressing... Up and running! :teehee:
  15. Anyone get this to build yet? I'm still in process of trying to learn the libs & framework with lots still to learn, but I thought I'd go ahead and try to get it built but after straightening out a few configuration issues (eg. installing Python 2 and getting it put in the PATH ahead of v3, Removing VS Community 2017,etc.) I'm still not getting it built. I've attached output log from 'yarn install' as well as my build environment. I'm sure this is a configuration problem, picking up something wrong, but I'm a bit unsure which. Anything stand out? This is built from cmd, launching from "Visual C++ 2015 x64 Native Build Tools Command Prompt" as Admin. Same results in PS, and without the MSBuild batch file.
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