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ErraticFox

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  1. In response to post #64612746. #64660451 is also a reply to the same post. Why are you acting like Manual downloading has no download cap? It does unless you're premium. It's been that way forever.
  2. In response to post #64615466. Probably because you're using U-Verse. I kid.
  3. In response to post #64509266. #64512826 is also a reply to the same post. I don't see why you're even complaining. Them building the Nexus Mods API is them literally making it so much easier for any one else (who has the knowledge) to build a mod manager or something similar to compete with their own Mod Manager.
  4. I didn't want to go listing of every little detail I found off so I summarized it by comparing it to another application UI/UX. Yes, though when you get paid to do so, they should come hand-in-hand. Especially using Electron, there's plenty of frameworks that would've made this pop.
  5. I'm not trying to be rude or anything though I don't think Vortex *looks* the part. The UI just feels off. It's not terrible though if this is the UI we'll be dealing with for another couple years (say the length of NMM until Vortex was first released to the public), I am slightly disappointed. Usually I don't like sharing my opinion online if it has anything negative as I always feel I'm coming off rude, though I used NMM and MO a LOT and I was hoping this would replace both with Vortex. NMM didn't have the best interface, but then again it was developed awhile ago. MO wasn't the best either (far from bad though), though I didn't really care because I knew Tannin was just trying to make a really good MO and was doing it for free. Now that we have Vortex, I feel like we should strive for both a nice UI and UX. Again, it's not a terrible design and it does work (for the most part). Though for the year 2018 it feels dated by stuff like (now this is bad comparison), but LOOTs design looks nice and simple. Sorry if I came off rude. :sad:
  6. Hello, I think that it should be tracked when you track a mod, so that you'd be able to filter them by most recent track to oldest tracked mod. I use the tracking as a type of "I'll look at this mod later" or an easy way to keep a mod in like a type of "list" and it's just easier way to filter through them because you'd know it's relative position of where it would be as I don't always remember the name of the mod, just that I recently tracked it.
  7. In response to post #56849931. Same, I have every qualified skill here (other than C# or C++).
  8. As the title says. I want to remove them if so or do some Texture replacers require this DLC?
  9. I love the alternative start mod, but it feels too empty after the start. Is there any mods that can fill in that gap? In example, get paid for slaying monsters and collect the bounty, be a bounty hunter, or have a speicific merchant that gives you good prices for stuff that's not that easy to obtain?
  10. That's exactly what I was following. Coming from a person that's never created a scripted mod, this a horrible start in my honest opinion (that may be rather a harsh way to put it, sorry). Firstly, it doesn't tell you what file extension you should be using/what you should be saving the file as. Secondly, it does not tell you how to get it ready to implement it in to SkyUI MCM. Thirdly, also coming from a guy whom again, has never done a scripted mod, let alone load this into Creation Kit. I sound like an ass, I know. I'm just trying to be straight to the point so I can figure this stuff out so I can help in the modding community. I really want to know this stuff more for the reason of I want to go back and fix broken mods that have been abandoned by their creators and never to return. I want to give back to the community and I want to do it this way any help is very helpful to me and I'd be very gracious of it.
  11. Could someone point me in the direction of just creating a simple MCM menu from scratch? It's really hard to find a tutorial involving creation of a MCM menu. The SkyUI git page is somewhat confusing to a beginner. I want to make a mod, but the mod is basically a MCM menu with a couple toggles for stuff. Could someone please get me rolling? i.e. How to create some simple toggles, and implement the menu into SkyUI inside the game.
  12. Download ECE and install Download CME save, put CME save inside C:\Users\(username)\Documents\my games\Skyrim\CME_save Once done, open ECE in game by putting showracemenu in console. Go to the slot loader and if the file you put in your 'CME_save' folder was '_5_commonTriRaces.slot' then it would be slot 5. Another example if it was '_18_commonTriRaces.slot' it'd be the 18th slot.
  13. Hello, I'm trying to make a Papyrus script that makes NPCs ignore you. I've never made a script and I a very very very small amount of scripting with anything (if anything a tiny bit of java). So, I'm trying to make a mod that will make the player completely invisible and undetected from the world almost like he was never even there to begin with. While AI detection to other AI's will still work (because tdetect effects all AI detection). I was going to make a spell in Creation Kit with full invisibility, muffle, etc. but it seems after searching, some AIs still can detect you from some reason. I'm looking in the Papyrus functions and I cannot find anything related to a NPC ignoring you. There's a lot of functions for Papyrus, so I tried searching specific keywords that may be in functions like "NPC", and "Ignore" and I didn't find anything useful. Could someone please help me or at least do me a favor of pointing me in the right direction.
  14. Yes, there is tdetect but that disables ALL AI detection, that means even other AI's will not detect eachother. Though I've seen plently of places on the internet where it says it's only suppose to affect, but it does it to everything. I've also tried player.tdetect. Still does the same thing. Any help?
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