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delgathar

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  1. Wow, another confirmation that this error may be because of Windows Defender. Disable defender, run again.
  2. ok, this doesn't answer my question. I don't want an esp list, I want a list off all active mods in my LEFT panel. Is there an easy way to get this information?
  3. So I don't have subnautica. Never played it, never bought it on steam. But somehow I look in my downloads and there are six files that I've never seen before and all downloaded in the last five minutes, Three of them were for subnautica. Then I go to extensions and this is also full of enabled extentions for games I don't even have. And I can't even remove them, I can only disable them, and that I can't even do in bulk. I would have to select, one-by-one each extension and remove it. Stardew valley, subnautica, spyro, Vampire the masquerade, xcom, etc. The only ones that have a "Remove" option are Neverwinter nights, devil may cry, Resident evil 2, State of Decay, Subnautica, Subnautica below zero, and Morrowind, Oh, and not only do I have to select these extentions for games I odn't have and remove them one-by-one, but I have to reboot the client each time? Why are these being installed on my computer? Under "Games" it shows fallout VR like it should. But there are 127 games under unmanaged that I don't have. I only have two managed games. Greedfall and Fallout VR. What can I do to restore sanity to Vortex. It wasn't like this before, but I install greedfall and find out Vortex has a few updates, install them, and suddenly I'm getting download bloat. What can I do to fix this? Thank you. Also, If I start greedfall through Vortex. It won't accept input from my xbox controller.
  4. I don't mind the staging folder being different so much, but I can't use the same download folder either. So Vortex is really forcing me to have four copies of everything. Well, I can install from file and then select the FO4/mods folder but I have to do this individually for each file, which is a bit of a pain. At least I don't use vortex for many mods.
  5. I have FO4 installed with Vortex and was going to use the same folder for FO4VR since most mods are the same and those that are not are clearly labled. But when I try to set the mod staging folder to to FO4\mods it tells me folder must be empty. I don't want to set to another folder because then I'd have to copy all my mods and have two copies of everything. How do I get around this? Thank you.
  6. Just dropping this here for the next person that googles the answer and gets this page. I get the same message, "Your video hardware was not identified. Video settings have been set to low quality." Contrary to what the message says, the game DID detect my hardware. At the end of my skyrimPrefs.ini there is the line. sD3DDevice="NVIDIA GeForce RTX 2080" So it actually did detect. So what I did was manually click the ultra button. Then I went into the prefs and manually changed my resolution to 2560x1080. Borderless=1 Then tried to play the game and it worked. So if you get the message, "Your video card was not identified." Don't give up, check your skyrimprefs.ini. It might be detected after all. You might have to manually set the resolution and quality level.
  7. Hello Mator, I've got a mod that places some NPCs, so it reverts some of the Sub-block info. I could place this mod high in my list so ELFX overwrites, but is there a way to make Mator Smash specifically ignore entries? If don't add it to the patch, then whatever is lower will win. I used the build option, and the only record it populated was the CELL, but the CELL record is one I specifically don't want it to smash. I was thinking an "Ignore" toggle would be useful for people who are constantly rebuilding their load order, or for later when people start trading their smash rules, because an ignore toggle could reduce the impact of load order, and the need to enter manual rules in loot. The functionality of an "ignore" toggle would specifically utilize the higher mod's settings. Thus, where a skip option, or not adding a mod to patch, or simply not checking a field, might result in the lower mod overwriting since the records will be empty in the smash patch. The ignore toggle would tell the patcher to add the previous mod's (or the vanilla) records to the smash patch, so that the ignored mods settings are overwritten, regardless of it's place in the load order. This is also useful in the event that only the ignored mod changes the vanilla settings. For example, a npc replacer mod changes the lighting, but the player has no lighting mods. A lot of mods go beyond their scope, and the ignore option also would manually correct the scope so that a player wouldn't need to go around deleting records, which doesn't work with added objects to CELL records anyway. And because the ignore option would persist across updates, where deleting a spurious record in tes5edit would be reset when the mod is updated, or reinstalled, this would make things easier in the long run.
  8. Ok, I'm definitely getting a bug with current version. Whenever I close and reopen Mator Smash. The Settings column of the Plugins tab seems to forget my last settings. The Patch column seems to remember the patch assigned and whether it was assigned or blank. But the settings column seems to randomly drop assigned values. Whether I set it as skip or whether set up a special setting. I'll re-open MS and find the settings column all back to setting "mysmashall" with random mods still having manual values. Most skip settings are lost, except for the bottom of the load order. The only mods that remembered their skip setting were the bottom 8 mods, 5 which were set to skip.
  9. Hello, I've started trying to customize mator smash rules to individual plugins. But I've run into what appears to be a snag. Race/Male Head Data/Race Presets Male/RPRM - Preset NPC Isn't an option to select. The only options under "Sex" Head Data is MNAM , FNAM, and NAM0. Is this because RPRM is an unordered list? Expanded Skyrim Presets ESPv1_1.esp adds a number of nice presets, but the rule of one is fisking up all all the other mods changes to the Race record. I was trying to sterilize ESPv1_1.esp. Please add the RPRM - Preset NPC to the records that can be smashed. That is, if unordered lists are even doable. Thank you. I know you're deep in other projects, but I wanted to get this on the to-do list.
  10. Ok, I'm still trying to eliminate user error here, but I think I have a bug. http://i.imgur.com/jHbrPa4.jpg WAFR Changes ARMA/BOD2/Armor Type to Light. Smash does not retain this change. I tried to take the pic so that my settings were included. Sexy Armor replacer. I tried it with the provided bash.graphics, and I tried cloning the bash.graphics and checking male and female world model. It seemed to work fine without checking, was just experimenting. Mainly, I'm showing that BOD2 is unchecked. http://i.imgur.com/qx5eo3P.jpg Even if WAFR is the last mod, Smash reverts the armor type. Not sure what is going on, is it my settings? Thank you.
  11. Ok, I think I'm starting to get a hang of this. Use the smash.all or a custom smash all for most stuff. But if I want to make sure ONLY one thing from a mod gets smashed, use a bash tag instead. E.g. For Another Sorting Mod, don't bash all or it will bash attributes, use the bash.names. But WAF use smash.all. So with Smash it is better to think of the tags as a filter? Well, I've gotten the best results so far doing it that way at least. At least when there are only one or two standard things I want to preserve from a mod. I also made a custom smash settings for imp_helm_legendary, since none of the pre-made tags fit the bill, since I'm now thinking of the smash tags as filters not inclusions. So I'll probably end up with a number of tailor made smash settings for specific mods, in addition to the modified smash.alll. Hopefully this is the right approach, fingers crossed.
  12. What resolution are you running at? From the looks of this screenshot you must be running at 1280x720. Get a bigger monitor. That will only happen if you loaded the patch plugin into smash prior to deleting the "Patch" entry. There isn't a way to unload a plugin, so this is just a limitation you have to deal with. If you want you can, instead of deleting a patch, simply remove plugins from it and add different plugins to it. Smash currently cannot properly handle patches with plugins missing quite properly, this is an alpha after all. Well, I wasn't making accusations about who's fault it was, I was just informing you so you would know. This is an alpha so I expect bugs. But likewise, as a user of an alpha, I'm supposed to report bugs right? I can tell you are using the Merge Plugin's interface as a source, so it is possible the same problem exists there. I'm running at 1920x1080. My text size is 150% As said, the whole reason I deleted the patch was because I couldn't remove a plugin. So the suggestion to remove plugins and add different plugins doesn't work, as the patch won't build. The merge plugins source has a function in "resolve problems" to remove a plugin that is not loaded, you can probably borrow that function.
  13. you aren't using smash to its potential if you're using that. :tongue: Hello, Just a quick bug notification. The logo popup has some artifacts. http://i.imgur.com/L3ZTUk5.jpg Clipping tooltips with window maximized. + tooltip clipped. http://i.imgur.com/9sQNuX7.jpg Hammer tooltip clipped http://i.imgur.com/BYueeCu.jpg Smash also has the same bug that if I delete a patch, I can't make a new one with the name name. Say a plugin is missing but no longer available on nexus. I can't delete the old smash patch and make new smash patch. It has to be smashb patch or something. At least merge plugins allows me to retroactively remove a plugin from a patch now. -- I'm sure a lot of my problems right now are user errors related to program familiarization. I just did a bash all using the supplied bash all instead of building a bash all, and the NPC headparts didn't all get smashed together so that is good. WAF and USLEEP fixes aren't being carried forward though. And I just had the brainstorm that i didn't have to have the same smash setting for all plugins in the smash. This was of course mentioned somewhere, but it didn't register till a few minutes ago. I was still thinking in two modes. Bash mode, or smash mod. But then I realize that the patch itself is the mode and I didn't have to use the same smash setting for the smash patch... sigh, maybe setting the mods individually instead of using smash.all will work out better. I did clone the bash.all and added FLST - FormIDs. Since NPC mods often add hair modify the head parts list. I'm still experimenting with the bash.all, but i'll probably set specific plugin settings soon.
  14. Ok, Thank you. I'm trying to get WAFR keywords to smash, but couldn't find a keyword bash tag. I tried loading up smash settings and see a place to add KEYM-key/KWDA-Keyword but I don't want to carry every mods keywords, just WAFR. In full screen mode the tooltip for the + and the hammer are clipped by the left part of the screen. One thing that always seems to require a compatibility patch is FORMID list/Headpartsallracesbeast and FORMID list/haircolorlist trying to make something work now. edit - tried a smash all and of course that merged a lot of things that shouldn't be merged, but I was trying for a proof of concept to see if the things I wanted to merge would, and they did. So now to go through and edit out the parts smash of 4 diferent npc mods that edited the same character, and smashed all the head parts together...
  15. Hello, I'm slightly confused by the add tags vs. smash settings context menu options. It looks like a duplicate system. Is it basically that adding bash tags will also work with wrye bash, but the smash settings only affect smash?
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