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Zeoinx

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  1. I honestly dont understand the need to have "forced" collections in the manner they are presented, where they force the creators to participate. Maybe if these "collections" were nothing more then a page stating "These mods generally work well together and or use mods that depend on each other to form a unique experience, but then just link to the mods themselves personal page, giving the user the OPTION to download them or not, Im sure it wouldnt be a problem. But What i see is some random person (site admin or whatever) , who might happen to like using X Y Z Mods together, from a personal perspective, will decide this is a collection, but the mod creator Y might personally not want their mod associated with Mod X for personal reasons. This is quite a valid thing, and shouldnt be forced on a mod creator. This all personally seems kinda pointless thing to add imo, especially when like you mentioned, we already have the "dependent" system in place, mods are not exactly hard to understand especially when we have the dependent system, AND Vortex working. All they need to do is just rename and reset the "collection" system to "Suggestive Mod Collections" that are a list of mods stating that "I am a user, who just happens to LIKE using these mods together, this is my mod list I am suggesting to others that are currently available, and at the time of writing this "mod collection blog" they work without negative interaction, then proceeed to give a nice review on what is involved in the mods, why they like using them together, and then have the mods linked, in order they should be installed, to the modders actual mod page. If at a later date, the mod gets deleted, no big deal.... especially with the "at the time of writing this" message, and maybe add the Version of mods being in the collection near the links will go a long way. Let creators have the power,period. This place would not exist without the CREATORS of the mods, otherwise you would have nothing to host. nothing to make ad revenue on,
  2. So was browsing through some various player homes, and most are all kinda "natural" or "basic" castles, fortresses, mortal home designs. Even saw a giant castle that could function as a guild hall for multiple players in Skyrim Together if it actually worked properly. But for the most part, All the player homes I've seen are grounded, literally. you can always either see, or are directly connected to the surface. I think a new cell, accessible via a magical portal or item, that takes you into a player home floating far above the surface so far that you are unable to see it would be rather neat inspired heavily by Sky Sanctuary Zone in the sonic series as seen in the image below. The level ascetic I feel could really work nice as a "pocket dimension" or even a plane of oblivion in a similar manner to that of how "Paradise" from Elder Scrolls IV : Oblivion was created by the leader of the Mythic Dawn. Things it should prob include : Outdoor Crafting Forge, Tower, each level having good natural lighting and at the top should be the entrance to this Sanctuary, so you can get a good visual of the entire set up when you first enter it. A open air garden, with a good variety of areas to plant variety of Skyrim vegetation, armory, treasury, and library. A circular skybox should most likely be placed around the entire structure to hide the surface of the new cell and create an illusion that it isnt above Skyrim, or really any visible surface.
  3. I checked all the "security tabs" for the folders in question, I gave myself FULL PERMISSION on all of them, i am still getting the error. How do I check the Vortex set "shared or per-user" mode if i cant OPEN vortex? Is this another tab somewhere i need to find?
  4. Your ego is beyond belief, especially when I have stated multiple times I have not changed a god damn thing. how you became a staff member is beyond me, but enjoy your power fantasy online. If this is how you treat your normal job, I feel sorry for your coworkers.
  5. Yes, I am on an admin account, I have no idea how to change permissions, so I have no idea how this would have happened to begin with. If someone would walk me though on how to give permissions back to Vortex, I would love to do it, but considering this is the ONLY program to ever happen to, and yet everything else i use makes folders in that directory all the damn time, this makes no sense to me how THIS one program doesnt have permission and yet its not a votex problem. Just give me a walkthrough on how to attempt to fix this please Btw, I might as well point out, I can manually make a folder myself in the directory in question, so i am also confused why Vortex cant.
  6. So, are you saying you're still getting the error from your original post? about not being able to mkdir on E:\appdata? yes, its now the same error, but in the default directory.
  7. Why is the path for appdata E:\ ? Are you using symbolic links to have your appdata on E:\ instead of C:\ ? I prob should mention, the clean update is now C: drive, before the clean reinstall, i had moved my app data to the other drive for more room as my former C drive was actually very tiny. This is a brand new HD. So, after you reinstalled windows etc, did you do a clean install of EVERYTHING, or did you restore a backup of things like Vortex etc? I HOPE you didn't copy your old appdata folder from E to your newly installed C drive. This was a clean install, I put in a entirely new harddrive, which was the main reason for the clean install to begin with.
  8. Why is the path for appdata E:\ ? Are you using symbolic links to have your appdata on E:\ instead of C:\ ? I prob should mention, the clean update is now C: drive, before the clean reinstall, i had moved my app data to the other drive for more room as my former C drive was actually very tiny. This is a brand new HD.
  9. So i just upgraded my PC with a new SSD for my main HD, brand new install of windows, and guess what, this f*#@en error persists. What do I need to do to let this program run.
  10. Its writeable, I opened Vortex many times SINCE changing it, along with all my other programs. Edit : It WAS writable, and I tried to turn off "Read Only" but for some reason, it keeps reenableing "readonly" access, dispite my "Applying" settings to change it. WTF is going on.
  11. So if Anyone has a clue what the hell is going on, I tried Reinstalling Vortex when it refused to open (Tried everything, running as admin, restarted PC, and then reinstalled Vortex and when i reinstalled, this started happening.) About ready to pull hair out.
  12. The armor would instead of adding extra defense, and attack power, would be built purely for holding additional gear and loot. Can be a few different types of this armor. Salvager - The Salvager armor pieces will actually be a bunch of leather bags and packs strapped to the power armor frame. There will be a metal chest piece, but it will look more like the "Metal" armor chest piece, a hastly thrown together wielded steel panels. The defense will be nothing really to look at. It can be upgraded to have a large barrel strapped to the back to enhance the cargo capacity. Very Minor Speed Penality The Caravan Supplier - This will be kinda a cross between the Salvager and the Quartermaster type armors. No T-45 underarmor, just some ammo packs, leather straped containers, and other unique cargo containers make this fit in with brahmin caravan traders. Slightly more armor then the salvager The Quartermaster - This power armor will have multiple ammo boxes wielded to a base T-45 set of power armor, as well as a larger cargo pack on the back, that looks like it could hold two handed weapons like rifles or a single rocket launcher. This armor will have the exact same stats as that of the typical T-45, but will have a speed penalty.
  13. Just wondering if someone could turn the outpost into an actual world space that is able to be added onto. What I am imagining is something along the lines of the ability to build new areas onto the Outpost and left of the Initial Teleportation Gate. The Ruins will of course be invincible still but this would allow people to make the outpost into a real useable functional place instead of just a area someone goes when they need to buy an item or upgrade.
  14. I was wondering if someone could set up a small settlement (or 3) similar to Riverwood, but you would need to become the "Construction Company" of the entire town, building it in a similar fashion as your Hearthfire House, just instead of a single house, It would be entire buildings, and you would be able to choose each structure's architecture, allowing you to get different NPC's moving in. Expample : If you build a settlement that uses Nord structures, you will end up with Nords, if you go with structures simlar to Morrowind expansion, could end up with dumner moving in. If you set up a guard tower, you can get guards, if you set up a few tents and camp fire at a location, the Khajit will live there. Imperial Architecture from Oblivion could be used to get Imperial. If you use log's and trees to build a fort style place, you could get wood elves,If you want house televannie you could get the mushroom structures set up breatan, argonian and altmer are the only ones that I really cant think of for them. I can make a more indepth list of structures, locations, items, as well as layouts for the towns if someone actually wants to work on this.
  15. This is the crap ad, apparently its only comes on in the morning to annoy me
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