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mrspongeworthy

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Everything posted by mrspongeworthy

  1. Never bothered with Profiles before as I generally get a game modded the way I want and leave it that way. But after a persistent problem with Skyrim VR I thought I would make a new profile so I didn't have to constantly remember which mods are active in my main profile. Let's call these profiles "MAIN" and "TEST". I turned on profiles (but NOT ini & save functions), named my two profiles, and used the "draw a line" widget to clone my existing mod setup from MAIN to the new TEST profile. All *looks* good in Vortex. I can switch profiles. I can see which mods are supposedly deployed, but other than texture and mesh mods ZERO of my mods that are showing up as deployed in my new TEST profile are actually deployed at all. They are all completely non-functional. I've even purged and re-deployed the list. Nada. I feel like an idiot but I can't for the life of me figure out what I've done wrong. What the heck am I missing in this process? Thanks! EDIT: Leaving this here for others who have the same problem: Vortex transfers the mods and has them deployed but NOT activated. You must manually re-activate all the plugins you want active. Gleep!
  2. Well, you hopefully read my constructive criticism in the previous thread, and I'm doing my best to give the new layout a chance, but I'm about to switch back to the old one after several days on the new one. It just has too many problems. Yes, the old design looked a bit "amateur", but it also worked well and was easy to find things on. It also took up a LOT less screen-space. I feel like I'm browsing on my phone or something with this new layout, rather than a nice big computer monitor. The new layout makes me claustrophobic. Anyway, here is hoping you are willing to get a handle on what's wrong with the new design and tackle it. My suggestion? Go back to the old version and just "professional it up." Tone down, but don't completely eliminate the "gamey" colors. Make the rounded buttons into rectangles (or nearly). Go to more subtle 3D effects but don't go nearly as flat/low contrast as you have in this design. That way you've got all the functionality and overall layout of the old site, but you've made it more professional looking. Best of both worlds.
  3. OK, so my 2cents worth: The new site "looks" fine from a purely aesthetic point of view (although, as others have pointed out, it seems to take way more space and require way more scrolling), but the designer(s) have fallen into the current trendy UI trap of "low contrast" and "flat" design. Unfortunately, as "nice" as the new site may look, in terms of being visually appealing (that's pretty much subjective anyway), flat and low-contrast designs do make UIs harder to use. Many of us in the IT industry have been complaining about this new design paradigm since it boomed in popularity around 5 or 6 years ago, saying that it's harder to see, harder to use, and slower than UIs that have depth and contrast. This has finally been born out in a study: http://www.theregister.co.uk/2017/09/05/flat_uis_designs_are_22_per_cent_slower_official/ and https://slashdot.org/story/17/09/05/1750238/its-official-users-navigate-flat-ui-designs-22-percent-slower?sbsrc=md . And while that's a relatively small study, I think anyone that works with everyday computer end-users every single day (like I do) will tell you that these designs are, indeed, quite detrimental to productivity. (Use a Mac running SL for example, then try using one running HS - the degradation in usability is stark.) So what should you do with the new design? 1) Make sure that all buttons look like buttons, and that all links are obviously links. 2) add some depth back to the design and 3) add some contrast back into the design - everything doesn't need to be subtle changes. Finally, take an objective look at the old design and the new design side-by-side and then go looking for every feature/section of the site. Is there anywhere at all where navigating the new design takes more steps to get from "page x" to "page y"? If so then that's a flaw in the new design that should be corrected (i.e. don't make it more time-consuming, or more difficult, to get from point a to point b). Please take this as constructive criticism, which is what it is meant to be. Your new design is certainly no way near as bad as some other sites I've seen, you've (thankfully) gone only half-way towards the flat-UI paradigm, but there is no doubt that backing away from the flat/low-contrast design will make your new site easier to use. (Remember, designers, *you* designed it - so you know where everything is and how it works. Everyone else in the world has to figure it out.)
  4. The only thing I've found so far that does this in FO4 is the ugrids setting unfortunately. I can run mine at 7 without issue (helps with exactly the scene you describe), but YMMV. I know in Skyrim, FNV etc. there were a number of LOD mods and tweaks that worked wonders for long-range LODs of all kinds (buildings, light sources, etc.) with almost zero performance hit, but I've found nothing similar for FO4.
  5. So, I'm not big on high-speed frantic combat. Much prefer the old DAO-style. But, there are occasionally some nice moments in DAI where you get just the right combo and get like 1 to 2 seconds of awesome slow-motion. I would love a mod that activates this on, say, every critical hit. Or any hit maybe. Or every third hit. Something like that. Or possibly in the form of a special rune. Or whatever really (well, not a hotkey since they programed DAI to be too stupid to understand a controller and keyboard at the same time). Generally, I think a mod that enabled a lot more of this cinematic slow-mo kind of combat would be great.
  6. I'm sure this has been touched on before, but please, for the love of all that is good and unholy in the world, get rid of the chaos caused by the hard-linking wacky way the current version works. It's a nightmare. At the very least give us the option of a mode that works just like the old one did; installs actual files where they belong. I don't really care, at all, if that means it takes slightly longer to activate and / or deactivate mods. What I do care about is that when I get a game modded and working exactly as I like I can back it up and / or restore it easily and properly, understand where the damn files actually are, not worry about deleting files in directories completely unrelated to the game, etc. etc. etc. It all worked just fine before, and it's a pain in the arse now... Other than that I've actually had relatively few issues with NMM over the years. Occasional bugs, sure, but in general it's been pretty solid for me and an excellent tool.
  7. Well, rats. That really doesn't work with the controller, at least not well. Honestly it's not information I would ever want to see anyway as it's totally immersion-breaking to me to have that junk up on the screen. I gave up trying to play DAI with a keyboard and mouse, it was just too difficult and frustrating. Did it for a while way back when both CE and DAI Cinematic tools worked and I could override many limitation of the UI, but as far as I can tell neither of those items really works well with the final release of DAI. Thanks for the help though. I appreciate it!
  8. Currently on Windows 10 (everything clean installed). Previously was on Win 7. It behaved the same way for me on both systems. I guess I just thought that it was something I would have to find a mod to remove. I have the GOTY edition (because it was cheaper to buy that than to purchase the DLC individually at this point, even though I already had the base game.) It should be fully up-to-date, but I'll run another "check for updates" in the Origin client when I get a chance... Here is a pic with the entire HUD turned off (it's a very threatening Fennec. Fennecs swoop. Swooping is bad.) (Or, at least, you would see a pic if the Nexus forums understood dropbox links, which apparently they don't... I'll try something else... OK, I give up, Nexus apparently doesn't know how to display images shared via. a dropbox url, so here is just a link where you can see it:) Example with HUD completely disabled.
  9. Rats. Doesn't work for me. (That's always been turned off for me, doesn't do any thing to remove the floating info in Tactical mode for me.) Even completely disabling the HUD still gives me that info (always has.)
  10. tl;dr - I would like to remove the floating info that hovers over targets in Tactical mode. Most of the time it's just in the way. I can't see what's happening, can't tell where my character is, etc., because there is this information box hovering over everything. Longer version: After being terribly disappointed with DAI, I decided to wait until the game was fully patched, updated, etc. before trying to do one good full play-through. (I was also waiting for TriDef to release a stereoscopic profile, which they did. Let me tell you, even though I like DAI probably 5% as much as DAO, it is a stunningly beautiful world. Rendered stereoscopically it's simply jaw-droppingly gorgeous.) Things are pretty good now. I am using some mods, because I still just can't tolerate a few things, like wearing silly PJs during critical cutscenes in Skyhold that should have emotional impact instead of silliness. All in all, many of my concerns have been addressed and the game is quite a bit more playable than it was originally. (I probably helps that I've finally given up and bought a wireless XBOX One controller since so many games "for PC" are now crippled by console-centric controls). But one thing really bothers me and I'm hoping there is a way to remove it; I would like to remove the floating info that hovers over targets in Tactical mode. Most of the time it's just in the way. I can't see what's happening, can't tell where my character is, etc., because there is this information box hovering over everything. I've looked through the game's settings and tried googling of course. But so far no luck. I also feel it's information I would rather not have. I don't want to know all of an enemy weaknesses and strengths; I would like to have to discover those on my own. Anyone have any idea how I might go about this? Seems like something that should be an easy option, but nope... Or I'm missing it... Thanks.
  11. OK, so for those wishing to do a migration with as little work as possible (AND either already own or don't mind buying, versions from Steam and Origins): Here is what I did, and it appears to be working 100% at this point (played for a few hours). 1) Install the Origin version, which apparently will not download any DLC of any kind (nothing I did made it work, I didn't bother to call support because I already have the Steam version.) Run the Origins version at least once to make sure your DLC is not working (if it is, obviously, you are done and can skip the rest of this). 2) Install the Steam version, which will download and activate all DLC without issue. Run the Steam version at least once to make sure your DLC is working. 3) Completely delete the contents of the installed Origin version. 4) Copy the contents of the installed Steam version into the now empty folder for the Origin version. 5) Use the Origin client repair function. It should download and install the Origin version of the .exe file. 6) Install the LAA patch to the Origin version of the .exe file (make a backup first). If you aren't modding that's the end of the process. I wanted to download and install all of my mods and copy over the saves so: 1) If you have archived saves (these are the Character folders in DAO), copy those saves into the appropriate user/documents/bioware/dragon age/characters. 2) Run DAO in a window instead of full screen. Load a game and start downloading mods from the list of missing mods the game will throw up when you try to load a save that used mods. 3) Install those mods via. your preferred method. 4) If you have a copy of your user/documents/bioware/dragon age/packages/core you can also copy over anything still from the override folder to your new installation, so that you don't have to download all of your textures and other types of mods that don't really show up as "mods" when you try to load the game. I suppose that sounds complex, but it allowed me to get DAO up and running again with a minimum of my personal time spent (certainly much more quickly than trying to download and install every piece of DLC from the Bioware site manually and and then download and install all of the texture mods etc.) Hope that helps a few others trying to accomplish the same thing.
  12. Thanks for the reply. I would like to go with the Origin version, I think (well, I like the in-home steam streaming feature, but am worried that I won't have decent stability without the LAA patch which won't work with steam). And I own copies on Steam and Origin, both of which are supposed to contain all DLC (I actually own the original retail disc too, but that one doesn't include all the DLC). The Steam version download and installed all of the DLC without issue. The Origin version refuses to acknowledge that I have any DLC available... Not a surprise, I've always had terrible luck with the Origin system. But it's good to hear that it isn't a Win10 issue. If I stay away from the JB3 texture packs do you think I can get away with using only the Steam version?
  13. I finally bit the bullet, built a new PC, and decided it would get a CLEAN install of Win 10 (yes, I know, and I know about that too, and yes I DO like 7 better, but new APIs are Win 10 only etc. etc.) I was HOPING that DAO would install properly and work. I was HOPING that if it didn't I just just copy everything over (old drive is available). Looks like the Steam copy works OK, but Steam won't allow the large memory patch thingy and I need. So I also have the Origin version, which does not download my DLC. In both cases I have the "Ultimate" version, so everything should just "be there." I tried copying over all the DOA related folders in my User directory and the appropriate Origin directory from the old drive, but still no DLC (and not recognizing my mods that way either). So: 1) How are people getting this done now? 2) Does anyone know *every single* folder I would need to copy over to just make everything magically work? I've got the old drive installed internally. (I can even boot to it of course, but my point is to migrate...) I can copy anything from anywhere on the drive to my current install. Any help would be greatly appreciated. DAO is my single favorite computer game of all time, and I hope to keep it working.
  14. OK, thanks for the input. Sounds like none of the companions have significant unique interactions outside their specific quests. I'm going to stop worrying and learn to love the bomb...
  15. Realistically I'll probably only manage a single thorough play-through of FO4 simply because I don't have time in RL to invest in playing it over and over. I've been trying to find a (mostly non-spoiler) guide to what companions to take on specific quests, or if that even matters. I know from FO3, FNV, and Skyrim that it doesn't seem to make a lot of difference in Bethesda titles, but I'm hoping that maybe this has changed and that some companions may have special interactions in certain quests. For example, I'm using Codsworth whenever I'm specifically searching for my son, since Codsworth knew my family back in the day. I'm using Nick for all quests given through is office or anything that seems a bit "mystery story" oriented, etc. a) Is there any point in this (as there would be in a Bioware title of old), or not? b) If so, is there a guide somewhere? I've googled until my fingers bled, but no luck... Thanks!
  16. This sounds great. Hopefully Bethesda has just disabled console for the beta version. Unfortunately, Bethesda games seem to have enough bugs that console is needed, at least occasionally, just to correct things! It's definitely a mode I will use, but not if it means I'll be unable to use console for bug-fixing.
  17. Yeah, something like that. In my case, the more the settlers do on their own the better, but a modular approach would be very cool too.
  18. After setting up a couple settlements I realized I would have to abandon them due to RL time constraints. There is simply no way I'll ever have enough time in life to micro-manage hundreds of settlers. So my mod request: Self-Sufficient Settlements & Settlers: So that all I have to do is the basic quests to enable settlements. After that the settlers would do essentially everything on their own (create defenses, plant gardens, create buildings and beds etc.) If that level of automation is not possible, then at the very least the settlers need to be self-sufficient enough to assign them to resources I create. That way a player could just run in, spam a bunch of turrets, stick a bunch of beds in buildings and plant some stuff and at least the settlers would decide what to do on their own when they arrive instead of the current situation which requires you to revisit settlements over and over again just to tell settlers what to do.
  19. Because my systems were already Steam Guard activated I had no problems getting into my account and changing my email address. Steam properly sent to my new email address for verification and also sent a text to my phone (I have 2-step verification setup). So, it would appear as if the major issue with Steam in this case is a very poorly-thought-out procedure for obtaining help, in which it is impossible to do so if the root problem is "not receiving steam emails".
  20. That's a hard one in a lot of ways. T2K on the Jaguar? Probably a contender in many ways. Or possible the original Dungeon Master (something like 13 levels on a single sided floppy! Wow!). It's a LOT easier to pick a "game I like best" rather than a "best game ever." (The first is subjective, the second would require a lot more objectivity.) For me, without a doubt I can pick one game I've *enjoyed* more than any other: Dragon Age Origins. That one really struck the perfect balance for me. I've played it (and the expansions) all the way through 4 times, and each time was a remarkably different experience with the different decisions and companions. I expect I'll play it at least 2 or 3 more times over the next couple of years. DA2 and DAI are huge disappointments though.
  21. An update: After several days I have still not received any emails from steam. (Note; because of this it is impossible to setup a steam service account, which requires that you respond to an email they send you. Hence if your problem is that you are no longer receiving Steam emails you are stuck in an infinite loop). Eventually I had to setup a new account for my father and purchased AC again for him directly. I'll be requesting a refund from Steam but don't hold high-hopes of getting one. But we will see... I believe, although I can't be sure, that something has gone horribly wrong with the steam email system during all of this. As I stated previously, both email address were receiving emails from steam as of Dec 24 with no issue. Problems started Christmas day, and since then no emails to either of those email address "sent" from Steam have arrived. And they have not gone to junk. Hence the most likely cause is Steam's email system not actually sending those emails out (you can tell they are trying to go to the correct address.) Another possibility is that, upon news of the breach, major mail providers (out accounts are on iCloud and Gmail) blacklisted emails from the steam domain/servers. If these servers are not relaying email messages from steam due to security concerns then they would in essence "go missing", never arriving in our accounts. I should be able to change my email address in my own account to point to a new address, and see if that magically works (going to try that now!)
  22. Anyone have a good bead on what's going on at Steam? News sites are reporting that all steam services are back up and running, but that is certainly not the case for either myself or my father. On Dec 24 both of us were receiving emails from Steam properly. Starting Christmas day we have received no emails from Steam, and have thus been unable to activate any products due to Steam Guard (I gifted him Assetto Corsa as a Christmas gift.) Neither of us had previously registered for Steam Support forums, which turn out to require a separate registration that one's regular Steam account (why????). Unfortunately, since neither of us are receiving any emails from steam, we are unable to join support forums (which requires you to respond to an email that they send... Thus if they are no longer sending emails or you are no longer receiving them, you will be unable to contact Steam support to report that you are no longer receiving their emails. NICE system Steam. Very well thought-out there... Good grief. Does anyone have links or information to DIRECTLY contact steam support via. direct email link (or even phone...)?? Anyone else having these issues?
  23. I love Piper's vanilla outfit (well, with a high-res retexture anyway), and spawned another copy via console to wear so I wouldn't have to put her in something else. But it's kind of boring to have the same exact outfit on myself and Piper. It would be great to have a mod that enables either random spawns of this outfit with retextures (just recolors, brown, black, faded blues or greens, etc.) or at least provides one additional copy in different colors so that the PC can wear a variation.
  24. Interesting. Based on game quality, I'm pretty sure everyone talented at Bioware "left" when it became BiowEAre. Maybe some of them made it to Bethesda. I've certainly noticed much better character interaction in FO4 than in previous Bethesda titles.
  25. Trying to start a thread specific to draw-distance issues and tweaks: I've been trying to track down how uGrids and other LOD functions work in FO4. Ultimately what tends to bother me so far are light-sources which don't show up, causing very obvious "pop" . In FNV and Skyrim there were edits which could be made, along with mods, which tweaked the LOD of light emiting objects so that they would show up at essentially any distance. This was very cool (and, on my system, had zero performance impact). Avoiding uGrids = 7 would be great, since that has such a huge performance impact. So other tweaks, again like those in FNV and Skyrim that enabled not just light-sources but also building etc. to draw at extreme distances even with ugrids=5 would seem to be the best option. If anyone has figured anything out (I have not)... In FO4 the only way I've so far figured out how to get light-sources (as well as certain other things) working at a greater distance is to move to uGrids = 7, upon which I discovered something interesting. I would appear as if we can run ugrids=7, save, switch back to ugrids = 5 and still load those saves without crashing. Nice if correct, since we can try 7 and play for an extended period without jumping through hoops if we need to revert to 5. How I tested this: -Save game in Sanctuary hills at night. -With default 5 ugrids walk toward Red Rocket. Watch as the light for the rocket appears about in the middle of the bridge. -Set ugrids = 7 (and increase exterior cell buffer. I'm using the Fallout 4 Configuration Tool to do so). -Load the save and take the same walk again, notice that the light for the rocket appears much further away. So ugrids = 7 certainly appears to be working (also, if you are using a tool to monitor frame-rate you will probably see a considerable drop.) -Save the game a the Red Rocket (thus you have a save with uGrids = 7). -Quit and set ugrids back to 5. -Launch game and load the save you just made at Red Rocket (with ugrids = 7). I've tried that several times, and tried several different saves, and it always seems to work. Discussion? Anyone else found this to be working? Anyone figured out other ways to accomplish increased draw distances without resorting to ugrids tweaks?
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