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Terrorfox1234

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Everything posted by Terrorfox1234

  1. Makes complete sense, when put in that light. Thanks for the reply and future consideration.
  2. Appreciate ya, z. Thanks for the timely redirect
  3. I just finished running through the STEP FO4 Guide and everything is working beautifully (thanks to the easy to follow and thorough guide!). Threw Sim Settlements on top, which was easy enough. This morning I stumbled across this other fairly popular guide for a "stable vanilla plus experience" called The Midnight Ride. While I don't care about most of what's in there, I am curious about the Fixes section. It seems much more extensive than what is recommended by STEP. Questions: 1. Is there a reason that many of these fixes were not included? (Redundancy, performance, depreciation, etc) 2. If not, will any of them be considered for inclusion? 3. Is it safe for me to drop the fixes, that aren't already part of the step guide, into my game? Particularly looking at Community Fixes Merged, which looks to be a compilation of a ton of individual fixes (not included in UFO4P) Link: https://themidnightride.moddinglinked.com/bugfix.html
  4. Just wondering why, when installing FO4LODGen Resources, only FO4LODGen.esp and FO4LODGen-DLCCoast-WindTurbines.esp get installed. Are the others more performance heavy or some other reason? Apologies if this is the wrong place.
  5. It is safe to ignore. The HD overhaul has an optional 4K Galaxy file that depends on that framework, but none of the main files do.
  6. Absolutely, agree that CF and Smash could make their way into the Beginner's Guide. CF will obviously need more testing, but if all goes well it will go directly after SKSE, and the SKSE portion will be rewritten to just provide steps for installing the script extender and skipping the memory patch. In the event that some users can't get CF to work (as is the case with ENBoost), perhaps we could provide a link to SKSE mem patch instructions as an alternative, though I don't see this being the case. In regards to Smash it really just boils down to Mator polishing it up once he gets back to it. Which will be awesome because we can just nuke Wrye Bash and Merged Patch instructions from the guide entirely. (Not the WB is bad as a mod manager, but for the purpose of the guide it won't be needed anymore) Also...yeah...assuming that new modders are going to go overboard is a good assumption to make. As much as I try to deter this throughout the guide in multiple places, it is hard for some to resist the urge to download all the mods. Preparing them with the basic knowledge for creating stability on a heavy mod list is a good idea. :)
  7. This is all outlined pretty clearly in the OP and progress reports that have been linked.
  8. link removed due to potential spam/phishing Description Mod Picker is an ongoing project to design a web application for modding similar to PCPartPicker. The goal is to help users in the building of a mod list using crowd sourced compatibility information and mods scraped from the major sites that distribute mods (Nexus Mods, Steam Workshop, Lover’s Lab). Benefits of Using Mod Picker It will be easier to find mods on mod picker than it currently is on other sites due to our extensive and easy-to-use filtering system. Mod Picker will have mod reviews, so you’ll be able to determine the quality of mods upon the basis of community feedback. Compatibility, install order, and load order notes will help you build a compatible and stable mod list. You can participate in the community by submitting reviews, compatibility notes, install order notes, and load order notes. All crowd-sourced information will be weighted based on our unique and flexible reputation system. The word of people who know what they’re talking about will be worth more than the word of random users who have no standing in the community. You gain reputation from mods you’ve authored, by contributing to the site, and from other users recognizing your contributions to the community. You can make your mod list public on the site, share it with your friends, or link to it for troubleshooting advice. Automated download and setup of utilities and configuration files as well as assisted mod installation (you will still need to start the mod downloads yourself). Meet the Team Mator - Team Leader Hi guys. You may know me from my projects Merge Plugins and Mator Smash. I enjoy developing tools for mod authors and mod users. I’m really excited to be leading the Mod Picker team in building a powerful new platform to redefine the modding experience. Terrorfox1234 - Public Relations Hello everyone! I am a moderator on the Skyrim modding and Fallout modding subreddits and author of the Beginner’s Guide featured on GEMS. I am always looking for new ways to contribute towards helping the community and make modding accessible to everyone. I believe Mod Picker will accomplish this in a way that nothing has before and I am thrilled to be a part of it. ThreeTen - Developer, Designer Hey all, my name is Grant and I am one of the UX/UI Designers on the team! I have been modding skyrim for a few years now, with mods such as Real Shelter and NPC Visual Transfer Tool. I am incredibly excited about what Mod Picker will be able to provide for modders and mod users alike; and strive to make the mod picking process as easy as possible. Sirius - Developer, Designer Heyyo! My name is Adam, and I’m excited to be helping out with this awesome project that the community has wanted and needed for a long long time. I’m known online as TheSiriusAdam, but other than a slightly impressive League of Legends profile there’s not much fame to my name. Nariya - Developer Hi I’m Nariya, I’m currently working on the backend for the Mod Picker project. I’ve been playing Skyrim on and off since release and I’m excited to contribute to a tool that will finally streamline the modding process since I usually completely uninstall my game and mods when I’m done. Thallassa - Designer Hi you guys, I’m a novice designer and mod user who does my best to share everything I’ve learned over the last year and a half of modding. In my limited free time I like to drink tea, knit, and listen to metal. Once in a while I even have time to launch Skyrim! Breems - Developer Hi, everyone! My name is Tyler, and I'm primarily working on the desktop application(s) that accompany the Mod Picker Site. After creating ENB Organizer, I was excited to find a community-driven project I could contribute to. When I'm not doing dev work I enjoy mild gaming, playing music, and trying very hard to be lazy. FAQ I’m a mod author, will this drive users away from my Nexus Mods pages? No, we will be driving users to your mod pages. Our goal is not to supplant you or your mod pages, our goal is help users to discover your mod and learn about how to use it in a mod list (e.g. help them with finding compatibility patches). We will not be hosting your mod files, have a comments section, or a description on our site. We will be linking directly to your Nexus Mods page from our page, driving traffic to your pages and Nexus Mods. Will you be hosting my mod files without permission? No! We will not be hosting any mod files at all! All downloads will continue to be served from the locations where you have uploaded your mod. Will this replace Nexus Mods/Steam Workshop/Lover’s Lab? No, absolutely not. We’re being very careful to not replace functionalities from these sites. We will not be hosting or redistributing any mod files. Will this offer similar functionality to LOOT? Most likely yes. One of the core services that Mod Picker provides is helping users build a stable mod list. Load order is a big part of that, and as such Mod Picker will have sorting functionality. Mator has talked with WrinklyNinja about LOOT, and the limitations are clear and well understood. It’s mostly a difference in philosophy in regards to the user experience for sorting a load order. We are aware of and deeply thankful for what LOOT has done for the modding community, and are hoping to build a new solution that can continue to serve users in their load order sorting needs. Will this offer similar functionality to modwat.ch? Yes. Will this offer similar functionality to STEP? No, this will enable the members of STEP to do what they do more efficiently, and will enable other people to do what STEP has done with minimal effort required. STEP is a guide that focuses around a specific set of recommended mods. Mod Picker is, at it’s core, a utility to make building your own mod list easier. Will this replace <insert other tool or website here>? Probably not. Our goal is not to replace existing solutions, but to augment them. Mod Picker will work with mod managers and distribution platforms to offer users the best mod list building experience possible. Will Mod Picker be open source? The core site won’t be, but many modules will be. E.g. Mod dump, and the automated installation script/application. What games will you support? From day one we will support Skyrim, because it has the largest and most established modding community. Soon after we will add support for Fallout 4, and from there we will add support for Fallout New Vegas, Fallout 3, Oblivion, and (maybe) Morrowind. Can anyone change the info on the site, like wikipedia? Users with sufficient reputation can edit contributions made by other users on the site under certain circumstances. Won’t people abuse that? Abuse will not be tolerated. If the abuse is intentional the user may have privileges taken away or receive a temporary ban. Continued abuse will earn them a permanent ban. A public history on every post will also allow members of the community to revert undesirable changes, and members of the community can withdraw reputation from users they no longer trust. What if someone submits information that is incorrect? We will have a system by which you will be able to submit suggestions/corrections on user contributions. These suggestions are then vetted by reputable members of the community and if a majority agreement is reached the contribution becomes open to editing by users with sufficient reputation. Do mod authors have control over their mods? Verified mod authors are given reputation for their mods and access to control aspects of the pages associated with their mods on the site. How will you verify mod authors? We have a plan for a system that works similar to how scraping mods works where we’ll provide you with a verification key on our site, have you post it on your profile page, and then scrape your public profile page. If we find the key in a post on your profile page your account will be verified. What are you developing the site with? We’re using Ruby on Rails, AngularJS, and MySQL. Will you offer an API? Yes! We will offer a full RESTful API serving up JSON that you will be able to leverage in your applications. Development Status Complete Account pages Mod upload Index Pages Articles, Mods, Plugins, Mod Lists, Users, Comments, Reviews, Compatibility Notes, Load Order Notes, Install Order Notes, and Corrections User Settings page Mod page Edit mod page User page Mod List page Home page Help Center Notifications Reputation System Active QA Help pages Moderation tools DevOps & Automation Planned Video tutorials Public API Access Mod list setup utility Notification settings Email notifications Various Links link removed due to potential spam/phishing Twitter Facebook YouTube Channel Steam Group Progress Report 9 Progress Report 8 Progress Report 7 Progress Report 6 Progress Report 5 Progress Report 4 Progress Report 3 Progress Report 2 Progress Report 1
  9. Edit: I'm an idiot...somehow missed the clear instructions for fixing the green map. So...that's taken care of As far as the Data menu size: I uninstalled and reinstalled Better Map multiple times, alas it would not set itself up according to the Pipboy 2500 dimensions. The good news is I figured out exactly what to tweak in the xml to get the proper dimensions! I'd like to note here that it wasn't just the map that was disproportionate. It was the whole Data section of the Pipboy (quests, notes, etc) The top of the Data section was off screen as were the navigation buttons. Your instructions in the guide cover shifting the map and navigation buttons up to a visible location, but the top was still off screen What I ended up doing to fix this was shifting the axis for the main header and time down to a value of 40 and 20 respectively. (I'm at work right now so I can't get the exact lines in the xml) This shifted the whole Data section down and then I was able to adjust the three height variables you mention to a value of 650 and voila! Looks perfect! I'd be happy to send you my xml and an exact line by line rundown of my edits when I get home...could be useful to add to the guide?
  10. I'm not entirely sure that this is the right thread to post this in...if it's not, point me to the right one and I'll copy this there and remove this one Question in regards to Better High Detailed Map and Icons and installing through MO... When I hopped in game I noticed that the whole "Data" section of the Pipboy was far too large and the image was still the default green color. No worries, I remembered seeing the note that there were some edits to make in the .xml. (Sidenote: at this time I was using the 2500 so I tried messing around with some settings to get it right but just couldn't find the correct proportions.) Again, not too worried about it. Disabled the 2500 and downloaded Omni Hi-Res Pipboy per the guide. This is when I really noticed something wasn't quite right...It says that Better Map will detect which version of the Pipboy you are using (3000/2500/Readius) and set itself up accordingly...but, I'm feeling like this wasn't the case. When I opened the .xml with the 2500 activated the height and width were 980 and 724 respectively. Reinstalled Better Map after removing the 2500 and installing Omni Hi-Res and the dimensions were still 980 x 724 (I noticed in your guide you mention a height of 660). This is what leads me to believe it isn't detecting the Pipboy mods... My suspicion (though perhaps I'm way off) is that it has to do with MO's virtual data folder? (I am an avid Skyrim modder and I know that when you install SkyUI the fomod doesn't see the SKSE scripts and throws an error, even though the scripts are in the *actual* data folder...thus SkyUI works perfectly)... Am I missing a step in the install? Any clues as to what the proper dimensions should be for the 2500 (if not I'm content to play with Omni Hi-Res)...more importantly, any clue as to why the map is still green after installing? Happy to provide screenshots and more information if it's needed... (unrelated note: your guide suggests the use of LOOT. I *love* LOOT for Skyrim...does an amazing job. Makes an absolutely MESS of the FO3 load order though. BOSS gets it almost perfect. Perhaps people should still be using BOSS until the team can make LOOT work for FO3 with the same level of accuracy? Food for thought...)
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