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Mgamerz

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About Mgamerz

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    http://me3tweaks.com
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  1. I have been using the GraphQL API, which is quite nice in most regards. However, it would be nice to know the tags attached to a mod page, so that I can get additional metadata about a mod. For example, in mass effect legendary edition, there are standard tags for the different games in the collection, as a mod for one game will not work on the others. Right now I have to parse the html of the page, which is not reliable as if there are too many tags they get hidden behind a login page. Searching for mods by tag is not a workable alternative - I can't search for what I don't know, and that isn't really efficient if I am trying to get metadata about a mod rather than find mods with that tag.
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  2. I made an issue about this many, many months ago, and was told this was going to be fixed 'soon' by the development team. Since then, I have noticed many big website UI changes, but this is still not fixed. When a mod is not published, the mod title is still shown in the title attribute of the web page served. This allows users to determine unreleased mods, because it shows in the tab. I can easily just enumerate the mod ids (since they go in order) and determine unreleased mods, and it would be extremely trivial to make a tool to inventory this and make it impossible to shadow drop things. For example in this picture, I have the mod name set as 'Future placeholder 2', but when not logged in, I can still see the name of the mod, which is information disclosure that I am going to guess mod developers do not want. For my scene, there is a common singular release date every year where big mods come out, as it is when our franchise gets the most attention. Sometimes there are mods released that are multiple years of work that have not been previously announced, and they have been spoiled because NexusMods still does not properly hide information that should not be visible on unpublished mods. This has happened in years past and for my users it is very demoralizing, just like when games leak ahead of launch. Can this please be fixed? This was previously posted at https://feedback.nexusmods.com/posts/2056/do-not-show-mod-titles-in-mods-that-are-unpublished but for some reason I can no longer access, it just redirects. This seems like it should be fairly low hanging fruit.
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  3. IMO tooltips are for learnability not for usability, and they are poor for accessibility. If I have to mouse over it to figure out what the information a visual element is telling me, why have it try to say the game name at all until moused over? I am not a fan of this change. This is a step backwards for usability.
  4. How am I supposed to know what game it is being filtered by if it shows only 9 characters of the game name?
  5. The X button seems pretty unnecessary on the game's bar. You could just click the NexusMods logo directly on the other side of the element to do the same thing. The only thing the X button seems to do is make it even harder to read what domain you are on. For games that are numbered sequentially this just means you don't even know at a glance. In this picture, you might as well not have a game name at all, really, since there are 5 games on your site that all start with this same name. And on a small-width window it's really difficult to see anything at all in the mods menu (as stated above)
  6. You won't find any modders on the Nexus Forums. You will find them in the modding discords. There's mine in the top of Mod Manager's help menu and it has links to others from there.
  7. This is a mod I'm actually testing in Mod Manager 7, for it's new merge format. It seems notably worse in LE2. Won't come out until I finish the build though, which will take some time.
  8. ME3 on steam literally is the origin version. Its pretty much a shortcut to origin
  9. I've been a premium subscriber for years and over the past few months I've noticed the premium speeds I get are not very good. They seem to be worse than the free tier (with ads) according to your 2MB/s documentation. (Note MB = Megabyte and Mb= Megabit in this post. I know many users don't know the difference) Country: US (West) ISP: CenturyLink, speeds 80Mbps down / 40Mbps down Download tests Paris - Site took too long to respondAmsterdam - 365 KB/sPrague - 320KB/sLos Angeles - 1,250 KB/sChicago - 760KB/sMiami - 680KB/sSingapore - 215KB/s Large file: https://miami-premium.nexus-cdn.com/208/691/Project%20Variety%202.1.1-691-2-1-1-1588232554.7z?md5=Fnq55IjTH23T0hzpfF4x1A&expires=1589830829&user_id=2462864&rip=75.174.187.64 Small file: https://cf-files.nexusmods.com/cdn/208/833/Phantom%20Introduction%20Mod%20-%20Mod%20Manager-833-1-0-1589758961.7z?md5=Js9XAtJOeQy_zWCDyE0B7w&expires=1589830936&user_id=2462864&rip=75.174.187.64
  10. This was fixed in MEM 224. MEM 222 had a change that we soak tested but we did not receive any crash reports until after the soak had completed. This was fixed around November 3. If you are having an issue with a mod, post it on the mod page. Posting it anywhere else doesn't really do you any favors as the authors likely don't check other areas. Additionally, this mod is not "incompatible" or "doesn't play nice" with other mods. It is a very complex process to replace textures in ME games, and it involves essentially recompiling the entire game's texture references in every single game file.
  11. There are several mods that can add the spitfire to SP. EGM for example does this.
  12. Cutscenes are forced to 16:9. That's just how the game is designed.
  13. Looking at game files, there are several busted exports in MEHEM files. I don't understand how game does not crash loading these. I am able to reproduce the black screen issue, what is happening is it is attempting to teleport player into a cutscene trigger, but the cutscene is not starting. The black screen is not lifted in order to hide this teleportation, but what's happening instead is you are stuck in a black screen.
  14. Before I do this: How much/in what way will reversal to the extended cut version of this particular file affect the ending? I am not sure, I only deal with the front end, not the user support side of ALOT. However on the ALOT FAQ page, this is the current workaround. I am downloading MEHEM and will look at the listed items in the log to see if I can determine which export has the bad name index, which is what is causing the crash.
  15. This is a known issue with ALOT + MEHEM. When ALOT modifies the 500Choice file, the file is reconstructed in a way that seems to bring the original error in the file into execution path, not sure how. ME3Log - Logging started. BioSeqAct_PMCheckConditional BioD_Nor.TheWorld:PersistentLevel.Main_Sequence.Personal_Terminal.Give_Email_Rewards.BioSeqAct_PMCheckConditional_31: Serial size mismatch: Got 830, Expected 828 BioSeqAct_PMCheckConditional BioD_Nor.TheWorld:PersistentLevel.Main_Sequence.Personal_Terminal.Give_Email_Rewards.BioSeqAct_PMCheckConditional_32: Serial size mismatch: Got 830, Expected 828 SFXSeqAct_SetMusicID end002_anderson_end_m_D.SFXSeqAct_SetMusicID: Serial size mismatch: Got 382, Expected 15016 ULinkerLoad::operator<<, Bad name index 252416/1785, Archive ..\..\BIOGame\DLC\DLC_CON_MEHEM\CookedPCConsole\BioD_End002_500Choice.pcc This log however is useful, and may help us find a way to automatically repair this file before ALOT is installed. For now you can delete BIOGame\DLC\DLC_CON_MEHEM\CookedPCConsole\BioD_End002_500Choice.pcc and then run AutoTOC from Settings/Game Utilities/AutoTOC. Doing this will lock you out from installing more textures, but it will avoid this error as it is will revert to the extended cut version of the file.
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