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  1. i need to make some costum notes to mods in vortex under Mods category as well as mods in load order category! sometimes the entry a mod makes have to short information of it self and on loadorder there is no way to tell infomation about entries at all. ie returning to a game after a tiome i like to have a my notes revisit to know wtf these mods mean to me. im not talking about any information i can get by right click a mod under mod catergory and visit nexus. some information about handling and personal use won't be found there. custom nots could be saved as atext file in vortex mods satgging folder
  2. I have a lot of plugins that I've replaced with a merged plugin, but I have to keep the original plugins installed but disabled in case I need to redo the merge, or if my merge depends on loose files from the original extractions. I also like to keep my plugins list grouped by enabled/disabled status and sorted by load order. Vortex currently supports filtering by groups that are either automatically or manually assigned, which helps, but I would like to show all but a specific few groups (like a 'merged' group), and an easy way to quickly toggle all so we could then uncheck a couple. Right now I can go through and check each group one by one until all but the ones I want to exclude are selected, but the column becomes huge to fit all the groups in the groups filter textbox/dropdown. Being able to rearrange the categories at the top so that the groups category is on the far right would be handy in this instance, since I would then be able to filter by all groups except for the ones I want to exclude and then leave the groups tab far off my window width and still get to see categories like dependencies. Ideally it should not draw all the selected groups in the groups textbox/dropdown when a certain amount of them have been selected (i.e. > 3) and instead require the user to click on it to expand it into a scrollable list of toggles. Would love if either features would be implemented as it would make managing large numbers of plugins of different groupings much easier.
  3. edit: realized an old mod in the folder from pre dlc was breaking it and it wasn't a bug
  4. So I play with a controller most of the time. I also use gyro it's a perfect balance between M+K and the finer things of a controller. Then games like cyberpunk 2077 use the right joystick to move while in the menu and gyro outputs as right joystick. Is there a mod that can be made to disable that only while in the menu? It's extremely frustrating especially when trying to read something and the cursor is constantly moving off the item!
  5. So I play with gyro. I'm so used to it that I can't play anything without it. Especially FPS games. Unfortunately dead Island 2 uses the right joystick to move around the menu. This is really really annoying I would like this removed because gyro outputs right joystick controls. Please someone do something! I know this might be a niche thing but it pains me to play this game and I play with my wife and friends and they enjoy it so much. I just need this one thing PLEASE!!!
  6. My idea is to have a mod that reduces the sentinel activity to 1-2 planets/moons per system not having a system of 4 planets and 2 moons and all the planets in the system have f-ing high sentinel activity If you want you can make an optional mod file with instead high sentinel activity you make it so it is minimal sentinel activity
  7. I don't like that every single sound of it is broadcast in the chat
  8. Hey there, For some reason I can't figure out, nothing in options will save between sessions. Every time I boot up the game I have to reset my key binds, turn down the volume, tweak a few graphic sliders. This is without mods on the vanilla game. So how do I save my settings? I can't find anything of actual value that addresses this hassle. Any ideas folks? tia
  9. I'll be updating this list whenever I find something that would be nice to get implemented. I didn't got time to check the whole mod list nexus already have so maybe I'm requesting something that already exists, anyway here it is: - player - no respawn time on death - better/faster armor and health regeneration - hud - add a third arrow for increasing/decreasing the outcome item stack on crafting menu, so we'll have buttons for 1, 10 and 100 - allow hold LMB on crafting menu to quickly increase/decrease item outcome stack instead of clicking the arrows all the time - dungeons - change reopening timer - keep them always open - treasure chests - change respawn time/rate - make them respawn every ingame 24h - alpha pals and sealed realms - make them respawn faster - pal eggs - allow eggs of the same species, size and rarity to be stackable - skills - fix dragon meteor skill not aiming correctly - map - unlimited markers - merchants - make them sell all kinds of items for a fair price, including food, pal souls, skill fruits, schematics, spheres, weapons, technology points books, etc - make them buy player equipment like armor, weapons, helmets, etc for a fair price
  10. The title says everything, Mod to disable them from showing there. If you have more statuses of you, for example while using mods like spells no concentration, they take up too much space and just make one big line + this is unnecessary because you can see them on hotbar too. Additionally, it interferes with exploration you can't choose objects or terrain under it.
  11. I simple mod that adds the same modifiers dex gets to strength. Would be a mandatory mod for me. As it stands, There are shockingly few characters that should drop dex for strength. Balance: only allow character to use the highest stat for gaining Initiative, Dex or strength(So they cant be stacked)
  12. Sometimes (well, often) I browse the mod pages and see mods that spark my interest but don't fit my current playthrough or conflict with a mod already in game. If I use the option to track those, the notifications get overwhelming quite quickly (for me). As a quality of life feature, I'd like to be able to like / heart / favorite mods to be able to easily find them again. At other times I downloaded and tested a mod, decided it's not for me and deleted it again. Unfortunately those clutter up my download history and I'd love a way to hide them. There might be options / ways to achieve that already. Please, feel free to let me know if I overlooked them. Cheers.
  13. I have the tree transplant mod installed and it works a charm, however, i was wondering if there was a mod to allow me to move berry bushes around and other small things like that? I have a berry bush directly behind my dropbox (the box you use to sell your crops in) and I can't harvest any berries that show up on this bush and it's beyond frustrating. on a side note, speaking of trees. I know there is a mod that replaces static trees in town with choppable ones, I haven't tried it yet but I KNOW it works, however, does this mod also replace static trees in your farm? Similarly to how I can't access a berry bush behind my Dropbox I also have a mod that randomly spawns wild fruits and veggies' in my farm from time to time and a dandilion has been sitting behind my greenhouse blocked off by a static tree for days now and it's just....so.....GWAR!! FRUSTRATING! lol
  14. I just picked one of my old games back up, and - as I think we all know - inventory management can become kind of overwhelming in Skyrim, especially when you're using mods that restrict your carry weight. Regardless if you do or not, I think it would be really great to have an inventory hotkey button that can "mark an item for sale" and put a little icon next to it, so that way you know not to throw it in storage (if you're a hoarder like me) and that way you can easily locate it when you go to a shopkeeper. I think it'd be a really useful quality of life improvement for this game. No idea how to implement it on my own or if it could even be implemented, though. Thoughts?
  15. This would remove the teleport effect when changing direction. Almost every game has one of these animations. In Skyrim if you walk forward then stop and turn the camera to face your character, then walk forward again you will "blink" or "jerk" around and start to head back the way you came. Compare this to how it works in Fallout 4 and you can see that in Fallout 4 their is a animation that turns the characters body around before walking in that direction. Adding this animation would add a small delay before heading in the forward direction. This animation will have a number of benefits. Mods that include Hdt physics will have smoother animations Will make the game feel newer Improve immersion I am not sure if this is completely possible due to engine limitations but it seems like a good idea for anyone working out the many subtle game oddity's that have slipped under the modding communities radar.
  16. Hi folks, this is my first post and I'm sure since its a mod request it will likely be overlooked, but i think the shotgun spread is a serious issue, at least for me. the spread simply shouldn't be that wide. I cant find and tools that will let me change the spread value for the shotgun, nor do i have the technical know how. i personally think the spread should be head size at a distance of say 6 meters, or roughly, three and a half jills. if anyone would be interested in taking up this project, I'd appreciate it. tell me what you guys think.
  17. Hi there, I've been using Vortex ever since it came out, and although I don't personally have a major problem with jumping to the dashboard to run the various tools required after changes, additions, or removals, it would be wonderful if these tools could be placed on the sidebar on the left just under the "Mods" category; this will allow easier access to the tools the user may need without having to change tabs; as small as that task may be, changing two clicks down to one is still an improvement in my books. The reason I believe it should be user-defined is because the user may have elected not to have installed some of the tools, or may have them but simply don't make use of them, for example: personally, I don't have SSEEdit, or Wrye Bash, and although Skyrim Script Extender 64 is included as a tool, I wouldn't need it in the sidebar, I mostly use FNIS, Bodyside, and LOOT, so those are what I would select to be there, but if it's user-defined, then it doesn't matter what I use, the user themselves will be able to add the tools they believe they need. This setting can be added to the settings menu under interface, but may also work as an option in the overflow/dropdown menu (3 vertical dots) on the tools themselves, simply select the menu and select the new option (Add to sidebar); if no tools are currently in the sidebar, the category will be created to house the tool, and if there is already a tool there, the newest one added will be placed below the previous. Just to clarify, this is not the same as the automation options, this still grants the user the ability to manually trigger the tools, just in less clicks. Cheers!
  18. ever downloaded an outfit collection, like the VTAW wardrobe, only to find yourself pressing the inventory key again and again to preview the outfits on your character? ever wanted to quickly change between weapons and outfits and grenades, or consume aid/food without having to see a pip boy "opening" and "putting down" animation which also makes the game laggy in the middle of fights? it's also not immersive because the game gets paused! i was thinking of the idea of making a simple REAL-TIME inventory system which uses a really basic UI. this interface is supposed to load up the item list and whenever the player clicks on the item it should call the use function or something. i know this isn't something simple to do, i'm willing to make it myself but i lack the knowledge.. :skill_issue:
  19. Hi, I dont get lots of time to play so when I do I tend to stick to the action and exploring, rather than reading through all the info lying about, though I do love me some lore. Wondered if there was a way people knew of to export collected items into a spreadsheet or something for reading when you are not in game? Thanks in advance.
  20. I would love a mod that would completely disable vehicle 3rd person view (for total immersion / roleplaying). There's at least one instance in the game where it forces the game into 3rd person (when you're in that tank) so you have to toggle back to 1st person. Not sure if this is even possible, but it would be cool (for me).
  21. I have gone through half of my playthrough only got half achievements i should have because of console disabling them without warning. is there any way to make the game look through completed quests and challenges and automatically activate those achievements?
  22. Hello, I had an idea for a mod that I think would be a great QoL additon: Adding a recruitable NPC into the game that can join your camp and adds a golden chest to your camp. You can select the "add to wares" option when looting during gameplay or simply drop items yourself into the chest. After exiting a long rest, the value of the items in the chest is added up, and they get transformed into a pile of gold worth 25/50% of the value you would get from otherwise selling them to an NPC vendor. This could be something that Whiters allows you to recruit as a sort of "NPC-only class". You just leave them in the camp like Alfira. This NPC has close to maximum friendship/romance with the PC, meaning that they can become a target for The Dark Urge. But not more than an actual romantic companion. Please let me know what you think. Would it be difficult to implement? Thank you.
  23. The key to open doors on PC is 'E' . With the scanner activated, the button E is to scan, making it impossible to open doors. A mod allowing the action to open doors and lockers would be a very good quality of life change.
  24. Is there a mod that changes the texture of the coffee liquid inside of the coffee cup at home to a more realistic texture? The coffee Teimo serves you at the pub is a perfect example of what I would like for home. Its smooth, black and has little bubbles in it. Just beautiful I'm more than happy to support anyone who could make this mod possible as these small, aesthetic quality of life details mean a lot to me. Its my way of showing my appreciation and gratitude for their efforts, and their contribution to the community as a whole :-) Thank you
  25. So to me, dyes are a bit broken in the game. With no way to preview what something looks like with a new dye, and with some dyes being really unpredictable when it comes to how they look, it's just a frustrating and wasteful experience. That's why I think adding a system that allows you to craft dyes via the Alchemy mechanic would be a really cool use of Alchemy, crafting supplies, and be a little less "Cheating" than the current mods like Dye Dye Dye and Infinite Dyes/Everybody Dyes Unlimited Dyeing. Ideally a mod like this will fit into the game in as close to vanilla as possible. Save for Version 3, but rather than simply unlocks the dyes, they still cost resources to craft. So there's a version for everyone here. There is a few versions I can see a mod like this working: Version 1: Dye recipes are learned after picking up or using a dye for the first time. In this version, after a player finds or buys a dye, the recipe is discovered and they can craft more of the same dye via the alchemy menu. The rarer the dye, the rarer the ingredients or more expensive the recipe will be. Version 2: Dye recipes are discovered via books found in-game only. In this version, the player can find and buy dyes as normal in the vanilla game, however certain books throughout the world when read will allow the player to learn the necessary recipes. Books are found in world, or found on traders or NPCs. As above, the rarer the dye is, the rarer the ingredients or more expensive the recipe will be. Version 3: Unlocks all dye recipes. Unlocks all recipes by default from the beginning, however again the rarer the dye is, the rarer the ingredients are or more expensive the recipe will be. I feel this would be a really good QOL mod for those who are interested in customizing their entire party and any new armor they find along the way, without it being too "Cheaty".
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