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Found 13 results

  1. Hi, guys: I've spent the day searching and trying to figure out how to receive notifications on Telegram when there's a new game or the store is restocked. I've tried with n8n and Playwright, but Cloudflare doesn't get along well with automation, and Nexusmods doesn't have an API for this type of request, right? So I've given up. If anyone has already done this project or thought about doing it and thinks they have an idea in mind and thinks I'm overcomplicating things, I'd love to hear what you think and if you have any ideas to help me. Thank you all very much. I'll read your comments. P.S.: Maybe a Nexusmods developer wants to make an API or some other solution for me and the rest of the users. I'll leave that as a suggestion.
  2. Went to open up vortex, and it was signed out. Clicked to sign in, it brings up the browser to authorize vortex from my nexus mods account and it just endlessly loads "please click "authorise" on the website" even though I have already done it. It just will not let me login to my account on the vortex software. Have tried on both firefox and chrome with no luck.
  3. Preface: I am going to simplify my scripts to ease troubleshooting. I have script "A", which is used to declare properties that global functions in script "B" can use. Script "A": ScriptName rsAPI_Properties Extends Quest {Contains all the properties for rsAPI scripts} MiscObject Property myMiscObjectProperty Auto Script "B": ScriptName rsAPI_Functions Extends Quest Hidden {Contains all the functions for the rsAPI scripts} ;This function gets the forms from Script "A" rsAPI_Properties Function GetFrameworkProperties() Global return (Game.GetFormFromFile(0x294A97, "MyPlugin.esp") as Quest) as rsAPI_Properties EndFunction ;This function gets a specific form from Script "A" with the help of the above function. MiscObject Function GetMiscObject() Global return GetFrameworkProperties().myMiscObjectProperty EndFunction ;This function is an example of how I would like to handle the miscobject passed from Script "A" Function GivePlayerMiscObject(int howMany) Global Game.GetPlayer().AddItem((GetMiscObject()), howMany); I have tried declaring a MiscObject outside this command as well, but neither worked. EndFunction The second function in Script "B" is used to return a miscobject, but it only returns NONE. This way of obtaining a property from another script seems to only work for certain types of forms. The properties have been defined in the CK in Script "A". Any pointers papyrus wizards? p.s. The reason I am approaching it this way is because Script "A" and Script "B" are an API of sorts. I want to use a function in Script "B" that references properties in Script "A" after passing parameters directly from Script "C", which would utilize the third function in Script "B" like this: Script "C": ScriptName GivePlayerItem Extends Activator {Utilizes the rsAPI framework to give the player 2 MiscObjects} Event OnActivate(Actor akActionRef) rsAPI_Functions.GivePlayerMiscObject(2) EndEvent Has anyone had any luck returning a form aside from Globalvariables in this context?
  4. UnCodeX - UnCodeX processes the UnrealScript source code and presents it in a more navigational format. https://udn.epicgame...ee/UnCodeX.html Download the program at the link provided and follow the tutorial. When it prompts for the path, I use the following (and let me know if I wrong): C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig It's not a perfect API, but it's helped me substantial. If we need to make a community-made API, I am willing to pay for it. Does anyone have a good recommendation of where to host it? -Dan Edit: I'm currently speaking with Yeti Tech Studios to developer IntelliSense tools for ModBuddy (Visual Basic Isolated Shell) and contacted this developer here: http://uside.codeplex.com/
  5. All, There are a couple of different initiatives going on, and I'm hoping we can consolidate them here... or at least coordinate our efforts. While there are some great example docs in the SDK, there is not currently an API, Mod Wiki, or IntelliSense provided by Firaxis. IntelliSense: There is a promising effort here: http://forums.nexusmods.com/index.php?/topic/3774940-mod-buddy-intellisense-scripts/ If anyone has experience writing these scripts and can assist, I'm offering a "cash bounty" to all parties who make meaningful contributions. For every day we spend on that, we potentially save a week of development time. API: I'm asking Firaxis to generate an API from the UDK, and encourage everyone to tactfully ask as well. For now though, I've posted a tutorial on using UnCodeX below to serve as a make-shift API. Wiki: We need to start documenting all our "lessons learned" in a single repository. Ideally, it would be a site that remains up if any one of us moves on. I think we have 3 main options: 3rd Party Media Wiki Sites (Pro- easy to use Wikipedia like interface, Con- requires one of us to maintain) https://www.mediawiki.org/wiki/Hosting_services The Nexus Wiki to request XCOM 2 (Pro- currently houses the EXCOM EU wiki, Con- interface is a bit older) http://wiki.tesnexus.com/index.php/Main_Page An existing XCOM 2 Wiki (Pro- existing XCOM 2 wiki, Con- Prob not the greatest for technical documentation) http://xcom.wikia.com/wiki/XCOM_2 Bests, Dan
  6. I get this error for every single mod I try to install. And I can't install ApachiiSkyHair for some reason.
  7. When I first downloaded the API I was able to run it perfectly fine. Since then I've downloaded some mods via Nexus and when I try to run it I get an error message. It says 'The data is invalid' and nothing else besides telling me where the StardewModdingAPI.lnk is. the issue doesn't seem to depend on whether or not I have active mods. It does this regardless of whether or not I have mods active.
  8. I decided to try out Vortex and determined I did not like it, so I uninstalled it and went back to using NMM. My issue now is the site will not allow me to download through NMM anymore. Are there any solutions to this? I tried deleting the API key for Vortex in the site preferences section of the website and still no luck.
  9. SO I have come back to Skyrim after a break and the API situation has been proceeding. I managed to get the API work on my MO2 app but after numerous tries I cant get it to work on my MO legacy build. I manage to get it log in to my account on the APp but for some reason when I press "download from manager button" it says cant find handler? AND yes I pressed the "assiciote with download with manager button " on the MO legacy app. AND also I have updated MO Legacy to its recent build. Help??
  10. I'm trying to dynamically interact with some other mods using the Papyrus API in Skyrim SE. Some of the API's in the Creation Kit do not seem to be available in SSE. The document link is https://www.creationkit.com/fallout4/index.php?title=Inter-mod_Communication I can't find anything 'official' that is for SSE, just Fallout4. The Game.IsPluginInstalled() works fine, but the ScriptObject.CallFunction() and ScriptObject.GetPropertyValue() do not seem to even exist. Is there another way of accomplishing this in SSE, or another library/mod that I can use? I'm trying very hard to avoid hard dependencies which equate to patches... any help or input is appreciated!
  11. Hello ! This is a very simple couple of questions. I'm currently assisting a mod maker by making an application that will automatically configure the mod options and Modengine to work out of the box with as little configuration as possible. To do this, I'll pull the mod files (and possibly a couple other mods that are compatible) from Nexus Mods and programmatically insert them into the game. As of right now, while still developing, I'm getting the API key thanks to the SSO method & vortex slug. This works perfectly and will allow me to request the files, check for updates, & download whatever is needed to make the mod work or prompt for updates. I'd like to know if that usecase requires establishing a new slug, and if so, if "contacting the Community team" means posting here or if it means sending an email to the support team. Also, while I obviously implemented some confirmation of wanting to use said mods from the user, I'd like to know if NexusMods has some sort of rules over distributing mods, as I want to make sure that a mod possibly installing another mod to function doesn't pose an issue. For anyone curious, I'm establishing an interface for installing the DS3 coop overhaul mod ( https://www.nexusmods.com/darksouls3/mods/1574?tab=description ) that functions with either DS3OS (custom, handmade servers) or Painted Worlds as a quick and efficient way to P2P multiplayer (https://www.nexusmods.com/darksouls3/mods/1477?tab=description ). This mod requires to not use the official servers if you do not want to be shadowbanned, and I believe an executable file will be much more reliable for avoiding issues than installing the files. The software is made with Electron, Vite, React and TypeScript.
  12. id: 'SMALauncher', name: 'Spore ModAPI Launcher', logo: 'assets/Icon Launcher.png', shortName: 'SMA La', defaultPrimary: true, onStart: 'hide', executable: () => 'assets/SporeModAPILauncherKit/Spore ModAPI Launcher.exe', requiredFiles: [ 'assets/SporeModAPILauncherKit/Spore ModAPI Launcher.exe', ], I'm createing new game extension. This is how i register Tool in it. Path byt default is relative to game. But I wanna publish tool inside game extension itself - Is is possible? - if yes, how to get path to it? I've tried: - hardcode full path 'C:/.../AppData.../Vortex/plugins/my-game-extension/assets/tool.exe' - use %appdata% in path - use relative path as in code above nothing work. May be i can: - change tool path at 'context.once'? - get vortex install path? source github: https://github.com/mitay-walle/vortex-game-extension-spore/blob/main/Index.js
  13. Number are identical. backslashes are on right places. what i'm doing wrong? full log file sticked Here is Registry record: \HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\GOG.com\Games\1948823323 -> path -> F:\SteamLibrary\steamapps\common\Spore Here is code of findGame() vortex-winapi-getregvalue-failed-logs.txt source github: https://github.com/mitay-walle/vortex-game-extension-spore/blob/main/Index.js
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