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Ka3m0n

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  1. This sounds amazing! Please let me know when this mod reaches a stable release state so I can add it to Skyrim GEMS. ([email protected])
  2. I think IsharaMeradin is right - there's no need to change the TOS. By adding an additional option on the permissions page such as the one below, it would simply give mod authors more flexibility to define their intent and preferences. The suggested option below could effectively be viewed as an "in the event of death" clause and would in no way infringe on any mod author's rights. It would simply give them more flexibility in defining their true wishes. If someone spent 6 months creating a great mod for the community and suddenly died, I think they would want their mod to live on. Similarly, if someone quits playing Skyrim and moves onto another game, they might prefer to have the community continue using and enjoying their mod instead of it dying. http://i.imgur.com/CkVzj.png I think an added option like the one above would be a Win-Win. Thoughts? EDIT: And I agree that the default should be "opt-out" when implemented which means it would only alleviate the problem with new mods going forward. I'm advocating for positive change without ruffling feathers. :)
  3. I've been researching permissions and came across this old thread. If this is still the status quo, then something needs to change. Summary of thread: Modder: "Can I repost an old mod that I've patched? The author won't respond." Nexus: "No. Lack of response is an implied "No". You must obtain explicit permission to avoid a potential lawsuit." I'm the author of GEMS so I am, perhaps, uniquely aware of the alarming rate that great mods are becoming obsolete simply because they need patching in order to be compatible with the newest version of Skyrim and the author is MIA. The truth is, many mod authors stop supporting their mod when they stop playing the game. There needs to be some sort of legal clause added to the Nexus upload agreement or mod permissions change that stipulates if there has been no site activity from the mod author for x months and he or she does not respond within x months to 3 private message requesting explicit permission to repost a patched version of their mod, then implicit permission is given to repost a patched version so long as a link to the original mod and full credit is given. This clause can also include a provision whereby the original mod author can respond at any time and demand that the modified version be removed from the Nexus and the new mod author must comply. By adding this provision to the user agreement (or as an additional permission item on the mod permissions page), this will maintain the rights of the author, prevent any potential lawsuit for violation of copyright and allow the Nexus to better achieve it's goal...which is to provide excellent mod resources by and for the community. Please make this happen. We are losing a lot of good mods at an increasing rate and there are people who are willing to fix them if you'll just allow it. P.S. For anyone who continues to feel that such a clause would be insufficient to mitigate the risk of lawsuit, I challenge them to find a single case where someone has sued for violation of copyright on a non-commercial game mod that had been offered freely to the public and the plaintiff was awarded a settlement. Monetary settlements are awarded based on the estimated potential loss of income suffered, which, in this case, would be none. I can't imagine a scenario where someone would spend thousands of dollars to hire a lawyer and go to court in order to sue someone because they reposted their free game mod with corrections. If that truly is a concern, then change the agreement or permissions clause to negate it. EDIT: crossed out the suggestion of changing the TOS to focus the conversation on a change to the permissions. (read on)
  4. When using advanced search on Skyrim Nexus, I tried to search for all mods by a specific author. The results were wrong. I then tried putting the author's name in the next textbox below the author search textbox (Uploader name contains) and it worked fine.
  5. Just wanted to say that I love the idea. I haven't had a chance to play Katixas Ciderhouse Restaurant (http://skyrim.nexusmods.com/mods/16106) but it sounded similar and very appealing, too.
  6. I saw an awesome animation video posted in a mod and I though it could use some better music..... :) "Girls Rule The World in Skyrim" http://i.imgur.com/f8bUH.png
  7. This is probably coincidental but I just tried to comment on a Skyrim Mod and the site hung (ajax icon spun endlessly) and the site was crashed when I tried to refresh. I had copied my text before refreshing and noticed afterward that my URL was improperly formatted (I forgot the ".com" in the URL) [url=http://google]Visit Google[/url] This is the error I saw when I refreshed the page Fatal error: Call to a member function SetLocal() on a non-object in /home/skyrim/public_html/Core/BBoC.pinc on line 3312 (The site came back up a couple of minutes later) Probably nothing but maybe you need to add error checking to URL tags????
  8. When creating a comprehensive realism mod, I cannot stress enough the importance of making it configurable by the player. Preferences vary. Each player will have their own opinion on the ideal balance between realism and gameplay. Instead of 1 person trying to hard-code all of the variables to meet his/her vision, variables such as the following should be set in an .ini file: FatigueMultiplier = 1.3 ArmorProtectionMultiplier = 1.7 WeaponDamageMultiplier = .7 KnockBackMultiplier = 1.8 FatigueRegenRate = .5 HealthRegenRate = .5 ManaRegenRate = .5 This might be oversimplified and it might take dozens of variables but it would allow the community to tweak the values and share their .INI file with the public along with a description of how it affects play. Over time, the community will come up with the best combinations for different play styles. Just my $0.02. :)
  9. +1 for making it a player-adjustable setting.
  10. I agree and the best solution for level-matching as well as many other gameplay settings (fatigue, carry capacity, rate of leveling, walking speed, etc) is to make these settings player-configurable. I wish Bethesda had implemented player-adjustable ini files for some of the more common gameplay elements instead of hard-coding them and requiring modders to redefine those variables later.
  11. Good choices in poll. +1 for all realism mods eat/sleep/drink (with adjustable timescale) darker dungeons/nights (requiring the use of torches) slower-paced combat that's less frequent, more difficult and more realistic - combat fatigue, better physics (e.g. knockback from being hit or blocking) etc...
  12. FCOM for Oblivion implemented eating, sleeping and drinking really well (the FCOM Superpack did anyway). To prevent them from becoming intrusive or annoying, It requires adjusting the time rate, too. Ideally, the time rate as well as each of the requirements for food, drink and sleep would have player-adjustable settings.
  13. Agree. It breaks realism to see a hand extended and constantly exuding magic while walking around.
  14. This is my review of FCOM Superpack version 5.3.0. (Version 6 was just released) NOTE: I installed QTP3 before installing the FCOM Superpack but haven't changed anything else. Ease of installation: 10/10!!! Installing 126+ mods correctly with one click is incredible!!! I wish there were more Easy-to-Install-Superpacks like this. Thank you Danwood!!!! Graphics: 7.5/10 with QTP3 installed. Danwood made a concerted effort to insure that the game would run well on a mid-range machine. 10/10 is possible if you have the hardware and time. Watch video example. Stability: 9/10 - This is why you should download the FCOM Superpack. Without a Superpack, only hardcore veterans could play such a heavily modded Oblivion with this level of stability. Gameplay: 8/10 - 126+ mods plus countless custom settings have been combined to greatly improve Vanilla Oblivion. FCOM is not a cakewalk and the default settings of Danwood's Superpack could best be characaterized as "Hardcore Realism". (he plans to release a patch option that would make some game elements less hardcore) Eating, drinking and sleeping are a great addition! Danwood slowed down the timerate perfectly and removed all of the visual indicators so the requirements are not intrusive but rather they are welcome distractions that add to the immersion. The dungeons are much darker than Vanilla! It's more fun and realistic that way but I find myself wishing that my torch would illuminate further. I may try adding "Brighter Drop Lit Torch" but I'm going to tough it out a while longer and see if I get used to it. :) Combat - Opponents are DIFFICULT! I love that the world is not tailored to be easy for me. You will need to run away from encounters often in the beginning and you'll want to stick close to the main roads for protection. I love the "Yell for help!" button. (I've needed it many times). In the beginning, if you meet someone in a dungeon wearing heavy armor, you're probably going to get your ass kicked. To be honest, I think the games starts you out a little too weak and frail but I should get stronger in time. Compass and Maps - In 5.3.0, there is no compass and the large map is blank. There is no "You Are Here" arrow and no quest markers to show you where to go. These were omitted for realism but I liked having them so I put them back in. Players can easily change the settings. Click here to see how. Prices - I love that magic items are rare and very costly. FCOM improves realism but one could characterize Danwood's Superpack as "hardcore realism". Personally, I felt like the merchants were taking me for a ride with the economy settings in 5.3.0 so I altered mine to get better prices and to buy stuff a little cheaper. Read this thread to see how. Overall, if you like realism in a game, I HIGHLY recommend installing the FCOM Superpack. The modders have done a great job of improving Oblivion and Danwood's careful selection of mods and setting choices provide a very fun and stable game experience with minimal muss and fuss. :) I hope the modding community changes its opinion about mod packs. I would love to eventually have a varied selection of good, self-installing modpacks for Skyrim. Ideally, the authors will keep their modpacks updated but, even if they don't, I'd rather play a stable modpack with outdated mods than spend a week installing and troubleshooting mods in search of a stable installation.
  15. I recently installed Danwood's FCOM Superpack. His newest (and last) version was amazingly simple and very stable. He got a lot of grief from the modding community for creating this pack but I hope they will change their attitude going forward. It is important to give credit where credit is due but these packs are great for the community and it's what the gaming community wants - a simple and stable install that improves the vanilla version of the game. How great it would be if people had a selection of mod packs to choose from, each with a different flavor/focus. Ideally, the pack creator will keep the pack updated as updated versions of the mods come out (as Danwood has done) but so what if the mods get outdated.... so long as the install is stable, the game experience is improved and the community can enjoy all of the great work that the modders have done. Thank you to all of the modders and to Danwood for all of the time and effort you have put towards making Oblivion a better game!
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