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graymaybe

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  1. Always love these posts; this site and community has grown so much over the years and it seems to only be continuing on that path exponentially. Can't wait to see the redesign when that comes around (will there ever be any sort of halfway/beta where people can opt-in before it's completely rolled out? Would love to help with that if/when it's a thing). I'll kinda miss this appearance as it is, but i'll be damned if the redesign isn't immensely overdue, lol. So, here's to a good year for this website, and another one coming our way!
  2. Oh? But I thought he left this site forever. Did he go back on that, or does this just not count?
  3. MO is a great tool, and I'm glad he'll be able to put more work into it, but... IDK about anyone else, but I've found that the virtualization it does, instead of installing directly to the data folder, made Fallout 4 very unstable for me. I used to have so many crashes, but when I decided to just manually install everything, pretty much everything cleared up. Somewhere down the line, do you think there will ever be an option to handle installs more like Wrye Bash did -- that is, direct to the data folder, but with the 'anneal' option?
  4. In response to post #41272325. #41274465, #41275065, #41275135, #41275585, #41276745, #41277095 are all replies on the same post. Compared to what it could be, it's pretty broke tho.
  5. In response to post #41058105. #41063005 is also a reply to the same post. Or, instead, everyone can go on ahead and watch the video about choosing passwords that's linked in the description of the video you've linked us to ( ), and just stop using terrible passwords.
  6. I'm not following it closely, but last I've heard about it was in that comment section. It doesn't really look like the kind of problem that's going to be fixed anytime soon, tbh -- there's just too many unknowns without the creation kit available. I mean, it's not impossible that someone might work it out before then, but I wouldn't hold my breath. Your best bet for finding out how things are going on that front is probably just keeping an eye on the affected mods. If someone figures something out, those mod authors will no doubt be the first to talk about it.
  7. I've been banging around this site (or, I should say, TESNexus) since around early '08, and it's been really interesting to watch it grow and evolve over the years. The one thing that's been abundantly clear the whole time, though, is that there's no other site like this place. And while I don't really think that anyone can really say that a site will be around forever, well, NexusMods sure isn't going anywhere anytime soon! So yeah, congrats on reaching this ridiculous milestone. I, for one, can't wait to see how this site grows in the years to come.
  8. In response to post #30818995. #30847995 is also a reply to the same post. You must be fun at parties.
  9. I'm considering requesting having this account banned so that I can make a new one (so that I can have a new username). I've been around here long enough to pretty much know how that works; but there were some things I was wondering about before I do so: Am I allowed to make a new account before requesting this one to be banned, to see about giving said new account editing permissions on some of my mods? (Idk if that'll work quite like I'm hoping or not because I've never given anyone else permissions, but basically I want to be able to manage the mods from my new account after this one's banned.) Is there any way I could still retain access to the mod authors subforum? I don't know that I'll become all that active on the forums again even with my renewed interest in modding, so if not it's not really a big deal, but I do like browsing them from time to time.Anyways, I'm just making this post before doing these things because I don't really care to break the rules on this one, haha. But seriously, yeah, I would like to know the answers to those things before really considering making a new account. Thanks in advance! :D
  10. lol that would be the same as typing "Nehrim" into the search bar surely? Or were you thinking of blocking all Nehrim mods? Because if tagged correctly they should come under non-lore friendly I'd think. No, not really. I have a potion replacer I just released with a version for Nehrim and a version for Oblivion. It's certainly lore friendly, and I've seen other mods for Nehrim that similarly wouldn't be unfriendly, like say the Grass Fix or the Nehrim version of All Natural. They just don't count as non-lore friendly, but they're not made to work with Oblivion. I think what I'm trying to say is there's a difference between a mod being compatible with/made for Nehrim and whether or not it fits in Elder Scrolls lore. Similarly, some mods without masters work fine with Nehrim out of the box, and I'd love to be able to tag some of those for others to find (so maybe there should be a works with Nehrim tag instead of just a Nehrim tag).
  11. I ran across a mod with the option to tag turned off, but the author never bothered doing any tagging, either. Now, I can understand not forcing an author to tag their mods, but it seems odd that they can opt out of other people tagging them, too. Similarly, I see comments about authors using every tag. What exactly can be done about that? Should we be able to/can we report a file for abuse of the tag system? Relating to the argument over what makes a mod lore friendly or realistic, I can see where the concerns come from. However, when people say realistic, they tend to mean immersion and cohesive with the rest of the environment. Hence how a dragon could be realistic in the Elder Scrolls games, but not F cups with a fifteen inch waist. Regarding lore friendliness, I can't remember who said it but I remember reading over a thread a few months ago where someone pointed out there being a distinct difference between lore friendly and lore accurate. Lore friendly only means it doesn't actively brake the lore, so a new town or race could be seen as lore friendly, just nor lore accurate. Lore accurate, on the other hand, would be a mod that follows everything completely and only plays in the realms of known. I'd also consider it a bit of a scale, myself, with lore accurate on one end, lore unfriendly on the other, and lore friendly somewhere in the middle.
  12. On the file upload page, I'd put a box regarding translations. It would ask, first, what the language of the mod is and if it's a translation of another Nexus mod. If it's not a translation, it would ask what your permissions in regard to translations are (optionally, this choice could be with the other permissions). The options would be allow without my approval (meaning translations would be immediately linked upon upload), ask me (meaning you get a request after the upload for the page to be linked, and until you approve or deny the file it's hidden), or no (which would not allow the upload of the file). This option can be changed retroactively, but I don't think the translation should be set to hidden if you set your option to no at a later date, it just seems unfair to the person who put the work into the translation when you were cool with it. You will, however, always have the option to un-link and re-link translations. If they disregard your other permissions (such as giving proper credit) then you can report them. If it is a translation, you'd then have to put in the link to the original mod. What would happen in response depends on the original author's choices above. Mods marked as translations of Nexus files would be set to a semi-unlisted state. They would only show up on the translator's files list and a new mod list on the main page under latest files labeled new translations (there'd need to be a way to display the language of the translation, though). The reasons for a new section are twofold: More exposure for the original mod (it puts them back on the front page) and easier access for those looking for translations. I think it would be a good idea if you could filter that section by language, too. One thing I'm undecided on is if the new translations box should link to the original mod or the translated file, though I'm thinking the original file should probably be it, seeing as you're likely to need some resources from that to begin with, which leads me into another point. Translation files shouldn't include more files than are necessary, only the files that are actually translated. As mentioned earlier, you probably don't need a translation for something with only sound files. I say probably, however, because it's possible that speech was translated, or perhaps in-depth documentation if the mod has lengthy install instructions. That's why you can't just limit it to esp files; another example is a mod that translates, perhaps, the textures on signs. So, how does that sound?
  13. I'm a bit amused that the two people in this thread insinuating that those who haven't learned English are stupid have the worst grammar here.
  14. Came here to see if anyone see was having the problem and apparently it isn't just me. It's happening with me on most of the sites, but luckily I know the buttons well enough to still navigate.
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