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ecirbaf

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  1. You could save a significant amount of server hits and improve responsiveness by properly implementing the tabs on the mods pages. So many unnecessary server requests simply when the user switches back and forth between discussion, description, files... all you have to do in Javascript when it does the AJAX request is to store the content in a unique DIV for each TAB. It doesn't matter if someone made a new posts in the last minute does it? You can always reload the page to see the most up to date comments or changes if you're living on the edge... Then when the user switches back and forth it will also be instantaneous and thus far more responsive. It would make more sense that you don't do this on the client side if one tab contained the edit mod options, because then it would invalidate the contents of another tab after you clicked "save" or "update". Complex tab based web apps would have a flag on each tab that indicates whether the tab contents is still valid. Clicking "update" on one tab would flag another tab contents as "outdated" so when the user clicks the other tab, the AJAX request is pulling newer/fresher content. It's really a very simple logic based on principle that 90% of the requests are going to be not the initial page load, but people just going back and forth between tabs on the same mod. All completely unnecessary server hits. Here on the Nexus the edit features are in a different page altogether so there is not even any need for the "tab invalidation" logic, all you have to do is pull the contents in a div that is originally empty, and then when the user clicks a tab, checked whether it was loaded already or not. If it was loaded, simply switch the div visibility and no need to do another ajax request.
  2. So, has such a mod come out yet? I am currently experimenting with writing a note by modding the SWF files. One challenge is to save the text. Unfortunately there does not seem to be a way to save a file from SKSE. I asked on the official SKSE thread and have not received a response. It's very hard to get started with making a SKSE plugin for that purpose as the documentation is difficult to find. If someone has experience writing a SKSE plugin I could use some hints. THe code in C/C++ for writing out a textfile should be fairly simple. Reading a text file I think can be done from ActionScript with loadVars(). The next challenges for me is that I know nothing about CreationKit. I am currently hacking an existing mod that contains a custom note, in order to experiment. I don't know if it would be possible to create custom notes as separate items. The mod could work either as a single "notebook" item that lets you read and write different notes (paging), or allow to instantiate new "note" items. But actually having a single item is probably goping to be far more practical gameplay wise. The next challenge is finding a way to bind the note to a key with SKSE, if possible at all. If you have to open the inventory every time you want to read/write your notes, it's going to be tedious. So ideally, you'd want to press a key and it would do the "opening" animation for the note and display it, without goign through inventory. I have no idea if this is possible.
  3. Is it possible at all to render 3D views in the Interface, through the SWF/FLA/Scaleform thingies? I looked at "itemcard" and it seems like the item 3D view is handled in the main game engine and not accessible through the front end code. That's kinda depressing, I was thinking about making a classic rpg style inventory perhaps, displaying each item graphically, but now I doubt it is possible. I figure each existing item type could be pre rendered as a thumbnail but that's rather limited :(
  4. Something I've noticed that could save you TONS of requests is that the AJAX content in the mod pages are not cached. You could save lot of requests by loading the content in unique DIVs and then when the user switches back and forth between downloads, description, images and so on, it should only toggle the visibility of the container and no longer request the content if it was already loaded. The only reason to request the content multiple times is when it is somehow out of date, such as a rapidly updating comment feed. Or when you build complex ajax apps where editing profile data in one tab; affects the displayed data in another. It does not seem to be the case here. Otherwise you can use a "dirty" flag, to force reloading the tab's contents, but most of the time it's not necessary. It's been an issue for me because I often toggle between description and discussion, and files. Often times you want to see wha tfile the modder is describing as there are so many complicated install/uninstall instructions. And then sometimes you switch back and yo uhave the loading wheel... and nothing. Anyways, thanks for the awesome site. I hope I don't sound too pedantic I love Javascript :)
  5. Good to hear. If you didn't use Steam before remember to go offline (main menu, top left) and/or right click your game in the library > properties > updates > "do not automatically update this game" which helps if you use mods and/or Bethesda releases a buggy update like 1.2.
  6. Anyone knows how one can filter the books out of the DLSTRINGS file? I can get to the text, but there are not only books in there. I wonder what criteria can be used to identify only those strings that are actual, and functional in game books (I say functional because there is also a test/debug book in there). The pictures are very easy to include as they are only img tags. And I'm sure Bethesda would not object to including them, with proper copyright notice.
  7. HI TravistyOJ. Any update on including the images? Did you try? The images are easily extracted with FOMM or other BSA explorer. An archive of the images was also posted by someone on your blog comments. I'm trying to convert the DLSTRINGS without success so far.
  8. Women soldiers in the middle ages had a special kind of armour with more weight in the back area, in order to balance for their very large breasts, which were exposed through holes in the front side. Such historical details have been captured marvelously by CBBE and its derivatives. Furthermore, only noble women had any kind of heavy armour. Other women soldiers wore very skimpy outfits that let them evacuate the sweat and feel refreshed while in the heat of combat. Mods such as "revealing forsworn armor" are based on these historical accounts. There :)
  9. There was an issue in 1.2. I don't know if its fixed since. First, for the fix, go in your Skyrim /Data folder and look for any INI files. They might be named after a mod. Mine was named after Realisitc Water Texture even if I had uninstalled it. Go figure. Delete any INI files that looks like the ones made by saveini. Then for ugrids: Don't use saveini. Do the setini command, then alt tab, edit your own customized ini file (which doesn't have to be the full 41KB version), change ugrids back to 5 or whatever else you want, save, alt tab, use refreshini in game, save your game. Quit and reload game and your save should work.
  10. Here, it seems you can register a retail game from this list with the CD Key https://support.steampowered.com/kb_article.php?ref=7480-wusf-3601 Skyrim is included in the list. It says " No other retail games can be registered and downloaded using Steam." So I assume you can really go in, put the CD key and download a legit copy. Install Steam from the steam website, and then look in the menus of the app. EDIT: Here procedure to add your CD Key
  11. Some parts, like the normal maps on characters are actually uncompressed, which is awesome. There's no over-compression with .dds textures like you can with .gif, but it does introduce artifacts. The nose issue is simply not enough texture space given to that area of the model, at least I assume, I haven't looked that hard yet. I haven't actually used any character texture mods either though :) Here are side by side DDS screenshots. The original is compressed to 170 ish KB (DXT1). To be fair it does not appear as bad as on the overblown screenshot of the NMBF mod. But it does look bad in game, because those squares are used on an area with a lot of surface variation (pointy part of the nose), and when the light comes on it it's messed up. I play on a 27 inch screen, without anti aliasing for performance, so it's possible that makes it more noticeable. Anwyay enough nitpicking from me, game's awesome :) http://i.minus.com/i16LuDUjF7rUc.jpg
  12. There are images from Frazetta (it's even signed with his name), at least one by Keith Parkinson (guy fighting a lizard), two by Simon Bisley, and one is obviously Boris Valejo or a very good imitator (muscled female posing in front of whatsitlizardthing) . . . The art is about as close to Skyrim's as it is to pretty much any non-asian fantasy RPG.
  13. If Bethesda released the .fla and .as files as part of the Construction Set, that would be amazing. Maybe they would be open to that, since people modded the interface so much in Oblivion? http://www.skyrimnexus.com/downloads/file.php?id=216 They're actually not that hard to decompile, and it's already been done to some degree. Sorry for reviving an old thread. These files are for version 1.11. I think the Interface.BSA was updated since patch 1.2 and 1.3. I want to be sure I'm working with the latest version of the flash files. Does anyone know of a flash decompiler that works? Is SkyUI based on the 1.11 FLA files above?
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