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Sku11M0nkey

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  1. So I kind of resolved the issue by just creating a blank text file with the name "mods.txt.original" It stopped the errors but not sure if it solved the problem or not
  2. Been using the same mod build for a while for Palworld then out of no where I got this error. Does anyone know the fix for this? Running the latest version of vortex + palworld.
  3. The recent change to the load order system in BG3 where it auto sorts and locks certain mods in your load order has caused severe issues resulting in crashes and other compatibility issues. Just like the LOOT system for Skyrim is far from infallible, we cant have hard-coded auto locked mods for load orders in BG3. "Auto-Sorters" should be a "suggestion" not hard coded "Law" because mods and the modding community are constantly shifting, evolving and changing with every day. One day's load order might completely be invalidated by tomorrow's update. For instance in the image below it's loading Mod fixer and Improved UI assets before Improved UI which is causing crashes on character respec. Improved UI is also not locked which is shows inconsistency with the auto-sorting logic. The correct load order for those files should be the exact opposite and considering "Improved UI" is also an override it should also be locked based upon the logic of why the other 2 mods were locked. The solution: Please allow us to Unlock and Lock mods in our load order ourselves. That's all that's needed. The auto-sorter can still do it's thing but by allowing us the ability to unlock and lock our own load order it allows us to correct auto-sorter mistakes in real time and prevent load order changes in the future. That way Novice modders will still get the benefits of the auto-sorter doing the heavy lifting/thinking for them but should they run into an issue they can still correct it themselves through the help of the veterans/experts in the community. Please consider adding this functionality for Skyrim as well because the drag and drop loading order of BG3 is one of the key missing aspects of Skyrim modding. Drag and drop as well as custom/manual load order management is a STAPLE feature in every other mod manager. Please implement it in Skyrim as well. Thank you for your time. Sku11
  4. Hi there, I have a lot of ideas on fixes and subclasses that I want to bring into the game from the various D&D sourcebooks and rather than bog down the forum with mod requests I'd rather someone show me what tools and and tutorial videos I need to watch to get up to speed so I can make these mods myself. You know the whole "Give a man a fish and you feed him for a day, but teach him how to fish and you feed him for a lifetime. " thing =) I'm used to skyrim which has a nifty creation kit so I was wondering if there is something like that here or do I have to know programming and dig into code to make things work? TEACH ME SENPAI! Thanks in advance to any kind soul patient enough to seriously respond to this post =).
  5. I was really hoping that one of you magnificent people would be able to add the Bard's "College of Whispers" subclass as a mod. The simple fact of the matter is that a well built College of Whispers Bard is AMAZING because how incredibly versital they are. Particularly if you multiclass with a hexblade warlock or paladin they make incredibly satisfying spell blades. They can contribute in ANY way you need. 1) Use spells for buffing and healing 2) Inspiration in a pinch3) Can fulfill any needs you would need a rogue for (scouting, checking for traps, picking locks etc.4) Can persuade allies or decieve enemies5) Deal great front line single target damage or great ranged + aoe 6) set up your allies for amazing dunks on enemies with spells like, haste, hold person, hold monster etc. I fell like many people are sleeping on this sub class because by itself it's not very strong, but with just a few multiclass levels it's an incredible force multiplier. For example: In a DnD campaign I have A level 10 Hexblade warlock / College of whispers Bard multiclass with the dual wielder + warcaster feats . (5/5). Rapier as a pact weapon/spellcasting focus (16 dex/20 cha). They have both the thirsting blade and eldrich smite invocations. 1st round, you cast shadow blade as a bonus action and fire off a couple of eldrich blasts as your action and then gap close to melee with your movement (preferably positioning yourself for advantage via flanking or in shadow [for shadowblade advantage] on the strike) Alternatively you could cast the "true strike" cantrip to give yourself advantage. You could also use "silvery barbs" as a reaction if the spell is available in order to help defend an ally and give yourself advantage on the next strike. With pact weapon Rapier in Main hand with Previously cast 3rd level shadow blade in the left hand. They do the following on a single turn: 1st attack Main hand use eldritch smite (4d8 damage + 1d8 + 6 from rapier)2nd attack (thirsting blades) with Main hand use Psychic blades (1d8+6 from rapier + 3d6 psychic blades damage)3rd attack (dual wielder) offhand attack with shadowblade for 3d8 +4 damage Assuming you hit all three times that's 9d8 + 3d6 + 16 damage on a single turn at level 10. You're using pact slots and inspiration to basically "Smite" your enemy so if you're taking frequent short rests you can use this combo at least twice and still have plenty of bard spell slots left over for support and healing and at least 2-3 more Bardic inspiration to use for either more psychic blade attacks or support for other characters. You can also consistently do 2d8+16 and 3d8+4 damage every turn in melee or 2d10 + 3d8+4 at 20' range. or you can return to the back line and help heal/support your allies. It's just incredibly versital and fun. And of course the Whisper Bard + Paladin combo is just a melee damage machine. Though you gotta juggle your stats a bit more (best to stick with dex based weapons). You can divine smite for DAYs and use shadowblade in your main hand and rapier in your offhand for: 1st strike shadow blade + Psychic blades 3d8 + 3d6 + 4 2nd strike shadow blade + Smite 3d8 + 4d8 + 4 3rd Strike rapier 1d8 + 4d8 + 4 for a total of 14d8 + 3d6 + 12 at level 10! you can even go crit fishing with "vow of emnity" giving you advantage on every hit and if you land just ONE of the shadow blade strikes you can pump BOTH psychic blades AND a 4rth level divine smite into it for 16d8 + 6d6 + 4 on a single hit! Did I mention that at level 15 whispers bard your psychic blades damage is 8d6 per hit? So at level 20 you can dish out 16d8 + 16d6 +4... in a SINGLE ATTACK... the only spell I know of that does more damage than that in a single action is Meteor swarm. So PLEASE PLEASE PLEASE some kind soul out there give us the College of whispers bard.... you won't regret it.
  6. I'm getting the same problem with the storageutil.dll... anyone have a solution for that. Its a part of papyrusutil and a few other mods.
  7. All of you with this problem Just need to run the "FNISGeneratorforUsers.exe" in order to update the animations. Most likely you have a combat mod installed that changes the blocking animation slightly. running FNIS should update those files in game and you'll be fine.
  8. Question: I Rolled back to NMM version 0.56.1 because it is far more stable for me and I was wondering if there is any way to disable the update notifications? I found that the virtual directory system causes certain files and scripts to not get recognized or loaded properly and it results in both predictable and random CTDs. As soon as I install these files directly into the data directory using NMM version 0.56.1 (or manually) all is right with the world. I also ask humbly that you please never force users to upgrade to version 6.0 or higher as you have with previous iterations as I feel the new system, while maybe better for newer games is not stable for Skyrim.
  9. This is how you do it: 1) hit "i" to bring up the quads. And replace all grass textures with "nograss" options. 2) Paint your roads and textures how you want them. Swich to "Grass" textures to add grass back in where you want 3) hit "H" to get out of landscape editing mode 4) right click in your render window and select "generate LOD land texture" do it for both cell and quads. it won't change anything in your render window but should update it in game.
  10. Try the older version of Flash O's Mod. That one seems to be a little more stable. I ran it for over a year and it was fine. Deleted navmeshes are just a part of modding. You can be ridiculously cautious as a modder and do your best to only tweak the original navmesh but the problem is as soon as you make any drastic change or delete a single triangle it marks it as "deleted" It's a bit of a flaw of the Creation Kit IMO. Anyway I wouldn't sweat the deleted navmeshes unless you know for a fact it's causing CTDs. Even Bethesda created deleted navmeshs when they modified the navmeshes in Breezehome and the various other vanilla homes. They did their best by using "Navcut" primitives instead of deleting triangles, but even Bethesda being as careful as they could, created a deleted navmesh. So again. Don't worry about the deleted navmeshes unless it's causing a problem. I modified my version of the Eagle's nest myself to fill it full of bandits in the beginning as well as add interior rooms to both of the side towers for additional followers. I ran that for over a year and didn't have any issues.
  11. Any plans to add some of the functionality of "Mod Organizer" to NMM? Such as establishing mod profiles for different play throughs?
  12. In response to post #7631819. #7632181, #7632684 are all replies on the same post. @ Zombie Wombles - I understand the point you are trying to make but I'm really going out of my way to help my users/subscribers. I listen to most of their suggestions and often add them to my mods. I was in chat sessions for 5 hours last night helping people get my new mod working. In every single case it was a mod conflict that they didn't know affected their functionality, which was a relief for me, but the long list of frustrated posts is already on the comment feed at that point which does scare away some users who read the comments. Plus they aren't terribly helpful. I really care about my mod users and my most recent build I literally rebuilt my main mod from scratch 3 times over in order to eliminate any possible errors and conflicts. Double checking it with TES5edit along the way. However sometimes there are instances where you'd just like to delete your own posts or a user's posts who gets a bit rambunctious on your comments page. Or more often the case I double Post a comment that I'd like to remove from the comment feed so my users are only looking at useful information. Is it such a bad thing to ask for the ability to delete those comments? I mean I should at least be able to delete my own comments. I mean I hate to point this out but it's fairly basic functionality on both youtube and the steam workshop. A user can always report the modder if we are being jerks or disrespectful so even if I got in an argument with a user and blatently deleted all of their comments out of spite they could still report me and hold me accountable. So I'm not sure if I see a good reason not to have the ability to delete posts or comments on your own mod... Maybe I am out of line here but it seems like it would be sensible functionality to me...
  13. While I really like the new comment, reply and sticky functionality it really bothers me that I can't self moderate my comments and delete comments. Sometimes I'd like to delete my own comments because it sounds like I'm babbling. Other times there are trolling comments or comments where a user who is not familiar with how mods work will start going on a rant on the comment page. They can leave a whole page of negative frustration filled comments only to find out that they had a mod conflict causing the issue all along etc. That whole page of negative comments can drive a way new subscribers. I think it would be good to give back the ability to delete comments. Even you tube allows you to self moderate, I think mod authors should have the same level of functionality.
  14. To be honest I think you guys should introduce a credit system for downloading mods. One thing that's frustrating as a mod author is putting in literally hundreds of hrs (I'm up to 1600 hrs on creation kit) into making these mods and not getting a cent back in return. What about doing a credit system like istockphoto or Xbox live where the user buys credits and uses those credits to download mods. Mod prices are based upon size, quality, complexity and popularity. As for fears regarding the steam workshop I think once word gets out that you can get paid for your work modders will take down their mods off steam workshop and make them Nexus exclusive. I know I would. With a paid credit system both you and the mod authors make money with every download. If I could make money modding I would gladly quit my job to do it full time to provide you guys with content.
  15. While some of the new elements on the homepage I really like. What I don't like is the fact that you guys put all the new mods and new screenshots down the page in the right hand column. That real estate is the last place on the page that anyone looks and it is typically ignored because its where all the banner ads live. The old design was much better because it gave new mods exposure before getting filed away into the nether. Now new mods are going to get mainly ignored. It's really not fair to new mods to bury them like that. I could do without the screenshot bar but please bring back the "Recently uploaded files" bar that used to appear below the "hot files" thumbnail bar. I also like the idea of putting up a "random" bar below that which would have a random selection of older mods. The main attraction to this website are the mods so really those should be the most prominant things on the page. I know you guys need to make money with your banner ads and all but I think having more thumbnails on the homepage is better than a wall feed or something like that.
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