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Erstam

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  1. Reporting a problem. I'm not sure if it's a SKSE64 or SkyUI issue, but here we go: Custom UI elements that allow for mouse input don't fully work in SE. Examples are the list menu from UILIB_1 and the radial menu from UI Extensions that is used in EFF. Mouse pointer isn't visible when one of these menus is on screen, and elements can't be highlighted or clicked on. They can still be navigated with the cursor keys and selected with Enter, though. Note that the list menus integrated in the MCM do fully work (for instance, when choosing SkyUI's icon theme), but the identical looking menu from UILIB (which is a modders resource derived from SkyUI) does not.
  2. I've been testing SKSE64 with a WIP house mod of mine that uses a lot of SKSE functions from a variety of classes, and has an extensive MCM. So far I can say, everything works beautifully. I'm really wondering what does not function yet - as long as they don't depend on additional dll plugins, I think that converted mods have a high chance of working like they did in Skyrim Classic. Great job, guys! "It just works." - Todd Howard
  3. OH. MY. GOD. It's actually happening! Really, I've given up hope already. One thousand thanks to ianpatt (and everyone else involved). You're keeping Skyrim SE from slowly sliding into oblivion. :wink:
  4. Erstam

    SKSE

    Not that I mind, but I would happily give this guy a copy of SE. How does he even manage to be on the SKSE project and not have the old Legendary version all this time? Because I thought SE was free if you had LE? "doesn't plan on owning SE" - he dislikes Skyrim and has no interest in working with it. I wouldn't say that he absolutely dislikes Skyrim. After all, he made mods like RaceMenu and EFF for it. But you're right in the sense that he is probably more interested in the Fallout series, and that he doesn't want to do all the work again for the 64-bit conversion of an old game.
  5. Enderal requires SKSE, and there's no way around it. The character stats menu is part of a modified SkyUI, which in turn depends on SKSE. There's more, like the text input boxes for the passwords in Castle Dal'Galar, and probably many things I'm not aware of.
  6. Some strategies for more exposure on Nexus: Add some images from time to time, or add something to the description. This will bump the mod in the New Today and New Recently lists, which many people check regularly. You can as well add screens from Chapter 1 WIP content - when the images are named accordingly, it will raise interest for what's to come. Make more updates to the page shortly before release. When Chapter 1 is ready, release it as a new mod so it has the chance to make it into Hot Files again. This is justified because the Prologue can be seen just as a ... prologue, a teaser for the full mod. As before, enhance the new page with updates for a while. If that won't help, I don't think that anything will. :wink: General interest for Skyrim has naturally dwindled over the years, but since SKSE64 won't be coming anytime soon, many players are returning from SE to Skyrim Classic now.
  7. Just finished playing through the Prologue. How could Maslea have escaped my attention for so long? Beautiful environment, characters that have backstories and personalities, a plot with a dose of mystery and a long-term goal, and, as hinted at in the last mission, you'll also be able to improve and expand your little rebel base over time. Now I'm excited for the upcoming Chapter 1, and I hope that you'll continue to work on it after that. Why this mod hasn't received more attention/views/endorsements so far, I don't know. Maybe because it takes some time and effort before it reveals its beauty. The first dungeon is an impressively huge, but fairly bland and generic cave - until you reach the chamber with the four portals, where it shows the first glimpse of its graphic splendor. Also, the extensive platforming there isn't to everyone's taste. Some might have quit in frustration before they even got to the island. But that's just some minor quibble - keep up the great work, and take your time to polish the next release.
  8. Thanks for posting ... anything, at least. But I'm not sure what I should read into it. Does that mean that you, as the main SkyUI developer, haven't heard a word from the SKSE team in the last couple months? Now I'm really concerned. I've been so for a while already, because behippo had been very active until shortly after he posted the video, here as well as on Reddit. He has always been around, answering questions and explaining things. Then, all of a sudden, complete silence. I'm not aware of any post from him since mid-January. Did something serious happen? I'm as grateful as everyone else here for their work on SKSE64, and I know they don't owe us anything, not even an explanation. But just dropping a short note would be nice, like "sorry, we've hit a major snag in development, we'll need at least two more months", or "sorry, life has been incredibly busy on me". This would at least calm a lot of the unrest and anxiety that's building up in the community these days. Hope everything is well.
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