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chickmetalhead

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About chickmetalhead

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    Skyrim LE, Fallout 4, AC Origins - all on PC
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    Elder Scrolls, Mass Effect, BioShock, Fallout 4, and especially Zelda for getting me into gaming!

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  1. I know what you mean. But what I am doing is all new NavMesh in a separate worldspace. So at least that deleted NavMesh issue is one thing I don't need to worry about. Thanks for the info though, because what you are talking about IS critical. Too many modders and/or mod authors either don't know that or ignore it. I have had to fix that in mods more than once. It can be done, but it is a pain. Somebody else reading this thread might appreciate knowing it too, before they make that mistake. For anyone else reading, cleaning your plugin with TES5Edit will point out when that happens, in addition to removing ITMs (identical to master records) that the Creation Kit can generate if you are not careful. So do that before publishing and even occasionally while working on your mod. Check the message log in TES5Edit to see all the things it found and removed before saving the plugin - but deleted NavMesh is NOT something it can clean - that has to be done manually. Thanks NexBeth!
  2. Thanks, I couldn't find anything either - but you never know until you ask. As for my/our project... lots of very narrow areas, exterior cells, water, etc. So a lot of path testing. I think I hate doing NavMesh under water the most, especially when you have four cells meeting under water. LOL! One trick I learned for edge links... If you need to extend an edge, it is hard to get the vertex you need selected. What I now do is select the triangle on the side of the edge you want to extend, and drag it away a bit, and then select the vertex you want... and then hit Ctrl Z to undo the move of the triangle. But the vertex is still selected! So you can add the next triangle without messing up the existing edge. I hope that makes sense, but that little trick helps when you need it. Also, one of the surprising things I have encountered working with large exterior areas, is that sometimes the CK decides not to show you everything as you move to an area a few cells away. I have learned that hitting F5 seems to "usually" refresh things so you can see everything in the new area again - and that can include the NavMesh itself. Nothing worse than NavMeshing an area you already have, and then as you move the camera the CK decides to rerfresh the area itself, showing you have been duplicating your work... or you just NavMeshed right through a mountain/cliff! Well, that is why I save often. But as this project has progressed I have learned a lot and it is going faster.
  3. Hi! Sorry for jumping in here. This is more for NexBeth maybe, but might also be interesting to the OP if there is an answer to this question... I am on LE in case that matters. Is there a way to set the default actor used when testing NavMesh pathing? For me, I would like to the default to be a standard human or mir character, so defaults would be: I obviously can use Choose Actor to change to these settings I want to use each time I test, but it is a pain when doing a lot of path testing, especially since the CK won't allow you to change or adjust the NavMesh without closing the above dialogue. Or is there a better way of doing path testing??
  4. Hi Picky! First, thanks so much for the fast reply :thumbsup: I thought you folks might be done for the day! While I might not agree with you about images needing to be https encrypted (other things certainly should be), as always it is your site so you get to make the call. :smile: But at least I know it was an intentional change - and more importantly - that I was not going crazy like I thought I was earlier today. Haha, well, not going more crazy, anyway! :laugh: I will probably update my last few sets to use https source images, and will make sure I use them in the future. Thanks again for the fast reply, and stay safe over there! cmh Edit: PS: I found a somewhat quick way of fixing up some of my old sets using Notepad++, so I might fix them all up in time. For now, I updated my last few image sets, and then I had to go back and update my epic 5-part adventure set I made a few years ago. If anybody is really bored and has a lot of time to kill, here is the the link to Part 1: A New Adventure - Part 1 - Elegance On Sunday
  5. Hi, I noticed today that images in my image sets are not being displayed (in any browser I tried) if the image source addresses are not encrypted using https. In the browser logs, it shows the images are being blocked by csp or Content Security Policy. I always use http source addresses because the images do NOT need to be encrypted, and it really slows down getting all the images loaded. Haha, especially in my sets that often contain a lot of images! :blush: :laugh: The following question is directed mainly to nexus administrators: Has Nexus made a change to the content security requirements they require for the web pages that nexusmods serves back to users? Especially for when the imageshare page is passed back to the requesting user? Here is what I see in the network response headers that Nexus returns to my browser: content-security-policy: default-src 'self' https:; font-src 'self' https: data:; img-src 'self' https: data: blob:; object-src 'none'; media-src 'self' https: data: blob:; worker-src 'self' blob:; script-src 'self' https: 'unsafe-inline' 'unsafe-eval'; style-src 'self' https: 'unsafe-inline'; I don't know enough (yet) about how this CSP stuff works to know if those settings are what might be causing the problem with http image sources. So again before I go down the rabbit hole trying to research this, has nexusmods made any changes lately that might be causing the problem? Probably since the start of 2022?? This was never a problem in the past, but I haven't done any image sets yet this year so I am not sure when the change might have happened. And just to be clear, I changed one of my imageshare sets to uses https encrypted source addresses for the images in the description area, and the images show up fine... but it takes forever to get them all loaded. Edit: After a bit more research, it appears that the following part of the CSP header is the problem: img-src 'self' https: data: blob:; That indicates that images can be loaded from "self" (Nexus) or only over https: (Encrypted) or data: (data scheme (eg Base64 encoded images)) or blob: (whatever that is). So there appears to have been a change at Nexusmods or by one of the service providers to nexusmods. I am still curious if this was intentional, and when it changed. If it was intentional and the way nexusmods wants to do things... I will decide if it is worth the time to go back and change my old imagesets to use https sourced images... but I don't think I will bother doing that. Sigh. cmh
  6. No. The only "arrows" (AMMO) she has is the Elder Scroll itself. Edit: For anybody else interested, go back to my previous post, edited to add comments on how things went. :smile:
  7. Hi. I know it has been a while, but I thought you might find this interesting. I had this happen to me last night in my LE game, and after a little digging I discovered that the Elder Scroll she carries is actually defined as an arrow, or maybe more accurately an arrow quiver in the game. :blink: So as you said, she has it in her inventory, and you can force her to equip it using the console, but changing cells it gets unequipped again. I am not exactly sure what is unequipping it... I thought it was Unequip Quiver, an SKSE plugin... but I disabled that and it was still getting unequipped. I also use AFT, and many other mods. Today I had an idea... and when I forced Serana to equip it using the console, I gave the EquipItem command the extra parm of 1 to indicate it should stay equipped, and now when changing cells it stays equipped! :biggrin: However, full disclosure... I have no idea if this will cause me any problems later. So for anyone reading, use at your own risk! :yes: Edit: Dang it! My method works... until I activated Unequip Quiver again. :laugh: Well, maybe this will still help somebody that doesn't use Unequip Quiver. If I find a better way, I will be back. :smile: Edit2: Unequip Quiver has an option in UnequipQuiver.ini to enable or disable the mod working on NPCs. I normally have it enabled, but decided to disable it for a while, just to see if the Elder Scroll would stay visible. So now, after using the alternate EquipItem command with extra parm of 1, one more time after disablling that option... Serana has been keeping the Elder Scroll equipped, through a vampire fight, a fast travel, me sleeping, a dragon fight, going to an inn and into the Arcaneum at the College of Winterhold. And ya know what? It just seems so much better with it visible. :biggrin: Edit3: Serana carried the scroll just fine until she gave it up as part of the quest line. Once that was done, I enabled the UnequipQuiver.ini option for NPCs again. :smile: cmh
  8. Thank you for fast response! Everything seems to be working fine again. :thumbsup:
  9. Hi! Not sure if I am doing something wrong or not, but I downloaded two mods earlier today with the Mod Manager button, and Nexus didn't seem to think that I did. So I couldn't Endorse the first mod after testing it out. I did a manual download of a small file (that I had already downloaded with the mod manager button) and 15 minutes later I could Endorse it fine, as Nexus now thought I had in fact downloaded it. Background items, in case they matter (I don't think they should - since the download with mod manager button IS working): 1) I am using MO1 with the latest updates to support the new API 2) I am using an API Key created for MO2 - because there was not an option to create one for MO1 3) I am using Firefox as my browser - as I have been for years. Mods downloaded: 1) COCO CheongSan - Endorsed after a manual download, as stated above - once I did the manual download, it also showed up in my download history. 2) Glasses with refraction - After 50 minutes, it is not showing up in the download history list and the Endorse button is still locked - and on the main mod page, it still says "You haven't downloaded this mod yet"
  10. Both as a modder (haha, only one published... so far) and as a user, I just wanted to say "Thank you so much" for your incredible collection of hair styles, which make my game much more beautiful and interesting! :thumbsup: :smile: Kudos points to all of you! :biggrin: (long overdue :blush:) And thanks Nexus for another great interview! :smile:
  11. Great interview! zzJay is one of the best! :thumbsup:
  12. I know you probably won't do anything about this, but some of us don't allow anything google on our PCs. I went to fire up my laptop earlier today, and I can't sign in to nexus because of this stupid captcha stuff. It isn't that it is just a pain - google is blocked through my network for privacy reasons - so I can't access nexus anymore except from this one PC where apparently I have a cookie set before you started requiring this captcha nonsense. For now, I guess I will just be limited to only using nexus from this one PC. If I get a new PC... I guess I won't be using nexus anymore? Please reconsider what you are doing, and get rid of google captcha. I don't mind if you do some kind of captcha type thing - but do it with a different service, not google. There are plently of other options! Thanks for you consideration :smile:
  13. Well, I could use a copy of Skyrim SE for testing purposes... So what the heck! I'm in!
  14. shadeMe has uploaded Fuz Ro D-oh version 6.1 to the main Fuz Ro D-oh page, which includes the update to ignore the empty (single space or blank) message that AFT uses. I have downloaded, installed, and run with it for a few days, and it seems fine so far. It also requires an ini change to activate the feature: [General] SkipEmptyResponses=1 Thanks shadeMe!!!!! :biggrin:
  15. While I am not a big fan of the new nexus layout, I realize at some point you will take away the 'old' site. But there are several things that just don't work for me on the 'new' site: 1) I can't get to the user image section of mods anymore. I can click on the dropdown, switch to the user section, but the mod author's images are still displayed. 2) In several places (images sections, comment sections, site image galleries) I can no longer get to anything other than the first page. If I click on any of the page navigation icons, nothing happens. For comments, I can at least go to the forum portion of the site, which still works, but it is a pain because I like the nested layout of the main site better. I find it hard to believe that everyone is having these problems, or you would not have switched the site over. The only thing I can think of is that with overwhelming amount of 3rd-party content, tracking, and borderline spyware (think anything google) on the new nexus site, the site just doesn't work anymore. At least for me. I really like the experience I have had on nexus in the past, and am still using the 'old' site for now, but I really hope you get things working again and/or remove the dependency on all the new 3rd party privacy invasion and tracking crap - whatever is causing the problems. Thanks, chickmetalhead
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