-
Posts
13 -
Joined
-
Last visited
Nexus Mods Profile
About Naky
Profile Fields
-
Country
None
-
Currently Playing
with Fire
-
Favourite Game
Spin the Bottle
Naky's Achievements
-
Steam and Bethesda remove paid modding from Skyrim Workshop
Naky replied to Dark0ne's topic in Site Updates
While I don't discount the value of the editor they've released, Bethesda seems to be rather unaware of the fact that the other 75% of the tools the community uses to make the best mods are all community made in order to make up for the short comings of the toolset and sometimes the games themselves. Niftools, the import/export plugins for Blender/3ds max, etc, NVSE/SKSE, FNVEdit, GECK power up (so we can actually know WHY our scripts won't save) and so on. All made by the community for free; all practically necessary to make quality mods. The community literally drove itself to its own success with little to no thanks to Bethesda. The comment in their article that refers to their projections being that some modders would have made more from the sales of their mods than the staffers who created the content their editing is a load of bull. The editors they've released with every game have never been enough, nor have any of the best mods for any of their games just relied on them. They should stop patting themselves so hard on the back for the inadequate toolsets they've released time and time again and start recognizing that their modding community is only as big a success as it is through the hard work and efforts of the unpaid technical wizards that worked behind the scenes to reverse engineer their platforms to provide the tools needed to get the jobs properly done. Want to earn my respect back Bethesda? Want to prove to me that you are about the modding community? Start with releasing a proper import/exportation plugin for a 3D application with at least some level of basic documentation and let's go from there. That alone would be a vast improvement to the community. Maybe then we'll have more than half a dozen completely self-taught animators to help improve the modding experience. -
At least we'll know when he makes a new account to upload stuff to circumvent the ban. [New Account Name]'s Cigarette Butt Texture! [New Account Name]'s Sand Speck Texture! [New Account Name]'s Booger Texture! I can't wait.
-
Is it possible to restore user-deleted mods back to Nexus?
Naky replied to KiCHo666's topic in Fallout New Vegas's Discussion
You can re-upload it, but the real shame is the work lost by deleting everything. The amount of work-in-progress/development stuff that would be lost if I ever deleted or lost that drive would be catastrophic in my case. I'd probably end up doing what Joefoxx did and walk away forever if that ever happened. -
Why not? They were in previous games. People forgetting that a lot of these guys they claim as not-lore friendly were actually in previous games already.
-
There's no point in making it. You won't have working animations for a two handed rifle with a cylinder like that and that's not taking into consideration the underbarrel shotgun (or at least that's what I think it is, which would explain the magazine) or the oddness that is the upper slide (is that even meant to move?). You could still do it, but the cylinder won't animate at all and reloading would be a very lame remove-the-whole-cylinder type deal and the underbarrel/slide would be useless. Honestly, it's visually a neat bit of art but the proportions and real world mechanics of it are severely sketchy even in a SCIENCE! type universe that Fallout resides in. Making it work would involve basically redoing the entire anyway, so...
-
Not that anyone on this site has been able to properly port those art assets without serious mesh related problems like inverted faces, overlapping and/or missing polygons, smoothing errors, incorrect animation calls, and terrible iron sighting... but good news none-the-less, I suppose.