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Xiderpunk

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  1. I don't want to post this as confrontational.. however this post implies that the Nexus itself is the cause of people leaving. For my part, the Nexus is an incredible service to both mod creators like me and of course the users. Imagine will you if the site itself disappeared tomorrow... I mix frequently in the appropriate Discord channels with many other long time mod creators. I do not get a sense that it is something that Nexus is 'doing' to cause people to choose to leave. Modders from time to time leave the hobby, this is down to so many factors that I think it's wrong to second guess their reasons for doing so. Being a mod creator can very easily become like a second job, where there are demands and expectations placed upon you. I know myself that I have from time to time got a bit burnt out on it, or real life takes priority. If so, I walk away for a bit until the itch to create returns. Anyway, like I say. I hope that this post title does not mislead people into believing the Nexus is doing something wrong. In my mind they provide an excellent service and with donation points.. it's never really been better for Mod authors than it is now.
  2. Have you looked at Better Vampires? Personally I always use this, it is a very comprehensive make-over of vampires.
  3. Skyrim SE is way way more stable than Oldrim.. it's not even arguable. SKSE64/SkyUI both work although still in alpha. There are some CTD issues I am finding through my own play through, but that it to be expected because both are still early development. It's actually unfortunate to be reminded of these CTD type problems. I had gone 8 months since the release of SE through about 4 playthrough's without a SINGLE CTD. Anyway, if you considering whether to jump to SE, then I highly recommend it.
  4. Believe me, as a mod author myself.. donations are very much appreciated. The problem is as described.. you can't really relate a username on nexus to the paypal donation very easily. In the past I have done the leg work to try to find out who has donated, but it takes a lot of time.. and to be honest I am usually up to my ears in support or working on the mods I produce, so whilst in an ideal world I would personally thank everyone who donates, I must admit I do let it slip. Anyway, a great many late nights are had along with lots of head scratching and sometimes frustration come with committing to mod creation. To have that recognised by a donation is fulfilling for the mod author way beyond the financial value. So whilst those mod authors may not have contacted you directly, I thank you on behalf of them!
  5. Honestly, there is so much I would like to write about some of the mods mentioned in this thread. It is depressing that time after time people run into issues by simply installing mods that old hands KNOW to avoid like the plague. I did write a long piece but deleted it. Be wary of certain well known mods that spawn lots of scripts across tamriel. Ignore what the authors of those mods say.. they are wrong and refuse to acknowledge there is any fault. Regrettably the only way those mods CAN work is the way they DO work.. and there in lays the issue.
  6. In terms of SkyUI, I have been using Skylight UI.. which is basically SkyUI without MCM and it's great. Big improvement over SkyUI 2.2 that I was using in SSE. Whilst still in development it's working perfectly! https://github.com/rustequal/SkylightUI/blob/master/dist/SkylightUI_2_1_0056.zip
  7. The issue is a long standing one sadly and has been around since oldrim was released. Player made enchantments do not reflect on the player if items are equipped using Papyrus script. This is a fault in the game itself as opposed to any issue with the mod/script. AFAIK nobody has ever found a work around, the only solution is to manually toggle the equipped items off and on again from either the inventory screen or the quick access menu.
  8. I have not seen this bug at all myself, with 1.3 and now 1.4.. and I am pretty much full time playing SE at the moment as a mod developer. However given the descriptions above this smacks of memory corruption occurring (as in over-writing addresses it shouldn't) very possibly during an I/O operation. One question.. do guys who are suffering this have auto-save enabled? If so.. turn it off. That would be my first suspect if I was you.
  9. Ok answering my own question.. remade the quest identically, saved and regenerated the SEQ. Seems to have solved it.. wierd wierd issue.
  10. I am struggling on my own mod with the same thing.. i.e: quest is setup correctly. Yet won't start when the esp installed into an existing save game. I also have generated the SEQ file.. and still no luck. In your case, you have the SEQ file generated? If not that hopefully will fix your problem. creationkit.exe -GenerateSEQ:MyMod.esp on command line then place the resulting file generated in route SkyrimSE directory into /Data/SEQ or.. you can use SSEDIT to generate from the context menu option, it puts it into the right place straight away.
  11. I have spent hours trying to work out why my mod is giving some users issues with dialogue just not appearing correctly after installing into an existing save game. The dialogue quest is very simple start-up with game quest.. 1 stage, 3 branches all aimed at a single faction with 4 allowable voicetypes. I have generated SEQ file for the mod from both CK command line and also SSEDIT... and still the quest will not start. So I resorted to putting in code to start the quest if it was not running, quest starts.. but still no dialogue. I am clearly missing something.. for the life of me I can't think what. Any help or pointers would at this point probably save me from a mental breakdown.
  12. Please.. chickens need sliders also, gap in the market right now for this. I for one would appreciate it.
  13. Requires SKSE which is currently in progress being converted to x64 for SE.
  14. Recommend using SSEEdit, allow it to select all your mods then load. Right click on skyrim.exe in the left pane and "Filter for Conflict losers". Then when that completes (takes awhile), look for any entries for books starting at the highest in list. This will tell you if any mod is responsible and it's also a great way too fully understand which mods overwrite which mods. HTH
  15. Yes this is a reported problem on the beth.net forums. I also discovered the issue first hand. Your dialogue will still exist just you have to ignore the Dialogue Views tab completely and just use Player Dialogue tab. If you click on Dialogue Views it will crash every time.
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