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whismerhill

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  1. Is it really the ads themselves & not the architecture of the website or how they are loaded though ? I don't really care much about the amount of memory consumed, I'm more annoyed by how it can slow down my browser though & throw errors sometimes. There, I activated ads & instantly got the browser hanging taking forever to "type user(me) text in the search box", I barely managed to report one of the ads but I'm not even sure it was this one causing problems : here's the script errors I got : (FF 46.0.1) Script: http://fw.adsafeprotected.com/…&anId=922579&partner=AOP-Video:254 Script: http://fw.adsafeprotected.com/…&anId=922579&partner=AOP-Video:113
  2. In response to post #34807265. #34809035 is also a reply to the same post. to my knowledge ads using a lot of computer resources is a general whole worldwideweb problem, & not an issue localized on nexusmods only. @dspeare, another plugin which stores information from you on an online account yeah ! more tracking please ? ... (that is ironic)
  3. In response to post #34165705. #34177560 is also a reply to the same post. @Tomm that's why there was "not so long war" later replaced by "dynamic war" + the extensive commenting in the ini files to help finetune long war to each one's taste
  4. you made probably the most amazing modding website throughout history to date By comparison, steamworks is amazing in its own right (mainly because of ease of use/access) but some stuff should just not exist on steamworks imho, I mean for games with a huge persistence across savegames like skyrim, it is not ideal for anything more complicated than just changing models/textures and in fact some mods (banished comes to mind) change their name accross major revisions so that steamworks doesn't update running savegames with the previous version .... anyway, sorry for the digression, juste a mega *thumbs_up* from a megafan
  5. hi, it's been a loooong time, a long road with plenty of mods tried & such and I finally realize what's really lacking for me in Skyrim, a better sense of progression coming from "stages" I'll give out the example of a popular game : Terraria in Terraria you have plenty of amor and while some are indeed skippable, there's still stages you pretty much have to pass through to get access to the next tier of items/power. In my humble opinion, I really like that system of progression. Also Terraria (in any mode) can never make you 100% invulnerable to everything. At the same time, (at least on non expert) you can get quite tanky/resilient with the right set of items. Again there's no such thing in Skyrim. At first I pretty much played with Tendo's SkyRe all the time. And while this was indeed better in a way, I'm still unsatisfied by it. So the questions : Does this description ring a bell for you ? do you think a particular mod gives a better sense of progression and if so which one ? Thanks.
  6. omg death threats humanity stupidity never cease to amaze me unfortunately.
  7. In response to post #27623835. #27624585, #27624860, #27625270, #27628155, #27628620, #27628655, #27629705, #27634100, #27635775, #27638110, #27733485, #27742210, #27746015, #27758520, #27764540 are all replies on the same post. ha yeah a lot of skimpy mods are low quality or didn't require much work. that said at least some nude & skimpy mods required a ton of work (example : mature skin), so it's mostly about Low Quality Work & mods rather than just nude/skimpy mods as a whole.
  8. In response to post #27623835. #27624585, #27624860, #27625270, #27628155, #27628620, #27628655, #27629705, #27634100, #27635775, #27638110, #27733485, #27742210 are all replies on the same post. @westsidekidd perhaps it's a language issue, but the simple fact that you refer to other mods as : "REAL" mods, means the skimpy ones are not "REAL mods" which is in fact sort of discriminating, in my humble opinion. The thing is : not everyone is looking for gameplay improvements @miketheratguy While I can understand where you're coming from, again diversity of opinion is what it is ... For example I don't particularly like that "modded loot". In theory it's a good one, In practice it adds another layer of scripts running constantly all through skyrim (noooooooo) When you can have dynamic patchers doing the leveled lists for you (Lootification for example might be a good replacement for modded loot) which is more work to setup the initial mods & load order, but less hassle afterward. That said, that doesn't mean modded loot is bad. It's a good one, for "not script heavy mod setups" I'd recommend it for ease of use/install probably. I think a few things that should be retained for the design of the website: -ease of filtering out skimpy/adult stuff in a pinch but also ease of watching it again (tabs ???) (I know it's currently possible in the search attributes just slightly not exposed enough for some people ?) -maybe some sort of "rising popular mods" ( most endorsements in the last week/last month) -"latest unrated mods" (mods that went below the community radar, have very few endorsements and are rather new, last month or so)
  9. In response to post #25178694. forgot to add that paid skyrim mods on steamworkshop also have the problem that steamworkshop inherently introduces that is : automatic updating midgame which can be troublesome for script or quest mods so before going Pay4Mod (on skyrim at least), steamworkshop needs to improve the way it delivers mods by giving more control to mod makers & mod users.
  10. I see a few problems with paid mods (not donations) the number 1 being support, if you pay for something you're waiting for something delivered that works given how complicated mod support can be (in Skyrim at the very least). I don't think it's a good idea for this very reason. The only exception would be mods that have nearly zero support (consists of just textures & meshes) Scripting heavy mods would be potentially a source of huge issues And what about the tools ? should TES5Edit or Mod Organizer be paid for ? that would be a huge step backward to make such readily available tools that are clearly nearly impossible to bypass to make a stable mod install ... (unless again you just go for simple mods) and what about the bug fixing unofficial official patches ? I'm not even saying : "ho look some would pay for the bug fixing and the others would be stuck with their bugs" no it goes way beyond that. When you look at the bigger picture on a statistic scale, what makes the unofficial patches so good & successful is that they are nearly universal, if they were nomore it would become a huge mess for all the other mod authors.
  11. Suggestion about private & public bug reports would be nice to have a half-private - half public option for example : public => mod crash near town X while doing Y & Z private => user config public => status : being looked at private => savegame link public => status : resolved public => related to (anonymous extract from user config) ... just examples of course. Reason I say this is that for user support in general, the less private bug reports the better probably so that users can look up & see what's been solved before & how (it's not always 100% the mod's fault, sometimes it's a mod interaction or something else.)
  12. In response to post #16410815. #16416795 is also a reply to the same post. hats off man honestly you could even continue running on your "old" file server setup I wouldn't care maybe I'll have difficulties accessing/downloading from the nexus for a couple of days ? who cares ? I'll just get back to it a few days later xD
  13. hello, I did use TES5Edit in the past for small changes recently I've been looking at my entire load order in TES5Edit I don't have that much unknown mods in my humble opinion but even then there's a ton of changes made by either : -official addons (dawnguard...) -unofficial patches -mods which are reverted and can potentially cause problems there's also all the IDM lying round ... (btw I once installed mid game some mods that changed hearthfire lighting, and before I cleaned them with TES5Edit, the IDMs caused reproducible crashes in windhelm) and I'm not even talking about stuff which might be changed by one mod & reverted by another, both having their reasons to do so. so the end result is pretty much all mods out there would need unofficial patches and therefore I wonder if for a good skyrim mod install, the end user is not required to understand TES5Edit & sort his own load order issues ... (better not to that midgame) of course it needs some knowledge of what you're doing but still .... just food for thoughts :wink:
  14. reproccer will classify weapons as either shortbows, or longbows depending on original object name the default is shortbows unless it finds "Longbow" or something like that in the name of the object there's several ways to fix this among them, either changing the name of objects inside the ESP or overriding the classification by hand in reproccer stats.xml on rereading, your problem is probably the sorting mod which changes the names of objects which means that reproccer is then unable to recognize them as longbows
  15. got a "problem" clicking on "watch on youtube" on the front page gopher's video does nothing anymore (FF 29) (tried on IE : same problem too) edit: posting this here as I think maybe it's related to recent changes
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