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Showing content with the highest reputation since 12/18/24 in all areas

  1. Hello, I would like to request a mod that allows to place more than 10 markers on a map. I use them to tag anomalies which spawn artefacts after emissions, but the game allows to place only 10. Could someone make it around 100, please?
    7 points
  2. I got it on my Drive here
    5 points
  3. Coming into the Christmas season I wanted to do what I was able to do for all the mod creators including those mods I haven’t used yet or Don't. Thank you for all your hard work, time invested, and your own finances spent. Your hard work hasn’t gone unnoticed and is absolutely appreciated. Thank you. Merry Christmas. Happy New Year.
    4 points
  4. Update: The bakery "sidequest“ is nearing completion. There may be a small sidequest in addition to it, but that’s TBD. I want to wrap this up and begin work on my Followers mod, not to mention Born to Lose. Once I finish this quest and polish the epilogues I’ll start scouting for testers and PM anyone who’s already reached out.
    3 points
  5. Nope. That's the rage bait timeline which isn't based on reality or facts. Thought about it? Yes. But after going through 8 years of extremely toxic election years, we know what happens and we know what to expect. There was a bit during the Bush and Obama era but it wasn't anything like the last 8 years has been. Showler is correct when he says the backlash (and workload, and mental strain) from allowing the political mods to stay up is worse than the backlash from a few rage-baiters having a cry in their YouTube videos.
    3 points
  6. This is sort of the reverse of GetFormFromFile(). Gives back the plugin filename a reference comes from, or "RUNTIME" if it was created at runtime: String Function GetFileFromForm(ObjectReference queryForm) int formId = queryForm.GetFormID() int msByte = Math.RightShift(formId, 24) if (msByte == 0xff) ; runtime form return "RUNTIME" endif Game:PluginInfo[] pluginsList int pluginIndex = 0 if (msByte == 0xfe) ; light plugin pluginsList = Game.GetInstalledLightPlugins() pluginIndex = Math.LeftShift(formId, 8) pluginIndex = Math.RightShift(pluginIndex, 20) else ; regular plugin pluginsList = Game.GetInstalledPlugins() pluginIndex = msByte endIf return pluginsList[pluginIndex].name EndFunction In case anyone else needs it. Requires F4SE.
    3 points
  7. Timeline of events Someone reports a mod that turns Captain America into Donald Trump in Marvel Rivals. It is removed due to our policy of not wanting to host political mods, especially in election years/on the run up to inauguration when the absolute whack jobs come out of the woodwork (like what is happening now). Users report the Joe Biden version of the same Captain America mod, which was uploaded a few days prior to the Donald Trump mod. We remove that too. Users start reporting all the Joe Biden mods that have been uploaded recently. We remove them too, because sure, if we're removing Donald Trump mods then we need to remove Biden mods too. YouTubers make some rage bait videos about the site, link to some mods they don't agree with that have not been removed up that point because no one has reported them to us, some people go nuts. People throw around "go woke or go broke" comments, again. We carry on doing what we've been doing for 23 years, which is run a community which relies on reactive moderation and the community reporting content to us. If it doesn't get reported to us, there's a very high chance we won't see it and we won't do anything about it. And that's not going to change because some rage-baiters are drumming up outrage for clicks content about us. "Oh no, anyway" being my take away from it all.
    3 points
  8. Cry me a river while the world's tiniest violin is played in the background.
    3 points
  9. Progress to date: - Polished dialogue for multiple characters. - Continued improving slave sidequest. It will have three endings. - Implemented unique skill books and miscellaneous artwork. - Greatly expanded LeMay‘s dialogue; he’ll have regional barks like Cass or Russell. Scripted encounters are possible as well. - I want to implement two more sidequests after the San Salvador mission. Sorry for the delays, but I‘m so far beyond my original plans that it doesn’t matter now. I won’t rush the release on this - lessons learned. Thank ya‘ll for the support!
    3 points
  10. Hi, Rider. Happy holidays to you Your post reminds me of a book I read approximately 44 years ago (probably the Thomas Covenant Chronicles). A character in it said a line which stuck with me like a ghost for the rest of my life. He said: "In accepting a gift you honor the giver." In general I see this as how the game modding community works, particularly in places like Nexus Mods where mods are shared freely. The mod author and the mod users all get the joy from freely shared mods. Authors get the joy when they see their mods used (especially when the users are kind), and users get the joy when they see new things to try for their games.
    3 points
  11. It's about creating barriers to entry for malicious actors. If they have to jump through hoops which take days (to accumulate 1,000+ UDL), rather than minutes (to make new accounts/steal accounts with no previous mod uploads), to spread the links to their viruses that last all of 10-30 minutes up on the site before a moderator removes them then it becomes far more hassle to them than it's worth. Now users can help warn others about the malicious nature of these files, via the comments section, while they wait for moderators to action the reports. We know what we're doing. We really don't need the negativity.
    3 points
  12. ^ Also want this, I've enough weapons stashed away to equip an army. I had a look through all the .cfg files but couldn't find the variable, maybe it's hard-coded?
    3 points
  13. Was having this problem forever, both in Cydonia and Neon. Every 3 seconds no matter the graphic settings. It's a built in Vanilla problem. I solved it by installing Starfield Engine Fixes from here https://www.nexusmods.com/starfield/mods/10457. Then after the install I opened the installed "StarfieldEngineFixes.ini" file in Notepad and changed the line, "bEngineLoadOptimizer=0" to bEngineLoadOptimizer=1. That stopped the stuttering. (except for the Ryujin Operations room, that still stutters)
    3 points
  14. RyuTakahashi117 Go to your Game Folder , And search your skyrim folder for " 0_master.hkx" , and delete that mf. then you should be cool. this file is an mistake by Bethesda and incompatible with a bunch of mods including(anim, fnis, nemesis, etc) and if you verify files, it will be added back into directory(Always back up vanilla files to refer back to later). Now lets kill some dragons.
    3 points
  15. Hey! Back in Inquisition i really liked the MRM, as i am polyamorous in real life, i loved the Idea to romance everyone. I think in this game it can sound even more poly, because if the trigger that cuts off romance with other people can be turned off, probably other characters hooking up also wouldn't be stopped, no? Romancing everyone, but not having them only be with me actually feels a lot better to me than just having an... well.. Harem! Hope someone's working on something like this Honestly, i want it so much, i'd even pay for this! Haha
    2 points
  16. Jethro Tull : Thick as a Brick Part 1.
    2 points
  17. I also ban @zixi for undertaking personal enrichment at the expense of clowning around on Nexus Forums, and depriving us of her company! HOW DARE YOU!!!!!!!!! Have a wonderfully special 2025!
    2 points
  18. I have ACCEPTS music on a cassette tape in storage.
    2 points
  19. Haven't been around much as I'm playing (a musical instrument) for real. 2025 is going to be the year of the improving my (musical) playing and my own tiny, weeny forum... so I'll be sporadic here. In any event, you're all banned until I'm certain that 2025 is a good one for you all. May it be happy and above all give you contentment.
    2 points
  20. Original Skyrim "Oldrim" - released in 2011. 32-bit engine, support for about 250 additional mod plugins. Skyrim Legendary Edition (LE) offered in 2013, replacing Oldrim on Steam, is basically a bundle deal, original Skyrim + 3 main DLC (Dawnguard, Dragonborn, Hearthfires) Skyrim Special Edition (SSE) was released in late 2016. Also includes the three original DLC , offers 64-bit engine, improved textures. and support for 'light' mods, allowing literally thousands of smaller plugins. Anyone who bought Oldrim +DLC (or LE), received SSE for free. AE (Anniversary Edition) is also just a bundle deal, which is SSE + "Anniversary Pack", which is just a bunch of Creation Club mods. Now, caveat: in modding community, 'SE' these days is reserved for SSE version 1.5.97, which was the stable version from mid-2019 till late 2021. Whereas 'AE' is reserved for any SSE versions 1.6.* (most current being 1.6.1170) When Bethesda updated the game in 2021 to 1.6.*, a few popular mods never got updated, which prompted some people to stick with 1.5.97. I wouldn't recommend that, though. Vast majority of mods are updated to the latest version. To muddy waters a bit further, Skyrim is available not just on Steam, but also on GOG, where it is a slightly different version, and needs slightly different version of certain mods. Otherwise, almost everything is the same. There is also Skyrim VR, which is a separately sold title. It is very similar to SSE - it requires a different version of SKSE and most .dll plugin mods, but otherwise, SSE mods work for it.
    2 points
  21. I listened. Gamer music in video games.
    2 points
  22. The lyrics of this RE3 theme sure doesn't generate any reaction hehehe....
    2 points
  23. ScriptName MemoryCleanerScript extends Quest float Property CleanupInterval = 600 Auto Function CleanupVariables() ObjectReference UnusedObject = None Actor UnusedActor = None Debug.Notification("Cleaned: UnusedObject, UnusedActor") Debug.Trace("Variables cleaned: UnusedObject, UnusedActor", 0) EndFunction Event OnInit() Debug.Trace("MemoryCleanerScript Initialized.", 0) Debug.Notification("Memory Cleaner Initialized.") Self.CleanupLoop() EndEvent Function CleanupLoop() While (true) Utility.Wait(CleanupInterval) Debug.Notification("Memory Cleaner Running...") Self.CleanupVariables() Debug.Notification("Memory Cleaner Complete.") EndWhile EndFunction Source of the "cleaner" for anyone interested.
    2 points
  24. @Pagafyr I ve noticed this as well. But the videos affected are not the same for everyone, so I am not sure, what the cause could be. Avatar - Going Hunting Muse - Resistance
    2 points
  25. Lowered weapons when not firing. https://www.nexusmods.com/fallout4/mods/522
    2 points
  26. Yes. Deploy order may affect which textures or meshes or even scripts get loaded effectively but the more mods use BSAs the fewer deploy conflicts you will get. Technically it’s the same for the plugin order: plugins may or may not conflict on the records they contain (or the assets in the associated BSA) and if there is no conflict, Plugin Order doesn’t matter either. Only difference is that plugin conflicts aren’t easy to detect/visualize.
    2 points
  27. Hello everyone! As you may have read in the November update, we're working hard in the background to battle an increase in both spam and malicious mods being uploaded to the website. We've been looking into the patterns used by bad actors and how we can best combat them. One trend we've seen frequently is the uploader will disable comments and bugs in an attempt to hide any user feedback which is often warning others away from downloading the content. Similarly, these users will often archive several files on their page and block users from viewing archived files - this act "covers up" the various attempts they've made to evade our security scans. To further improve your safety in the community, we've changed the default permissions on mod pages to combat this. Starting today, any account that hasn't unlocked Verified Mod Author status will be unable to take the following actions: Disable the Posts section on mod pages. Lock comments on mod pages (Update: Added 23 Dec) Disable the Bugs section on mod pages. Hide the File Archive on mod pages. If the feature is not available to you, a message will appear above the section to edit this setting as shown below: All of these features will unlock automatically when the owner of the page reaches 1,000 Unique Downloads across all of their mods. We feel that by the time your account hits this milestone, we're confident that the content you're sharing is safe enough to allow these parts of the mod page to be turned off. I am not a verified mod author and I've already turned off comments. What will happen to my page? If your page is already using an alternative option for posts it will remain unchanged. However, you will only be able to change the option to the default when editing your mod. How do I become a "Verified Mod Author"? As part of our Mod Author Rewards scheme, you need to achieve 1,000 unique downloads across all of your mods to unlock the first milestone and become verified. I need to close the comments/bug reports on my mod page but I can't. What can I do? Please contact a moderator or Community Manager to discuss this issue. Our staff will be able to change this setting before you hit the threshold but this will only be handled on a case-by-case basis.
    2 points
  28. Bold of you to assume they're that smart.
    2 points
  29. To fix the DbSkseFunctions.dll crash, this is the fix from the modpage: "If still getting CTDs while in combat, change the iMaxArrowsSavedPerReference to 0 in Data/SKSE/plugins/DbSkseFunctions.ini and it will revert to the 6.6 version of tracking ammo." As for the rest of the logs, they where very hard to determine and hopefully, the above fix will be enough but if not, post new logs again.
    2 points
  30. Thanks for the info everyone. Much appreciated.
    2 points
  31. I did a manual download of that mod, and dropped it into my Vortex 'Drop Files' area for my SSE setup. Sure, LOOT displays a warning that it is 'for a different game', but the castle is there in the game, everything is in place, works fine, and people in the castle look and function properly as well. I did not even have to run it through an asset optimizer. So, you can just use this mod as is in SSE.
    2 points
  32. Welcome 3sloth3! Vortex vs MO2 - generally, Vortex is much more automated than MO2, while MO2 is more customizable. Vortex does NOT have to be running while playing a managed game (generally, there might be exceptions), but MO2 has to be running and the managed game opened through it. The learning curve for the mechanics/conventions of both can be pretty steep, you will just have to look at each one to see if your experience as a developer makes one easier for you than the other. I believe that collections only have any d/l and installation automation with Vortex, and not MO2.
    2 points
  33. Turned out to be a previously banned user anyway. So dumdum go byebye.
    2 points
  34. Hello pot, you're black. You mean, the process where they make a mod page and turn off comments and bug reports straight away? Ok. Actually a good idea that we have considered, but one requiring quite an extensive rewrite of both the users service and the mods service (which is already planned). We're looking for quick wins at this stage until we can spend the many months of work on more complex solutions. New mod authors getting "spammers" and "harangued"? What are you going on about? This is a strange clutch. After 1,000 UDL, not a large ask by any stretch as some have already mentioned, their tool suite increases. The assumption is on your end. What was actually said was, "To further improve your safety in the community, we've changed the default permissions on mod pages to combat this." and "Now users can help warn others about the malicious nature of these files, via the comments section, while they wait for moderators to action the reports." If it can help to warn a few more users about the malicious nature of the links in the readme.txt documents in these fake mods, which it will, then that's great. Ah yes, another good giggle from you again, thank you. Here I am, 23 years later, having created, bootstrapped and run this community from nothing to tens of millions of users a month, growing year on year since the start, with clearly no clue of what I'm doing! Silly me Once again, I do wonder why you are still here, using this site when you're always so desperate to come in and "shout some reality" and criticise our actions whenever possible? Is it perhaps time for you to move on, because this merry-go-round with you is getting tedious. It's been over 3 years now. You either need to get over it and stop the bitter, banal gibes or you need to leave. I'm bored of it.
    2 points
  35. Yep...Given I was the poor sap who attracted his ire at least it was me and not someone who'd argue back. (Sorry for random response)
    2 points
  36. I clearly don't want to have to be forced into another stupid dilemma like DAI's Mage/Templar choice, and this time it has some serious ramifications for both the cities and the related companions. So I would like to suggest a mod that gives you the option to choose to save both cities, one after the other. Since I'm not really a modder, I have no idea what kind of work would go into making this happen. If someone who has tampered with the game's questing code knows about that, let me know how complicated it would be, thanks. :3
    2 points
  37. If you login to an inactive account that hasn't used the site in 6 months or more you are required to verify your identity via a link in an email, so we already have this.
    2 points
  38. I will love you forever if anyone creates a mod where I can romance everyone in Dragon Age Veilguard. Thank you!
    2 points
  39. Since Bethesda pushed the latest Skyrim SE update (1.6.1130) users have been reporting a problem where all of their plugins get disabled in-game after launching. While initial reports seemed to blame Vortex/MO2 for this action. It turns out to have been related to an SKSE mod that is not fully compatible with the base game. The Cause The issue is caused by Engine Fixes. Specifically the "Part 1" file. One of the features of this mod allows achievements to be unlocked with mods installed. When this feature attempts to hook into the game, it encounters an error which causes the engine to disable all plugins. This seems to be a form of "safe mode" the game goes into after a crash. The Workaround To avoid this issue, you simply need to open the file "Skyrim Special Edition/Data/SKSE/Plugins/EngineFixes.toml" in a text editor. Find the [Patches] section, then locate the line EnableAchievementsWithMods and change the value to false. It should look a little like this: [Patches] DisableChargenPrecache = false # "Precache Killer", same patch that is already in RaceMenu EnableAchievementsWithMods = false # Enables achievements with mods active FormCaching = true # Attempts to speed up the global form table by caching recently used forms (SSE Fixes) MaxStdio = 2048 # Sets the maximum number of open file handles (default 512), preventing the game from running out with large plugin counts (fixes false save corruption) MemoryManager = true # Replaces Skyrim's global allocator RegularQuicksaves = false # Makes quick saves into regular saves SafeExit = true # Prevent the game from hanging while shutting down SaveAddedSoundCategories = true # Save sound categories added by mods ScaleformAllocator = true # Replaces the scaleform allocator ScrollingDoesntSwitchPOV = false # Disables swapping between 1st/3rd person when using scroll to zoom, making it require manual swapping SleepWaitTime = false # Modifies how long it takes an hour to pass when sleeping/waiting. SleepWaitTimeModifier = 0.3 # 1.0 = default, smaller = faster, larger = slower TreeLODReferenceCaching = true # Speeds up the slow Tree LOD function. Requires FormCaching to be active. (SSE Fixes) WaterflowAnimation = true # Decouple water flow animation speed from in-game timescale and use our setting instead WaterflowSpeed = 20.0 # 20.0 = default, smaller = slower, larger = faster If you're using Vortex, make sure you deploy after making this change and save it when the "External changes" window appears. Update: December 2023 You also need to change the following values to False: SaveAddedSoundCategories = false SaveScreenshots = false Why is this happening? This is a bit of an unexpected situation as the Engine Fixes mod interacts with Steam to ensure achievements are enabled, however, in Skyrim 1.6.1130 the integration with Steam appears to be completely absent. This means that players might not be able to earn achievements even without mods and the DRM protections that Steam normally provides are not present. This is very likely to be fixed by a further game update.
    2 points
  40. Hey! I'm Jack, and I'm creating a furry Ridgeside village mod. I will modify the portraits and characters in the game, to an anthropomorphic version of the beloved characters in this incredible way. I'm using the BBBbong way as a base for inspiration. I hope you support my idea. Well, I already did a portrait of the character Flor, and this was the result: Comment: Furry Ridgeside, so I can have more support to do this
    2 points
  41. Good morning folks! One of the toughest missions in Baldur's Gate 3 is the Iron Throne quest, namely for its brutal timer. I've successfully freed most of the people on two play throughs, but not without much frustrating trial and error, tons of misty steps and dimension doors and hastes, clever use of fire, etc. Even so, it's a real pain. And I then don't have any time to explore for loot. So, here's the idea. Could someone either: A. Remove the timer (or) B. Lengthen the timer to a greater number of turns. I realize A would probably be harder, as then the quest would never end. Still, a greater number of turns would prove beneficial for some exploration. An infinite number of turns with another way to trigger the end of the quest would be even better. I wouldn't know how to do any of these things, as I can't mod. Still, I'm sure many people would appreciate something like this, myself included. I've already paid my dues, doing it properly on two playthroughs. I'd love to actually be able to leisurely explore the place on another play, someday. Thank you for your time! Sincerely, Rook Congress
    2 points
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