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VulpesHilarianus

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  1. Uh...? I'm looking at Alexa (which you take with a big pinch of salt as it only tracks people who have installed their toolbar), where there's been a steady decline since January of this year and SimilarWeb (whose tracking code we don't use, so is wildly inaccurate) is showing an uptick in September and October compared to previous months. Of the three, Quantcast is the only one that tracks accurately and the tracking code for Quantcast isn't tracking the redesign site right now (seriously, check the site source code. No tracking code on rd.nexusmods.com for quantcast). As such, anyone using the redesign is not being tracked on Quantcast, which is a lot of traffic. So yeah, there's going to be a downtick compared to previous months. Inspite of this, October 2017 still had 18m page views more than October 2016 according to Quantcast, despite declining traffic on the back of Fallout 4 getting older and despite the fact RD isn't being tracked on Quantcast yet. So when you say "major traffic decrease" I don't know WTF you're talking about, but it renders everything else you're saying as moot when the stats you're basing it off are just plain wrong. Look at the graphs. Alexa and Quantcast show a usage drop right around October 22nd through the 29th, which is about when the redesign launched. Some of that might be due to outages, but traffic has stayed low since the high in September, almost down to where it was in March, and is continuing to plateau then drop over and over again. Considering the mod scene for Stardew Valley just picked up in the last few months, along with the announcement of a few major mods for New Vegas, (old) Skyrim, and Fallout 4, traffic should be higher than that. This is taking into account the massive influx of traffic the announcement and implementation of Creation Club back in July has caused.
  2. Of course it defaults to the main site, but the traffic isn't switching to the new site is what I'm saying. At any point you'll get the drop down bar that says "You're using the old version of our site. Click here." and will auto-redirect to the new site from then on if you select it. The fact that people aren't doing that or are manually reverting to the old site shows there are problems.
  3. Did some searching using a couple of different metrics. According to Alexa, SimilarWeb, and Quantcast Nexus Mods had a major traffic decrease when the website redesign launched. Also according to Alexa and Quantcast only 44% of users are switching to the new layout. Many are choosing old.nexusmods.com to use the site. For the Wayback Machine in the months of October and November the most popular saved versions were the old Nexus layout, with less than 1/3 being the new layout. People don't like it. I urge you, please, delay the launch of the redesign until the usability issues are sorted out. The massive amounts of wasted space, lack of contrasts, abhorrent element sizing, and focus on mobile for a PC-centric website are making people uncomfortable and having them avoid the site. EDIT: Also the forums are screwing up and not letting me post the entire comment.
  4. In the few days since the new design launched a few things have been changed for the better. But there's still too many problems. Some colours have been adjusted, others have not. Deeper contrast is needed for many elements. Some fonts have been changed, others have not. Some fonts are still too thin, many are now too narrow. But the biggest problem is still the visual imbalance in the size of things. For example, the tiny text within the massive Mods/Images/Videos/Support tabs at the top of the page. It's not visually balanced and looks terrible. Secondly is still the wasted space on the Mod Categories page. Centering the text and adjusting the elements from the center instead of the left side of the page would help this. The new header still needs to be adjusted in height as well.
  5. Don't like it. I appreciate that it's basically the out site design that's a little more spread out, but come on guys. It looks like an early prototype rather than a finished product. I know following Google's flat materials design is the hot new thing, but it hardly ever works and often time still looks off. In the case of the new redesign it just doesn't work. Breaking up some of the massive chunks of similar looking colours, putting some drop shadows or dark borders around things, and having more condensed elements would all work wonders to help, but it won't fix something that looks essentially unfinished.
  6. Probably because my experience in modding the game only extends to simple things, such as replacing textures and importing models for weapons. For something as complex as piecing together several hierarchies that involve dynamic objects that are interactive I've got no clue on how to actually do it, but have observed enough in my meddling to have seen possible ways of achieving it.
  7. I've not said it would be easy, I only suggested it might be a cleaner solution in terms of creating new and longer videos in the game. I myself have no clue how to do much with the Creation Kit beyond basic NPC and item editing because of how much of a mess the interface is, so I don't even know if it's possible. Considering that Fallout 4's mod scene has slowed down considerably I didn't know if someone was working on this or not. I saw Videos Of The Wasteland as a short-term solution until something better could be made, but it does make sense that if this was a working alternative that someone would've at least made an alpha version by now.
  8. I don't know if anyone's tried this, but this is something that's been bugging me for quite a while now. So basically it boils down to three things. 1.) We've already got Flash capability in the game. By using embedded containers in .swf files we might be able to insert and play videos natively without the complicated method employed by Videos Of The Wasteland. If people can port outside Flash games like Alien Hominid and Line Rider like we've seen, it can be done with video. 2.) The pip-boy and TV have the same screen ratio, of 4:3. By taking the holotape playing abilities of the pip-boy and applying those properties to a TV or a peripheral that goes with the TV, we have the ability for the TV to play .swf files. 3.) Some terminals use the same system as the pip-boy, and all can play the holotapes with attached .swf files like Red Menace. Instead of using the pip-boy screen we use a terminal screen. This prevents issues like the TV and third-person pip-boy playing the same video despite the TV being in Sanctuary and the player being at Nahant Pier, and allows for multiple videos to be shown at once in different locations. Combining these three things could let us have actual videos longer than about six minutes in the game, and make it easier for people to make their own holotapes. Instead of using tiled textures and syncing audio and everything we basically just dump a bunch of empty .swf files attached to holotapes in the game and let people overwrite them like with Art Connoisseur,
  9. I was wondering if there was a mod for transferring electricity between two unconnected conduits that are in close proximity to eachother but have a solid object between them. I don't want to place a generator in every freakin' house just because power won't transfer through walls. Particularly, what I'm looking to do is be able to power things inside the house that require connections themselves (like the eyebot pod) by having something like a horizontal power conduit in the inside wall, and another on the outside wall. The one on the outside's connected to the power lines that run to the fusion generators, and the one on the inside receives power from it and transfers it to whatever has to be connected directly. This is something that really should've been in the base game in the first place, I feel.
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