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Fhaarkas

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Posts posted by Fhaarkas

  1. In response to post #54776863. #54783793, #54785438 are all replies on the same post.


    just4looks wrote: This is probably a stupid question, how do I get the new design to be the default version? Since this is going to eventually be the only version of the site, I'd rather rip the band-aid off now and get used to it.
    mosesintheflesh wrote: I would like to know that as well.
    Allonsen wrote: It looks like for the time being you just need to use the domain: "https:://rd.nexusmods.com", instead of the old "https://www.nexusmods.com." If I don't get an answer here I'll make a new post later, but is this going to mess up all the external links again?


    You can set up a Redirector to do it automatically like so -


    9AtpumO.png

  2. Thank you so much for this. I wanted so much to whitelist Nexus, but the ads cripple the site into unusable state until I disable them.

     

    For what it's worth - I tried buying Supporter package but coming from a third world country it's a frustratingly convoluted process to make the payment so that's been put on back burner for a bit. Really hope the new ads are better because I want to start supporting Nexus proper.

  3. And looks like the vanilla world is already at 119x94 cells, so even stretching the world disproportionately we'd only have 9x34 (8x33?) cells to work with. I guess there's the option of breaking up the world and link the pieces with cleverly placed portals, like the good old days.

     

    Alternatively just port it to UE4 and promptly get a C&D lol.

  4. There has been some extensive discussion and preliminary effort on this topic some years ago but it kinda withered off since then (I'm on mobile atm so no link but try goggling "Larger Skyrim" and limit the result to 2013 and before).

     

    From what I can remember, without an automated process it would take a gargantuan effort as you'd have to replicate everything, recreate the world (objects, buildings etc) by hand and break a majority of mods in the process. This is more related to the last method that you mentioned though. I don't know if it's possible to do using the first method. I think the engine itself has a hard limit on how many cells a worldspace can has as well but I'm not positive (this is a different engine than Oblivion's, though being a successor to Gamebryo you'd have thought it would at least retain this kind of features).

     

    All in all the consensus every time this topic is brought up is that it would that too much effort for what would amount to little more than proof of concept. That said, from a user standpoint there's nothing I wanna see more than a bigger Skyrim. I'd love to see this project being given a second serious look. I'll be a grunt if you want.

     

    Edit:

     

    Found the thread -

    http://forums.bethsoft.com/topic/1277482-potential-skyrim-enlargement-mod/page-1

     

    Lightwave is one of the modders who probably knows about this kind of project more than anyone. His 3x Cyrodiil (glorious) -

    http://www.oceanlightwave.com/morrowind/Tamrielx3/index.html

  5. I do need some help with scripting with a UI mod but I doubt it's anything interesting or even challenging enough to sharpen your skills :D. I can half-read codes and makes sense of them but I can't for the life of me write them, partly because I never know where to start whenever I tried to learn. Anyway..

     

    In my mod currently I have 128 different hudmenu.swf and 8 different map.swf to account for different UI configurations. This is only 7 options for hudmenu.swf (27) and 3 options for map.swf (23). I realize how horribly inefficient doing things this way is, and also how inconvenient it is to users when they want to change config since at the moment they would have to reinstall the mod.

     

    What I'd love to see is an MCM configurator for hudmenu.swf and map.swf (btw none of the other HUD mods care about being wide font-friendly which why I'm doing this).

     

    The options I'm thinking of -

    hudmenu.swf

    • Scaling for each HUD element - compass, sneak meter, the three bars at the bottom, dialogue, top left message, activator
    • Remove HUD element - E button and perhaps sneak meter. Mainly E button
    • Options for reticules - dot, cross etc
    • Compass tuner - options to hide or show compass elements (enemy radar, quest markers, discovered/undiscovered locations)

    map.swf

    • Scaling for markers
    • Colored markers just for quest markers and capital markers <-- affect compass as well (not sure if this is possible without adding new shapes into hudmenu.fla and map.fla but since the markers are just shapes with colors defined by 2 lines (eg. color=0 for the black part and color=bcbec000 for the grey part) maybe it's possible if Papyrus can do it)

     

    Like I said it's nothing original that hasn't been done already. My thought is to slowly learn things out over the next few months anyway since my next update will probably be the last one for some time, but since you're offering I suppose it doesn't hurt to throw it out there to see if anybody's interested in making it happen faster. :D If not it's totally alright don't worry about it at all.

     

    Oh here's the alternative instead of all the above - a script that can reposition and change the size of text fields in map.swf, and edit the tweening of enemy name's brackets in hudmenu.swf so they would start further out from the center. I suppose this would make it a lot simpler but I don't know if SKSE is capable of doing this one.

     

    Cheers!

  6. A bit late to the party but anyway for future reference.. outside of scripting, you're looking at editing hudmenu.swf or hudmenu.gfx (and probably breaking any mod using them). If you're editing in SWiX you're looking for text ID 754 or around that. Unless I missed something (quite possible) the name brackets are absolute b&amp;@*&#036; if you wanna keep them since they're tweened over 100 frames. The far easier and faster method would be to edit Mardoxx's decompiled .fla file and recompile it (sprite 749).

  7. I never really get much abuse (and for that I'm thankful), but when I do I try to remind myself that it's just all in bits and bytes and I shouldn't get too worked out over it, or that the guy on the other end is just a dumb jock or a 12-year old kid. Internet is a sad place nowadays though. Just go over to the Steam forum and see. Anonymity brings out the worst in people.
  8. I voted for brilliant :D.

     

    Some quick, wishful thinking -

     

    • Have seasons play some role. The game already has a calendar in place so it would be cool if all those dates and seasons actually mean something. Just putting some fake modifiers for each of the 12 months would suffice me think.
    • As the player progresses through the game, the penalty would become smaller by percentage e.g. a level 50 character would be x% more resilient to the cold. In reality you would be better accustomed to a climate the longer you stay in it. It fits the game too since the player was not originally living in Skyrim (he/she was caught crossing the border remember). You can say that he/she went out of Skyrim for some errand and get caught when he/she was travelling back but that's a minor plot hole I think.
    • To expand on the above point, different races will have different initial penalties -- a Khajiit who hails from a country with deserts will obviously has more problems getting used to the cold climate compared to a Nord. In the end this discrepancy in penalties should be minor between races since no matter where you come from, once you've stayed long enough in a country you will assimilate with the climate just as good as the natives. So the formula will look like something along the line of this -

     

     

    P
    clvl
    = Penalty modifier for current character level

    P
    base
    = Base penalty (race constant)

    P
    endgame
    = Penalty at end-game character level (race constant)

    clvl
    endgame
    = Character level for point "end-game" (global constant)

    clvl = Current character level

    P
    clvl
    = P
    base
    - (clvl * [(P
    base
    - P
    endgame
    )/clvl
    endgame
    ])

    For examples:-

    clvl
    endgame
    = 50

    For Nords let's say P
    base
    = 10 and P
    endgame
    = 1 and clvl = 20

    P
    20
    = 10 - (20 * [(10 - 1)/50]) = 6.4

    For a level 40 player it would be :-

    P
    40
    = 10 - (40 * [(10 - 1)/50]) = 2.8

    For Khajiit say P
    base
    = 15 and P
    endgame
    = 1.5

    P
    20
    = 15 - (20 * [(15 - 1.5)/50]) = 9.4

    And for level 40 :-

    P
    40
    = 15 - (40 * [(15 - 1.5)/50]) = 4.2

    You can see that as the character goes higher in level, the discrepancy of penalty modifier from race to race becomes smaller.

    For seasonal effects, just further multiply the value of P
    clvl
    with a month modifier and you'll get the final penalty modifier :D e.g. summer months might have smaller modifiers while winter months will have bigger modifiers etc

     

     

    • A warming potion? (new item)

     

    All hail the Nord meads!

  9. The gears are hard at work over on Beth forum. I'd say give or take a few weeks before any overhaul preview. That said, the vanilla UI really isn't that bad. It's not the best PC UI out there, but it certainly doesn't fall into 'bad' category for me. If anything it's too [sic] dumbed down for console but you'll get used to it. Just memorize these letters - WASD.
  10. Hi peeps. I'm making a new rain mod since we all know the one in vanilla looks like [beep]. I know there's already a good excellent one out there but I'm gonna do it anyway. If I am happy with the final result I'll be sharing it. Cramming too much details in a short time is a bit taxing to my brain though so I kinda blew up and now I need a second opinion on how it looks, what can be improved, what's off etc. Things I've noticed:

     

    • looks a bit "patchy" (dunno if you can see it the video)
    • visibility is a quite low. I'm aiming for some kind of downpour-like effect and not that morning shower in the sunshine.

     

    Here's a result of a few hours work. I'd like to go on but I'm now about 7 hours behind my bed time. Oh, be sure to watch in HD. Sorry about the quality. It's my first time recording gameplay.

     

     

    Critique away!

  11. 17 measly hours in-game. Ten times that doing mod, browsing forums and watching Skyrim videos on YouTube. I've been sleeping constantly past 5 AM for the week. If this is not insanity I don't know what is. Haven't gone this mad since.. oh Fallout 3. They did it again.
  12. i'll tell you from experience that it's hard to moderate a large forum without assistance from users. And while you might think that creating this thread would be helpful, it's not. What is helpful is reporting posts that break the rules. hit the report button under people posting spoilers.

     

    Hm, point taken. Let's go and report them now. I created this because... ah well forget it.

  13. What is the FXA setting in video options?

     

    I think you meant FXAA.

     

    Basically it's a anti-aliasing technique without all the associated cost of traditional AA.

     

    Edit: Gloriously ninja'ed lol

  14. Does anybody else get this?

    http://i261.photobucket.com/albums/ii61/_thewolf/2011-11-15_00005.jpg

     

     

    I don't know if this is a bug or botched ini. A side effect of awesome-looking water? Water edge elsewhere is not that much better though.

     

    I'm sooo totally gonna ask for a refund now.

  15. I like the idea of Nord horses being more rugged and sturdy, but these horses seem a bit cartoonish, almost silly to me.

    Looks fat with too short legs.

     

    Actually it's not that far fetched..

    http://www.sporthorse-data.com/horse/10528546/593/Horse_McCartneys_Highland_Prince-big.jpg

     

    I vote for companion's horse. At the very least let my housecarl rides with me, dammit..

     

     

     

  16. If you're that bitter...

     

     

     

    there's always a "shady" version floating around. You just go to the Western Watchtower in midnight and there will be a Khajiit there.. Speak the password and he will let you in.. Be careful lest the guard will catch you..

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