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AlexanderJVelicky

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About AlexanderJVelicky

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    Skyrim

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  1. Does anyone know how I can get a .FST file to pack properly? It is needed for tree LOD to show up and the archive.exe says it's not a valid filetype.
  2. I'm trying to include a "Meshes\Terrain\[Worldspace]\Trees\[Worldspace].LST" file in my archive.exe file list, but it won't let me add it because it says it is not valid. This file is vital to new worldspace mods and Tree LOD does not appear without it. Why isn't it allowed? Is there a way to add it to my archive with archive.exe or will I have to use a community tool to create all of my archives from now on like I had to with OG Skyrim? Thanks!
  3. Apologies if this belongs in mod requests. It isn't a full mod request, just need assistance! I'm hoping to add a unique weapon to my mod in the near future, and would like a custom mesh for it. Thus, I am looking for a skilled modeler who can make me a bow. Please PM me with some examples of previous weapon work (preferably of bows) and I'll let you know if I think you'll fit my needs. More info on the needed item will follow once I get someone on board. Thanks! - AV
  4. Bump for discussion (hopefully). More than half of the bugs on my mod are "Needs more Info" and the people are nowhere to be found. This is a pretty major issue. The bug system is kind of shooting itself in the foot.
  5. Howdy, Currently when I view bugs on my mod "Needs more info" bugs sort to the very bottom. This means they're at the bottom of the stack, pushed to the back pages, and NOBODY ever provides more info. Would it be possible to re prioritize them so that "needs info" is at least near the top? Below is my suggested list for their ordering, so that the most crucial ones are seen first, and the irrelevant bugs are last: - New - Needs info - Solved - Being looked at - Known - Wont fix - Not a bug - Duplicate I strongly believe reordering these will improve user interaction and make the bug reporting system, which is already super helpful, even better! Best, AV
  6. Can we mark versions so they don't count for bug reports? E.g. My mod has a soundtrack file, so when people download that after the actual mod their bug report version number shows up as "soundtrack" which isn't particularity useful.
  7. This seems to be fairly good so far! :) A few things that'd help: - Adding a direct link to the Bugs tab from the "my files" window. Would save me a click and some load time. - Adding the name of who posted last to the "Last Reply" column in the bugs tab.
  8. In response to post #25058884. #25059634 is also a reply to the same post. Brilliant! :)
  9. Awesome! Excited to see how this works. I have a suggestion: Can you add an additional status: "Won't Fix" I foresee a lot of people reporting bugs that are out of the author's control and something they can't fix. Engine issues, etc. Possible even add "Conflict Issue" as well for if you discover a reported bug is caused by a mod conflict? Keep it up! EDIT: Also if it doesn't also work this way, users should only be able to file a bug if they've downloaded one of the files on the page.
  10. Go to Data/Script/Source/Dawnguard and you'll find the source file for that script, no need to decompile. Along with all other DLC sources. Just copy the sources into the parent Source folder and you can use them in the CK.
  11. Nope, still totally here. The thread on the BethSoft forum is much better to keep track since I always forget to update this one: http://forums.bethsoft.com/topic/1453599-trailerwip-falskaar-thread-5/
  12. Yup, your worldspace is not square and that makes a lot of problems. You'll have to round it off by adding in missing cells, or trimming off the extras with a program like TES5Edit. As for purple terrain, that means missing normal which means you messed something up at some point either putting textures in place, or selecting settings when you generate.
  13. It has nothing to do with what kind of team they are. They may contract third party development for random little things and those things are only contracted to that one game.
  14. You are not allowed to move game assets, like voice files, from one game to another, even if Bethesda owns/makes both. The best you could do is get some good voice actors to record the old lines and try to sound similar, but no mod can simply move the files over.
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