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davidwalshireland

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Everything posted by davidwalshireland

  1. The thing holding me back is the constant Creation Club updates which require SKSE64 and some mods to be constantly updated. I wish Bethesda would leave it alone. This is why I have given up hope on TES6; it will be launch with always online in-game microtransactions. I've completely lost faith in Bethesda at this point.
  2. I would check through the mod list and see are there any obvious conflicts. Did you read the descriptions for all the mods? Generally when modding I add mods one or three at a time and check ingame quickly before moving on.
  3. Especially when you consider that a program cannot 'think' or speculate or guess about anything in the way a human can.
  4. Sometimes there are more than one current versions of the mod or esp and naturally MO2 or Vortex looking only at the numbers does not understand that In MO2 there is a right click option to ignore the update
  5. Have an issue with missing distant river textures on the White River valley https://www.dropbox.com/s/6ibh768xb1wm9c0/72850_20180713170341_1.png?dl=0 I've tested this on fresh installs of vanilla LE & SE with identical results I use 'coc chargenexit' to spawn a default character at the exit from Helgen Keep I run NW to a rocky spur that overlooks the White River valley opposite Bleak Falls Barrow To the left one can see lake Ilinalta and to the right Riverwood down the valley I have a steady 60FPS at ultra as I rotate at this spot About half way down the valley towards Riverwood at the area just below Bleak Falls Tower there is a section of the river missing A geometrical slice of river textures is missing - in both LE & SE This is with no mods Is this a known issue or specific to my setup or install? I think it may have something to do with occlusion culling? I have read there is an issue with that in some areas of SE Is there a way to fix this? Thanks My System specs W7 64 bit i3 4170 3.7 GHz 8GB ram GTX 1060 3GB
  6. My plan is to reinstall Steam and Vortex on the new drive; and I was thinking to simply copy over the downloads folder from the old install; but if that means losing the nexus metadata then I would prefer to re-download the mods; it's not that many; still in the early stages of building the game. Thanks
  7. I've decided to move Steam and Vortex to a dedicated ssd So I wonder can I just copy the 'downloads' folder with the archives to the new ssd? Or should I 'Install From File' to import them into the relocated Vortex install? Or should I redownload? What is best way to do this for Vortex? Thanks
  8. Thanks Tannin42 that is probably it - I had not installed the mod. You asked: Why do you want to set a note...for a mod that you don't even have installed? I'm just building the game and I wont be installing most of the mods until after the cart ride.I usually do it in the cave just before I leave Helgen; I dont want to overload the game during the scripted opening sequences.I'm sure you are aware if the game is installing and initialising a lot of mods at that time it can seriously disrupt the physics of the cart ride.The reason I wanted to put a note on it was because there was no data and I expected I would forget what it is before time came to install it. I dont necessarily install a mod immediately after I download it.It will be several days before it will be time to begin the game and only then will I be installing many of the mods I want to use.So I want the mods in Vortex and ready to go when the time comes.I only install certain core mods before the beginning - USSEP, SkyUI, etc. Maybe I should install but not enable them? Maybe the option to add a note should only become available after the mod is installed from the archiveIn other words the note should not be added to the downloaded file data -- but only to the installed data (whether enabled or not) ------------------Very curious follow up. I went looking for the ID and there was none. In fact the only info on the data pane was a version number (2.00). All the other fields were empty. So I went to Nexus and redownloaded the mod (a patch for The Choice is Yours) and deleted the original one. The newly download version has full info in the data pane! I have no idea what happen there? Thanks all for replies
  9. Thanks for replies I have v.0.15.2 After some testing I have discovered something interesting The mod I was trying to make a note about has no author name As I wrote before I wanted to use the note function because there was no info provided by the author So I checked other mods and as far as I can tell most of the mods will accept notes but those with no author name wont So could the author name field have anything to do with it Maybe someone could check their own mod list and see have they a mod with no author name and will it accept notes
  10. I am unable to get this feature to work. I can write a note but it does not get saved I made a post about this issue on the Discussion forum and it was suggested I put it here in Feedback On the MODS pane the data window that opens to the right (double click) has an option at the bottom to write your own notes on a mod This is a very useful feature when trying to build a game because some mod authors dont supply basic data with their mod file I have a couple of mods in my Mod Pane that have no description or link back to Nexus... so unless I can remember I dont know what they are Anyhow, I am unable to get this feature to work. I can write a note but it does not get saved I have tried waiting as was suggested but nothing I write is being saved Note this however - if I close the data pane after writing a note and open it again the note will still be there.....But if I close the pane again and move to another mod and then back the note will be gone Thanks
  11. I definitely cannot get it to work I have tried waiting as you suggested but nothing I write is being saved Note this however - if I close the data pane after writing a note and open it again the note will still be there..... But if I close the pane again and move to another mod and then back the note will be gone ie I can close and open the data pane and the note will persist But it disappears if I navigate to another mod and back
  12. On the MODS pane when one double clicks the data window that opens to the right has an option at the bottom to write a note on a mod This is a very useful feature since some mod authors neglect to provide adequate data about their mod and you can end up with mods in your list which have no information as to what they are and no link to nexus. Anyhow, rant over. I am unable to get this feature to work. I can write a note but it does not get saved. Am I doing it wrong or is the feature not active Thanks
  13. I am a new user to vortex and a little confused about load order. I have read that the Vortex sort button uses the LOOT data and so I presume it is supposed to replace LOOT Is that right? I have LOOT (master list is updated) and it gives me a different recommended load order than Vortex How can I have Vortex apply the LOOT load order? Can someone clarify or provide a link that would Thank you (apologies for posting this in the wrong forum) Edit: It turned out LOOT had defaulted to Skyrim L, not SE When I switched it over it gives the same load order as Vortex So I think I am ok...for now my bad :(
  14. In the past i have made a few donations to mod creators using the donations button on Nexus Is there anywhere I can see a record of those donations on my Nexus profile or account Thanks :)
  15. @ midgetalien I tend to agree with you about the hate and the raging. Much of it is very excessive and irrational black & white thinking and makes little sense. People are resistant to change. It completely freaks some people out. There are TES players who have never been able to get past Arena, or one of the other earlier games. They rage and hate on the new games and Bethesda at every opportunity But there are real issues with CC going forward; I think it signals big changes ahead for TES and FO etc I think SE was created to prepare the way and get the community ready for the upcoming changes to the way the games are designed and delivered What do others see ahead?
  16. Donations are completely legitimate and are the way the mod using community can support premier modders Patreon is also legitimate imo Donations help to keep the modding community active Donations are voluntary expressions of appreciation; they are not payment A person who is a modder and who wants or expects to be paid should become a developer
  17. I dont consider Creation Club products to be mods I reserve the term mods for player-made changes to the games I use terms like microtransactions or DLC or expansion for official content When you work for Creation Club you are working as a developer; not as a modder That is how I see it Developer and modder are different things Developers are contracted and paid Modders are passionate fans and hobbyists Supporting a modder by donations does not affect their status as a modder But the minute you sign a contract to work for Bethesda you are a developer I dislike and I oppose the blurring of the two that the controversy over paid mods has generated What do you think?
  18. Yes there could still be mods to some extent But in the absence of a creation kit nothing like what we have today for TES 5 & 4 & 3 I'm sure we can handle without beth's handicapped tool too. Well i think a lot of modders rely on the Creation Kit; without it many would not try to mod the game There would still be mods but nothing like there is with CK
  19. I wonder could part of the reason Bethesda delayed TES6 and created Special Edition be to begin getting players and the community ready for changes which will be major features in the future games...? For instance an in-game microtransaction store providing various kinds of DLC and perhaps other services too They may also be planning building-in a co-op feature; this would incentivise micro DLC such as skins etc What I mean is the nature of TES games and perhaps Fallout too may be about to change quite a bit What do you think?
  20. Yes there could still be mods to some extent But in the absence of a creation kit nothing like what we have today for TES 5 & 4 & 3
  21. It makes sense for developers to be aware of popular mods for development ideas. I see no issue with that. In fact I see it as a good thing. At its best it means developers are listening to players and adapting to player ideas and desires - all of which is a good thing for gaming in general. Of course when issues of money and copyright etc come into it it gets complicated. The way we do business in neoliberal capitalism requires the locking-up of creativity behind proprietary copyright laws and paywalls. It shuts down or at least hampers the natural processes of creativity. One of the underlying reasons for these changes in business practice has to do with digital delivery. How games are developed and purchased and supported has changed. There are still gamers clinging to the old high street retail model and physical ownership of a box and a disc; but most of us have moved on and are adapting to the digital age. There will be a lot of disruption and controversy as corporations and customers adapt to the digital retail environment and systems. Mistakes will be made and corporations and customers will struggle to find equitable solutions. It will take time. The responsibility of customers is to let corporations know how they feel about their products and business practices - review bombing for example, both negative and positive, is one way.
  22. I'm concerned that its a slow creep to remove the freedom to mod from the grasp of PC gamers and I think they want to control their IP, its probarbly been in planning for some time . The current iteration of creation club is likely to break mod builds as they update and I would bet that in future it will fork significantly, probarbly with 6. Like you suggest I think they will give the best tools to contractors and if we're lucky there will be a two tier system, the cutdown version being on general release. If unlucky we'll see none at all. In order to use the creation kit you have to sign up to Bethesda.net. How easy would it be to control the distribution of mods through that portal? Are they killing the goose that lays the golden egg? I don't know, they may have decided that they can keep it alive through battery farming techniques serving the home console users who just want new stuff and are prepared to pay for it. Yes good points alsoran... There are other games that have a lot of DLC and still have modding so maybe they will find a way I dont know I hope my worries turn out to be mistaken
  23. I can see huge issues of compatibility and competition between player-made mods and in-game transactions I think the reason many people dont see this is because they look at it from the point of view of a player - not a corporation In other words from the point of view of a passionate fan of the game and not a salaried corporate financial officer or lawyer And they will say things like, Bethesda is making enough money already... No corporate CEO or financial officer would ever say that Whereas previously the games were stand-alone games with a couple of substantial expansions From now on Bethesda games will have a DLC store inside the game Bethesda will be inside your game all the time; this changes everything in my opinion I cannot see them providing creation tools for player made mods as they have in the past since those mods would disrupt their store and its DLC and would be competition for their DLC You can see the conflicts already as modders create mods that disable Creation Club functionality (FO4) Does anyone really think a corporation is going to allow that? At this time I just cannot see how the two can be reconciled
  24. Just to clarify, when I mention 'competition' I mean that free mods are competition to Creation Club paid DLC For example Frostfall is competition for Survival Mode If I were a shopkeeper I would not want some guy in the corner offering free groceries The significance of compatibility issues is this... Many players who use player-made mods may be reluctant to buy Creation Club DLC for fear of compatibility issues Bethesda will know this is the case and thus may reason that anything that hinders players buying Creation Club DLC is bad for their business I dont see these issues becoming critical problems for Skyrim players... But as I say in my title they may have a big effect on future Bethesda games It is possible there will be no general release of a Creation Kit for TES6 They may only supply tools to subcontractors
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