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Triaxx2

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Posts posted by Triaxx2

  1. In response to post #64020936. #64026326, #64046171, #64069706 are all replies on the same post.


    Triaxx2 wrote: First of all, I can honestly say thank you. Playing Skyrim without IA is just... not a thing I do. The only gripe is that the dwarven mage unarmored gloves cause a persistent crash for the LE version. But only when equipped to a female character and only in a specific order.
    hothtrooper44 wrote: Send me a PM about it.
    Triaxx2 wrote: I've tried but your inbox is full. If there's now room I'll send one with all the details I can gather later.
    RiJoBa wrote: There is already a fix on the nexus for that, afaik.


    Really? I haven't seen one. Do you have a link?
  2. In response to post #64020936. #64026326 is also a reply to the same post.


    Triaxx2 wrote: First of all, I can honestly say thank you. Playing Skyrim without IA is just... not a thing I do. The only gripe is that the dwarven mage unarmored gloves cause a persistent crash for the LE version. But only when equipped to a female character and only in a specific order.
    hothtrooper44 wrote: Send me a PM about it.


    I've tried but your inbox is full. If there's now room I'll send one with all the details I can gather later.
  3. First of all, I can honestly say thank you. Playing Skyrim without IA is just... not a thing I do. The only gripe is that the dwarven mage unarmored gloves cause a persistent crash for the LE version. But only when equipped to a female character and only in a specific order.
  4. They still don't line up exactly and I'm not sure why. Hmm... Our mod indexes are different, but I'm not sure why it would make a difference.

     

    https://imgur.com/a/lB0CblO

     

    It's functioning now properly, but the mod index is incorrect. And now it's back to normal...

     

    Ah. So it seems opening FNVEdit moves the Mod Index of FalloutNV.esm to 12. Resorting the order moves it back to 00. But only if Vortex is not running. If it's running it holds the correct index. Occurs with the latest version of FEdit (3.2.1)

  5. I am using FOMM in order to move Fallout NEW VEGAS MASTER FILE to the first position in the load order. Because Vortex organizes it to load TWELFTH in the list, and sets it to disabled. Which means when I open FALLOUT NEW VEGAS EDIT, it fails to launch because the load order is WRONG and cannot load the master before the other mods, because all the mods require FALLOUTNV.ESM as a master. So in order to make a merged patch without NEW VEGAS EDIT crashing on me, I have to manually order the load order.

     

    I have set load order using Vortex in built tools, which I do like, other than there being no option to say: Ignore this conflict. Because Fallout New Vegas requires a vastly more intelligent piece of software to fix them because it's a UI mod.

     

    I am not fighting myself. I am fighting the software which is not behaving allowing me to do what I need it to, forcing me to use another piece of software to complete the job.

  6. Really? Where is this documented? The drop file button indicates you can only do one file. Downloads indicates that I would be downloading from the internet. This is the express meaning of this word. Can I assume there's a hard coded character limit of 8 letters preventing this from utilizing the industry standard concept of differentiating single versus multiple: File(s). A consistent, and recognizable indication that more than one file maybe dropped to this location?

     

    And if you did bother to read the entire message, he specifically states he tried dragging and dropping.

  7. To your software. That FalloutNV.esm should be the FIRST FILE in the load order. And should be checked, always. So that when I try and make a merged patch, I do not then have to open Fallout Mod Manager, reorder the plugins manually, and then enable the base game masterfile. Then make my patch, then enable it.

     

    When your software breaks other software, something is wrong. Thank you for reading this.

  8. Why can we not collapse sections? If all I want is news and mods, I don't want to have to scroll through a bunch of photos to get to the news. Also the mouse over menus are nice, but being able to collapse them so I don't open a huge thing every time I try and search for a mod would be absolutely amazing.
  9. I understand why the move, and I understand it's set in stone. So nothing I say is going to change anything, but you did ask for feedback.

     

    If a game is not on my favorites, chances are I don't own it, and either don't want to see it, or just don't want to mod it. So don't show me games I don't own, and have no interest in on my favorites. I only put games I want to see on my favorites, and having to dig into the games list to find the ones I want to see mods for, because they're not sorted to the top of the list because of the number of mods and downloads, isn't better. That said, this one is relevant only to the main nexus mods page, which means nothing because I'll never go there, when I can take my bookmarks straight to the site relevant to the game I want. I do like that when I search for a game it updates in real time to show the one I want without making me reload the page. Good work.

     

    I hope that the limitation to 8 favorite games is a restriction of the dual page layouts, and will go away when the new one is implemented. It honestly never made sense for the much simpler layout to be limited only 8, since each is basically a hyperlink in a stylish font, which isn't exactly the most intensive load on a server. Even I assume if every user simultaneously attempts to open the drop down. I could be wrong, the logistics of servers escapes me sometimes, but still, it's mind boggling the idea that now the much more bandwidth intensive large images are okay to have more than eight, when plain text wasn't.

     

    I neither want, nor need to see 20 news stories. After the first four they're no longer relevant in the slightest, unless I'm going looking. And two of the last four were for a job in another country that's been filled for a couple months now, and a Giveaway. You've redesigned for form which is fine, but you need to also remember not everyone is on a Gigabit/s download connection.

     

    For actual mod pages, IE the single most important thing on the Nexus and the reason for it's existence. (Beyond Dark0ne's good will.) Tab switching both faster and smoother, I approve. Telling me when I last downloaded a file from the mod is probably the best change. This way I can tell if the mod has updated since I last checked the page without having to dig into possibly multiple versions of a mod without any version numbers. A practice too many authors seem to forget, or set once and then don't change from version to version.

     

    Let me collapse things I don't want to see down to a bar. Click a minus button, and all I ever see is a news bar, unless I click the plus button to expand it again. If I'm here for mods, I probably don't want to see the media section, and being able to collapse it and save myself the loading time is useful.

     

    Advertising space needs to dynamically adjust to the ad being shown. There's several inches of wasted screen real estate above and below the ads. I don't mind ads, and have actively gone to the effort of disabling all ad-blocking software. I don't want to lose screen space to empty air around an ad, when I could gain it by enabling the ad-block, preventing you from getting revenue to keep the site going and see the significantly smaller please don't block our ads info block.

  10. LouisAT444 on Youtube has some old but still excellent tutorials. They were made for the original Skyrim CK, but not so much has changed that it's unusuable on the new engines. Scripting probably doesn't work, but if you're building a dungeon, it's a good set of videos to watch.
  11. In response to post #44643800. #44645715 is also a reply to the same post.


    Everlive wrote: IMO, Skyrim Unbound is the much better alternate start.
    boschpiper wrote: I don't know. I also prefer unbound, because of its greater functionality, but I can see why Alternative start is preferred from a role playing point of view.


    I prefer the sadly no longer updated Random Alternate Start. Jump in, and then be randomly assigned a starting location. No control, and no vanilla opening. You do get a bit of starter equipment though.
  12. In response to post #43562410. #43564460, #43564645, #43595455, #43608030, #43615050, #43615075, #43619465, #43626805, #43631250, #43631340, #43642440, #43668365, #43760355 are all replies on the same post.


    Jimmyflow wrote: Having something in addition to just hosting mods, like how to's and tutorials. Similar to what is found on Reddit's skyrimmods. Or at least directing users to credible content. I realize this might entail a lot of work and time, but its essential if you're going to be pushing out the next generation mod manager.

    As we've all come to learn, modding is not just plug and play anymore.
    HadToRegister wrote: +10

    There DEFINITELY needs to be a Modding Tutorial Section.

    This is a MUST
    nogamenotitans wrote: I second this
    DisgruntledGrillCook wrote: I agree with this too.
    TheGoktor wrote: Adding my agreement as well. I would love there to be a modding tutorial section!
    Darkknightsyndrome wrote: Definitely, also agree as well too, not all of us are tech savvy and get things right off the bat like others do, sometimes reading/watching tutorials over and over til I get it has helped me with a lot of stuff, especially with MO.
    SiDroid wrote: Adding my vote too.
    MlleK wrote: Absolutely this.

    Preferably tutorials both of just how to use/install mods and how to make them as well. Trying to learn how to make small mods for yourself can be a real pain because I can't tell you how many times I'd find a tutorial that show me exactly how to do The Thing but then the next time I needed to do The Thing I couldn't find that tutorial anywhere. Even if they were just reposted (with permission) or linked from The Assimilation Lab, TES Alliance, etc to collect them all in one place would be wonderful.
    RaffTheSweetling wrote: Couldn't agree more.
    Solluth wrote: Yes, a community page where people new to the nexus can find a quick run-through of the site's features and maybe some very basic programs and tutorials on simple mods to integrate them into the community faster and more comfortably.
    Swandar wrote: I agree 100%. For some games that don't have NMM a tutorial is a must.
    petewolf wrote: Throwing in with the group, this could be very beneficial.
    tjmmilldog wrote: Adding my agreement as well. I would love there to be a modding tutorial section with in-depth guides as well to help show us the better paths we can take is needed as well. thanks for all your support.
    shadowslasher410 wrote: There is sort of kind of one on the wiki (click the wiki tab). But its in its infancy.


    I don't know, my most successful mod was a fifteen minute project of adding a bridge over a tiny, but fast river.
  13. In response to post #38564105.


    fbest wrote:

    I hear all this advice about reporting bad ads to the Nexus. OK. ANY add that runs as a video simply chocks my system. I would love to disable Adblock but, I can't.

    I would allow banner ads, they cause no problem. Video ads totally cripple my system and almost crash Firefox. We can discuss the merits of advertising and how it helps support the Nexus all day long. I agree. I get it. I would love too. Stop the videos and I will disable Adblocker.


    For Firefox, I recommend Flashblock. It's an add-on that stops Flash anything from loading until you click the 'play' button in the middle of the flash thing. It even works on Youtube.
  14. In response to post #37090155. #37090490, #37091030, #37091305, #37092990, #37093400, #37093605 are all replies on the same post.


    Travis999 wrote: To all the Bethsoft fanboys...

    Regarding the lore, if you're sooo knowledgeable, i suppose you've also played falout 1, 2, Tactics, 3 and the PnP game? You own original artbooks from the series? You know what Van Buren was supposed to be? Bottom line is they broke the continuity so badly that there isn't even any meaningful reference to lore from the other games, hence broken lore (no lore).

    As for the GECK (yeah i'm still gonna call it that till the day i die, this is fallout not the bible), don't be surprised when suddenly you have to pay a monthly subscription to Bethesda to keep your game up to date.
    ErosLogos wrote: Then write an article. I've been putting one off myself. Just for the record; I have in no way been defending Bethesda as such. If you look through my posts carefully, I have been pretty backhanded; in the end, I do agree they are scummy as a company, but what I am criticizing is people's expectations that a profit making company can behave in any other way.

    I do, however, praise it's creative staff and largely stick up for their programmers; they're both doing as well as can be expected laboring under Bethesda's management, who have goals that inherently conflict with theirs.

    I also call it the GECK, and think "Creation Kit" is stupid. But whatever.

    I'll also be tackling a number of myths about New Vegas, such as the vaunted player freedom aspect. Bottom line? You didn't have as much freedom as you thought you did in New Vegas.
    Oddball_E8 wrote: Hell, they pretty much broke the lore between 1 and 2...

    But yeah, I wasn't fond of the pretty massive lore breaking that was going on in 3... but it's not like it was the first game to dump on the lore.
    ErosLogos wrote: @Oddball_E8

    Yeah, Black Isle Studios broke the lore in their own games. But maybe none of the lore is broken that badly; maybe it would make more sense for people to stop treating lore as unalterable holy writ. That it is mostly important to stick to the spirit of the lore as opposed to their word.
    eros555 wrote: You need to stop butthurting kid.
    baneburst wrote: I agree with that f4 f*#@ up the lore pretty bad but you cant pretend like interplay didnt f*#@ the lore just as bad after f2. fallout tactics had deathclaws with fur, BoS with enclave power armor and cars... Freakin cars, it was at least believable in f2 with fusion cell conversion thing but tactics literally threw working cars without any logic behind it.

    Tbh bethesda did alot less worse than i thought they would by not introducing anything too radical, they didnt mention or deny any of the previous games, and in general they played it safe concerning the core themes of the series. I even like how they made the game look more 50's ish retro future than f3 or NV did. With all that said the flaws story/lore can forgiven and salvaged the true sin of bethesda is the striping of the RPG elements of the game, the forced narrative, lame radiant quest, dull characters, handicapped ai, and much more all waiting for the modders to pick up slack of the developers yet again. I consider the open beta of the creation kit the true release of fallout 4 and wish the best for the mod community.
    Travis999 wrote: In terms of my major gripes,

    +the stealthboy is a sphere, not a lunchbox,
    +the assault rifle is the assault rifle not... whatever that is,
    +changing ammo types is normal and shouldn't need a mod to do,
    +a fireaxe or crowbar are standard wasteland hardware, again shouldn't have to get a mod for either,
    +Survival mode worked just fine in New Vegas and should have been included from the very beginning,

    Lastly, Fallout has always been and will always be primarily played by PC gamers, destroying a worthwhile concept in favour of increased sales and distribution is mistake.
    If Fallout was meant to function and be modded on consoles, it would/should have been programmed using consoles.

    Other than that, the game itself is rather buggy, but overall quite promising and not without creative merit.


    That Assault Rifle? F4's actually looks like some of the WW1 era machine guns, like the Lewis or the Maxim. That's why the big, weird looking barrel shroud. Technically should be a Light Machine Gun, rather than an Assault Rifle. Combat Rifle is what should be the Assault Rifle.

    I have played 1,2,3 and Tactics. Don't own but have seen the art books. I do know what Van Buren was meant to be.

    That said, while these might not have been the Fallouts we wanted, I'm glad to still be getting new Fallouts at all.
  15. GlorfindelCotton: Try muting tabs. Right click at the top and Firefox and Chrome have an option to mute tabs. Chrome can tell you which one is talking even.

     

    I saw the password message, and thought of an addition to it: Telling people how to relog into Nexus Mod Manager. It's a slightly obscure button in the lower left side of the interface that I didn't even realize was button

  16. Were I to donate a dollar to each of the mods I use, that'd be a $500 output. But they always hit me when I download, which is fine, but if I download, and donate, and then don't like the mod?

     

    I think that like the Endorsement system, there should be a 1-hour window before a donation can be sent, while you try out the mod. And then when you download another mod, have the donate button appear along side the (Endorse/Disendorse) option on the download menu.

     

    It becomes a non-intrusive reminder, and even if the mod you want to donate to isn't on that list, it's a reminder that you CAN donate.

     

    Then again, my mods aren't of 'Donate to me' quality, so it doesn't mean anything to me.

  17. This is one of those things that holds the absolute potential to utterly destroy modding. If it's mishandled. Do I trust Bethesda to do it perfectly? As much as I trust Fallout 4 to be completely bug free. Do I expect them to go the EA route? No.

     

    They're going to look at figures like you came up with, which they're liable to get more accurate from Valve, and go hey, they made 171 million dollars for zero input. They didn't do anything except make the stuff available on the website and made a ton of money. All we have to do is distribute free modding tools and make profit? Sign us up.

     

    Whatever profit they make is just that, profit. That's after the cut to the modders, and the cut to Valve for hosting and whatever other things Valve gets. They're not paying for more man hours. They're not required to provide any support at all.

     

    If it were EA? They'd look, see twenty-five percent of the profit they're not getting and say NO. And start throwing lawsuits around so fast their lawyers would catch on fire.

     

    As for paying for mods? Like anything else that's entirely a case by case basis. If you're going to make me pay for something like SKSE, or SkyUI? I'll simply not use them at all. That means I can't play with mods? Then I move on. Some people are going to be annoyed that they're not getting compensation. I don't mod for money. I'm not that good and it takes enough time that I'm not going to do it for money because it wouldn't be worth it. Then again, I spent a weekend on an Oblivion mod. I didn't do it because I expected anything out of it. I didn't do it because I'd been asked. I did it, because I enjoyed doing it. It was a fun project, it became part of my game, and I released it, because I thought others might use it. My most downloaded mod took less than an hour. And most of that was path finding. Even at a dollar, it wouldn't make enough money to be worth it.

     

    So will I continue to mod? Yeah. If it goes pay for distro? Then I'll mod for me, or not bother.

  18. In addition, the light sword having a higher damage value than the equivalent greatsword is normal in SkyRe. Your ability with that particular type of weapon affects the displayed damage. A heavy weapon user would see a much higher value from the Greatsword.

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