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Nexus Mods Profile

  1. Seriously? No one? I fail to understand what is wrong with this community. Like ''Hello'' say Hello. Yes you can. Nice in a few months you'll be able to walk as well and then we can go to Circus and watch the Clowns. But until then use the Mirror LOL As a responsible person i am leaving with the consequences of what i say. I know i just broke the rules. Thank you Nexus for your Hospitality but something's off here. Can't find any Logic. Hope everyting goes well with Collections in the future and i wish good luck to any Community colaboration Projects that still exist. I'll be using an External Tool to download. Don't know if its allowed or not but it can be done.
  2. I suppose the title speaks for itself. Its very difficult to find information or to exchange information for many reasons more actually for non native English speakers. Discord is a scroll through Topic Tabs for eternity, Reddit is a toxic environment of missinformation and whining, forums dead. Anyone who can show us the way? We're lost. Just point us in a direction and we find the rest. Thank you.
  3. An Update: zMerge works. Just make sure you're sure and Finalize the mod Files you will keep and Merge no matter the Playthrough. Leave stuff that might end up updated as they are. I had to remove a few stuff since i used them in the past and found them boring. Keep backups just in case. Check Gophers Tutorials. I suppose there either aren't many who use the forums or the enthusiasm died and there isn't much of an exchange of information so you re at your own. I'll say it again Collections and Curators will only be a blessing. The only other thing i can tell you to help is to not Merge mods for which you aren't sure about. Merge identical mods such Main Mod plus Addons. Merge Mods that do something similar such as Landscape - Water Grass Fix mods and make sure what must be the winning conflict is. If some mods of the same type you can merge like this have patches to function together try to create an AIO solution in one single plugin. If they have patches for other mods leave these Patches separately. In the end just use a Bashed Patch for leftover Patches. Can't help much with SSEedit you have to see the conflicts yourself and dependant and Load Order mostly decide what should win. Thats all i can share. That's all i know for now. A note: I just discovered that all modding tools work except zEdit. If you had it installed back when it used to work you're lucky. My Game paths are all correct and all tools work. For some reason zEdit doesn't function anymore and doesn't detect any of my Games. Can't remember which version but i downloaded 5 versions from Gitgub and all give me errors. In that case try out the older Merge Plugins extension for SSEedit and Matorsmash. They work.
  4. .Ill try zMerge to Finalize. Solution found.
  5. Don't know about the issue but i always was afraid of ALLGUD because of many issues especially of compatiblity. I use Simple Dual Sheath which is Fool Proof but recently i saw this https://www.nexusmods.com/skyrimspecialedition/mods/62001 Same author. It really expands SDS and does what AllGud does. Simpler.
  6. I think yes. Current System doesn't teach the Human to become Confident and strong. It encourages some Humans to whine and beg for help and remain weak. At the same time it encourages the rest to offer help to the weak. They do so and feel superior while the others remain weak and passive. The right think would be to show the Path so Humans become stronger and confident. They need a Trainer not a Babysitter. The source of the problem and the reason is because the System remains but also grows stronger that way as this method only strengthens the foundation of the ''Pyramid Structure of Society'' The Pyramid System is a thing of the Past and older Totalitarian and Theocratic Doctrines. It doesn't belong in the modern world no matter how much Power Centers try to preserve it. It doesn't help with Evolution. It only slows it. It must die and we must be the ones to ''usurp'' and kill it. Literally.
  7. Reading - Analyzing - Researching - Writing - Organizing - Creating Necessity gives the Motivation. There are different Conditions and Factors contributing to this. Everything. Everything that's happening and affects us or things we choose. I don't have a Hobby i just do stuff because i have to and like to.
  8. After asking this myself and searching around i couldn't find any Guide in regards to Safety rules to combine the Records of one Plugin with the other. How is it handled? Rule of One order of overriding? Many use Bashed Patches but for Load Orders where the only thing thats is going to happen is adding stuff that isn't present and re-patching mid-save Bashed Patches are best avoided. Much simpler to create AIO ESPs. So that's the Guide you're looking for. Take for example Bijin NPCs/ Warmaidens etc. They have 2 AIO Plugin versions. You delete the separate plugins and replace them with the Merge. How was that Merge done? Sounds easy with zMerge but with any Merge there could be Errors arising that need to be addressed. What would could be these Errors? What are the safety rules? I don't even know if 2 Mods and the Patches for both of them working correctly are safe to Merge all together as long as its possible to define which Plugins Records are going to take Priority. How's that even done? I'll take a look into Gophers videos again to make sure. Its unlikely we'll get much of Tips here.
  9. Is this really necessary? The way i see it a Modder creates something and shares it. Or decides to practice his skills and thus likes to create stuff he can share. Generally he likes it. There are of course ways he can gain support for his time spent offering support and development. Donations or by hosting a Private Site. Ads. Ads are what make income to anyone who hosts a site. The rest is about volunteer support with donations or other methods. In modding this is technically secondary and its also up to the Creator to actively support a project or not. Its his/ hers choice. There is Creation Club which is another method to get support and there is also Pre-Releases via Patreon although the latter is being exploited too much. (see Skyrim Together Fiasko) In any case, as long as it doesn't become a ''Toxic Competition'' because of ''Who gets the money'' its all good. Everyone needs Support in different forms: -To provide support. For Nexus this means ads and user support. How and when depends on frequency of usage i guess or how much modding is a part of somebody's life. -To Host a mod. A site needs maintenance and it costs money to be active which means user activity is going to keep income steady by many different ways. Thats Nexus Mods. So the income Nexus makes anyway is because of user support and site usage. It doesn't make money out of a mod directly. In the end i don't see why anyone should be concerned of Nexus making income via ads and user support for any hosted mod file that a mod author decided to abandon. Not to mention since its abandoned, shouldn't it become Open Source so Development can continue? Otherwise this only hold development back. Mod Troubleshooting and Support: -This is important and for abandoned mods this is only possible by a mod becoming Open Source or forwarded to a Care Taker. (Nexus does have something like this at least for hosting a mod, but people are butthurt and never do this. I don't know why). In any case somebody that is going to support it and or develop it further. This is also voluntary work. Somebody has to have an enthusiasm for it. That would be people interested to a mod who like to spend their freetime for this. Its not like they will make any money out of it. Unless you allow Donations they wont. -Curators and Mod Collections are also Volunteers for this. They are going to provide all the support and troubleshooting for a Mod Pack if the Creator can't for example and has left. This will make the mods still viable and actively supported. There is going to be motivation for more development even since the mod is kept alive. Creators can also avoid all the Bug section chaos in case they don't want to. Curators will be willing to exchange data with them directly for development if the Creators want to. Curators wont take all Donation if thats the Concern. Creators will recieve the Donations they would anyway and Nexus all support for Hosting both the Mods and the Collections. Its a Win - Win for everyone. User - Mod Supporter - Developer - Curator - Hosting Platform Supporters - Main Hosting Platform. Both Income wise and Evolution of Mods. I believe a huge portion of Authors lately just disagree either because they want the exclusiveness via Patreon for income, so Curators and Nexus Platform is something they would like to exclude of it if they could, or because they feel like ''Its all my glory'' There is different situations where direct and strict control of a mod is necessary from his creator. That includes Assets made from scrath. But also important Programming tools like DynDOLOD. But these are not comparable to lets say a Quest Enhancement or whatever. These can be Open Source indeed. Even Scripting Utilities become Open Source over time and hosted both here and Github. So why this eagerness of people to Delete their creations? So others have to recreate everything from scratch? Why not forward it instead to someone trusted and skilled to continue the project? If not, there is also Nexus Mods Caretaker. Who wins from Deleted Mods? Even the Creation itself becomes forgotten... Since Last Year, i haven't been able to find a viable and reasonable, Reason, for the necessity of Deleting a Mod. Rhetorical Question: Should a Father have his House torn down because he made it, so his Son doesn't inherit it? Just Why?
  10. Easy. DynDOLOD 3 allows you to create Billboards via TexGen yourself for every Texture you have such as Architecture including Plants such as Bushes and Grass. Only thing excluded for now is Mountain - Rock Textures for which you need Mod provided LODs. To create a balanced and optimized quality setup: Install No Grass in Objects. Default settings will extend Grass Distance all the way to where LOD Starts. In the Description there are instructions how to Precache Grass. This is mandatory for Grass LODs. In-Game see the density and decide what density is good enough for Grass LOD. Run TexGen once done and select create Grass Billboards. Decide on Texture Size Settings. These should primarily take Vertical Screen resolution into account. Anything more is just a waste of Resources with no visual difference. Run it and proceed to create LOD with DynDOLOD. Finalize and Done. You can go into NetScriptFramework and find the No Grass in Objects INI and change the setting ''Load Grass from Cache'' to disable it. Till now you have Grass LOD and Extended Grass Distance all the way to where LOD appears. Perfomance Alternative: Same process without generating Grass LOD but use only Extended Grass Distance and no Grass Cache. Cathedral Landscapes has the best Terrain Noise.dds that makes the Distant LOD look like Grass and so it will blend with your Extended Grass Distance. There are other Terrain noise.dds files available. You can even use the one from Cathedral with other Terrain Textures. From Terrain LOD Redone or Perfect Terrain LOD or from xLODGen site. Test and see what looks better. You can generate Terrain LOD with xLODGen and Install any noise.dds texture on top of it to experiment and replace. Another tip for Mountain Terrain texture uglyness. Cathedral Z-Fight Patch will cover these with Rocks. Works with Majestic Mountains and Noble Skyrim. A Future Wish: I hope one day we can use something like Base Object Swapper to control Grass Distribution directly and create concentrations of Vegetation where we like. This would eliminate the need for the performance intensive iMinGrassSize setting density. Instead we could place a chunk of Grasses, more spread out but good looking. Though Landscape might need be tweaked abit to avoid completely open flat places. These Vegetation chunks could be combined with low height field grass and slightly fade between open flat surfaces as well. It will require Meshes (Object) that includes Grass (Textures) designed to do that. Vanilla Skyrim includes them so Base Object Swapper could be capable to control their position. If we combine this with the Cathedral Landscapes method of creating denser/ more widespread Grass with less performance impact all the better. 1 mesh would cover a huge surface this way blend well with the other mesh a few yards away or be more spread out like a stream for example. But there is a lack of community collaboration to produce such results thus they take time or never happen.
  11. This is primarily affected by the Perk and Damage Multipliers by Weapons Enchantments and how Resistant the Enemy is based on traits/ level/ health etc. Its difficult to balance it because it stacks with so many different features Vanilla or added by mods. I don't know of anything that touches the dmg multiplier of Dual Wield directly without touching the perk. In my setup it is balanced. Here is why: In short damage recieved/ damage done are balanced even for Dual Wield power attacks. It will always depend on the Armor type and Resistance type how much damage Dual Wield is going to do. It will require some dodging evading and propper timing to overwhelm an opponent as a dual wielder without him taking the advantage and overwhelm me. It will make me think what Build with what Armor type i am going to deploy what stats to invest to in order to create an effective dual wielder and make me think how to exploit enemy weakness without them exploiting my weakness. But i don't know of a simple nerf.
  12. Greetings. Through time i ended up deciding what will always be a Permanent Part of my Load Order. I've already Merged Mod Files within Mod Organizer 2 and sorted as specific Files for specific functions. An example have the Main Mod + Addons and everything that complements it within the same File Folder. Patches are usually kept separately unless they are patches that ensure compatibility with the Mods included in the same Folder. Some Mod Files are kept as they are so they can be overwritten or tweaked easier but as time passed there are no longer any Mod Files for which i am not sure about. I looked into alternatives and i really found the best options for my Load Orders or Save Games. The only change that can possibly happen is Install something New that isn't covered by my mod foundation. Even then i have also separate Mod Profiles which include only the Minimal Base Game Foundations so thats pretty much covered. So a few ''Riddles'' remain. 1. Merging Plugins: What tool would be the best for this? I have Apothecary for example and its Food Addon, what would be a Recommended way to Merge it? zEdit is not working correctly lately and i use Synthesis instead for some Mods but is zMerge still working? What about SSEedit? Is there a way to create Merges inside? Anybody know of a Guide? 2. Safety: Lets pretend i wish to combine the changes between 3 Mods that don't overwrite each others records. An example: The Choice is Yours - Shut up Night Mother - No to Nocturnal (All 3 fulfill a similar purpose) Would it be safe to Merge the records of all 3 Plugins into 1 and create an AIO Plugin that works? Which tool would be the best for it and how? 3. Records being forwarded: Lets say i have some mods that need a USSEP Patch. Will it work if i merge their USSEP Patch with the Main Mod and Load the end result after USSEP and with higher load order priority? The concern here is that the Main mod that needs a USSEP Patch undoes its changes without a Patch. The Patch overwrites the Main mod to make it compatible with USSEP. But how to ensure that the Patch Records will Overwrite the Main Mod making the Main Mod compatible with USSEP? This is accomplished via Load Order by having a separate patch but i what i want to do is make the records of the patch and the main mod being Merged so the final Plugin is compatible with USSEP directly. So, which Tool should be used and anything above that isn't safe to do? And what about Missing Masters dependancy?
  13. This is strange indeed. Never had this happening before. Check https://www.reddit.com/r/Skyrimguild/ Its where Distar and the Team working on SkySA animations hang out. Someone might be able to help you and it may even be load order related.
  14. There is a succesfull way to make a very optimized setup with ENB and Lights. If you take a look into Relighting Skyrim - ELE - ENB Light Description Pages you will find some data that will lead you to the solution. Its a long process. You have to control light sources directly and Patch your load order. You can control which light sources will benefit of what radius and light strength which ones will use ComplexParticleLights etc. It requires some research and SSEedit work. Personally i only use Relighting Skyrim - Windows Shadows and whatever Firesource - Torch - Candle modification without ComplexParticleLights. But i would say its worth it to use ELE and ENB Light and create the best and most balanced setup for your Load Order. I am just too lazy to do it because its a long process and requires alot of testing/ tweak - rinse and repeat but totally worth it and works.
  15. Check out Retimed Hit Frames its included in Nemesis Engine. Its also the number one thing everyone has to fix to make Combat balanced. Everything including Dodge Mods will end up just being cosmetic without it and Weapon Speed and Reach Fixes or a Combat mod that does include its own weapon speed and reach fix.
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