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kojak747

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  1. Whoever said this, is spreading misinformation. I had confirmed with a Wabbajack modpack author that can you use it without paying anything to anyone. Plus Wabbajack works fine with ModDB which by the way doesn't make it harder for users to download even huge files. Really a mod author does a great service to their users by switching to a user-friendly mod hosting service. Premium service isn't required, no, but as with Collections, Wabbajack users with premium accounts get to streamline things with one-click installs. So there IS a benefit for those people. Unfortunately for those of us providing the content for them to exploit, there's no benefit for us. IMO, Its actually worse than that - some MA's at Nexus are now quite reluctant to share assets etc and are closing their permissions. This unintended fallout from the Nexus debacle is kinda concerning me and if it continues like this you are going to see an increasing number of MA's leave the scene. Asset sharing leads to new mods and without new assets this community isn't moving forward, IMO
  2. Love me a 2d scroller so I do - look forward to this!
  3. Same issue - gave up and purchased it through the DP system.
  4. It does look cleaner and the reorganisation makes sense. Thanks for keeping the colour schemes btw, appreciate it.
  5. I was around for the entirety of this mod's development and can attest to the huge amount of man hrs that went into iEquip. The fact it does so many things, and works so well is testament to all the authors who contributed professional and consistent work throughout. Great job guys, you thoroughly deserve every compliment.
  6. This all sounds very promising, looks like an immense amount of work, great job! I will definitely check this out, and if its as moddable as it sounds, great stuff, I'll be there! However, I'm a tad concerned about the mod submission/curation team thing. You said "Curation submission - This section covers assets that are submitted to our team to be provided as a new asset within the game. If a modder wishes to add an entirely new legendary sword within the game that other players can find and use or a completely new asset in general that is not a "replacer" of an existing asset, they would submit the asset through the SFS Modders Toolkit for review by our Curation Team. If the asset is approved..." I'm not sure how this will go down. Surely the community who mod for you should decide whether it's good enough? I know it's your game, and you get to decide what goes in it, but there should be a way for aspiring modders whose content isn't up to scratch to still be recognised and get assistance, to get it to where it needs to be. This is why the Nexus works so well. I can post a mod which is sort of finished in the knowledge the community will rally round and fix it. I realise users will be able to post their WIP stuff on the dedicated Nexus mod page, but we will all be trying to get the golden egg. I think if you clarified what constitutes an acceptable submission for inclusion, that might alleviate things. Or maybe I've picked all that up wrong and you in fact meant something else?
  7. Reddit user Msp26 over at https://old.reddit.com/r/skyrimmods/comments/bklpif/npcs_sleep_under_blankets_proof_of_concept/ has come up with a proof of concept mod that allows NPC's to sleep under blankets. I'm helping the author out trying to trace down more blanket meshes. If any of you can point me in the right direction that would be much appreciated. Thanks in advance https://gfycat.com/vastunfortunateeland
  8. "Branch Flexibility" controls the overall branches moving in the wind effect and 6 is a good value to try for a breezy day outdoors effect. "leaf amplitude" and "frequency" should be around 1 for both. "Unknown" remains a mystery. Alternatively you could make (copy/paste) new meshes and switch off the animation in Nifskope.
  9. Hi, One of my most used features is searching for keywords in the mods forum thread pages. Is there any way to make this more accessible? Presently it takes a few clicks to get there, and it would be more time productive to have that function more accessible. What I would like is to be able to start using that search forum thread box, on the main mod page, without having to go in to the actual forum thread itself. You type in your query and then, whilst still on the main mod page, all of the results would appear in a new floating box or something, and you can scroll down through them until you see what you want, and clicking on it takes you to the actual result in the forum thread. So...presently you need to click "this" to get to "this". Instead can we put "this" on the main mod page somewhere and view the results on the same mod page via a scrollable results box where you can click on the target result, which then takes you to that result on the mod forum thread page. Thanks in advance Regards Bill
  10. Interesting. Here's a pastebin link to the MCM script > https://pastebin.com/dMkAAuvz I'm keeping an open mind at the moment and trying to get all the ideas on the table. Other ideas that have been pitched (in another thread) include "add a script containing OnCellAttach() / OnCellDetach() to the models(s) to enable / disable the respective models." however Yausd pointed out that may not work because "one problem with that is that such a persistent reference attaches to the "SkyCell" that is always loaded. So the attach event fires when the player enter the world space" Yausd also suggested "A distance check every few seconds between the ship and the player". to which DavidJCobb noted "If you're going to poll for distance, you may as well use an ability spell on the player (added via a quest alias) whose spell-side conditions check GetDistance"
  11. I've managed to get working LOD for the flying version of Dev Aveza airship. I saw the topic come up in this thread. The ship has full LOD and still functions correctly in flight. This method works by exploiting the different versions of the same model available to the player, original, and dark. How the method works is to apply the 'IsFullLOD' flag to one of the ship references, whilst leaving the other model as is. Applying the IsFullLOD Flag renders the ship model "un-sailable". But, (light bulb moment) you can switch to the other ship model, which doesn't have the flag set and voila, back to a fully functioning ship. By swapping between the two models, you can fly, disembark, leave the cell, view the airship LOD, return to your ship and fly away. However, this all has to be done manually via the MCM currently and that's where I need help in coming up with a more elegant solution to make an efficient method of swapping between the two ship models. So how can this be done? I don't want to touch any of the existing Dev Aveza scripts or nifs, at all. It's already fragile enough. It needs to be something light and efficient. Perhaps some kind of script or variant of something like this ? If the player is near (in the same cell e.g) as the airship, then enable the flyable model, else if the player is not in the same cell as the ship, then apply the LOD model. Notes: * Despite the models having different appearances, a simple texture replacer on install will do the job of making both models look identical. You can have one or the other. * I don't think it's possible to bring the armed version into this as it has separate nifs, plus I never used it anyway so ignore that for now. * Doesn't work on an existing game with Dev Aveza. Doesn't require DynDOLOD. * Currently, you don't see the LOD on the first visit as the author set the dark variant as the default. You can see the LOD after your first flight by switching the model in the MCM. PICS Airship LOD 1 Airship LOD 2 Airship dark without LOD that CAN fly (NIF) Airship dark without LOD that CAN fly (Tes5Edit) Airship original with LOD that CANNOT fly (NIF) Airship original with LOD that CANNOT fly (Tes5Edit) Link to download > (the actual version I use is older, but more responsive and stable if you reduce forward flight speed to 14k) > ht tps://mega.nz/#!QhcF3AyQ!6cqCPniEUlCQmAs7wysQJ-rbQ-4FJHoR6GHOu4w3Sww
  12. Thanks for ya reply man! It just that the game suddenly coughed up on me with the "unknown location" s***. I did not do anything to the saves. It must have been a bug either in the system or the mods. Do any of you use SkyrimSouls. I do, and had this problem, and removed it and it's gone. Look > https://old.reddit.com/r/skyrimmods/comments/7l6t50/42949_unknown_location_save_error/
  13. In response to post #61982862. i prefer 2fa email tbh
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