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jaime74

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Everything posted by jaime74

  1. Sorry for that cross posting. It wasn't really my intention to mix up two different topics. :blush: I've taken a deep breath and can see that my backlinking from there to this RSS thread here wasn't really helpful, and not good style either. I apologize for that and just want to say that I'll be very happy if things will get fixed. Nothing else. I'll rest my case. 8)
  2. I appreciate that there are new ideas and projects evolving, like this one, though at a first glance I was asking myself: Why do we need yet another XYZ mod manager? And to be more precise: Why should I participate now in testing yet another beta feature, if there are still so many "beta-like" leftovers from the recent design switch, which people are awaiting desperately to get fixed? For instance: - there are several RSS bugs that have been reported since weeks, with no reaction (see www.thenexusforums.com/index.php?/topic/430254-rss-feeds-error) - the long discussed change logs are still not working properly. I've reported about this at least 3 times, but still they're not reliable. - mod images are still forced to 4:3 in the search results list, thus old images in 16:10 or 16:9 appear strained These few examples may all appear as "small" issues, but they sum up to a lot of "fun killers" in the end. As stated, I don't want to be a killjoy concerning new ideas like this one. But I'd really appreciate, if at the same time some more energy would be invested in solving the pending problems, which have emerged mainly with the recent new design release. Otherwise, I'd get the impression that TESNexus is firing off more and more unfinished features, with too many unresolved issues left behind. I am starting to feel a bit annoyed by this lately, and it's not the first time now that I am thinking about ending my premium membership.
  3. I can see above that a lot of people have been reporting RSS issues for several weeks, but without any answer. Is this really possible?? So I'll just add mine to the list: In the "Latest News from TESNExus" feed, the article links are corrupt. Feed: http://www.tesnexus.com/news/archive.php Example: The latest item "Nexus Mod Manager in extended closed beta with mod authors" points to http://www.tesnexus.com/news/index.php?id=896. This returns a "File does not exist". This has been that way for weeks, but I didn't want to report it earlier, because there were so many open issues from the design switch that I expected that it would be quickly discovered and sorted out. But now, after clicking such a broken link in my RSS reader for the n-th time, and after discovering the above thread, I am really starting to ask myself what's going on here. All these RSS issues above sum up to quite list, without a reaction. Is there anyone feeling responsible for it?
  4. Yes, your're right, of course. I was already aware of this one, but forgot to mention it. If anyone's interested: More information about this topic can be found in the parallel bethsoft forums thread here.
  5. Hi everybody, I am planning a mod that will contain some modifications to the interiors and maybe exteriours (i.e. the courtyards) of the Arcane University (a few new doors, interior cells and NPCs). Therefore I am trying to get an overview about the more popular mods that are currently doing the same, just to avoid as many conflicts as possible in advance. Until now I know only of the changes applied by Better Cities. Are there others that I should take into consideration? Any "magic mod experts" here that can give me some hints? Thanks!
  6. I should mention that I've now upgraded to 295 (Standalone Version), and for the first time I managed to create a working Bashed Patch with CBash! I've been testing only very little so far, but from a first impression everything looks good. In earlier versions, there was always something wrong with the CBash patch, which was always visible within seconds (googly eyes, missing body meshes, crashes etc.). But this time I couldn't find anything wrong. It seems to me that with WB295, a lot of things have been sorted out well! BTW, with my new CBash patch, the number of used esp slots has been reduced by at least 25%, which is a really good thing!
  7. Does the standalone version support both CBash and "Python Bash", or does it force my to use CBash only? I am not really sure... @Hanker109: Be aware that a good part of the discussion around "Standalone vs. Python" goes about the "CBash vs. PBash" question. In general, WB offers two alternative methods for creating Bashed Patches: 1. Python (I call it "PBash" here): This is the "old" method. It is considered less efficient, but still more reliable 2. CBash (newer): Much more efficient, but still a bit "beta-like". I can speak only for WB up to version 292 (haven't upgraded to 295 yet), and in my case CBash with v292 is still very unreliable! That's why I am still using the PBash. I think I had to explicitely choose the Python version to have PBash support. And as that Python version supports choosing between PBash and CBash, I considered it the better choice. But I am not up to date with the most current WB developments, so I cannot tell for sure... you might want to check the most recent feature list in the current WB thread (if you haven't already done) [EDIT] I have to correct a bit, after having read the latest feature list: - I was wrong: The standalone version does NOT force you to use CBash, so it's probably a good idea to use it instead of the Python version - The feature list still claims the same as for previous versions: "At this stage CBash still has a few bugs, though, and is in BETA."
  8. Hi all, I am looking for help from anybody who has some experience in modifying gravity (which should be possible with OBSE functions at least since OBSE v20, according to my understanding). I am currently working on a mod that should modify gravity/velocity effects while under water. I've been experimenting a lot with the following OBSE functions that - according to the documentation at http://obse.silverlock.org/obse_command_doc.html - look like the right methods for it: SetLocalGravity SetLocalGravityVector SetVelocity SetVerticalVelocity However, it looks like none of these functions seem to be working under water. For instance, if I use SetLocalGravity to change gravity to a value above the default (which is -515), my player character will immediately be drawn straight up into the air, given that he's standing on dry ground (which means that the function is working per se). But once I am swimming or diving, this has no effect at all. Am I doing something wrong, or is this a limitation of OBSE or the game engine, that cannot be worked around in some way? Thanks!!
  9. Hi, this is a quite generic modding/scripting question, in which I could need some help: I am thinking about creating a mod that modifies physical movement in certain situations/environments, e.g. while under water. It should automatically alter speed and gravity factors, depending on certain attributes and skills like strength, athletics, fatigue or the current X/Y/Z position etc. I believe that I already know (roughly) how to do this with vanilla and OBSE script functions for the player character himself, but what if I want this to have the same effect on NPCs and creatures? I have too little understanding of the basic/vanilla game mechanisms/scripts to easily understand how this can be done, e.g.: Which elements of the vanilla scripts would I have to touch and/or overwrite to implement such a generic logic? Do I have to use quest scripts for this (which I suppose to be a quite heavy-weight apporach), or is there some other way? What possible complications would I have to deal with (incompatibilities with other mods, or even breaking the vanilla game)? Any help, even only some generic directions, would be very helpful. Maybe there are modders that have already created similar things? Thanks a lot!!
  10. Thanks to all of you for the hints! In fact, apart from "Alternate Start - Arrive by Boat" mentioned by David Brasher, the other two seem to be exactly those that I had found before and forgotten about again! ;) I am still uncertain about which one to use, because every single one out of the four seems to have its pros and cons. But I am currently inclined to go with one of the "Arrive by Ship/Boat" mods: The great amount of endorsements for "Arrive by Ship" is a strong argument, and if "Arrive by Boat even improves it, this would be even better... though I am wondering why "Arrive by Boat" has never been uploaded here within tesnexus...?
  11. Hi everybody, I'd like to use a mod that gives me the possibility to start the game in an alternative way, with the main quest disabled/postponed until I decide to start it. I already know that there's tungol's TuStartingOptions, which is probably an excellent mod for my purpose. I recall having stumbled across several similar mods, but I can't remember their names. So any more recommendations would be welcome. Thanks to everyone!
  12. Well, I tend to give in to both of you: @wrinklyninja: Yes, you're expressing exactly my intuitive feeling I had about them from their initial request. @ub3rman123: Yes, maybe you're right as well. I should mention that I've received another reply from that guy, in which he's explaining quite politely and soberly once again what they're doing, and I believe now that they are really trying to restore some trust without just "grabbing" or seeking direct competition. For me, this doesn't change much. It's just a matter of taste. I personally don't see the point and the benefit in their doing, so I won't allow them anything concerning my mods. But at the same time, I'd feel quite stupid trying to play the "wise guy" or the "judge". I think: Let them do whatever they want, and let all the modders decide on their own. I wouldn't dare to disrespect anybody who likes to give them their permission. Because the most important point is: I am convinced that tesnexus is such a strong and stable community that such "copycat free-riders" can't do it any harm.
  13. In the meantime, I've received a reply from gmod.com to my refusal. They're trying to explain their concept and policies (which earns some respect, at least) but I don't consider it convincing. I think it can be helpful for others to know about it. Here's what they are stating (reproduced in my own words, according to my understanding): Uploading/updating functions on their site is fairly similar to Nexus, so maintaining a mod on both sites (including regular updates) should be easy They claim gmod.com is completely free "at the moment" and in the future it will probably have "the same model that Nexus uses" (free downloads, but with "some advertisement"). They claim to have permissions for most of the content on their site. The rest is only content that is explicitly free for use. And even then (so they say), they are asking in advance for permission. They don't want to compete with Nexus directly, (quote)"but since our site has similar functionality with Nexus, some form of competition will probably be unavoidable. However we are doing our best to avoid that."(quote end) As an alternative to uploading the files, they offer "the download page to be directed to another site like Nexus". And these are my opinions about these statements, which is also what I sent as reply: That doesn't explain why they don't just LINK the mods with their proper tesnexus url. As long as they only want to upload the files, I assume that they don't have real interest in supporting/crediting/honoring the community from which they took the files. They're neglecting to point out one definite difference: They're just "harvesting" foreign content instead of raising a community that produces attractive content on its own. That's why gmod.com is NOT the same as tesnexus. That may all sound proper and legal, as long as gmod is really doing as they say. But it doesn't convince me of the benefit it should bring in for me: As long as it just replicates other sites' content (see above) in order to attract traffic, sponsored advertising and probably membership fees (that's how I am interpreting it), there is no point for me in supporting it. Based on my thoughts written above, I believe that they actually do plan to compete, or let's put it in better words: to benefit from other people's work and make their own money out of it. In fact, I consider the "open source and sharing mindedness" the "key spirit" of communities like tesnexus. Naturally, this shouldn't contradict sharing content with other sites, too. But there should always be a giving and a taking, a mutual exchange without commercial or marketing related interest. What gmod.com seems to be planning is merely taking. Lots of gaming sites out there are doing exactly that. I can't see how any modder could effectively avoid/prohibit such a thing. But doing that won't gain them any sympathy credits, and it doesn't compensate for my scepticism explained above. These are only my personal beliefs in that case, of course! Every modder should decide for himself how he thinks about such a thing. Furthermore, one should also respect that gmod.com are actually asking for permission in advance, whereas others may be simply doing all of this without the modders' knowing, so one shouldn't be too harsh by judging them for doing this in such a proper way! But on the other hand, if I should detect any similar site out there that has obviously taken my content without my knowing and without a convincing reason or concept behind it, I would also react very hashly and clearly state my opinion about it. Asking alone doesn't prove their concept to be convincing, and it cannot be the only reason for supporting it. Hope this is helpful for others.
  14. Ah... I see, thanks. I had searched the forum for "gmod.com", but obviously missed that one. So it seems that my feeling wasn't completely wrong: Those guys have just started another try to get this through. I'll keep to my decision, then, and won't permit them to use my mod!
  15. Hi everybody, I've received a PM with a request from http://gmod.com to grant permission for uploading my mod to their site. I didn't known that site so far, and am quite unsure about how to deal with this, so I'd like to ask what others think about it. Generally speaking, there's probably nothing "foul" about other sites asking whether they are allowed to publish a mod that was originally published on tesnexus. There are so many alternative TES sites out there that it would be ridiculous to ignore them. In my case, however, I have NOT given my permission, and that's for the following reasons: any updates to my mod would need to be published on the external site as well, which would involve much more efforts and communication, without a noteworthy gain (I like to keep things clear and transparent in one well-known place). from my point of view, the mod is already sufficiently presented and made accessible to players inside the TES community. I have no intention to "wide-spread" it any further. That's just a persoal decision, of course. I believe that an upload of the file itself to external sites is not a good idea, because a mere link to tesnexus would do it all the same, but in a much better way. In addition, before being able to grant my permission for such an upload, I'd like to get more information about gmod.com: What is the concept behind that project? Is it commercial? What are the terms of handling copyright and intellectual property concerning other people's content that is published there? Is gmod.com intending to compete with tesnexus in any way? I suppose that projects like gmod.com are trying to gain money by publishing 3-rd parties' content on a site that is sponsored by advertising. Although - very strictly speaking - tesnexus is doing the same (advertising, earning money with premium membership etc.) - it is still different, because the user content on tesnexus (i.e. the mods) is created inside the community, so I consider it the original "creation" of tesnexus somehow (and, in the first place, of the modders themselves, of course). gmod, vice versa, is just trying to "harvest" that content instead of creating something on their own. Furthermore, the fact that they want to UPLOAD the files instead of just LINKING them indicates that they have no interest in supporting (or at least crediting/honoring) the original community (tesnexus), from which the files derive, which in turn indicates that they are really trying to "compete" somehow. There's nothing illegal about that, it's just a matter of taste and believes. In my opinion, it brings no real gain for modders, except for those who really like to advertise their mods in the wide open. But I for my part don't like the idea of supporting such an obviously commercially oriented project that wants to make money from harvested ideas that are not their own. Maybe I am wrong in my opinion about that, or at least a bit "too harsh"? I'd really love to learn about others' opinions about this.
  16. YES, you're right! Now it works! :dance: Thanks a lot, Dark0ne!
  17. Thanks for your answer, Dark0ne! I am not sure whether I understand it correctly, though: By "fixed the issue", do you mean that using mixed letters and numbers should work now, or should it not. If the latter is true, I can simply change my version number from "2.6a" to "2.6.1", that's not a problem. But I'd like to be sure before doing so, because changing version numbers in the middle of everything will cause some confusion for the users of my mod. Furthermore, given that mixed letters and numbers are not supported, I think that it could be helpful to have a comment about it in the change log editing form. Anyway, I am very glad that you're having a look into this! :thumbsup:
  18. (post deleted, because it was an accidental double-post)
  19. Ok, thanks! So this means: There are some people for whom it works, and some (like me or Riven1978 and maybe also SomeWelshGuy) for whom it doesn't. So what else can I do? How to proceed with this? Apart from trying different browsers and making sure that there's no popup blocker (as described earlier), I have no more idea, being left alone with this problem :( So (given that nobody of the "makers" will pick up this issue and take care of it), I'll probably have to give up once more. This was my second attempt now to use this change log, so I'll finally leave it be and switch back to the good old readme.
  20. Just for clarification, to avoid confusion, and to avoid going off-topic: In my case, I did not re-upload an existing file with the same version number, but a completely new file! So I think that the change log issue is not simply related to the situation SomeWelshGuy described (though I agree with him that it might be the same bug, and I also agree with LHammonds that re-uploading is not a good practice! ;)) It just wanted to point to the fact that the change log issue should be solved somehow to raise acceptance of the change log feature :whistling: P.S.: @pintocat: I am still looking forward to your confirmation - can you reproduce the error using the links I posted below?
  21. Yes, I did: I cleared the cache, and I directly reloaded the css stylesheet from the link. But it doesn't change anything. BTW, pintocat, have you tried to reproduce it here and here? What happens if you click these links? Are they working? These are the contents of the css, as displayed by my browser:
  22. Just an addendum: The behaviour I have described above (which I consider a bug, though it still needs confirmation from the creators) can be reproduced - with Firefox 5.0 - with IE 8 - without using any popup blockers - not only for my mod, but also for others. Just one example: Immersive Interiors I really wonder why noone else has noticed that... or am I just blind?
  23. Alright, thanks again for checking this, Riven! This is exactly what I am experiencing. BTW, I detected the same behaviour with some other mods: Always the latest version seems to be affected. Hence, shouldn't this be noted as a bug?
  24. So I understand that you can see the popup for 2.6a at least? Because in my case it is missing completely.
  25. Thanks, Riven! ;) But I mean clicking in the change log links related to the files, i.e. under the "Files" section: When I try to open the log linked to files from version 2.6a, nothing happens, whereas it works fine for 2.6 and 2.2.1. Clicking on the general "View change log" link in the teaser column on the right (what ylu did) is not the problem (this works for me as expected).
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