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Ruhadre

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Everything posted by Ruhadre

  1. In response to post #55959946. #55962041, #56036661 are all replies on the same post. @ Ethreon Stop being a troll. Anything is up for discussion. Nothing is ever written in stone. You don't own Nexus so stop speaking for them like you are somebody. You are just ticking off the community.
  2. In response to post #56003801. #56015706, #56020516, #56037426 are all replies on the same post. After I left this post, others were kind enough to dig up the mystery post from 40 pages back and bring it up here. Which wouldn't be an issue if that information was included in the original post to the community. You are right, there was definitely some confusion! I came back here and thought my posts got deleted at first. I looked around and discovered that they were being shifted around. I didn't attempt to "shame" anyone for this like you did though... " Do you not read anything before you post? Somebody clue this guy in, i'm to tired. Better yet, nobody tell him anything. " What part of that is NOT being a troll? Not to be cliche, but... Why can't be all just get along and discuss this like adults?
  3. In response to post #56026076. That, did not inspire anyone with confidence about what it happening. Even less so. If it's a matter of money, how much does Dark0ne want to forget this current new design idea and return to the old site? My brother is a project manager over a team of web designers, and he believes the "professional" you used for the new design has taken you all for a ride. I'd be totally willing to invest in the nexus if the old site were to remain. I was going to before I heard about all this new design nonsense. I will not invest in it if it's going to be turned into some amateur science project. Give us this option at least! Do the math and see how much it will take for you to forget about the new design, and see if the community is willing to pay it. Money talks right? There is absolutely nothing to lose by seeing if the community is willing to do this.
  4. In response to post #56012786. Thank you for being respectful and informative in your reply. There seems to be a lot of trolls under this bridge lately, lol. Ok, 18% mobile traffic. What is that traffic doing exactly? Looking at pictures, and leaving posts. NOT downloading mods, or uploading images. Rather than alter the entire site for less than 1/5 the traffic that can't even use most of the site's functions (Spock would have a seizure trying to comprehend the logic), it is WAY cheaper to have just improved the messenger and maybe the image section. That's all. The community wasn't listened to at all. We keep saying, "No new site", and just get ignored. Many of them are taking this topic to reddit to discuss it, because they just feel ignored here. We aren't going to hunt through 40 pages of trolling for some mystery post that probably should of just been stated clearly in the original announcement to begin with. That's just playing coy imo. Is it the community's fault that tons of money got dumped into this failure against our wishes? No. Our opinions are just being shrugged off, and we didn't come to this community for that. And now you have wanna-be fan boys trolling this thread just ticking people off even more. My my my....what an interesting mess this has become. One last thing, mobile traffic is almost always done over wireless. A form of internet that will never beat a wired connection. People have it in their heads that smartphones are real computers when they simply aren't. They are good for calls, texts, checking email...surfing the web, not so much. Better to use a tablet in that situation.
  5. In response to post #56003801. #56015706 is also a reply to the same post. I do, but apparently you don't. A slew of messages got moved in here, including a few of my own. No one is downloading mods, or uploading screens with their phones. It's a bad premise from the start. If anything, they could have made Nexus messenger into a mobile app and that WOULD have been useful. You are just trolling a comment considered "old" because a bunch of messages after this were moved. Respectfully, I don't need someone who's rude, and not even a modder to be telling me anything thank you.
  6. In response to post #56010081. Where is the common sense in mobile compatibility?! I wasn't aware that Skyrim was available for cell phones, and that you could install mods for it too! Sounds awesome! ;P I'll get a GTX 1070 installed on my Lumia 950 right away! The people who download and install mods on the nexus are primarily PC users. I wasn't aware that you had nexus mod manager available for android, ios, or windows 10 mobile. You can't use a cell phone to take screen shots in-game very well...so screen archers also use PCs! The ONLY time that I can think of for ever needing to use the nexus on my phone is if I wanted to leave a post about something, or reply to a message. It would have been smarter to make nexus messenger into a phone app, not the entire site. The entire premise of desktop and mobile compatibility is not a logical one when it comes to practical usage of the site to begin with. So pardon me, if I still feel like I'm not getting a decent answer here out of all those walls of semi-polite excuses. Resources are being wasted on making the community mad, when it could be applied elsewhere in ways that make much more sense!
  7. In response to post #55996416. #56001046 is also a reply to the same post. I mean, it's Dark0ne's site, and if he wants to shoot his own site in the foot, then that's his business. Been using this site without complaint for years until this entire "new design" came up. I'm doing my best to be polite by even referring to it as a "new design". It's completely unusable by most. I agree with CrossShot4. Have both, or else you'll alienate a lot of users and modders. Being rude and pushy to people isn't helping your cause either. Don't act like Comcast when you hardly have a monopoly ;P The site is ALREADY set up for both currently. It's fine the way it is now! Leaving you all free to do whatever you want with the new version side, while people can continue to enjoy the nexus experience they've enjoyed for years. Clearly, your intentions aren't geared toward the community, but more toward some weird form of pride in this new layout. Don't get me wrong, I love the Nexus. I go out of my way to make mods to help others, and I do my best to help others with problems, and I never asked once for a donation from others. But to force me to use a layout I hate, when they could give me the option to keep using the old site is just a slap in the face. Why should I go out of my way to make mods to make others happy when I'm just going to host them on a website that no longer shares my same interest in the community? Defeats the purpose. Also, I didn't see Dark0ne say anything specific in the original post about the destruction of the old site. He is allowed to change his mind. So I guess I should ask, are you speaking for him?
  8. All I hear about the new design is how buggy it is. Nothings been improved. Personally, I don't really care, as I exclusively only use the old links. Every time I land on the new design by accident...I just cringe. So I'm ok with the new design as long as it doesn't slow down performance on the old site links. I do hope there isn't a plan to eventually get rid of the old site links. I will have nothing to do with the nexus if I am forced to use the new design. Oh, you can also get rid of the annoying bar at the top trying to get me to use the new layout. It's just in my way, and being ignored.
  9. In response to post #55747751. #55747886, #55748161 are all replies on the same post. Even with those limits, people spam sets with the intention of pushing other sets out of view. Who really uses a filter to look at images? I rarely have. I like to see what's new.
  10. Ya know what really grinds my gears? The fact you guys are going through with this update to the site and IGNORING major things that would not only drastically improve site performance, but improve the quality of usage for the screenarcher community. What I speak of are limits that need to be established on posted image sets. Currently, screenarchers are capable of uploading TONS of back to back sets, effectively pushing the sets of less prolific posters out of the spotlight to be seen by others. Naturally, this has to have a huge drag on the site. It is my belief, as well as many others, that a time limit, and a daily number limit on uploaded sets would turn all of that around. For instance, only allow a set to be uploaded per user every 15 minutes. Allow for a maximum of like 10 sets a day. Just establishing those limits would also encourage screenarchers to produce quality over quantity, and many other screenarchers would get more exposure for their sets. I respectfully ask that you please consider these limits, if improving site performance is really the goal and not just a "new look".
  11. I'm really unsure as to why this update is needed. If the logic is to make it speedier for users, then it's flawed. This site runs almost instantly for me on a machine from 2011, and I run my ethernet through usb because lightning fried my ethernet port, LOL. If people are complaining about this site being slow, then they are on wireless, have a slow internet package, or have other issues with their machine or network. I agree with everyone else when they say that the new design just looks like a smartphone app gone wrong, no offense. Just because Microsoft tried to turn every desktop out there into a smartphone with Windows 10 doesn't mean that every website out there has to as well.
  12. Hello all, the mod I'm working on is this currently: Keeper Carcette Survives http://www.nexusmods.com/skyrim/mods/83350/ http://www.nexusmods.com/skyrimspecialedition/mods/9476/ I'd like my new Carcette, as well as 3 others, to spawn at the End of the Awakening Quest in the Dawnguard Questline. DLC1VQ01 stage 200 I'm trying to accomplish this by having the npc's starting initially disabled. As per steve40's advice, I'd like to add a little fragment at that quest stage that enables the npcs. I just have to add the NPC ref to the fragment as a property. steve40 was kind enough to give me enough information to get started, but unfortunately for me, I seem to be VERY dense when it comes to scripting/quests. I have read and re-read all the Creation Kit tutorials on this, but it wasn't a clear enough answer for me. I'm actually pretty good with the Creation Kit, but this element of it totally escapes me. Rather than continue to bug my friend about it, I figured I'd approach the community for help on this one. I REALLY want to learn how to do this! I feel like I'm just a few steps away from getting this to work. Any help on this would greatly be appreciated! I'd need a very specific step-by-step explanation that even a novice can understand. Seriously, the instructions must be fed to me like baby food, LMAO! If no one is up to the task of explaining this to me, then I am open to inviting another modder on-board the project if they are interested in sorting that part out. Thank you everyone for your support thus far!
  13. Hello all, I have been developing a mod for sometime now, and I'm making this announcement due to the fact that I'll be releasing it within a week. This is the only spoiler I'll give in regards to it: I apologize if you think the spoiler wasn't much of a spoiler, but that is intentional on my part. Alot of lore lovers will wonder why this wasn't created years ago. This mod will incorporate skills and tricks I've never deployed before in any of my mods. From the start, I've been working on a must-have to the load order. Alot of my mods tends to be a continuation of another's work, but this will be 100% all me from the start. Keep an eye out, I'm sure you won't miss it ;)
  14. In response to post #39665590. #39665740, #39665835, #39665905, #39673125, #39673695, #39679360, #39680290, #39680800 are all replies on the same post. If you have to keep track of time to be aware of how much you are screwing up, then you probably shouldn't be releasing mods yet -_- Speaking as a modder, I get mad at myself if I mess up AT ALL. Much less keep track of how much of my own time I'm wasting >_>
  15. Awesome, I didn't expect to get this lucky this quickly. I didn't even know about the Seaside Seagulls mod :) After going over all that, I'm thinking I could get started on my mod using the Ravens and Vultures from Mr. Siika and Tamira. Exactly what I was looking for! :) There's also no need for me to mess with Seagulls because that's already done. I looked at the Owl static mesh. I could re-do the texture to make the owl eyes appear alittle better, however, I don't think it has any animations unless I'm mistaken. I don't think skyrim has any vanilla animations that would suit it either. Now, if I could find an owl mesh that's similar to the Ravens, Vultures, and Hawks...that would be awesome. Unless someone knows something about animating, and can give the static owl an idle that makes him look around ;) I would actually prefer an animated static owl to a flying one, as I could place them sorta hiding in trees for people to come across. Shouldn't be too hard to give it a unique sound upon catching, like in Ducks and Swans. Here's another question, is it possible to make creatures time-dependent? Alot of birds aren't very active at night, while birds like owls are only really active at night. Or would that kind of feature require a script like Lanterns of Skyrim that make it's lanterns time-dependent? Thank you for getting me pointed in the right direction to get started :)
  16. Hello all, I have recently decided to take on a rather ambitious project. My plan is to make a script-less bird mod, similar to the Birds of Skyrim mod. http://www.nexusmods.com/skyrim/mods/17723 Birds of Skyrim covers birds that like to hang around on the ground very well. However, it doesn't add birds that actually fly. Alternatives for this include BirdsAndFlocks, and SkyBirds. http://www.nexusmods.com/skyrim/mods/25280/ http://www.nexusmods.com/skyrim/mods/23771/ Problem with both of those is that their scripts end screwing up your game. Not to mention, are very resource heavy when they aren't messing things up. My solution to this is to create a mod that adds flying birds to skyrim, but that will play well next to the 400 other mods I've crammed together thanks to TES5Edit, heh. I wanted to ask the community if anyone wanted to create any owl and/or vulture meshes/textures. Or knew where I could locate some. My plan is to add them to skyrim in a similar way that vanilla skyrim adds hawks. No new animations, just need a mesh/texture replacer. I figure I can use CK's scaling to make a bird like a vulture, slightly larger than a hawk. I think it could all work out quite easily and nicely. Converting shouldn't be too crazy, if you used the hawk mesh as a base...I don't see it being out of the question to make it look like an owl or vulture. On my end, I would just have to add the birds to the game. I feel it would be an added level of immersion that skyrim hasn't had yet. Owls flying over the forest canopy at night....vultures circling over areas with alot of (vanilla-added) dead bodies for the dragonborn to discover... I would welcome any input anyone has on this matter. I'm a good retexturer with GIMP. All I'd need is one set of textures for each bird species mesh, and I can make more varieties. I would also add alchemical ingredients to correspond to the new birds, just like vanilla hawks do. I think this would be an awesome mod, and I am more than willing to pour alot of time into this if someone could help me with getting basic assets together. Thank you for hearing me out.
  17. Hello all, I have Bodyslide installed, and I have flat out struggled to figure this out for months. What's worse is that I can't seem to find a tutorial (written or video) that makes sense to me. I am just trying to convert cbbe meshes to 7B Cleavage. Can someone give me a clear step by step on this please? (That only applies to this situation). The tutorials given on the bodyslide mod page just aren't clear enough for me :/ Any help with this would be greatly appreciated! Thank you.
  18. Hello all, I was wondering if someone out there would be interested in converting the unpb-bbp cleavage mesh that is used in my mod, to 7B Cleavage. My mod: http://www.nexusmods.com/skyrim/mods/61658/ The mesh itself was originally created by xp32. I would like to have this mesh converted to 7B Cleavage BBP so I can offer a 4th body type in an up-coming new version for my mod. I'm better with CK and textures, and have no talent with conversions >_< So any help in this would greatly be appreciated. UNPBO and/or 7BO conversions would also be welcomed. On a side note, if anyone wanted to come up with TBBP versions of the meshes used in my mod, that'd be pretty wicked cool too, heh.
  19. Is there a unpb-bbp conversion for the amk Border Lace mod? http://www.nexusmods.com/skyrim/mods/14431/? - Original Mod There is a version of this in the unpb redux mod, and is tied to the body itself, but as far as I can tell, is a unpb-bbp conversion with normal or cleavage versions. What I am looking for is a unpb-bbp standalone clothing mod for this with normal and cleavage versions, or I'd just be happy with the cleavage version. For comparison, amk's original version is unp "normal" version. In unpb redux, they seem to have converted it, but it's just tied to the body itself...so would it really be that hard to open up the body mesh and separate it from the body and made into clothing? http://www.nexusmods.com/skyrim/mods/37900/? - UNPB Redux Edit - I have looked all over with no success. Considering how good amesake's lingerie is, it suprises me this hasn't already been converted or expanded upon. It's very classy looking yet sexy. Any thoughts on this? I might just try my hand at seeing if I can do this myself, so if anyone has any helpful tips, that would be appreciated as well ^_^ Thank you for reading my request.
  20. I've recently been toying with this idea as well. I added the bats ability to an npc vampire follower I downloaded, and just had to remove the "is vampire lord" part to make it work. By applying the cloak as an ability instead of a spell, you don't have to worry about the npc casting it or not. As long as you have the "is in combat" part, then the cloak will automatically activate when combat starts. So, I started thinking to myself, wouldn't it be neat if I could apply this to a non-vampire npc, and use stendarr's aura instead. I also only wanted it to activate when fighting undead. Problem: creation kit only has stendarr's aura in it as a spell. Bats was easy because it's an existing vampire lord ability in dawnguard. Bottomline, the ck won't let me create a constant effect stendarr's aura. So I'm thinking I'll have to create some kind of custom ability to be able to use it. I haven't gotten that far yet at the time of writing this. However, I was wondering how I would specifically add the line so any kind of undead would trigger the cloak? Wouldn't "Is Undead" prevent a "living" npc from casting it? Same thing with using actor type. After reading everything above, Aiden seemed to be just trying to make sure only undead were damaged by his custom flame cloak. I'm looking for a condition that I can use with "is in combat" so basically only hostile undead trigger the cloak. Any ideas? EDIT - I forgot to add, I'm only able to apply these cloaks to npc's with custom races, as I apply this through their race. But is it also possible to apply it from a npc's spell-list?
  21. Hello everyone, After reading a lot of posts on my favorite mods, I've decided to do this write-up. This doesn't teach how to mod, but how to use mods correctly so they work for you. It's taken hours of reading and playing with programs to make my heavily modded skyrim stable, so I'm attempted to break that learning curve for others here. The MOST important thing to know about mods - "90% of the Skyrim problems can be solved through reading, 90% of the Skyrim problems are caused by not reading!" --Groovtama The SECOND most important thing to know is - Google and Youtube are your best friends. Doing research, and watching videos on the mods you use will yield good advice most times. MOD INSTALLATION First off, if you are reading this, I assume you have Nexus Mod Manager (NMM). I can't say enough good things about this manager. I use it to install and uninstall all my mods that aren't downloaded from the steam workshop. Mods downloaded from nexus install ultra easy. Mods downloaded from non-nexus websites are also super easy to install. Just make sure your file is in zip format and open NMM, in the upper left hand corner, select "add mod from file" and select it. To update your mods, click "Check for new mod versions." This doesn't automatically update anything. It will just show you if a newer version number is available. Updating will require you to visit the mod's nexus page to download the new file(s). Be careful with updating mods though. Make sure to read all the information the modder provides on the mod to make sure you don't go screwing up your saves. NMM will not keep track of version numbers of non-nexus mods, fyi. Updating those will require to check the site you got the mod from yourself. I recommend adding those sites as favorites to your browser. I do not recommend manually installing mods unless you really know what you are doing. If you can download a mod from nexus instead of steam workshop, then do it. Steam's workshop has made updates a pain. Uninstalling a mod from the workshop means you have to unsubscribe them. I have found that unsubscribed mods still leave files behind, so overall, avoid mods from the workshop if it can be helped. I'm not saying to avoid the workshop totally, as I do personally use quite a few mods from there. MOD LOAD ORDER I recommend LOOT to figure out the load order for the most part. BOSS is the ancestor to LOOT. BOSS will only recognize and order like 2/3 of your mods. LOOT will do them all. Google it and download it. Once you have it, run it and select "Sort Plugins". Once it completes, go to the details page. Scroll down and look through everything, as it'll alert you to dirty mods, or other useful information. NOTE - Just because LOOT reported it as dirty and needing cleaning, doesn't mean it needs it. Read the information on the mod from the mod page. Often times, the modder will explain why LOOT says it's dirty, and it's usually because a chunk of boring skyrim got deleted so the mod could replace it with a castle or something, heh. CLEANING FILES AND USING TES5EDIT TES5EDIT is another essential program. I personally have only used it to clean my master files, as shown here www.youtube.com/watch?v=fw3g_N1jcZQ I haven't ran into many mods that needed any cleaning, and I suspect that is due to modders cleaning their files before uploading, or just not requiring it to begin with. You can also create patches between mods quickly and painlessly. There are videos on youtube for that as well. TES5EDIT is also a good way to make sure your heavily modded skyrim can even run. Open it, select every mod you use, and see if it loads. If it doesn't load, it'll report the error and point you to the offending mod causing the trouble. If it does load, apply your filter for cleaning, and just look over all the conflicts. Whats awesome about TES5EDIT is that you can also easily edit multiple mods at a time without using the creation kit. I recommend only editing mods if you REALLY know what you are doing. WRYE BASH The first thing I asked myself before downloading this was, "Why do I need this?" To be honest, I've only skimmed the surface of this program's usefulness. First, use this to create a bashed patch. It basically creates a compatibility patch-mod for all your installed mods. It'll correct all sorts of item lists that get constantly tweaked with by lots of mods. This will bring about a lot of internal stability compared to those that don't have this. Wrye bash will also take in a couple mods and incorporate it into the bashed patch. Meaning, it'll free up a couple mod spaces and still use all your mods. A great way to squeeze in a few more mods if you've hit the 255 limit. Wrye Bash also allows you to manually check and uncheck mods off your load order instead of doing it through steam, and you can also view a mod's master dependencies easily. Sometimes the reason why a mod isn't working is due to you missing the required master file. You can also use wrye bash to create esm's from esp's. I recommend "copy to esm" and then deleting the original esp over using "esmify self". You only have to worry about this if you are involved in making your own mods and have a need to do so. Even more can be done with it than what I've described. As stated before, this one is still new to me, but considered a must. TEXTURE OPTIMIZATION/COMPRESSION I was skeptical about doing this at first, but I find it's an absolute must! I run HD everything in skyrim, and even though my machine can handle it, in extreme circumstances, I'll experience issues. Rather than turn my graphics options down, I came across this option. Use the Ordenador program from www.nexusmods.com/skyrim/mods/12801/ I personally run the program on medium setting, and I select "resize patterns" - (16x16). You'll be amazed at how much this program does to spare your video card's vram. It'll take awhile to run if it has a lot of files to do. DO NOT LET IT MESS WITH YOUR BSA's!!! You should only have to mess with options on the first tab presented as explained above. How to get "Improved HD": a lot of mods that have 2K diffuse textures, often times have only 1K normal maps. a lot of mods that use 4K diffuse textures, will have 2K normal maps. I have found that an improved normal map will drastically improve the quality of what you see in-game. However, a lot of machines can't handle 4K textures very well. The solution to this is simple. I download everything in 4K with the highest quality normals available. I will then run Ordenador on medium, resize patterns 16x16, and resize down if > than 2048. You will end up with a 2K skyrim that's been optimized, and has 2K normals. You will save TONS of VRAM, increase performance and FPS drastically, and it will fool you into thinking it's not 4K. I personally have taken this a step further. I will unpack the textures from any BSA's in my load order, and put them in a seperate folder. I turn that seperate folder into an installable file for NMM. I then run Ordenador on the new file. Once optimized, I'll zip the file, and install with NMM. It shouldn't have to over-write anything. Your mods will use the textures you just installed instead of whats in the BSA's. Now the mods that used those BSA's will have optimized textures. This can be very tricky to do, and only someone very experienced should attempt this. FORE'S NEW IDLES IN SKYRIM If a mod you downloaded says it requires FNIS, then download it. From my understanding, a lot of animation related mods depend on FNIS. What's important about this program is that you MUST run it after you've installed OR uninstalled any mods that require it. I can't stress this enough! After you run it, I also do a consistency check just to make sure there's nothing else to worry about. "THE PROTOCOL" This is my personal checklist of things to do before starting to play my modded skyrim... After I've installed a bunch of mods for skyrim, I'll use NMM and my favs in my browser to make sure all my mods are up to do date and installed. Take notes on mods that have a specific load order to other mods. I'll then use LOOT to set my load order. I'll make corrections to the load order based off my notes from earlier. So far, LOOT's load ordering has proved great to me. After that, I use FNIS to update my animations. And then Ordenador to make sure all textures are optimized and compressed. I'll use Wrye Bash next to rebuild my bashed patch (I recommend doing this is you've installed or uninstalled ANY mods since you last made your patch). After all these steps, I'll load up everything in TES5EDIT to make sure it loads and can check for bold and/or underlined mods. If there are no issues, then I consider it safe to start playing Skyrim. OTHER NOTES As a general rule of thumb, I do not download a mod and expect it to work with my save game. You are asking for problems by just adding mods to your game in progress. To avoid the issues so many others have, I heavily mod my skyrim, then do a play-through. I will not alter my mods in any way if I plan on continuing on from a save. If I'm not satisfied with my mods, I then uninstall the ones I no longer want, replace them with some new ones, then start a new game after following my "protocol". After years of playing morrowind, oblivion, and skyrim, I have never experienced a corrupt save in my life, so I must be doing something right. WHY TAKE THIS ADVICE? I'm running almost 500 mods on my skyrim (via merging), all HD, with lots of scripts and animations, on a 3 year old computer, and it all runs pretty stable. I also do not experience the majority of the issues my fellow nexus members seem to commonly have with mods. So, feel free to use this advice to your advantage, and I hope I saved you an hour or two trying to figure out how to make your skyrim playing experience more enjoyable. DID I MISS SOMETHING? Probably. I'm not a hot-shot modder, just a guy who has a lot of experience using skyrim mods. If I did miss something, then please feel free to add to this. I know I could personally use some more tutorials on how to use Wryre Bash to it's max. For more good in-detail skyrim advice, I recommend looking up STEP for Skyrim. They have tons of great guides on tweaking specific files. http://wiki.step-project.com/Main_Page RECOMMENDED MODS FOR STABILITY: Unofficial Skyrim Legendary Edition Patch http://www.nexusmods.com/skyrim/mods/71214/ Skyrim Project Optimization http://www.nexusmods.com/skyrim/mods/32505/ MODS THAT ARE NOT RECOMMENDED: http://steamcommunity.com/app/72850/discussions/0/523890681422555089/ DOWNLOADER ETIQUETTE: As a downloader, you should take the time to endorse the mods that you like. That helps those mods to be found by other downloaders in their searches. This also helps mod authors advertise their mods. An easy way to endorse a lot of mods quickly is to go to the top of the nexus page to the drop down menu "File". In there, you'll find "Download History". Or, you can use this link... Download History From there, you can quickly give out endorsements very quickly and effortlessly. Some mod authors will give out kudos to downloaders who give endorsements, or leave nice/helpful comments. To give out kudos, you'll need to go to the individual's profile page. This is easily done by clicking on their name from a comment or endorsement. Kudos are like "nexus credibility" in my opinion. Having them shows that you participate positively on the nexus in the form of endorsements, comments, kudos, or even mods. THANK YOU TO ALL WHO TOOK THE TIME TO READ THIS! THIS GUIDE IS A WIP.
  22. This might have been done, but looking around hasn't confirmed this.... I was wondering if there was a resource for a ring that looks like the Hircine's ring from Morrowind. Just looking for the actual resource (mesh, texture, and icon). Any help would be greatly appreciated :)
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