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Lunytic

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Posts posted by Lunytic

  1. Did you modify files from any game other than Skyrim? If you took actual files (assets) from any other game and modified them, then no. If it's a 100% from scratch retexture of a Dwarven Centurion, and you've done all the work, you should be able to.

     

    Actually, if it was used as a learning experience, and is uploading it for further research as to whether it will work for people other than him, he can upload it with no setbacks.

     

    Check out the Fair Use Policy under the UK law :3

     

     

    Actually, Nexus policy doesn't allow it.

     

    http://forums.nexusm...om-other-games/

     

    What are the rules here on uploading ports?

    Basically; you cannot upload any ported content to the Nexus as it is illegal to do so. Anyone who tells you differently is lying or doesn't have a clue about copyright laws.

     

    In addition to this modifying and making tweaks to models, textures or animations from other games and uploading it as your own, or as a port or modification to another game's assets is still illegal and not allowed here irrespective of whether you reference credit or not.

     

     

    If, however, it is true, that the UK does allow it, and it's not a violation of the EULA (I have no idea) and both the author and any recipients are in the UK, so everyone is completely covered by it, then possibly if sent privately offline without using Nexus resources. However, Nexus has been pretty clear on it's policy. Unless its from a development team that allows it (like Witcher), then if you've done all the work, it's good to go, otherwise it's a non-starter.

  2. Did you modify files from any game other than Skyrim? If you took actual files (assets) from any other game and modified them, then no. If it's a 100% from scratch retexture of a Dwarven Centurion, and you've done all the work, you should be able to.
  3. You do realize that the number of items and objects in the game would result in making a picture DB a monumental undertaking, yes?

     

    Yes*

     

    Yes I realize there is a lot too it. But at the same time it's all there referenced already. I don't know how easily someone from outside could do it, but a program that 'printed' out each prefix (e.g. NordicSmRm) into an image file on request wouldn't seem to be out of the realm of possibility. I don't fully understand what it would take, but the images are there in the database and have 2 IDs (form and name) that could be used.

     

    A single image file would be insane, but a series of images, capped at say 9 per, would be very much like making a large contact sheet catalogue, which is done by already by numerous imaging programs. The biggest issue wouldn't be doing I don't think, but rather creating an output that is usuable. That is >1 but <too many.

  4. Rather than multiple tabs, another column that corresponds to the Nexus categories might be a better idea Korodic. Dynamic tabs would add a great deal of complexity I would imagine, rather than information already basically collected. And then of course a category of 'Not Set' for when the author didn't set it, or it's from another site so has no connection to Nexus.
  5. There are a few possible ways, but the easiest is simply to right click Skyrim in Steam and select the second option from the bottom, "Delete Local Content". That should clean all the skyrim info out.

     

    Then, just to make sure you've got all user content deleted, go to C:\Program Files (x86)\Steam\steamapps\common\skyrim and delete anything left (you'll have to unzip SKSE again so SkyUI + CatFavs works again, dunno about the others). Then reinstall.

     

    Regarding the 'special' HD pack from Bethesda versus the 2k mod, it's really personal preference from what I've read. I haven't loaded Skyrim since I uninstalled the 2k and downloaded the Bethesda, but from what I've read elsewhere, it's really a matter of preference. The Bethesda pack is a little more encompassing as 2K apparently didn't retexture everything (but they did do a heckavalot!). So... basically you should be good with either.

  6. Something I learned not too long ago is the vanilla textures are packed in the .bsa files. So, if you install 2k and look at the water, you're seeing the 2k. Then if you use NMM to deactivate 2k, it should remove all the updated textures and return you to the vanilla textures. Then activate RWT and look at it.

     

    You won't be overwriting anything that way (or shouldn't be given my understanding of how it works). It will take a little more time, but the end result is you will get the ones you like best.

     

    As for a site - the top 100 or sorting by endorsement pretty much already does this. It shows you which mods people like well enough to come back and endorse. If one is #1 and one is #5, then there probably isn't much difference, it's simply a matter of preference.

     

    As for the performance, my understanding is that is very system-variable. What might return the best results for one person will return lesser results for another based on a number of things.

     

    Ultimately, I don't think you're going to go wrong when choosing between a #1 ranked and #5 ranked texture pack :P

  7. In a few words... Doubt it. The problem is any ranking will be subjective, just like a mod's place in the top 100.

     

    My suggestion would be when you run into 2 competing mods (like 2k and RWT) that you download both, only activate one with NMM, see what it looks like, then deactivate it and activate the other to see what it looks like. Ultimately, that's what is going to matter, which one you like more.

     

    Mods overwriting each other isn't something you can get away from if you download mods that modify the same files. Finding the right set of mods is more an art than a science :P

  8. Try now, Cobra.

     

    I've tested it with downloading the OBGE Liquid Water and Seraphim Blade mods, and they downloaded perfectly fine :) Thanks very much for your help.

    Hmm, whenever I have the issue you displayed, I usually get it to work by re-d/l'ing the mod a few times till it goes :P i wonder what he did to make it work O.o

     

    For my 2¢ I think it has to do with the stability of the internet connection on the user's end. At least for me, I've noticed the more stable my wireless is (rare) that downloads almost always succeed and when the connection is iffy or up and down (web pages take forever to load and the like, data is sent in spurts) then it's about 70% failure rate. Usually waiting 1/2 hour and closing/reopening NMM seems to solve this issue *most* of the time.

  9. There have been a lot of sword mods. What I'd love to see is a Falchion-style sword added. Everything is so stylized, and I'd prefer something more natural.

     

    That being said, I LOVE the inlay on ebony weapons... so, while the design would be simple, I'd love it if it could have the ebony inlay (so basically asking for an Ebony Falchion).

     

    Google-searching here are some of the designs I find most appealing, muted stylistically, but I think they would look amazing with the ebony/gold inlay.

     

    The blade looks to be thicker than standard Skyrim blades and has a very slight curve to the cutting end. I think Daedric swords actually are pretty similar, but with all the teeth and everything, they are overly ornate for my taste. Anyway, this is my request :P (please let me know if you undertake it, I'll be waiting for it come out)

     

    http://www.sword-buyers-guide.com/images/VA-Falchion-Tip.jpghttp://www.swordsdirect.com/falchion-swords-mdl54104wh.png

  10. This entire scenario with Steam is an absolute freakin mess.

    script extenders having to keep up but then some of us do not update and lose support for the script extenders. No one has the manual patch to actually take a look at it and mod it or alter to create a community patch like in the past. Steam simply does not have a way to turn off auto updating besides always in offline mode.

     

    Not accepting the updates is short-sighted. By SKSE only supporting the current game version, this makes the community as a whole migrate to the same version of software.

     

    Which at first seems worthy of complaining about, but actually helps the community greatly. Only have to support one version of a software, rather than support multiple versions with different code makes their life easier and more efficient. There is always a little lag-time before the code for all the plugins can be updated, but it's a relatively minor amount of time.

     

    This way of doing it isn't as user friendly up front as it's been in the past, but with SKSE and ScriptDragon and who knows what else eventually, only having 1 version will make it far more user friendly in the long run. It's just that frustration in the long-run is spread out of the years Skyrim will have a healthy playing/modding community and the short-run issue is more visible as many people have the same issue at the same time.

     

    The more versions of a software you try to support the more headaches you cause in the long run. I personally prefer it this way. A couple of days of doing other things while SKSE and SD + plugins get updated and then back to the fun. Rather than having issues everytime a new must-have mod comes out that has people on multiple different versions of Skyrim, SKSE, and Script dragon running around clamoring for support.

     

    *Edited for clarity*

  11. Isn't that potentially deadly to your character, as game time doesn't slow down, just cinematic time? So you'd be opening yourself up to free hits from all other aggressive creatures?
  12. Current categories are Name, Version, LatestVersion, and Author. Works great when you are downloading all the mods clean. Works fine when you're downloading new mods later on if all your mods are active.

     

    But when you've downloaded a number of mods and some are active others inactive, then it can be confusing where they get placed. Mod name is not always where you expect it. So the ability to sort by download date to put all the recent ones together for activation would be nice.

     

    Though this definitely falls under the 'nice to have but completely unnecessary' category.

  13. New playthrough, haven't reached that point in the game. Thanks for all the replies - in my experience though, open fields or wooded areas, the dragon won't land unless there's a pack of NPCs arounds (bandits, farmers, guards, stormcloaks, legion, justicar, etc) and then he lands to attack them. Just kinda frustrating (though I'm still at the point where I've overleveled crafting profs and under-leveled combat... so... dragon death is 100% dependent on how many potions I have in my pack. lol)
  14. So the random dragons you run across... they only ever land if there are other humanoids in the area for me. Bandits, farmers, etc. I try to shoot 'em with my bow and I swear they do a 180 the second I release my shot. I use lighting spells and apparently they are too high and out of range. Is there anything that brings them down? I hate having them just fly away.
  15. One thing I've noticed since I've downloaded some of the amazing texture mods is that many items (weapons and plants being the two most noticeable) now seem to glow from certain angles. That is they have a roughly white border. It's not a bid deal obviously, I was actually more curious as to why it's there. Is it natural for modded textures to have it, or is it a byproduct of texture mods having to go through a more conveluted process, or?

     

    Definitely not uninstalling them, Skyrim is definitely more visually stunning now, just curious.

  16. So... I broke into SE with OBSE. And SKSE is simple enough. But I'm looking to add ScriptDragon to the mix. But I'm a little unsure of the interconnectiveness.

     

    1. I'm assuming SKSE_Loader.exe needs to still be the launcher. Script dragon will load automatically as long as dinput8.dll and ScriptDragon.dll are in \skyrim ?

     

    I'm a little confused about the process... From the readme "When game launches it loads dinput8.dll, dinput8.dll loads all *.asi libraries from the game directory, first loaded *.asi plugin loads ScriptDragon engine library ScriptDragon.dll, all other loaded *.asi plugins are using previously loaded ScriptDragon.dll." Does this basically mean that:

     

    A) SKSE_Loader will load TESV (or however they interact) which as it starts will load dinput8.dll simply because the .dll is in the install location.

    B) Nothing more will be done unless there is an .asi file, if there is, that file will trigger ScriptDragon.dll to load and process all .asi files?

     

    2. So using ScriptDragon, if the 2 .dlls are where they need to be, is as easy as dropping an .asi file in the install location?

     

    ***

     

    Bonus question, not Script Dragon related - I also am looking to start using Simple Borderless Window - that has no effect on ScriptDragon, and if the .bat file is created that Deathbot35 posted, that will run SKSE and SBW together without issue? Thanks!

     

    For those of you who can't get it to load with the skse_loader.exe, you can make a .bat file with these commands.

     

    @Echo Off

    Start SBW.exe launcher=skse_loader.exe

    Start skse_loader.exe

     

    Now by adding the "launcher=skse_loader.exe" it should use that to run the game. But without it, it will load it's normal way. Buy adding it I guess it makes a error but loads the SBW launcher process which will then let skse load itself in.

  17. The failures of tone on the internet. I was actually just trying to playfully reinforce the point earlier about trying to determine author 'intent'. It was a perfect example of how ben clearly would have made my post far more accurate (which would be seen as better by the community) but in doing so changed what I meant. Because being tunnel visioned on the game I'm playing right now, Skyrim, that's all I was thinking about.

     

    Hardly a big deal, especially since it is a more accurate and precise edit.

  18. I can't see Nexus going this route to be honest. Integrity of user created data is very important (their insta-bans for piracy, theft of content from other mods for your mod) and this would basically fly right in the face of it.

     

    Additionally, the moderators on Nexus are volunteers, as this position would likely be. And trying to clean up and standardize the 1000s of mods that will be here? OY! Especially with some using SkyEdit, others that will use the Construction Set. Some people that use SKSE and others that will use DragonScript... This is just a massive job, certainly beyond the ability of even a dozen volunteers.

     

    It's not a bad concept, but I don't think it will ever be a functional one for policy and practicality reasons.

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