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twowolves80

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Everything posted by twowolves80

  1. Ah. Yeah...I'm surprised they're still releasing engine fixes and functionality since USSEP did most of that for them?
  2. You talking about the one Dark0ne referenced earlier? I'd like to know, too. Eventually, all of the feedback comments here and there will have to be consolidated when everything starts moving forward and the web designers working for the site go back to work. It's all the holidays in the US, and Christmas is coming up, so they'll probably fix a few things, and then come back to it after the first of the year. This will eventually get locked and we will be directed to the bug reporting thread for the nexus site, I believe. Right now, everything is still in flux. Once Vortex is out, it will smooth out. You know, here's a radical thought: Is there any way to give the new site the aesthetic of the forums? I find these very easy on the eyes, and on the sides, you could have artwork. Even if just some of the elements.
  3. Dude, it only has to buffer a little bit... http://www.gifbin.com/bin/28rnkh3.gif :P
  4. lmao I've done that myself once or twice. Yeah, I just thought that in places like Morthal, Winterhold and Dawnstar, they'd have fully enclosed, heated stables (braziers and whatnot) as it is frigid. That's why I liked that pic I posted up top--looks very much like something you'd see in Skyrim. Viking architecture=stone walls, sod or thatched roofs, small windows. lol
  5. Where? I've seen one, outside of Winterhold that remotely resembles an actual stables. I guess I'm thinking of a building where there's stalls inside and it's completely closed off from the outside elements as opposed to the ones with open sides.
  6. Aside from the wanks who I'm sure are snickering behind their monitors...lol You could try porting it over yourself. It's not hard. I literally just posted this in another thread a half hour ago: Shalikran posted this thread to show how x64 has changed and how to port things over. There's not a lot to it. Basically: 1. DL the mod manually, extract the BSA (if there is one) to a temporary folder using BSAOpt. 2. Inside the Data folder of the mod (if there is one, usually for mods that put new assets into the game you can use, like armor for instance), there will be a mesh folder. You're going to want to fire up NIFOptimizer, and then point it to that folder (the Meshes folder) and run. Bam. NIFs have just been ported. 3. Open the CK (DL it by going to bethesda.net and DL the launcher) and under File>Data... open the .esp file (if there is one). Check ONLY the .esp you're porting over and set it to Active File--it will load the masters it needs. Do a fake edit. In the Cell View Window, look for aaaMarkers. Right click it. Duplicate. Open the duplicate up by double clicking on it. Change the name to HeyYouGuys. Save. Now, in the cell view window, delete the duplicate. Done. Fake edit achieved. Save the esp. 4. Re-zip that temporary folder with the .esp and the Data folder, and then install it through NMM by pointing the mod manager at it with the giant + symbol on the left. 5. Activate the mod in your plugin list, run LOOT, run WryeBash and make sure nothing is orange. 6. ??? 7. Profit. There ya go. That's all there is to porting the mods (unless it requires some tricky fine-tuning on the NiTriStrips, in which case, you're SOL because that is beyond my skill level. Hope this helps! :smile:
  7. Yep, barns. How about a simple mod using vanilla assets that makes actual barns, and not those ridiculous lean-tos and open-sided mangers the vanilla game tries to pass off as a barn? Even wooden barns would be something, but I seriously doubt major cities wouldn't each have a large barn or two for lodging horses, if for nothing else than for the soldiers' horses...which begs the question why we don't see mounted cavalry in the game, but I digress. Every inn should have some kind of barn attached to it, and farms would, too, because most peasants would utilize the heat generated by the animals to help keep out the cold in an enclosed space. A good example of a barn that even looks lore-friendly: http://3.bp.blogspot.com/-LfDoPYdzAkg/T0vYEtUqB4I/AAAAAAAAALc/r4xuuI25WzI/s1600/Medieval+barn.jpg And it would also help give the villages and cities a larger feel.
  8. I thought when Skyrim updated from now on, it was going to be using that .ccc file?
  9. lmao I'm playing right now so I guess I'd better leave it running at the main menu, then, huh?
  10. Sorry, DuChene, I meant no disrespect. Just wanted you to give you a heads up that most of us here don't speak anything but English. :)
  11. See? It's not even like Dark0ne is the one working on the website--it's his devs. And if Dark0ne giving you what amounts to tacit agreement that things can and will be improved isn't enough, then I don't know what is. Not once has he tried to defend clearly inefficient points in the new site (granted, by not acknowledging those points), and the times he has are on things that amount to purely aesthetic, I-don't-like-it-for-the-sake-of-not-liking-it posts. Learn to read between the line, ladies and gentlemen. That's all I'm saying. :)
  12. I don't know why I didn't think of this years ago, but it is such a great idea for Skyrim, and perfectly logical and lore-friendly considering these can be found in real life (go walking through an old evergreen forest once). Wayward Pines! Yes, those wayward pines from Sword of Truth. Basically, a giant honking pine tree that is very tall and old, and the the branches start at about 6 feet and up. Those lower branches hang low enough to completely touch the ground, and grow thick enough to provide shelter from rain, wind, and snow. Break off the dead branches inside that "hollow" spot underneath, and you have a cozy (if small) area in which to set up a firepit (a small one, and the smoke automatically curls up the center of the tree along the trunk, so no smokey interior) with stones and a bed roll or two. The idea I have is if someone were to use vanilla assets, scale up a tree a bit, and layer on more greenery and branches (to make it without a load screen), or make it solid with an invisible trigger to bring up the E Enter Wayward Pine dialogue option so that the interior is a separate space. Either way, if it's navmeshed properly, mods that add more travelers to Skyrim along the roads would be able to use these wayward pines for safe shelter. I could see these pines scattered all over Skyrim, and the ones along the roads would have a firepit and bedrolls (as they would be used frequently by travelers). You could even put a book inside about the etiquette (replace the firewood you use, and keep the fire in the pit at all times!) and a chopping block/woodsman axe and a pile of firewood right outside the entrance. Add a texture of a blanket of dry, soft needles on the ground, and you have a wayward pine! :smile:
  13. Shalikran posted this thread to show how x64 has changed and how to port things over. There's not a lot to it. Basically: 1. DL the mod manually, extract the BSA (if there is one) to a temporary folder using BSAOpt. 2. Inside the Data folder of the mod (if there is one, usually for mods that put new assets into the game you can use, like armor for instance), there will be a mesh folder. You're going to want to fire up NIFOptimizer, and then point it to that folder (the Meshes folder) and run. Bam. NIFs have just been ported. 3. Open the CK (DL it by going to bethesda.net and DL the launcher) and under File>Data... open the .esp file (if there is one). Check ONLY the .esp you're porting over and set it to Active File--it will load the masters it needs. Do a fake edit. In the Cell View Window, look for aaaMarkers. Right click it. Duplicate. Open the duplicate up by double clicking on it. Change the name to HeyYouGuys. Save. Now, in the cell view window, delete the duplicate. Done. Fake edit achieved. Save the esp. 4. Re-zip that temporary folder with the .esp and the Data folder, and then install it through NMM by pointing the mod manager at it with the giant + symbol on the left. 5. Activate the mod in your plugin list, run LOOT, run WryeBash and make sure nothing is orange. 6. ??? 7. Profit. There ya go. That's all there is to porting the mods (unless it requires some tricky fine-tuning on the NiTriStrips, in which case, you're SOL because that is beyond my skill level. Hope this helps! :smile:
  14. The old web page will be shut down once everything is ported over. He's already said this. And I have a feeling the new design is meant to integrate with Vortex better. The question of why he decided to build a site made for both pc and mobile begs another question: What else is coming in the future that requires mobile? He may have plans to integrate the forums better than Tapatalk does.
  15. Read back about two pages. Dark0ne gives an explanation there. It's too expensive to do because it's two different websites to maintain with different functionalities that would have to be juggled, and mod authors would have to make two different mod pages. :P
  16. No, and he's already said on the previous page or two that (and I'm paraphrasing here) they do listen, and they undoubtedly will change some things that clearly aren't just purely aesthetic just to increase functionality, but these are things that take time to incorporate as this site isn't his day job. And DuChene, Só em inglês, por favor. Não falamos português aqui. :)
  17. Oh, great! That's cool! :D Glad we got that one re-found for you! Some of those are really cool. I'm using OBIS right now and so far, it's pretty cool.
  18. Whoah, easy, guys, easy. I got a fix that should work. First, you don't want to take anything out. It's most likely the nif mesh file that has "_GO" at the end of it--that means "Ground Object." It's the object you see if you drop them or in the preview--they use the same file. You probably also shouldn't be having your steam folder in the UAC folder. Anyhoo. You go to your data\meshes\armor\superduperarmorname folder. Leave that open. Then, dl manually a copy of the mod. Open it with 7zip. You don't have to extract the whole thing. Go through the folders and find the matching file. It will say something like armorname_0.nif, armorname_1.nif, and the one you want, armorname_GO.nif. Grab that one, drag it into the open window from above, and overwrite. That should fix it if it's a missing mesh error, and it sounds like it is. If only a texture was missing, it would be purple. Cheers.
  19. All the more reason we need to foster a more encouraging environment, then, right? I mean, why let the negativity drag everything down? Point it out lightly, get the poster to maybe even laugh about it, and then move on. I know what you mean about some of the modders and the other crap that happens, a few of them quite well. That makes it even more imperative to call each other on it and just hold each other responsible in a way that's encouraging. Modding is indeed a thankless job, I imagine, and often times, we spend as much time looking for information on one specific point when we're modding as the modding itself. Again, all the more reason to encourage good feedback and a positive environment. There are only so many moderators, and we don't need a moderator to do what we can do on our own--hold each other responsible. That's what a community does. I honestly don't visit the nexus side all that much, so I really don't pay attention to anything but posting screenshots and reading the mod pages, but since I had dl'd most of my mods by the time the new site became permanent, I was using the default for Bing, which is the original Nexus. The page doesn't seem all that bad on my MacBook (which I use for the forums and for checking new mods and whatnot), and I only go onto the site on my PC when I'm dl'ing a mod, so maybe I've avoided some of the issues. So far the only things I've noticed are the search function can be finicky, but if it can't find something, it's not a big deal to just go to a new page and search the mod in Google or Bing. That, and the buttons should be 3D or have some rounding of the corners and bolding of the fonts. But that I expect will change before much longer. Or maybe code in a 1-second delay into when you mouse-over the top row of gray buttons so the drop down box doesn't immediately pop up. It's not a deal breaker to me, though. I haven't yet tried uploading images through the new site, but I did see the big page with the info when you upload. That would be the one thing I'd fix first to make it easier for modders to upload their mod photos--shrink that info page so we only have to scroll a few inches to see everything. Again, not deal breakers to me.
  20. Yeah...well, I don't think leaving is the answer, not until Dark0ne finally says, hey, this is pretty much the final look. I think they'll start refining it a lot more once Vortex is finally released and they have more free time.
  21. You must first appreciate the beauty and fragrance of the rose. I do not appreciate the beauty of this rose and the fragrance has also changed. So, I will leave this here. I bid you adieu. If you enjoy the fragrance of a rose, you must accept the thorns which it bears. ~Isaac Hayes Was it something I said? *checks breath, pops a mint* :sad: Edit: I know it's not about me per se...I just feel bad when I hear people want to leave. Our community is diminished by each loss--even the bans--because I'd like to think everyone has something unique to contribute, a singular view that will ask questions and look at things differently than anyone else. I think if you stick around--even to lurk--for a while, you'll see some changes that will make you wish to come back (at least, I hope so!).
  22. Forgive me stepping in, here, NCR--I just wanted to suggest a possible reason why it might not be feasible. It could be two completely different sets of coding/site functionality, and that's why mod authors would have to have two separate pages and the admins would have to juggle two separate sets of functions. Sort of like google has gmail and yahoo has...yahoo. Yes, they're similar in function, but execution of design may be drastically different. What might be easy to do in one (change the fonts, colors, etc) might not be easy (yet) to do in the other just from a lack of familiarity. And as Dark0ne pointed out, it's cheaper and more efficient to have only one site to have to deal with. I'm guessing the new site probably offers quite a bit more "bang for the buck," as it were; they just need time to figure out how to use everything and get everything ported over that absolutely is critical. That is why I stressed being a a little more patient. Just like when we first started modding, oftentimes, we needed things explained to us patiently for us to get it. Now, pass the ale and kick the bard--we ain't payin' him to sleep. The community will stay the same--only the interface is changing. To quote that immortal bard, "A rose by any other name..." :P
  23. They're the same. I get both and other variants and I don't place value one over the other. One person who went out of their way to try to hurt my feelings made a 20 minute video attacking my mod. I used that as a tool to make my mod better. There have also been some super nice mod authors like Tamira who was very kind and helpful to me. I appreciate both perspectives. When the person tried to profit off of making fun of my mod I put an end to it though. It's one thing to have strong opinions and another to try and profit from being butthurt. Really? If it was me, and this is just my opinion, I'd appreciate people that took the extra five seconds to find something they liked and posted it along with the feedback over those who just want a forum to parade around acting butt-hurt. Either way, you're okay by me, and your point is well-taken. :)
  24. Wait, so you actually do listen to user feedback? Come on, really? :O Well, I guess that makes this thread take on a whole new meaning, i.e., the one you originally intended when you posted it. And while others may have a right to post their one-line comments and rants that amount to less than 0.0013528 % helpful feedback (they wasted millions on this study, too, that could have gone to the website instead! How dare they!?), there is a certain expectation on the part of the user to read the first post of the thread to see what is expected when posting, and post in the appropriate thread. This thread, from the 51 pages I've been reading since day one, is not for one-line rants, unhelpful comments, or "free speech." And concerning that "free speech" concept us Americans are infected with, free speech is a myth on the internet. It's Robin's site. His name is on the lease. He pays the bills. And he who pays the bills calls the shots. Skyrim translation: He who dances the jig calls the tune. This thread is one, for Dark0ne to let us know what stage we're at, what to expect, and two, to generally to encourage others to continue giving helpful feedback--you can't fix something if you don't know it's broke. Yeah, yeah, you can PM him or the other admins if something is borked. That doesn't change the fact that posts in this thread are expected to meet a minimum standard of critiquing and feedback. If you want to rant, there are other threads for it. If you want to post that there's something you don't like, and you have a brilliant idea to fix it, by all means, post it here. Again, Robin doesn't have to put up with us or the site. He could sell it at any time, or even simply dissolve it, and we have no actual right to complain as it's right there in the TOS that these terms are subject to change without notice. And YNSTBIH, as a mod author, do you prefer helpful feedback? Or do you prefer ranting? Which is more productive to you as a mod author, and more productive for your mods' fans? A nice, encouraging comment with helpful suggestions? Or someone just ranting, doing their best to drag you down to their level of misery? Just food for thought. :smile:
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