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Daerk

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  1. Ok as a matter of forum guidance, I believe all moderators should include valid contact information in their profiles... and provide them "unmasked" on the forums. So as a test, remove the conceal option from your profile emails, and make sure your listed email address is a proper working address that you check, and we'll see if we can get this report feature fixed. -- D
  2. I received the reported post notification via email as well. Looks like only Dark and I get the reported post emails. Darky, that has to be a setting in the admin group... maybe we can add it to the moderators group? -- D
  3. No. As part of the rules posted for the roleplay forums, if anyone participates in a flame war, they will be banned from the roleplay forums. -- D
  4. Have you tried looking at what colour schemes are already available in your personal preferences? Try your control panel... -- D
  5. As far as the tests are concerned, HeLLL, I'm adding some information in the moderator's boards now. (well actually after I finish this post) I've not been at home but about 4 hours in the past 5 days. :P EDIT: Also, for those of you who would like more information and maybe a sample... here's an old post from the moderator boards referring to the test. That should give a bit more information... -- D
  6. Quick Correction/Clarification: We aren't building a sytem. We're designing a teaching set of guidelines for roleplay in various situations and under various topics. Basically an etiquette of roleplay. This will be a mandatory etiquette to follow on these forums, but is NOT a system full of charts, rules, etc. You can use whatever system you wish if you've been qualified to lead a session, however for those participating they WILL have to be qualified according to the MWSrc roleplay etiquette to participate in the session in whatever mode they wish, ie: combat. You may choose to use the D&D 1st edition combat system, and those in your session would be first required to pass the combat test before participating in combat in your session. -- D
  7. Correction: There will be a general overall roleplay talent/skills/style test that covers basic roleplay. There is no passing or failing. If you do not have the specific guidelines to roleplay as the test deems fit for the forums, then you do not get access to post in the roleplay boards until you show you have such guidelines "down pat". There will then be a Combat test for those interested in roleplaying with combat. For those not interested in combat, they will not be allowed to be attacked in roleplay using the combat system, but may be attacked and run away or scream for help or whatever the situation allows for, excluding a counter-attack beyond the skill-level of thrashing fingernails and swinging wildly and kicking. If someone wants to interact in a roleplay thread with combat, there will be STRICTLY ENFORCED guidelines concerning combat, and you will have to pass the combat test prior to participating in combat in the roleplay. There will also be a GM/DM test that pertains to your ability to actually lead and manage a roleplay session. Your ability to keep players guided along your chosen path of gameplay. The overall moderation of that specific session. You must pass this test to create a new roleplay session. Only those individuals who have passed this test will be permitted to create a new thread in the roleplay forums. This allows us to ensure that only those who are qualified on this level will be the ones leading. There will be guidelines for character creation such as a requirement for a proper description of your character, without power-posing a response from those looking at you. A description should be a basic list of facts pertaining directly and ONLY to your physical appearance. Forcing a reaction from the person looking at you is power-posing and is against roleplay rules. There will also be requirements for character development such as "filling out" the character's history, persona, geneology, etc. We *MAY* get into a statistical charting level for combat, to maintain a degree of realism in combat so that a noob with no training in longbow cannot out-shoot a master archer. I haven't finished reading this thread, and must vanish for work. I'll continue this later. -- D
  8. This is unfortunately impossible, as there is no flag to determine "inside" water and "outside" water. I might revamp the water brightness to compensate for this. -- D
  9. Just a note: Having the default MWS skin be the current white/bleu skin, and having the ability to change that skin in your personal profile once logged in, would likely be the best solution. At least that's what i'm thinking the best solution would be, based off the votes (presently: 30 yes, 21 no, 14 don't give a rat's arse). Hmmm... just had an idea, Darky, check PM's. -- D
  10. SHOOT I voted yes and meant no. :P I did vote yes for a darker site, tho. :D :ph34r: Anyway, forcing registration to download may piss off a lot of people, but it makes our statistics easier to manage as well as allowing us to see global likes/dislikes from the logs... it also enables us to create a targetted user-oriented start page once logged in, with possibilities for custom links to other sites, etc. I personally have modding links to other sites stored in my own personal link-box, and find it very user-friendly to log in to MWS, and have a direct portal to all of my favourite sites without having to scroll through a HUGE list of bookmarks. -- D
  11. I swear... I keep getting bumped from the root admin group to the "Daerk" admin group, and I'm not doing it. all user info for mask, group, etc are mysql tags, and if the mysql db is rubbing itself in jet fuel and diving into a fireworks display there's not much else I can think of that would cause this repetitive flag reset. Also, it only switches me out of the root admin group when the forums get the mysql error. -- D
  12. The shaking is due to terrain path and cell thread-loading. I've been getting it even before my mod. You'll also get the shaking if you move too far away from the 0,0 cell... as a test, set your acrobatics and strength up to 2000 each and then "jump" when you're outside, you'll notice your character start shaking the further away from the ground he gets. Bad engine coding, is all. -- D
  13. Moved this thread as it's more to deal with MWC than MEMod. -- D
  14. For everyone else to see, here's the screenie Switch posted: Error This is in bloodmoon, which is why I said I'm making a Bloodmoon version of RCC4MW, during snow, the fog and lighting is the same as it is during the day, and not altered via rcc4mw, therefore it appears to be brighter than usual. It's not actually the same colour as the day, it's night colours, but it's ambient lighting is lighter than everything else around it which makes it appear to be lit by daylight. I hadn't seen a bloodmoon install running my mod yet, but this is what causes the ethereal cloud lighting seen in the screenshot above. It'll be "fixed" in RCC4MW_v0.2.exe which will include a "Vanilla" installer/uninstaller for Morrowind, a "Tribunal" installer/uninstaller, and a "Bloodmoon" installer/uninstaller. I'll also experiment a bit with some of the daylight colours in that release. It's a self extracting .ACE archive. -- D
  15. That wouldn't be a bug in RCC4MW, all I change in RCC4MW is the lighting method, which is a simple change from 0 to 1 in the ini, and I change the night-time ambient colours to darker colours with a slight blue tint to them, and then I change the water. If you're seeing "light" hitting the ground it's actually the small "lightsource" objects placed on the ground to "spotlight" objects. As far as the clouds, nothing has been altered on them. I'd like to see a screenie if you could upload one. -- D
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