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About NexBeth

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Modding Skyrim
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Ok, I see problem now. If you use descriptions for your results, the search results are different. For instance, in classic version if your search word is CRAFT in the description name, it pulls up all mods with CRAFT in the description name. In the beta, not sure what criteria it is using to conduct the search, but the results are that CRAFT is not in the file description name.
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"Trending Mods" is right at the top of the game mod pages.
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Are they finished working on it? Shouldn't these types of topics and the Feedback board be closed down then if the work is done? I don't know anything about web design and what is and isn't possible, but I don't see complaining about too much empty space 20x a day in feedback topics productive, particularly when questioning why does Nexus give consideration to smartphones. I'm pretty sure they've seen the complaint enough times to have it drilled into their brains forevermore by now. A lot of feedback from members here have been implement.
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Except that some are satisfied with the way it turned out. And oh yes, Nexus has made appeasement modifications in the way the website looks based on our feedback. Yes, not everything is liked, and I may have made other choices here and there, but "winning-out", in my view, shouldn't be the motivating factor. The website is going to be designed for multiple platforms and some accommodations have to be made for that. It's 2025, not 2000. Most gamers have smartphones and do use them for gaming related activities. A helpful way to look at it would be what is the best overall look that can be accomplished based on the fact that varying needs (and not just what I want) must be considered.
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Exactly, and that is why everyone shouldn't go on and on about this issue beating it to death. Nexus is going to make accommodations for phone usage. Nexus is no longer just a pc website. The site looks so much better on phone now, compared to a few yrs ago when it was barely tolerable on the phone. Nexus obviously wants as many mediums as possible. This is a business after all.
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SE. New work disappears when I save.
NexBeth replied to Rattmaster32's topic in Skyrim's Creation Kit and Modders
I didn't use Bethesda Tuts myself because they weren't that good for someone who was trying to learn coming from knowing nothing whatsoever. Darkfox goes step by step in detail and explanation along the way. -
SE. New work disappears when I save.
NexBeth replied to Rattmaster32's topic in Skyrim's Creation Kit and Modders
Bottom line is you need to save your work to the SAME esp. If you save with another name, you create another esp. The goal now is to undo this mess and save what you created in the 2nd esp to the original file and get rid of the reference to the additional file as the MASTER. Open both files in the CK. Make one of them ACTIVE (presumably you want to work from the original so make it ACTIVE). Every kit piece you added into the 2nd saved file, now needs a new unique name that is different from the one used in the 2nd saved file. To make it easy, just add an X as the first letter to each of those objects and save them. You will be asked if you want to create a new object or change the same object. You want to create a new one. Since your original esp file is now ACTIVE, those items will be saved under the original esp and all the newly names objects will have an X (easily identifiable). Make sure that your named new objects are in place at the locations where the duplicates were at. Once done, save and close the CK. Reopen the CK with only your original esp active. If you look to right column PARENT MASTERS in the DATA window, you will see your 2nd esp there still listed as a MASTER. Now click on it and with it highlighted, hit CTRL-DEL. It should be removed from list. Now load your original esp and everything should be there. You can now go back and rename all of the renamed objects with X by just deleting the X in the name. This time, you are just changing the name, not creating new objects. Alternatively, you can just redo your work using the file that has the largest amt of work as your ONE AND ONLY FILE. Any MASTERS can be deleted as described above. When done, be sure to delete the esp file you don't want from the DATA folder in the game directory. Check out using the CK tutorials below to get started learning how to use the CK. Darkfox has a section on CK tutorials. Darkfox127 - YouTube Additionally, the links below go to old tutorials which is what I used day 1 when I began to learn to mod. The tutorials apply to original Skyrim, but they are basically the same for SE. This link will guide you through the whole CK lessons which mostly instruct how to build. CK Basics: Lesson #1 - Creation Kit Basics - TES Alliance When it comes to the CK, don't make guesses about how things are done. If you want to experiment because you are unsure how to proceed, you make a COPY of your file, then experiment. This way you can revert back to your original file. In any case, you should be regularly making backup copies for your work. This is done by closing the CK and going to your game's DATA directory and copying you esp to a mod folder you have set aside. -
SE. New work disappears when I save.
NexBeth replied to Rattmaster32's topic in Skyrim's Creation Kit and Modders
What is the name of your original file and the name of the new file? What you've done is create a MASTER file now, either the original or the 2nd file. Master means that one file is dependent upon another. -
SE. New work disappears when I save.
NexBeth replied to Rattmaster32's topic in Skyrim's Creation Kit and Modders
You have to use the original name. Just click save in the Creation Kit. Creating a mod is not like saving a game save. Good idea to occasional save your .esp in a separate "modding" folder, so that you can revert back if you want to. -
In the classic site you can view mod pictures without directly going to the mod page by pressing the + on the upper right of the mod's picture displayed on game's landing page.
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That question was covered in the OP under heading: Why Update Now?
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Looks pretty good. Overall improvement. The "empty space" is likely to accommodate phone usage, and the website does look better by leaps and bounds on the phone. Basically, going to near impossible to stand using it on the phone to actually being pleasant. I doubt Nexus will undo their efforts to make their site more phone-friendly so probably no point in continuing to hammer on this. The contrasting colors is a plus for me. The Collections on the game home page needs to change because the 2 collections there will forever remain there if they are listed by endorsement. If you want to promote Collections, maybe that section needs to look more like the Other Mods section where there is most endorsed, most downloaded, trending, newest, whatever. Also, it could be dropped down below Other Mods because Collections are not really mods so why sandwich it between Trending and Other Mods. The Mods filter page is very nicely done. If you could ever devise a way for users to be able to style the game front page with what they wish to include, that would be great.
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LE How to Remove Master File From Mod
NexBeth replied to RadoGamer's topic in Skyrim's Creation Kit and Modders
Well I am with you in wanting a good, or better yet, an excellent ES6. Bugs are the developers' fault, not the engine of a game. Bethesda does not implement the best QC. At this point, I think they do it on purpose just to encourage modding. Who knows why they seem to always release buggy games. -
How to Remove Master File From Mod
NexBeth replied to RadoGamer's topic in Skyrim's Creation Kit and Modders
Unreal Engine began in the 90's and has since been built upon numerous times, just like the Creation Engine. The Creation Engine 2 just came out in 2021 for Starfield. You think there is a chance they won't use it for future Bethesda games? UE is not owned by Bethesda. So if they use it for their future games, they could well be jeopardizing their unique modding community. You think they may do that? Bethesda's games are quite unique and it's a part of their branding--in large part based on the design and look of their games. And its ability to attract a massive modding community that fuels their games playability for years, even decades. Degrading the ability to mod its games, would be no small impact on the Bethesda gaming experience. -
How to Remove Master File From Mod
NexBeth replied to RadoGamer's topic in Skyrim's Creation Kit and Modders
Which is great since modder's won't have to completely relearn how to mod when ES6 comes out. I use the CK method to delete dependencies as well. Very easy.