Jump to content

NexBeth

Premium Member
  • Posts

    778
  • Joined

  • Last visited

Everything posted by NexBeth

  1. The forum has the ability to go from dark background to light background so perhaps there will be something along those lines for the new site. There will probably be things ironed out as it goes. For me, minus whatever glitches the implementation has, I don't see any real drawbacks to the new site and it does look a lot better on the phone, which I think was a big factor in the redesign. (Yea, you can't download mods on the phone but you can browse, and supposedly phone browsing is 20% of Nexus traffic. So, it does make sense to bring the site up-to-date to work better with that platform. Nexus does rely on browsing its forums to earn money. It's a free site and service. Pointing out problems and making suggestions that may be useful is a far cry from much of the bitter and ugly complaining I see in the forums.
  2. Yes, looks like the new site is missing the option to make an existing picture a background. However, the old site still works, so if you need to accomplish that with what you are currently working on, now is the time to do it while the old site is still up. Obviously if the pic is still on your HD, you can upload it for the background pic, or, if you don't have it anymore, you can right click on the pic you want that's on your mod page, then paste it into your whatever program you use for pics on your pc and save it png or jpeg. Hopefully, that option will become available again. Maybe a suggestion on the GitHub.
  3. By "header" what do you mean? The banner that runs at the top in the background of the mod page?
  4. If possible, you might want to go ahead and detail that here. Info can be useful now and even a few yrs from now if someone has the problem questions and is doing a search.
  5. Is there a chance that we will get the the "GAMES/Your Fav" tab drop-down menu on the forum pages?
  6. My understanding is that when the new design fully launches it will take on all the old addresses and the links should work. In that case, best not to re-create links (on mod pages) at this time.
  7. I believe it was mentioned that while you can't download mods on the phone, you can set them to download from the phone on to your pc. So that is a notch on the side of making the site more phone-friendly.
  8. This has been pointed out fairly consistently and I agree. Best to go with 10 trendy mods, 5 on each row or whatever formula that makes them all the same size. The two hugh most trendy mods at the top is practically all you take note of and, if those happen to mods that the user has no interest in, its a big eye poster in your face and makes the rest of the selections quite secondary. Also, I like to see the short description added to the drop down menu on the mod pics.
  9. I'm confused. I thought the OP on this issue had to do with complaining about mis-alignment of images on mod description pages in the redesigned webpage. Reading through this a few times, it seem the issue got narrowed to posting text images and the ills of doing this for whatever reason. However, regardless of text images and their ills, is the overall issue of images on description pages being mis-aligned on the new webpage not going to be addressed, or did I misread and misunderstood everything utterly? If images are still ok, I'd like to know how to do it because the working preview in the BBcode editor does not at all look like the end result (unfortunately).
  10. I vote for back to Hot Files or go with Hot Mods. Trending is only trendy for as long as that phrase remains over used ....it's definitely not classic and won't hold the test of time as far as catchy phrases go. "Hot" is really coined by Nexus and is well known in the modding community.
  11. Is there still going to be a method for transferring skyrim mod file pages over to SSE? I don't see it in the new webpage.
  12. By chance are you attempting to recreate from old skyrim? I had a lot of problems doing that and had to delete the argonian in my mod and recreate it from SSE directly. Still get some error messages but not that long list. At one point the head was not even discernible in the view window but I do get it now. There are a lot of error messages in general with SSE I've noticed. Many pertain to missing textures.
  13. I actually just saved them to external drives and my meshes are saved in a directory with my initials. Sometimes the "game" doesn't like that arrangement but when I say that the problem was massive, I mean it. I even had meshes and textures that went missing and I had to get them off of the modder's resources again. It was very strange and I hope that doesn't happen again. And somehow even the backups I have (2 on separate drives) were also messed up. Those backups were supposed to be my salvation but failed. Anyway, a couple days work and I got them all straightened out again.
  14. Yes, thanks for the response. I did not rename the new NPC exactly the same so I had to add the updated name then it worked.
  15. Is there a way to ADD existing relationships to NPC-Actor in the Relationship tab? The only option is new, edit, and delete. I am trying to convert oldrim mod to sse, but the custom Argonian crashes the creation kit so I found that there was an issue with trying to convert Argonians from old skyrim to sse. I deleted that npc and I'm attempting to recreate with sse. I want to use my existing Relationships rather than recreating but I can see a way to add them to the Actor Relationship tab. Thanks.
  16. yian, thank you for your input. This morning I checked this again following all paths and there was one path on each of these meshes that got convoluted somehow. Did the redirects and it looks good now. Now what caused this massive problem to begin with remains a mystery.
  17. Odd problem. I seem to have had an odd meltdown with the mod I am working on with a good many textures missing from nifs placed in the plugin. These were all working well previously. Over the past 2 days I've gotten about 98% of these fixed by going into nifskope and doing texture re-paths to the correct location. Have no idea what exactly happened, but that's water under the bridge. The problem remains with a handful of modder resource nifs that use ONLY vanilla textures. The paths for the vanilla textures are all correct in nifskope but still get the purple rather than the correct texture. I've looked at the same textures used on vanilla nifs, and they are fine but when used on these handful of modded nifs, they don't show up (they did before). I've even tried re-downloading the modder's resource and they still don't show up. I've also created a folder in my Texture directory and placed the vanilla textures in there, trying to repath the textures in nifskope. Didn't work. Very weird and I can't think of where to go with this baffling situation. I did try validating my files in steam but didn't make a difference. Ideas?
  18. Correct if you had set your update in steam to update on launch and you run the game through f4se it will not update. If it has already updated (like the later guy who stated he forgot to set it to update on launch) you will have to wait till f4se and related mods to be updated which hopefully will be in a couple of days (hopefully) Can someone who is still able to use the F4se confirm this? I am using only the F4se launch and I set my game to do not download unless game is launched but I still got the update.
  19. The bigger concern is will all paid mod assets in the future be downloading as "updates" and installed on our pcs? That will break modding with the script extender which will continuously need updates. It will also continuously load a lot of unwanted assets into individual's pcs. Seems wrong to have initiated the CC like this. DLC content is not loaded into pcs UNTIL the end-user actually make a purchase and approves of the download.
  20. So I guess the only solution is to reinstate the previous version in its entirety? (I do have that zipped.) I'm getting a libscePad.dill is missing from computer message when just reinstalling the previous FO4.exe. I played today after the update for several hours. Will that save be usable I wonder rolling back FO4 folder to previous state?
  21. I would suggest you keep your modding easy and light until you are more comfortable with the process. You have the Unofficial Patches. I would install skse as well and then skyIU. Be mindful not to tax your PC. The more mods you have, the more resources your pc will pull. I believe Gopher also have some other modding UTube guides you may want to watch.
  22. Try using LOOT. http://www.nexusmods.com/skyrimspecialedition/mods/1918/?
  23. All of these are actually "mods" but I know what you mean. I only can suggest to read the descriptions extremely carefully to ensure that the mod you choose is what you want AND doesn't conflict with other mods you have or is something you are interested in. Don't load up a bunch of mods all at once.
  24. https://afkmods.iguanadons.net/Unofficial%20Skyrim%20Legendary%20Edition%20Patch%20Version%20History.html If you've visited the page then and read through, then you should be familiar with this link that details the fixes.
  25. If you have played skyrim pre-patch and familiar enough with the errors in the original game, then you will see the difference with the patches installed. There are instances of broken quests, or things not working correctly, like weapon's racks, etc. The list of things addressed is massive and listed on the patches description pages.
×
×
  • Create New...