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NexBeth

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Everything posted by NexBeth

  1. Not sure what you are asking? These mods will be in working order if you place them in the correct load order. The Unofficial Patches tell you in the description exactly where they are to be placed. The unofficial patch corrects various errors in the original game.
  2. I think the idea is to ask here because nexus has the lion's share of mod creators ....however, Bethesda only allows for console mods on their site so its a bit awkward to be coming to another site not allowed to host console mods and make those requests. Anyway, most modders don't do requests. Modders get in to modding to create what they want mostly, and then decide to share. Also, the specific item you mention has a copyright (as stated above) which means that, without permission, no modder can legally create a mod of it for the public.
  3. Yes, just making myself knowledgeable about ssds and I see that WD and SanD (which are the brands I'm looking at) have their own firmware that monitor endurance. Didn't realize that a few days ago and that is certainly a big plus. My MB does not have M.2 capability, so I'll need to go with the standard 2.5 ssd. Thank you both for input!.
  4. What difference does that Isn't it up to the mod author to negotiate with Bethesda on the conditions of their contract, including compensation?? Why in the world would that concern others who are not a part of the project? Publishers are always going to get the "lion's share" of profits. It's that way with every creative work. They will bear all of the production and promotion costs, providing the tools and the support, not to mention QA. The mod author is not being forced to do anything or accept compensations they find unsatisfactory, so I don't see why it concerns anyone else really how much they are paid by Bethesda.
  5. Thanks for input, HeyYou. Do you work on your mods on the SSD? I do a lot of writing and erasing to the Data folder, Meshes/Textures, etc. I supposed I could just continue to use my VRaptor exclusively to work with modding work and CK, and the SSD for OS and gaming.
  6. Wouldn't that be covered by a release from Bethesda as a DLC? Official DLCs don't provide a trial. Any mods released officially are dlcs and are officially released by the publishing co.
  7. Save games are located in in your MyGames Directory, then the specific game subdirectory, such as Skyrim, then user Saves folder. Hard save a vanilla save, then, when adding a mod, hard save in another slot. You don't need to always test on a new game. Mod authors will give instruction to that if it is necessary and obviously some mods do either benefit or require a new game start. It is best not not be uninstalling mods on a current gamesave that has mod data attached to that save.
  8. Perhaps the main fear I've heard of among opponents is that free modding will be terminated by Bethesda for some reason, in favor of paying mod authors for their work and going through them directly. While this theory may be a fear, it really has absolutely no basis in anything Bethesda/Zen has ever said or done to make anyone believe that they will go in that direction. Frankly, it doesn't even make much sense that they would ever consider this since they have benefited greatly from the productions coming from the free modding community. They've just gone through a massive overall of their website to accommodate free modding and to open up free mods to consoles. I don't see any end in sight for free modding; rather, there is now an opportunity (and a very small one at that) for very talented mod authors to see 3rd-party development of some of their work through Bethesda directly. Bethesda certainly will not be taking in every single mod project proposed to them. It's no different then any free-lance developer seeking to do a project for a game company. Yes some major mod projects that may have become available for free may go paid now, but, in all fairness, shouldn't modders spending years on projects get something out it besides a 10% rate of endorsement? There will always be people who want to stay on the free side of the fence and there will be others who will do both.
  9. I have a 1T WD Velociraptor and since its just over half full, it's time to add to it or upgrade. I haven't considered an SSD because of the limits on the writes/erases--something that I do quite a lot of as a mod author. However, I frequently check what is going on in the SSD market, and I see now that WD and SanDisk are coming out with 64 layer 3D SSDs that perhaps seem to offer greater leeway for the write/over-write/erasing issue applicable to solid state drives. I'm by no means an expert on this topic and would appreciate anyone's insight in to this and perhaps some modder input on use of this drive for mod creation (good or bad idea?) or alternatives. I've also thought of getting the 3D ssd for my os and also setting up a separate steam directory for games that will not be mod projects. I could then use the VRaptor as the sole mod creation drive with the CK. I have 2 WD ultra passports for mod backup.
  10. SKSE will apply only to Original Skyrim at this point. The team makers are working on the SSE version. It is a vital tool and is used by a great many of the more complex mods where scripting is used. http://skse.silverlock.org/ Mods that use them will list SKSE as a requirement and the mod will not work property without it. As pointed out by NithoggValkrian above, Gopher is an excellent source for learning. Stongly recommend SKYUI as well. Can't live without this one anymore and it does require SKSE. http://www.nexusmods.com/skyrim/mods/3863/? GamerPoets, at https://www.youtube.com/user/gamerpoets/playlists?sort=dd&view=50&shelf_id=21 provides extensive modding tutorials that are detailed and very user-friendly. If you look at Gopher's and GPs vids, you will be well on your way to modding skryim. But, you are right, keep in mind the dated-ness of info and do a bit of research.
  11. Unofficial Patches is certainly the best place to start. The version needed depends upon which skyrim you are using: Original Skyriim only or with only some of the DLCs separate, Skyrim Legendary (everything included in one package), or Skyrim Special Addition (which is free to all who have original skyrim but, right now, does not have as many mods). You also need to assess the capacity of you PC: Your processor, GPU, and even system RAM. Best to try out one mod at a time, rather than installing several at once. It is a big learning process and you read and learn as you go. Here are links to the Patches: choose one according to the skyrim version you have. http://www.nexusmods.com/skyrim/mods/71214/? http://www.nexusmods.com/skyrim/mods/19/? This one requires addon for which ever DLCs you own, if applicable. http://www.nexusmods.com/skyrimspecialedition/mods/266/? This mod author also provides additional add-ons to the patches such as patches for the high resolution add-ons of the game. Search his profile for those addons. You should also probably get a mod sorter that will help you to load the correct load order for your mods. Such as this one: http://www.nexusmods.com/skyrimspecialedition/mods/1918/? Use a simple mod manager, unless you feel comfortable installing mods on your own. Nexus provides one here: http://www.nexusmods.com/skyrim/mods/modmanager/? That should get you started.
  12. the "dun" version of the dragon priests are the actors that have the masks attached. Are you using that? You can pull the names if you pull up DragonPriestFaction.
  13. You do clean them, and you do it one at the time. Sorry, I'm going to take that back. I clicked on quick links while viewing skyrim forums and didn't realize it led to FO. I don't know the answer to your question pertaining to FO.
  14. There may be something wrong with the way they were set up to begin with. Did your friend use a mod to set up the activators? If so, which mod? If this one was used, take a look at the detailed instructions: http://www.nexusmods.com/skyrim/mods/59596/?
  15. Hope that solves the issue. Also worth mentioning that if you have a cell that you want other things to "re-spawn" such as ore veins or containers, you can't set encounter zone to noresetzone, however, you can set the individual items, such as your activators on the artifacts, to noresetzone so you can have your cake and eat it too in that cell.
  16. I believe you need to set the cell as NoResetZone in the Encounter Zone field OR you can also set the same on the individual activators used for artifacts.
  17. But also take into consideration that the "time off" for ES is self-imposed time-off. They want to squeeze as much as they can out of ESO and Skyrim before proceeding to ES6 for obvious reasons. It's all very much on their side of benefiting and it always will be. That is how capitalism and big companies work. Its not about being fair. Fairness comes into play when the collective work force is generally on the same page and putting forth the same demands. It really is up to modders as to the possible success of CC. If they are ok with low-ball offers and jump into contracts with Bethesda for a penny's worth, then CC will be a success that benefits Bethesda to the max. However, if they hold out for better, then they may be in a position to get more. That would be a collective effort though and judging from my very short time as a modder, there is not a whole lot of collective thinking among modders. I don't expect anyone to get per-download payments at least in the beginning....but will be glad to be wrong about that. This is a trail for Bethesda as well as for modders.
  18. We've traveled the same road then. It does work well for outdoor lighting and also for objects, such as lit fires coming on and going off at set time. Which is why I don't understand why it's not working for other objects such as dinner plates. It will work though, as long as you ignore the first 24 hours in the cell where everything is not working. After that, it seems to work fine.
  19. I am using a script I found on the CK wiki to turn objects off and on at certain set times. For instance, turn campfire on at night at 1900 hrs and off at 0700; set up a breakfast and dinner table to activate and deactivate at certain times. Now what I'm seeing is that these effects will not take effect until the 2nd cycle that player is in the cell. For instance, I have a breakfast and dinner set up to come on and go off at certain times. When I first enter the cell, both breakfast and dinner is on the table and will not go off until the next cycle comes around and, thereafter, will function properly. Obviously, I'd like it to work automatically and not have to wait for a whole cycle to pass before working properly. The clock on this cycle appears to begin once I enter the cell. I do not know how to write scripts but maybe someone can help me out with setting this up properly? Help appreciated. Script below.
  20. Fishbiter, you make a very good point indeed. I personally think they will get paid per project, not download. At least at this stage of the CC. However, project reimbursement does not have to coincide with Bethesda employee salaries. Frequently, contractors get considerably more dollar per hour based on that is their only compensation. "Employees" get a whole benefit package which is usually worth about 1/3 of their salary, plus they have steady employment. Now, down the road, if they have a prolific free lance MA making them a lot of money, said MA may well be able to negotiate a very nice deal that may include a per download compensation. Bethesda employees have a whole team to put together their work, the free-lancer has his/herself to do all the work. There are big difference between the independent MA contractor and the Beth employee.
  21. I would think that if they accept proposals for more complex projects that involve professional voice actors that it would be up to the mod maker to pitch their project with this aspect included. The cost for production will need to be a part of the negotiated compensation. It may be that when viewing the MA's proposal, Bethesda will offer to provide the VAs or other production assets. But, going in, I think that will need to be a part of the breakdown in the MA's project proposal.
  22. Yep, I think I started another topic on that awhile back! LOL. However, thanks for the tip about dragging a box. I was just using the cell view window. This system is a real pain. "F" for drop item to floor doesn't work either.
  23. They aren't doing anything, but tell that to the doomsayers. I'm trying to....lol Really don't want to see a MA beat-down like the one that occurred in 2015. I was brand new to the modding community then and remember how shockingly ugly it got. Wrong thing for "the community" to do to the very creators of said community.
  24. "Betty"/Zen has a multi-million dollar gaming business. Paid mods may be an asset to them commercially, but it is certainly not their bread and butter, not by a long shot. They are not doing anything to the modding community, MAs, Nexus, nor end-users. They offer the community's content creators an opportunity to go professional and the end-users have more choices when it comes to adding content to their gaming experience. This will apply to a few modders, not the masses. Yes, you may have to pay for a future Enderal type DLC, but I'll wager most paid assets taken on by Bethesda will be more simple--a really cool and unique weapon or armor for instance; at least to start with. It looks like, at least according to their brief statement, that they will also be contributing content within the CC umbrella. There is nothing wrong or scary about some of our modders trying to get or actually getting a job with Beth.
  25. Well, at least so far its doomsayers, and not a frenzied brigade with pitchforks and foul slurs aimed at MAs.
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