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Theseus12

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Posts posted by Theseus12

  1. In response to post #39464010. #39464265, #39466000, #39467535 are all replies on the same post.


    MokChaoticran wrote: Thanks for this, Dark0ne, Robin, whichever you'd prefer. Watching people argue, the countless rant videos, the nonstop flood of e-mails in my inbox for reporting and calling out stolen content on Bethesda.net, watching big time mod authors lock their doors and pull their work out of the public market - It's been a painful couple of weeks and I really appreciate some kind of official word on this, and as far as the modding community goes, you're as official as it gets.

    I overall agree with your stance, and it is the most educated, realistic and moral of the ones I've seen put forward. If you read this, I'd like to ask, what is your opinion on the prospect of "Mod-DRM" and the likes, as it has been discussed among mod authors lately?
    Dark0ne wrote: I honestly see no problem with inserting hidden scripts in to mods, that only trigger if the mod is used on a console, that informs users that the mod has been stolen and uploaded to Bethesda.net without permission (and to perhaps please report the mod).

    I'm obviously not in favour of any form of DRM that would ultimately damage a console player, his console or his save game.
    yevvie wrote: That would be amazing thing, especially informing console users that the stolen mod can damage their console, saves, and everything they have on there, since it wasn't tested with consoles at all.

    I'd love to see someone from nexus releasing such script so we could add it to our mods, since for many of us something like this is way too complex to create.

    Hopefully this idea will stay in minds of modders here, as it's really good way of fixing things.
    Xeneonic wrote: I have to agree with Dark0ne's latter sentence. Most people playing on consoles and browsing beth.net are people that want to play with mods with no strings attached. Not everyone researches into these developments the past few weeks, they come home from a hard day at work, see a new popular mod and want to try it out.

    Getting to hear at that time that the mod won't work is fine, but suddenly having your game broken or saves gone is a few steps too far, as it would be punishment to someone that doesn't even know it was stolen or anything like that. You'd be punishing the wrong group of people with that.

    To the contrary, I'm sure some trolls would upload some mods to beth.net that would delete saves etc just to annoy the community for the hell of it.

    Requiring SKSE or a script that warns users that it will not work/is stolen should be more than enough.


    A mod that suddenly boots the game back to the main menu, and says "(plugin) was not designed with consoles in mind, and could severely damage your system. If you see this message, it is likely that this mod is stolen, and we ask that you please report it. If you believe this message is an error, please contact (mod author) at (page)
  2. In response to post #28805459. #28807169, #28807474, #28807489, #28809154, #28809529, #28810269, #28811029, #28812189, #28812314 are all replies on the same post.


    Dark0ne wrote: We have just released version 0.60.4 of NMM that has a number of fixes for bugs reported with the help of users using the bug tracker, the list includes:

    Fixed issue causing the migration process to be unable to reinstall some mods. Fixed issue preventing NMM from properly handling the load order for Fallout and Oblivion. Fixed issue causing the Morrowind game mode to hang while performing the mod migration. Fixed issue causing the Morrowind game mode to install files in the wrong folder. Fixed issue preventing NMM from automatically retrieve the Morrowind game path during the startup scan. Fixed issue preventing the ReadMe Manager from properly catching readme files. Fixed issue with the Backup file management.



    Now waiting on some brave souls to try it.

    Squashnoggin wrote: :ohmy: ..Not Me!!!! :teehee:
    LazarusGrimm wrote: Brave soul here: Okay... So... uhm... is there like... a reason for why the speed to delete a mod has been decreased with about 500%? Took me over an hour just to uninstall and delete Raven Castle, while in previous versions it took about 4 - 5 minutes.
    Hiwatcher1 wrote: Trying it now. Tried 60.3 last night and it seems to lock up on "overhaul" mods. Crossing my fingers.

    Update: Locked up on "Complete Crafting Overhaul". Downloaded NMM 56.1 from my downloads file and game works(so far).
    Majic7 wrote: Blindly up-dated to 60.3 yesterday, just clicked buttons. After up-dating Skyrim wouldn't open. NMM showed all 68 mods activated but it wouldn't run, even after re-installing Skyrim and starting over from the beginning. Had to de-activate all mods and re-activate them. Then I could restart the game from the beginning. Today I tried 60.4 on Morrowind and it worked fine. No fiddling around, just worked. 90 mods.
    lexx005 wrote: Just updated to 0.60.4 without any issues, but there was no migration process since i had already updated to 0.60.3 yesterday, it just updated the version of NMM.
    Squashnoggin wrote: In THAT case..
    Squashy was afraid it would be another 'fresh start' type deal. If it's just a standard Nexus "worry-free" update, then, mayybee.. ;)
    spiritwolf1 wrote: I used it and maybe I don't understand how it works or something , but all the mods it migrated never showed in my load order. I just reverted back to older version and reloaded new game, it seems to be the best solution for me. I am not blaming anybody for it not working for me. I tried using Mod organizer that was recommended also, and never had any clue how it works. I used obmm( tesmm) before NMM . which had some functions that NMM doesn't have, but I have learned other ways of doing the same thing with tes5edit. I would use NMM 0.60 , if there is a read me file to teach me how it works or a step by step video like the ones Gopher used to make, because they make it easier for me to learn how to use the programs.
    hyp3rstrike wrote: Trying it. I've just fresh installed Skyrim.
    mwhenry16 wrote: I'm blindly brave in the sense that I'm of the click it and hope crowd, with no tech experience at all. I just like things to work. That being said, I clicked on the update, and after 10 minutes it was all over, and my 50 some mods worked, and Skyrim didn't crash. And that on a Mac running a windows partition. Go figure. Blind luck I bet. I knew I was taking a chance, and I wouldn't have enjoyed spending several hours trying to reconstruct mods, or even to get the game to run.

    I have to agree with folks that just because you have big red warning signs, doesn't absolve responsibility. In this day and age an "update" is oft times either immediately necessary, or the user sees the writing on the wall. Perhaps a great deal of what to do before you update to protect your game would have been in order.


    considering my laptop refreshed, all my mods are already uninstalled. So what have I to fear?
  3. Say I wanted to search for a saber

     

    I would have to sift between weapon packs and hi-resolution retextures of the Saber Cat

     

    OR

     

    When I search, my search results has all the mods in bundles by category. In this case I would have three categories; Weapons, Animals and Creatures, and Models and Textures.

     

     

    This way, I can click the Weapons category, and get all Saber searches in the Weapons category. This may add another step to the mod searching process, but it, to me, would make things more streamlined than having to sort through swords and cats to find what I want.

     

     

    NOT TO MENTION that it would help when you consider the massive amounts of mods we have in our database.

  4. In response to post #27224004.


    Theseus12 wrote: I thought of an idea!...

    ...after filling out the survey.

    So I'll put it here.

    Say I wanted to search for a saber

    I would have to sift between weapon packs and hi-resolution retextures of the Saber Cat

    OR

    When I search, my search results has all the mods in bundles by category. In this case I would have three categories; Weapons, Animals and Creatures, and Models and Textures.

    This way, I can click the Weapons category, and get all Saber searches in the Weapons category.

    This may add another step to the mod searching process, but it, to me, would make things more streamlined than having to sort through swords and cats to find what I want


    Also, I feel this would especially work when you consider just how massive our database is
  5. I thought of an idea!...

     

    ...after filling out the survey.

     

    So I'll put it here.

     

    Say I wanted to search for a saber

     

    I would have to sift between weapon packs and hi-resolution retextures of the Saber Cat

     

    OR

     

    When I search, my search results has all the mods in bundles by category. In this case I would have three categories; Weapons, Animals and Creatures, and Models and Textures.

     

    This way, I can click the Weapons category, and get all Saber searches in the Weapons category.

     

    This may add another step to the mod searching process, but it, to me, would make things more streamlined than having to sort through swords and cats to find what I want

  6. In response to post #24618459. #24619194 is also a reply to the same post.


    Shadowmane01 wrote:
    Brasscatcher wrote: The sickest irony here is that if anyone should be paying mod authors...*ANYONE*... It should be Bethesda. Okay, maybe not the armor replacer guys, or even all the glorious house modders, but at least the SKSE guys, the SkyUI/MCM dudes, and the Unofficial patcher chaps. For serious, those guys should be fricken contractors of Bethesda, names in the damn credits and what have you.


    hm. Someone should make a mod that adds the SKSE and SKyUI and Unofficial Patcher's names to the credits, now that I think about it
  7. This actually may bring more people to the Nexus community. Think about it. Person sees a mod they want on SW. They don't want to pay because they don't want to risk getting something that can break their game (and lets be honest here. Any combo of mods could potentially break anyone's game). They look on the Nexus, and see the same mod. And then they think "Screw the workshop. I'm not paying to get my game smashed," and come here. And we have more modders that may decide to donate to Mod authors after they try and like said mods. I'd rather pay for a mod via donations after finding out I like it as opposed to pay up front at the risk it will break my game. I can name a couple mod authors (AthenaX and Apollodown come to mind. Seriously, look up their crap. It's amazeables) that I enjoy multiple mods from them, thus increasing my desire to tell them to "shut up and take my money", if I had money I could spare to throw at them. On the upshot, I have a job now, so I could easily get it done as soon as I get my life sorted and I start collecting paychecks. I will donate worthy mod authors that have earned my money by creating mods I enjoy. I will never pay for a mod up front, only to find out that it would break my game. Sorry, those of you who plan on charging for an Alduin retexture. I just don't find a paint job worth fifty cents. Make enough good paint jobs in different areas, and I will toss a few dollars at you. And the best part is, while I am sending you three dollars for ten mods, that's still more money you would see if you somehow managed to to charge me 50 cents for each mod in ten mods, thanks to Bethesdaand Valve wanting 75% of your money. Basically, all I am doing here is cutting out the middle man.
  8. Weapons, particularly scythes, that are NOT Dark Souls or Darksiders inspired? Please? I'd like if there were one and two handed versions, please.

     

    EDIT: OH. And please let the scythe/scythes not be Dante's Inferno pull-offs either. What I'm trying to say is, no scythes that are obviously from Darksiders, Dante's Inferno, or Dark Souls. There's enough of them out there

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