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Everything posted by graymaybe
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Win a Copy of Kingdom Come: Deliverance + DLC
graymaybe replied to BigBizkit's topic in Site Updates
Sure, why not. -
Always love these posts; this site and community has grown so much over the years and it seems to only be continuing on that path exponentially. Can't wait to see the redesign when that comes around (will there ever be any sort of halfway/beta where people can opt-in before it's completely rolled out? Would love to help with that if/when it's a thing). I'll kinda miss this appearance as it is, but i'll be damned if the redesign isn't immensely overdue, lol. So, here's to a good year for this website, and another one coming our way!
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Interview with Insane Mind Games - creators of "Breaking Wheel"
graymaybe replied to TheTokenGeek's topic in Site Updates
Oh? But I thought he left this site forever. Did he go back on that, or does this just not count? -
MO is a great tool, and I'm glad he'll be able to put more work into it, but... IDK about anyone else, but I've found that the virtualization it does, instead of installing directly to the data folder, made Fallout 4 very unstable for me. I used to have so many crashes, but when I decided to just manually install everything, pretty much everything cleared up. Somewhere down the line, do you think there will ever be an option to handle installs more like Wrye Bash did -- that is, direct to the data folder, but with the 'anneal' option?
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In response to post #41272325. #41274465, #41275065, #41275135, #41275585, #41276745, #41277095 are all replies on the same post. Compared to what it could be, it's pretty broke tho.
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In response to post #41058105. #41063005 is also a reply to the same post. Or, instead, everyone can go on ahead and watch the video about choosing passwords that's linked in the description of the video you've linked us to ( ), and just stop using terrible passwords.
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crafting slots dissapearing
graymaybe replied to scoutmasterlumpus's topic in Fallout 4's Discussion
I'm not following it closely, but last I've heard about it was in that comment section. It doesn't really look like the kind of problem that's going to be fixed anytime soon, tbh -- there's just too many unknowns without the creation kit available. I mean, it's not impossible that someone might work it out before then, but I wouldn't hold my breath. Your best bet for finding out how things are going on that front is probably just keeping an eye on the affected mods. If someone figures something out, those mod authors will no doubt be the first to talk about it. -
Nexus Mods now has 10 million registered members
graymaybe replied to Dark0ne's topic in Site Updates
I've been banging around this site (or, I should say, TESNexus) since around early '08, and it's been really interesting to watch it grow and evolve over the years. The one thing that's been abundantly clear the whole time, though, is that there's no other site like this place. And while I don't really think that anyone can really say that a site will be around forever, well, NexusMods sure isn't going anywhere anytime soon! So yeah, congrats on reaching this ridiculous milestone. I, for one, can't wait to see how this site grows in the years to come. -
Nexus Mods now has 10 million registered members
graymaybe replied to Dark0ne's topic in Site Updates
In response to post #30818995. #30847995 is also a reply to the same post. You must be fun at parties. -
I'm considering requesting having this account banned so that I can make a new one (so that I can have a new username). I've been around here long enough to pretty much know how that works; but there were some things I was wondering about before I do so: Am I allowed to make a new account before requesting this one to be banned, to see about giving said new account editing permissions on some of my mods? (Idk if that'll work quite like I'm hoping or not because I've never given anyone else permissions, but basically I want to be able to manage the mods from my new account after this one's banned.) Is there any way I could still retain access to the mod authors subforum? I don't know that I'll become all that active on the forums again even with my renewed interest in modding, so if not it's not really a big deal, but I do like browsing them from time to time.Anyways, I'm just making this post before doing these things because I don't really care to break the rules on this one, haha. But seriously, yeah, I would like to know the answers to those things before really considering making a new account. Thanks in advance! :D
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lol that would be the same as typing "Nehrim" into the search bar surely? Or were you thinking of blocking all Nehrim mods? Because if tagged correctly they should come under non-lore friendly I'd think. No, not really. I have a potion replacer I just released with a version for Nehrim and a version for Oblivion. It's certainly lore friendly, and I've seen other mods for Nehrim that similarly wouldn't be unfriendly, like say the Grass Fix or the Nehrim version of All Natural. They just don't count as non-lore friendly, but they're not made to work with Oblivion. I think what I'm trying to say is there's a difference between a mod being compatible with/made for Nehrim and whether or not it fits in Elder Scrolls lore. Similarly, some mods without masters work fine with Nehrim out of the box, and I'd love to be able to tag some of those for others to find (so maybe there should be a works with Nehrim tag instead of just a Nehrim tag).
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I ran across a mod with the option to tag turned off, but the author never bothered doing any tagging, either. Now, I can understand not forcing an author to tag their mods, but it seems odd that they can opt out of other people tagging them, too. Similarly, I see comments about authors using every tag. What exactly can be done about that? Should we be able to/can we report a file for abuse of the tag system? Relating to the argument over what makes a mod lore friendly or realistic, I can see where the concerns come from. However, when people say realistic, they tend to mean immersion and cohesive with the rest of the environment. Hence how a dragon could be realistic in the Elder Scrolls games, but not F cups with a fifteen inch waist. Regarding lore friendliness, I can't remember who said it but I remember reading over a thread a few months ago where someone pointed out there being a distinct difference between lore friendly and lore accurate. Lore friendly only means it doesn't actively brake the lore, so a new town or race could be seen as lore friendly, just nor lore accurate. Lore accurate, on the other hand, would be a mod that follows everything completely and only plays in the realms of known. I'd also consider it a bit of a scale, myself, with lore accurate on one end, lore unfriendly on the other, and lore friendly somewhere in the middle.
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On the file upload page, I'd put a box regarding translations. It would ask, first, what the language of the mod is and if it's a translation of another Nexus mod. If it's not a translation, it would ask what your permissions in regard to translations are (optionally, this choice could be with the other permissions). The options would be allow without my approval (meaning translations would be immediately linked upon upload), ask me (meaning you get a request after the upload for the page to be linked, and until you approve or deny the file it's hidden), or no (which would not allow the upload of the file). This option can be changed retroactively, but I don't think the translation should be set to hidden if you set your option to no at a later date, it just seems unfair to the person who put the work into the translation when you were cool with it. You will, however, always have the option to un-link and re-link translations. If they disregard your other permissions (such as giving proper credit) then you can report them. If it is a translation, you'd then have to put in the link to the original mod. What would happen in response depends on the original author's choices above. Mods marked as translations of Nexus files would be set to a semi-unlisted state. They would only show up on the translator's files list and a new mod list on the main page under latest files labeled new translations (there'd need to be a way to display the language of the translation, though). The reasons for a new section are twofold: More exposure for the original mod (it puts them back on the front page) and easier access for those looking for translations. I think it would be a good idea if you could filter that section by language, too. One thing I'm undecided on is if the new translations box should link to the original mod or the translated file, though I'm thinking the original file should probably be it, seeing as you're likely to need some resources from that to begin with, which leads me into another point. Translation files shouldn't include more files than are necessary, only the files that are actually translated. As mentioned earlier, you probably don't need a translation for something with only sound files. I say probably, however, because it's possible that speech was translated, or perhaps in-depth documentation if the mod has lengthy install instructions. That's why you can't just limit it to esp files; another example is a mod that translates, perhaps, the textures on signs. So, how does that sound?
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moddatabase: new file category for mod translations
graymaybe replied to ignu5's topic in Site Support
I'm a bit amused that the two people in this thread insinuating that those who haven't learned English are stupid have the worst grammar here. -
Nexus site problems - Background images and popup cPanel
graymaybe replied to Arthmoor's topic in Site Support
Came here to see if anyone see was having the problem and apparently it isn't just me. It's happening with me on most of the sites, but luckily I know the buttons well enough to still navigate. -
Interesting little tidbit, first command I executed was get timescale, and it didn't come back as 30, but 20. Not that important, I suppose, but still. Means either the game days go by slower than they did in Oblivion by default, or that the timescale measurement itself is different (as in 20 now is different from 20 then).
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In some ways, I'm inclined to agree that they shouldn't have been removed. More and more I've seen sites remove options to downvote or something similar because it might hurt someone's feelings, and I'm tired of that, though I'm pretty sure that's not why it was done here. I think what needed to happen with the negative votes was they needed to require a comment describing why they're being given, not just giving the vote and choosing from a drop-down. This way they'd have been more helpful. Ultimately though, I've never found them that helpful; anything horrible about the mod could generally be gleaned from the first three pages or so of the comments.
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Oh, if it were suddenly, I'd be concerned too. But the thing about modding these games is not how it will be in a few months, even a year after it comes out. But by two years everyone still playing is piling them on like we're kids in a candy shop. :)
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Yes, but you forget mods, the main reason anyone gets the PC version.
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My understanding is we won't be getting a x64 executable. WHY? :wallbash:
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GLORIOUS ! I might actually be able to make my guy look the way I want him too. I hope there's a nice mustache to choose; I like mustaches.
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I say yes, but not because I like all of the sexy mods or whatever. One of the first mods I got was a body mod like that because I felt bad for my guy being stuck in a really dirty cloth diaper. It just wasn't sanitary; he must have been miserable.
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I just saw something that kinda dwarfed Skyrim to me...
graymaybe replied to WolfySnackrib's topic in Skyrim's Skyrim LE
It was a scam when they claimed it last year and it's a scam now. What Notch said about it is irrelevant, although he does explain why it's a scam quite well. -
Modular Radio Modification?
graymaybe replied to Ghostmachine's topic in Fallout New Vegas's Mod Ideas
I don't know much about making radio stations, so I can't really comment on that. There is something I want to know about this, though: How the hell do you think that I, as a user, would want to use anything voluntarily that will advertise mods to me in-game? Now I am a bit unclear as to what exactly you mean by that, but you make it sound like you mean any mod, as in telling me about the great new weather system mod that's out. If I want mods, I come on-line for them. I don't want to hear about it while playing, as that would defiantly break my suspension of disbelief. It makes no sense. Roleplay wise, I don't get how there needs to be ads either, really. At least not like that; the only person I could see having ads put on a station is Mr. House (and at that only with someone operating out of the Strip) and then they'd only be about how great it is to gamble in the casinos. But I imagine once you get your station up and running otherwise, there wouldn't be much in the way of monthly payments, as it isn't like there's a government taxing you, nor are you paying anything like rent for the space. -
Man, this thread is over a year old. You'd have been better off just making a new one.