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Various Nexus related things from the Skyrim SE launch aftermath


Dark0ne

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In response to post #43712115. #43712330, #43712525, #43712565, #43712575 are all replies on the same post.


chrisblackwell69 wrote: Why didn't the team plan for this ahead of time?
janishewski wrote: And what exactly should they have done? I know traffic over the Thanksgiving holiday is going to be a pain, that doesn't mean they should double all the road sizes for my convenience, it means I should plan accordingly. In other words stop whining about things you get for free and deal with it.
MickyFoley wrote: You can't do precautions of an impact of a nuke, if you expected a normal grenade :).
Nobody knew, what has changed and that a separate site would be needed for SEE. The team of Nexus could also have said: "Sorry folks, we need time to prepare. Check the new site in a few days."

Instead we still have the ability to manually install the mods we want. The fact the NMM isn't fully working is sad, but saying the team wasn't well prepared is a bit... ahm... wrong :).
pegueng wrote: Why didn't you?
Ethreon wrote: Yea nexus, why didn't you just make more money so you can buy more servers and bandwidth for when ppl need le mods. What? Just print more money goddamn it!


Yeah.. I know the console cheat for making more money.. use it :D
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In response to post #43702785. #43703270, #43704190, #43704300, #43704350, #43704675, #43704695 are all replies on the same post.

 

 

 

MickyFoley wrote: To all, complaining sarcastic & ironic about the downtime:

At 99,9%, all of you don't have this nice, shiny, green text for saying: "Hey, at least I supported the Nexus and so I can text my sadness about the downtime." This would at least be reasonable & understandable. But the service is for free. No, you don't need to support anyone. But just understand, that there are limits.

 

Limits, maybe not that fast broken if more people would support them. More servers, better speeds. Well, I stop here. I think, you got the message.

phell666 wrote: Amen! I couldn't say it better :D
zcul wrote: Right :thumbsup:
badkrma wrote: +1 :smile: this site isn't for the irrational but the enthusiast
kidshxt wrote: lol exactly.
BlueGunk wrote: +1 from me!
kapy1049 wrote: I didnt disable my ads so I can support them. $_$

I've used the site so much over the years I realized I couldn't NOT go premium. It was really overdue to be honest. A big thanks to everyone involved, both Nexus site folks and wonderful modders. Aside from a little immaturity/drama from a small percentage of users, I think Nexus has one of the best communities on the web.

 

Me too. I have used the site for a very long time and a few months ago, I just realized I needed to put some money in for all the help its been to me over the years.

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In response to post #43709665. #43709795, #43710870, #43711415, #43711535, #43711900 are all replies on the same post.


arashikage01 wrote: Not sure if this is correct place for this, but I am very concerned about where things are going and would appreciate the thoughts of the modding community, especially from mod authors and Nexus staff.

With the release of SSE it is now clear as I feared that a number of older mods will not run on SSE in spite of official statements that most older mods would just work (which, as a professional programmer I never believed). In the case of SKSE based mods this was expected. I am however, greatly concerned about older mod compatibility. I personally use a number of older mods which have not been updated in some time and are not likely to be ported to SSE because the authors feel the mods are complete, they are busy and can't mod, etc. What will happen with these mods? Will people who wish to use these mods in SSE simply be out of luck?

It seems like we are heading for a scenario where lots of great mods will not be available for SSE for whatever reason but newer mods, or newer versions of mods, will only be available for SSE.

I would greatly appreciate some *detailed* news/explanation/FAQ addressing this issue (or links if they already exist). What kinds of modes will need to be upgraded/ported? Will all mods need to go through the new CK? Just certain mods, like those using BSA? What about scripted mods? What about older mods that work just fine but probably wont get ported?

If I missed news answering these questions I apologize but so far I have been unable to find good answers to these questions, and what info I have found has been unclear.

I would also like to take this time to thank the modding community for all their hard work. Your efforts have greatly enriched Skyrim and made it one of the best gaming experiences ever. Thank you.
blackdawn101 wrote: Unfortunately that isnt really for Nexus to decide or really have any input on. It's entirely dependant on the userbase, and thus indirectly the team/individual whom made the mod you are using. If it's out of date, chances are it wont be updated again.

However, many mod incompatibilities are mainly due to the fact that SSE is running on a 64bit engine, which SKSE is currently incompatible with due to it being 32bit. It is logical to say that many mods whom require SKSE will be compatible when SKSE is update for use with SSE - but that isnt a garuntee.

all you can do is hope!
KiraCura wrote: Hmm.. Ive actually been thinking about this very same issue... I wonder if its possible to get a hold of the mod authors and ask if one of us can go through the process of making their mods 64 bit compatible on behalf of them and of course give them credit. That would seem like one of the best solutions though it would be really hard to get in contact with someone who likely isn't around anymore or has old contact info. It's really just stumping me on how else we're going to get some great mods to come out for skyrim SE... meh. what to do...?
wigpidgeon wrote: I wouldn't worry too much...I spent quite a while browsing the SkyrimSE mods last night, installing all the ones that I liked the sound of...In the hour or two that I was browsing through the mods, another 15 or 20 appeared that weren't in the list when I started looking. New mods seem to be appearing fast, and all the ones I've seen so far are very useful. Yes, there are a couple of important ones missing, mainly SKSE and SkyUI, but once those two appear, I'll be very happy!

I'd also like to thank the great people who put so much time and effort into making these mods, so that my Skyrim experience is more enjoyable, and of course, the guys at Nexus Mods who make installing and managing mods so simple and painless. I don't think I'd still be playing Skyrim if it wasn't for you guys.
Totower wrote: Theres no need to hope if apple playing steam games that are made from Microsoft iso is possible I strongly and honestly think we have the power to do this.
Arthmoor wrote: http://afkmods.iguanadons.net/index.php?/topic/4633-skyrim-se-things-to-know-when-converting-standard-mods-to-sse/

Also they never said old mods would "just work". They said at the very least ESPs would need to be resaved in the new CK. Which is true. They just didn't provide the rest of the details outline in my post in a concise way :P


Arthmoor you sexy bastard, seen you've been busy transferring quite a few mods over :-)
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In response to post #43712115. #43712330, #43712525, #43712565, #43712575, #43712895 are all replies on the same post.


chrisblackwell69 wrote: Why didn't the team plan for this ahead of time?
janishewski wrote: And what exactly should they have done? I know traffic over the Thanksgiving holiday is going to be a pain, that doesn't mean they should double all the road sizes for my convenience, it means I should plan accordingly. In other words stop whining about things you get for free and deal with it.
MickyFoley wrote: You can't do precautions of an impact of a nuke, if you expected a normal grenade :).
Nobody knew, what has changed and that a separate site would be needed for SEE. The team of Nexus could also have said: "Sorry folks, we need time to prepare. Check the new site in a few days."

Instead we still have the ability to manually install the mods we want. The fact the NMM isn't fully working is sad, but saying the team wasn't well prepared is a bit... ahm... wrong :).
pegueng wrote: Why didn't you?
Ethreon wrote: Yea nexus, why didn't you just make more money so you can buy more servers and bandwidth for when ppl need le mods. What? Just print more money goddamn it!
pegueng wrote: Yeah.. I know the console cheat for making more money.. use it :D


Sorry, but is it really *that* difficult to have to drag and drop files?

Self-entitled much?
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In response to post #43711635. #43713310 is also a reply to the same post.


techstepman wrote: O_O ? ----> T_T ...why oh why did I decide to reinstall fallout 4and re-download all mods this weekend ?...and I had Friday off but I wanted to finish on some models for my mods... dang you SSE you are still giving me trouble even though I ignored you!
weedindeed wrote: Lol


same problem, Replaced a bad hard drive with Fallout 4 on it.
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