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Ferryt

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  1. Are you blocking scripts? Nothing worked for me, either, until I started allowing outside servers one at a time until I found a combination that worked. I don't remember which server it was, though; sorry about that. I use NoScript, and once you've allowed scripts you don't get a list of them anymore. At the moment the only server I don't allow on Nexus is quantserve.com. The company which owns this domain, Quantcast, came under fire, including legal action, a year ago for implementing "zombie cookies" (flash cookies which resurrect themselves even after being deleted). I don't trust this company and they are a data-mining firm that collects any and all personal information they can get about people and store it in a data base. I think that says enough about why not to enable any scripts which involve them. The rest should be safe enough. Oh, and the more I'm using the new interface the more I'm beginning to absolutely hate the color scheme. Whoever thought that white text on an orange background was acceptable, anyway? Or, for that matter, orange text on a dark grey background. Lose ... the ... orange! Some of us with certain visual impairments can't read this easily -- and I'm one of them. Sure, I can highlight that stuff, and then I get blue on a white background, which is just as bad. I can deal with light text on a dark background, although that's hardly my preference. Very dark grey text on a very light grey background works for just about everyone's eyes. Stick with the lowest common denominator and you really can't go wrong. I will say, in spite of all the hate that this new design is amassing, that I like the image preview function and the "More from the uploader" section. I still wish, though, that the page took up my entire screen space, rather than compressing everything into a narrow ribbon in the middle. That's still the deal-breaker for me.
  2. I'll start out with a comment that I really feel should be the primary philosophy behind site renovations. "If it ain't broke, don't fix it." When you try to do that you wind up breaking more things than you fix, and you guys broke a LOT of stuff in this new design. I'm not going to restate everything that's already been stated. I'm in agreement with virtually every negative comment I've read in this thread. What I will say, is this, though ... Whatever were you guys thinking when you figured that Nexus should look like a typical blog? I can deal with the new layout, even though it's clunky and confusing. The deal-breaker for me is that you've chosen to compress everything into a narrow band in the middle of my screen. Come on, guys, this is 2011. HTML can adjust to the width of a display. Instead, now we're in mouse-scrolling Purgatory. And, no, using the zoom feature of my browser isn't an option. Sure, it fills the screen, but it makes the text bigger, too, so I still don't get any more text on one line. This was a Bad Design Decision. It doesn't take a rocket scientist to know that. I was thinking about upgrading my membership to Premium. That's not going to happen, now, because you've made Nexus a real pain in the behind to navigate and read. Give us an option to make it look like the old Nexus and I might reconsider. I'd rather not have the extra features and get the extra usability and user-friendliness that the old version has over the new one. If this new design doesn't drive members away to other sites for their modding needs I'll be very surprised.
  3. Moarp, you're talking about a massive undertaking, even with the little bits which have already been independently completed -- not months to complete, but years, even with entire teams of modders. Much of what would be needed would have to be constructed from the ground up. Telyn mentioned such a project and the designers, there, ran into legal problems because they were trying to import content from Morrowind into Oblivion -- a very serious legal no-no. That would mean creating new meshes and new textures to support objects that exist in those regions of Tamriel, but don't exist in Cyrodiil, even if all the work has already been done by Bethesda and released in a related game. I'd love to see a single game with all of Tamriel in it, and everything running under the same gamesystem and with a consistent lore, but I really doubt it's ever going to happen. Think of how long it's taken Bethesda to get Skyrim ready for release, and that's a team of professional game designers working eight to five for five days a week.
  4. It doesn't auto-run them. What it does is to set a runnable file to run by default when you hit the <Enter> key, so if you get carried away you can easily wind uploading a file into a program when what you wanted to do was save it. If that program is set to actually auto-run/display a file it loads, then it will do so without the user's intervention. Good old Windows. I haven't had that problem downloading files from Nexus with my new computer because I accidentally set the download window to auto-download everything by default and I don't even see that window any more. I'd actually like to get it back, just so I'd have some visual confirmation that a download has actually started, but I haven't dug into the registry, yet, to see how to fix what I broke.
  5. If you associate a file with a program to open it the Windows download window will default to using that program instead of downloading to disk. That's the problem that Conv1ct1on was having. I'm sure that Microsoft considers this a "feature" since it makes it simple to view media files before saving them to disk, but for most people it's really more of an annoyance since it requires an additional click of the mouse to override what Windows thinks you want to do. I think there's a way to change this behavior in the registry, since I recall doing something to fix this with my Vista computer, but I don't remember what it was.
  6. Heheh ... the "Vilverin crew" gave me a royal spanking the first time I ventured there right out of the sewers. I managed to liberate the two bandits outside of their lifeforces and belongings, spent some time healing up, only to get waylaid by the mage who sometimes pops up, but I managed to (barely) get through him. I really wanted to go through that door. So, I did. And I died. Three times trying to kill the bandits in the first chamber. That's when I gave up and started just wandering around the island looking for easy pickings. Believe me, for a noob at first level and wearing "rough leather armor" those bandits are quite a challenge. Now, armed with farm implements ... I think I might have been able to handle them.
  7. whalecakes, he made a mistake in the download dialog and inadvertently associated the .esp filetype with a program to open it. I've done that, too, by accident, so I know what a PITA it can be. Conv1ct1on, I tried to intentionally associate .esp files with the CS just to see what would happen. CS crashes, of course, which is probably expected behavior, since it's not loading Oblivion.esm by default. I don't see it being a problem, though. Just don't choose to "open" the file in your download window. You can still disassociate it from the CS, of course. The simple solution here ... you never open an .esp by clicking on it, but always do it within CS.
  8. Striker879 My intention from the beginning has been that the guy who runs the HQ isn't actually the guy in charge of the whole operation, and that his identity will remain unknown to the Player until such time as the quest addition is unlocked, and even then not for a time afterward. wetblanket What mod(s) are you using to change the bandits? MarkInMKUK Keep in mind that this isn't a sure part of this mod. I'm actually working with someone else on a full-fledged prostitution mod that, when finished, would be incompatible with what I mentioned, but which could be very easily configured, without changing this mod in any way to add a way to bribe any of the NPCs (or even the random ones) with sexual favors in turn for a temporarily-heightened disposition (giving you time to high-tail it out of Dodge). It will, assuming we ever get it finished, allow the player to tailor any named NPC in the game in ways that no other mod that has attempted to introduce prostitution into the game can do. If you want Count Marius Caro to be gay and prefer Argonians over all other races, then he'll be gay and have a "thing" for lizards. The mod won't even require your character to be a "professional". Any PC will be able to proposition any NPC for either money or certain types of favors ... not that success is guaranteed, you understand. I think that will probably be the best way to implement this, since it would be simple to make the conditional bribe for a Highwayman to include Moon Sugar as well as, or instead of, money. At any rate, it's not as simple as making a Highwayman have a % chance to be gay or straight, or somewhere in-between. Every one will have a unique AI and dialog package, just like any other named NPC in the game, so once the mod is loaded up you have to run with what's there. Their personalities will be hard-coded into their AI packages and scripts. This means there's no way I can make everyone happy about this little detail. Perhaps it will be better to just wait until we release the prostitution mod, then people could run them together.
  9. Run regedit. Locate the following registry key: HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\ Explorer\FileExts\.extension\OpenWithList Locate the value for ".esp" and delete it. .esp is no longer associated with a program. Problem solved.
  10. Actually, that's a pretty good idea, and I'll give it some thought and see how I can work it in. I still want to retain the sense of danger when dealing with them and I really don't want them as "upper crust" types. One reason they're doing what they're doing is that they don't have a lot of money and they need the work, plus I imagine many of them are immigrants from Elsweyr. However, each of the named NPCs is going to have a unique AI and dialog package and they aren't all going to look like, speak alike, or dress alike. I was just tired of all the "sameness" you get with bandits and such, and the vanilla Highwaymen are really nothing but a variant of the bandit class in virtually every way except for their ambush AI package. But, yeah ... I think you'll find most of them to be polite, even gentlemanly, as long as you don't ruffle their fur. After that, though, all bets are off. These aren't "all noblemen who have gone wrong", to borrow a phrase from the Libretto of Pirates of Penzance by Gilbert and Sullivan.
  11. Seriously. She's a member of the Imperial Legion Faction. Does anyone know why this would be? Can she really be trusted with Dark Brotherhood secrets? I don't know what to think, now. I mean, she's seen things ... you know ... things I don't want the Legion to find out. Maybe that's what's happening when she gets "knocked out" and then disappears. She's not really going back to Fort Farragut. She's finding someone to report to. Is it even safe to sleep, now? Will she eat a poisoned apple if I offer her one?
  12. Seridur is a "Bethesda cheat", based roughly upon the Second Stage of the disease, but without the special spell abilities a player gets at that point. In addition, he's not a member of the Vampire Faction. The problem is that if he were recognizable as a Vampire, then his own people would not have anything to do with him, AND the Player wouldn't be duped into believing his line, either. For me, it stretches the storyline a bit thinly, but is a necessary evil to make it possible in the first place.
  13. Don't bet on it, Striker. Right now what I'm considering is a total of seventeen Highwayman teams. Each one will be made up of two named NPCs (one tougher than the Player, and there's a chance at any given location that you might meet one, both, or neither of them), a 75% chance of a support archer, a 50% chance of a support mage, and a 33% chance (each) of four support fighters, who may accompany the named NPC. This means you could, theoretically, be facing up to eight opponents. In the camps, themselves, you will be assured of meeting at least some of these people, including a sentry (also a leveled spawn) that will always be there. Oh, did I mention they might have guard dogs, as well? The idea is that Highwaymen will no longer be pushovers. They're organized, better equipped, and will be much tougher opponents than they have been in the past, without being too overpowered. This means that both stealth and diplomacy will be more valuable than just raw fighting ability in dealing with them on the road and at their camps ... and don't expect to be able to take out the entire camp without waking someone up, especially with the guard dogs lurking about. The one thing about this that I'm still weighing, though, is just how high to make the leveled lists for their gear and loot. I just can't buy the possibility that they'll always have the best available at the Player's level. If they could afford Daedric armor they wouldn't be making a living robbing travelers. Same goes for all bandits and marauders, in fact. To make up for the difficulty in beating them, I'm working on an expanded way to interact with them. You can plead, lie out your teeth about not having money, and other things that really made no difference with vanilla Highwaymen. Like I pointed out, if you don't have much money the game just makes a random determination (1/3 of the time) that the Highwayman will attack you, anyway or (2/3 chance) simply let you go. It's not going to be that simple, and since these guys are persistent, unique NPCs they're going to remember you from event to event. Play your cards right and you might even get to be friends with them. Or you could make enemies who will attack you on sight without even asking for your money. If you're a Khajiit, like they all are, they'll tend to like you better from the outset, but each of the named ones are going to have their own, individual racial likes and dislikes. I'm halfway thinking about introducing the possibility for the Player to give them a little "sugar" as a bribe to let you go without paying. For female characters, well, I think you probably get the idea. For both males and females, if you have Cobl installed that could be "Moon Sugar", assuming you happen to have some. At this point, though, I'm not sure about the wisdom of making this mod dependent upon Cobl, but I don't want to redundantly introduce Moonsugar into the game for those people, like me, who play with Cobl. It makes sense, though. The Highwaymen will be involved in the Skooma trade in Oblivion and Moon Sugar is one of the components used to make Skooma. On the other hand, I really can't imagine running Oblivion without Cobl, myself, but I know that's just a personal preference that not everyone shares. Right at this moment, I'm working on the named members of the teams. The support members will simply be from a custom leveled list. I want to get just this basic concept finished and distributed so people can test it and tell me where it needs to be tweaked. The next stage will be to add the control network, which will consist of Charter Houses in or near each major city, except for Imperial City (which is where the HQ will be -- actually, probably on the outskirts of Weye), and couriers which transmit orders and collect loot and money. All in all, I'm looking at adding a total of 56 new, unique Khajiit characters to the game. They're already named (all lore-friendly and none of which have appeared in either Morrowind or Oblivion), they've been assigned specific jobs within the organization, and I've got partial backstories worked out for some of them. At that point I'll probably introduce several other new characters as fences for the organization, as well as a special group of people in Anvil and Leyawiin to handle the details of Skooma trafficking. I'm mulling around the idea for a final stage of this project which will be to add some player interaction with the organization, itself, something like how the Player can get involved with the various guilds, although you're not going to be able to become the head of it. I really don't even like that idea for the guild questlines, to be frank. I do like the idea, though, of allowing the player to do "work" for the organization in turn for "free passage" and even pay. That could include things like ridding the areas where they operate of bandits, marauders, goblins, and other groups that might interfere with them, maybe replacing a courier who is laid up with injuries, and other things of that sort. Conversely, I'm also considering the possibility of an alternate questline where the Player will be working as an independent agent for the Imperial Legion, under direct orders from Adamus Phillida (or Giovanni Civello, in the event of Phillida's retirement). In this case it would be the Player's duty to infiltrate the organization and gather enough information to bring it to an end, either himself, or with the aid of the Legion. I'm good at stories. Now let's see if I can make it all work with the CS.
  14. Thanks, Hickory. I was beginning to suspect that this might be normal behavior that I just wasn't aware of. When I was using it, before, I wasn't in the process of developing content and testing multiple mods, so it was invariably just fired up for a single use and then closed. I wish the "Activate" button would automatically update the active mod list even if if no omod file is selected, though. That would be a nice addition to its features, without cluttering the interface with more controls.
  15. Striker879 Heheh ... yabetcha! My current plans are to get the Highwaymen actually organized (they'll have a sort of guild). Each one will have an area he covers, so it's going to be pretty hard to just walk on the road and not get accosted a couple times, at least, if you're traveling from, say, Leyawiin to Anvil. On the other hand, it's also going to be difficult to just anticipate where a Highwayman might be at any given point. He might be sleeping in his nearby camp, he might be going for a little walk, or he might be hiding in any of several locations, just waiting for an unsuspecting passerby. I'm also going to remove the auto-detect and confront BS that the devs built into them. You can be in 100% Chameleon mode, or have AI Detect turned off, and you'll still get stopped by these guys. Makes no sense to me at all. I'm seriously thinking about making them tougher and possibly even giving them a little help. Even at low levels I really have no trouble killing these guys, and it's a shame, because I think Khajiits are cute -- even the bad guys. This means you'll have additional opportunities to weasel your way out of either a fight or just handing over money. As it stands you don't have a persuasion option with them. You either give them the money, fight, or claim that you're poor, in which case he'll still attack you 1/3 of the time, even if you really can't afford the 100 Gold. This will also get rid of the two 50% respawning Highwaymen. I'll probably replace them with a single named NPC, since they're actually very close to each other (just a few minutes' walk, in fact). I presume this is an attempt by the devs to simulate one that wanders a bit. Anyway, I found all seven of them. Yes, seven. The wiki is wrong. That missing one based upon the BanditRobberTEMPLATE (located in the Khajiit section of the NPCs in the CS) is found just at the juncture of the Yellow Road and the road that leads to the Ayleid ruin Mackamentain. I can attest, personally, for the one at the turnoff to Lord Drad's Estate. He stands right near the chest just to the east of that low stone wall that frames the side road. I don't travel the roads very much because I browse for alchemical ingredients, so I had never actually met him until the last time I played a character involved in the quest where you have to meet the Count, there, but he's definitely there. wetblanket Actually, you can go to the NPC in question (or the leveled creature marker, as the case may be) just by double-clicking the line in the "Used in these cells" section of the Use Report window. My issue with having to mouse around was finding out where they were when I was trying to go by the wiki location descriptions, since some of those could indicate a number of cells, and I had no idea what I was looking for. I've been figuring out how all that works on my own, so it's just taken a bit of time. I'd never have found the two respawning Highwaymen had it not been for micalov, since I never would have thought about looking anywhere but under the Khajiit NPCs. It's all cool, now, though. I know where all seven of them are and I'm trying to decide where additional Highwaymen need to be placed.
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