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tonycubed2

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Everything posted by tonycubed2

  1. Hi Team On mod https://www.nexusmods.com/skyrimspecialedition/mods/97492?tab=files , uploaded today, no views or downloads are registered. Something is wrong.
  2. Hello fellow modders, The creation kit wiki says not to use in a script the command Delete unless it is used on uniques because it can delete spawn points, needed game references, etc. It says to use instead victim.SetCriticalStage(victim.CritStage_DisintegrateStart).Fair enough .But here is the weirdness. If use a mod like minimap that shows both dead and live bodies around you, I different results with both commands. With Delete, the markers for the npcs disappear instant. Also if I,use console command mark for delete. The form of the npc disappears from mini map. But is I use srtcriticalstage and set it at 4, the final stage, the npc visually disappears but still shows a a dead npc in the mini map. The whole purpose of my mod dead body remover is to quickly delete dead looted bodies and thus avoid save bloat when using spawning mods. If the npcs are going to remain in the world then what is the point? To add to confusion there is a cell in the game where dead deleted bodies are sent to. Do all deleted and setcriticalstage toons end up here regardless? If so then again what is the point of,the mod If the dead bodies are not forever and hard deleted? Any info,really appreciated.
  3. having this exact issue in oct 2021. let me try a new game to test.
  4. the mod has been around for a while, since 2020, and was just updated to boot https://www.nexusmods.com/skyrimspecialedition/mods/37889 you is welcome friends
  5. debug.SendAnimationEvent(NPCPlayer,"IdleStop_Loose") debug.SendAnimationEvent(NPCPlayer,"IdleForceDefaultState") where NPCPlayer is defined somewhere either as an actor npc or the player
  6. i tried closing and opening, still happening to me.,
  7. For the love of Talos, stop fixing what is not broken. Or at least allow a toggle to give us a choice on what to use as the user interface. Change for the sake of change is not progress.
  8. In response to post #73897103. #73899578, #73899788, #73900288, #73900358, #73900928, #73908723, #73911858, #73915853 are all replies on the same post. I agree with Clanggedin . Why fix what was not broken??? I was overjoyed to see the old ui back. Was able to get to everything in half the clicks. At least give us a toggle on what ui to use versus shoving the unwanted changes down our throats. That is what irks the most. We have no choice. We are welcome to support the site but have no say in what ui we end up using.
  9. In response to post #73631933. Reminds me of the book 1984.. The government would remove words form each dictionary revision as a way to control people. The smaller the vocabulary the harder it is to argue finer points and win an argument. We see less and less info with each redesign. I do not think the designers actually use the site day in and day out like the users do. If they did, they would see what we see.
  10. In response to post #73633143. This is my number one issue with this. i wish I was as eloquent as you.
  11. In response to post #73633553. Vision issues here too. I second that.
  12. In response to post #73635258. Amen to that. Why fix what is not broken?
  13. In response to post #73619423. #73620108 is also a reply to the same post. All the other points though are still valid. Any comments on that?
  14. Hate it hate it hate it. Notifications are now harder to use. As a modder with limited time the previous design was great. Everything accesible from one location. I could quickly see how many notifications I had to review and answer. You know what you have done? You created windows 8 with its tablet style menu. You are forcing a user interface no one was asking for and majority don’t want. And you are seeing the same backlash as windows 8, which is why windows 10 replaced it. We are tinkers, modders, hobbyists , geeks who don’t need a dumbed down system. Nor enjoy one. Give us at least a toggle to switch to previous menu system. This is awful.
  15. Sorry for reviving such an old thread, but i just want to say thank you to LargeStyle for his/her solution that helped my problem :smile: 5 years later, this helped me tonight! thank you!!!!!!!!
  16. Wish the interview was longer. What does Arthmoor think about Fallout 76? Cloud gaming? Will consoles be soon replaced by streamed games? What are his favorite mods? But a fun read regardless.. Thank you, Arthmoor, for all your hard work. We appreciate it and all you do.
  17. Awesome ideas and incentives! Love the way you think and share. I do agree please be open to,adding more non profits. I think we all have our favorites legit causes due to many reasons, such as sick loved ones. The reports are amazing, with my crazy number of mods I can see at a glance what users care about. Very very helpful.
  18. Hi, I am ok with a three month wait. Or a 6 month wait. Not my complaint. What I really really dislike is being unable to see where I stand for a whole month. It takes the excitement away. Makes it boring. It makes it like a rebate check. You send it away and try not to think about it because you know it will take forever. By the way, this is not about the money either. So is there any way to track progress on the wallet page weekly instead? I would love daily. Simply for the excitement it would create. Would serve I believe as an incentive for modders even more than the payouts. Respectfully Tonycubed2
  19. Hi, Agreed that Skyrim is a different animal. The biggest argument I hear for combining both games is that it allows the established mod library to be used with the vr version without authors who may be gone having to reupload them. But this has a fatal flaw! Just because a mod works, does not mean it will play well in a vr world. Most of my encounter mods are balanced for a 2d world where the player can see a lot of the playing field. Some of my encounters may spawn 10 npcs. This would be hell in vr since you cannot track them as easily. Not with the way Skyrim is coded. Thus, I will have to rebalance most of my mods in various ways to make them usable in vr. And then there is support fro the mods. I do not want to have to run multiple forums for one mod page. having both se and vr mods in one page will produce posts for both which will only confuse users and make supporting them much harder. To help modders move their pages it would be very useful to have anotehr copy function like we have for copying Skyrim pages to Skyrim VR. Would save so much time and encourage authors to migrate them . But many mods are being released that ONLY will run in vr, or only make sense in vr. They should be separate. I think Nexus is underestimating the numebr of mods that will be made for it. When sksevr comes out, it will explode. I myself have mods waiting for sksevr.
  20. No.skyrim vr is an official new bethesda release. Has different exe file. Different updates. Cost 60 bucks separate. It is not skyrim se though it shares somes files. But also has additional files unique to it.
  21. Since not all strings can be accounted for from just the save file, you are for sure over the 65,535 limit. Sound thinking.
  22. Yeah, stop adding mods or removing mods mid game. You know but you do it anyways. Because other people sip poison does not mean you have to. Specially don’t do it if you use my mods. Changing mod order on my mod sot will orphan hundreds of scripts.
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