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tonycubed2

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Posts posted by tonycubed2

  1. 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.

     

  2. In response to post #73897103. #73899578, #73899788, #73900288, #73900358, #73900928, #73908723, #73911858, #73915853 are all replies on the same post.


    Clanggedin wrote:
    We have reverted back to the old UI temporarily today while we benchmark some potential performance issues. The new UI will be back soon.


    That's really not necessary. Keep it and scrap that new UI, no one wants it.
    Thesparalius wrote: I know you didn't ask, and I know you don't care, but I want it. You don't speak for all of us. Hell you don't speak for any of us, only yourself.
    Clanggedin wrote: Good for you.
    mred1602 wrote: I, also, prefer the new UI.
    AnonymousPlum wrote: Also prefer the new UI. Looks great :)
    Nedessay wrote: I actually prefer the new UI over the old one.
    ff7legend wrote: Not everyone likes the increasing migration of various websites to a so-called "smartphone" interface either. I'm with Clanggedin on this one... We could do without the smartphone interface, thank you. I don't mod games/visit the Nexus sites on a smartphone/tablet nor do I ever plan to. Sometimes it's best to stop tinkering & leave things well enough alone... This is one of those times IMHO...
    slingshotnetworks wrote: Makes no difference if you like it or not. Today your opinion doesn't matter anymore. Corporations like Microsoft and Valve push through their POV and systems, and everyone jumped on the same train. You will get the new UI and you have no say in it. Complaining a thousand times will probably only get you banned. It's easier for them to ignore you then taking notice.

    It is either sink or swim. Use the website or do not use it. I already gave up trying to persuade people or corporations. Criticism is not welcomed anymore and will just be "overlooked".
    cydonianmystery wrote: Yeah, pretty much. I learned to stop voicing my concerns a long time ago, because all it does is attract the peanut gallery who defend the site's actions no matter what. It isn't new, I was on the BioWare Forums too back in the day. They're all cut from the same cloth of yes-men and fanboys.

    I was actually thinking my browser had bugged out and started loading the mobile version of the site for some reason, only for it to revert back yesterday. I was happy to have a semi-usable interface again, only to see this thread and learn it was temporary. Us PC users just get left more and more behind, even on a site *supposedly* for PC games.

    Whatever. I'll figure out how to navigate this ungodly mess of a UI, just like I did the last site redesign.


    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.
  3. In response to post #73631933.


    DemWaifus wrote: This update requires far more clicking and hides information. I don't like it at all.


    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.
  4. In response to post #73633143.


    Snakebearded wrote: All things being equal, more clicks to get to content is not good user experience. Many items are now hidden -- mod updates for example take additional clicks to view and have less presence than they did previously. This strikes me as a poor decision. Minimalism should be the means to an end, if anything, and not the end itself. I am in no way opposed to change but good design changes will improve navigation for the user, not hinder it.


    This is my number one issue with this. i wish I was as eloquent as you.
  5. In response to post #73619423. #73620108 is also a reply to the same post.


    Chev70 wrote: Beurk beurk beurk ! I really don't like the new design at all; it's not practical at all; It's empty; it's ugly .... and no proposals in the search engine when I type the first letters of what I'm looking for.

    I didn't ask anything; I want to recover the old version . You put us before the fact accomplished with no choice but to accept like as Panurge sheeps.

    Signed, a longtime user very dissatisfied
    BigBizkit wrote: Hi Chev,

    happy to clear that up: this is not a change in the design.

    The search service struggled momentarily (probably because a lot of people were testing it) and thus failed to display the previews correctly. This should be back to normal now - if it isn't for you, again, that is not part of the new design.

    The previews are still there just as before as you can see here: https://imgur.com/a/Xt1dIAM


    All the other points though are still valid. Any comments on that?
  6. 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.

     

     

  7.  

    You will get a small number of errors when loading anything in CK - it's something that just happens. However, if you're wanting to load something into CK that uses assets (files) from DLC such as Hearthfire (as the mod in question seems to use) then you'll need to tell CK to allow the use of DLC files otherwise it'll get confused when calling for files that it's not aware of.

     

    To do this you just need to:

     

    1) Open Skyrims main directory (where TESV.exe is)

    2) Open "SkyrimEditor.ini" file with any text editor (such as notepad or GetDiz)

    3) Scroll right down to the [ARCHIVE] section and locate the line: SResourceArchiveList2=

    4) Manually add / type "HearthFires.bsa" - without quotation marks - into the line.

     

    To clarify, my line currently looks like: SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa

     

    ...and after the addition: SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, HearthFires.bsa

     

    5) Save the file then re-try to load that mod again into Creation Kit.

     

    I believe this should work, but if you still get errors then to be sure of things then when selecting which mods CK will load tick HearthFires.bsa and the mod you wish to edit (ensuring that the latter is set as active file so it can be edited).

     

    Hope that helps.

    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!!!!!!!!

  8. 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.

  9. 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

  10. 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.

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