-
Posts
100 -
Joined
-
Last visited
Everything posted by SomeWelshGuy
-
Hey there, I have no experience with the Steam Workshop, but as Immersive Interiors ticks all the criteria for being able to be uploaded there, I thought that I'd give it a go in order to offer the mod to more people. I already have a BSA so when I click to upload to Steam from the CK it asks me if I'd like to use that one. Regardless of whether I choose yes or create my own, I then get stuck on this screen: http://i.imgur.com/XP3XMUV.png Which doesn't look anything like the screen detailed in the CK wiki: http://www.creationkit.com/images/a/a5/SteamUploadDialog.jpg Clicking OK doesn't actually do anything then. I know the whole "Getting details on published files..." thing is meant to be if you've already uploaded it, but I have not and there is no mod with the same name. This happens for any mod I try to upload.
-
As far as I know that doesn't actually exist any more, it's a carryover from Morrowind/Oblivion. You'll want to check your papyrus logs for script errors.
-
Running Fallout NV without starting Steam
SomeWelshGuy replied to Deseoso's topic in Fallout New Vegas's Mod Troubleshooting
Just for your information - the moderating staff here (including the Admin) are also unpaid, so "corporate rule" as an excuse for pointing out the legalities and rules goes out the window there. This is a privately own site though - and there is no "free speech" on private ground - you respect the regulations of the site, or you leave. Can't be any more simple. And yes - you paid for a license to run the software - you don't "own" the product, read the EULA next time. Yeah I didn't think Nexus was actually a business, it's the fact that it *is* unpaid that makes the legal jargon so strange, but I guess it's a sign of the times these days. It's always depressing to have creative endeavors shot down by people saying that something's illegal; it makes you think "what's the point" of trying to do anything since pretty much everything has some copyright stamp on it at this point; technically porting a mod into Vegas that was made using Fallout 3 resources is a massive violation of copyright principles, it's not something Obsidian would waste their time sueing over, but I've noticed a couple of mods disappear because of it, and yet many others stay up there. Also, i know there are a few other fallout mod communities out there (not really my thing though, they seem to revolve around loli and comically big tits) which have no problem with using copyright content... what's the problem with nexus doing it? Obsidian or whoever Chris Avellone sold Fallout to doesn't seem to be filing multi million dollar lawsuits to sue these other forums, have they threatened nexus in the past? Just curious as to the reasons behind it- because the copyright stuff is so unattractive to creative people... and it's supposed to be about modding. Personally I wouldn't take down user made content over these issues, if Obsidian gets in touch and complains, then sure take it down, but there's no reason to police everybody and do their job for them. Copyright (and stupid things like forcing games to be played through steam for example) is really annoying, and I just feel that if forums and big sites like nexus just roll over then it doesn't encourage the game makers to change policy in the future. If you polled people right here, right now, and asked them whether they enjoyed being *forced* to have to run steam every time, do you think they'd say yes? In the past mod communities would get together and try and find a way to work around it- and that's why they were so cool.. that's why they existed in the first place, but it seems unlikely to happen here. I'm not complaining about the individuals involved here, just about the trend in the general. Just had to add that in case you took any of that the wrong way ;) Using assets between Bethesda games is illegal, and if a mod is found doing that here then it'll be removed. Same with any content ported from other games. You're ripping resources from games and re-packaging them. Bethesda give you the licence to utilise their resources (on a per-game basis), but nothing more, so it's not just "technically a violation", it is a violation of copyright rules. Bethesda have been kind enough to still provide full modding support for their games (unlike other developers/publishers), all they ask for in return are a few rules. The Nexus is good in that it obeys these rules. And yes, Bethesda have contacted the Nexus staff before about requesting mods to be removed that don't follow these rules. -
Nope. Unless you fancy disabling and marking each one for deletion. You'll need to load a previous save.
-
You can't just yank mods from a save anymore and expect things to be fine. If the mod author hasn't provided a "safe" uninstall feature, then you'll need to revert back to a save from before the mod was installed.
-
You'll need to script it. The DefaultObjects list is hardcoded AFAIK.
-
If you backup everything, re-install Steam and Skyrim on your new installation and then replace all the files, things should work okay. The only issue you may have is with NMM and load order. But just make sure you install through Steam before replacing files.
-
It's free and isn't nagware. Plus it supports the 7 Zip format, so yes, it's much better.
-
No bShadowsOnGrass in SkyrimPref.ini
SomeWelshGuy replied to HPlusGuitarist's topic in Skyrim's Skyrim LE
I don't actually think that it does anything. Shadows on grass are enabled by default anyway. -
Shadows are jagged and pretty awful regardless. Your best bet is to reduce shadow distance and increase resolution. Also add a bit of blur to the edge of shadows.
-
That shouldn't be happening. In fact, unless you're actively debugging you don't even need them to be written to a log (as it'll slow down performance a teeny bit). [Papyrus] bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation = 1 Change those to 0.
-
launcher does not display mods stored in data folder
SomeWelshGuy replied to gdulal's topic in Skyrim's Skyrim LE
In path u gave me there r is my load order file and list of dlc and plugins i cant see a path to skyrim\data. I will try to explain better whats the problem is. I have installed my copy of skyrim in C:\Program Files\Steam\steamapps\common\skyrim\data and then installed a retail copy on d:\Skyrim. When im using skyrim launcher located on c:\program files..... it is searching for plugins in d:\skyrim\data wich is no longer there now i need to change the data file path from d:\skyrim\data back to c:\...... but i dont know in which file it is Retail copies will also install through Steam though. -
launcher does not display mods stored in data folder
SomeWelshGuy replied to gdulal's topic in Skyrim's Skyrim LE
As far as I know you can't install the same game twice through Steam. -
Just bought a months membership, and it was advertised at £2.49, all the way through the site and Paypal right until the last screen, where I was charged £2.99. Obviously this isn't a big deal, but I just want to bring it to your attention in case the more expensive membership options are incorrect.
-
Are you actually serious? Dark0ne has said many, many times that he just about breaks even with these sites. The ads and premium membership are there so that we can continue to have this site that is provided for free to us. Dark0ne has NOTHING to owe you. The new site layout has been radically adjusted due to community feedback, to the point where it's highly functional and in my opinion is a lot better than the old one. I get not everyone thinks that and that's entirely your opinion, but it's not your site. You live with changes you don't like. If you're not willing to pay for membership, you have to sit through a video ad. That's kind of how things work in most places. To me, premium membership is a small price to pay, but obviously different people have different views and situations, so of course it's not my position to judge that. But if you can't/don't/won't pay for a premium account then you watch a short advert instead. It amazes me how darn ungrateful some people can be.
-
My membership ran out so I was about to renew it, except the link in the user menu on the TESNexus doesn't actually link anywhere (just links to "#"). Just a heads up :)
-
Vanilla Files Needed
SomeWelshGuy replied to thedecisionmaker's topic in Morrowind's Troubleshooting
We're not allowed to do that. Copy your whole installation folder to another location, re-install the game, then copy the old installation folder back. Simples. -
Making My Mod Less Exploitable
SomeWelshGuy replied to Ranokoa's topic in Oblivion's Oblivion Construction Set and Modders
But you're still wasting time and effort. If someone is that desperate to fake a highscore then they will do anything to get there. Using TES4Edit it's so easy to see exactly what the mod does, and how it does it. No matter how complicated you try to make scripts, or use wild edits to distract attention away, your esp file is basically a huge list to everyone of what changes you're making to the game. If someone wants to cheat, no amount of deception will stop them, and you just end up wasting time and potentially breaking your mod. -
Making My Mod Less Exploitable
SomeWelshGuy replied to Ranokoa's topic in Oblivion's Oblivion Construction Set and Modders
To quote you: "I am asking for methods that deter cheaters, add extra steps and road-blocks to make it harder to exploit." There aren't any methods to deter cheaters. That's what I'm saying, it's impossible. -
Making My Mod Less Exploitable
SomeWelshGuy replied to Ranokoa's topic in Oblivion's Oblivion Construction Set and Modders
I've read the whole topic. That's why I said because of your minigame and hiscore system I get why you'd want to try to stop cheating. But you can't, that's the fact. -
Making My Mod Less Exploitable
SomeWelshGuy replied to Ranokoa's topic in Oblivion's Oblivion Construction Set and Modders
I don't get what you're asking though. You can't stop cheating, you can't stop people editing your mod in the CS, you can't disable the console. I get why you'd want to try to stop this but the fact is that you can't, so it's simply wasting time. -
Making My Mod Less Exploitable
SomeWelshGuy replied to Ranokoa's topic in Oblivion's Oblivion Construction Set and Modders
But it's just a case of using the console. tcl tgm coc weye player.setav speed 255 Or giving yourself a super sword you made in the CS or whatever. You can't stop people "cheating" in a single player game that's so open to modification like this one. -
Question for someone with NVIDIA GTX 580 or better
SomeWelshGuy replied to MarkC9's topic in Oblivion's Discussion
Open Cities, RAEVWD, OBGE shaders, Liquid Water and 16 AA will all affect your performance negatively, OBGE and RAEVWD being the worst. -
Making My Mod Less Exploitable
SomeWelshGuy replied to Ranokoa's topic in Oblivion's Oblivion Construction Set and Modders
I get were you're coming from. However, making dirty edits (modifying vanilla stuff unless absolutely needed, creating new things that aren't required) just for the purpose of confusion in the CS is HIGHLY frowned upon. The last person who did something along the lines of this (making thousands of dirty edits to make sure their mod overwrote everything else), discussion about them is banned on the Bethesda forums. Not saying you have any bad intentions, it's just that people will take it totally the wrong way.