Jump to content

Deleted21585644User

Account closed
  • Posts

    15
  • Joined

  • Last visited

Reputation

0 Neutral

Nexus Mods Profile

  1. eh? is this regional offer only? I still see a price tag of $11.99 (I'm from South East Asia)
  2. Of course I got things to complaint: - the [ Mods > Manage My Mods ] link no longer at the drop down. It's inconvenient need to go to profile and blah blah blah to reach my mod list. - the comment amount & date/time no longer shown below each mod thumbnail, why the heck?
  3. In response to post #69425069. #69429485, #69431661, #69478412 are all replies on the same post. First, don't do it for the sake of winning. Second, how you want to express your creativity or vision is up to you. Don't got tie down by invisible rules or naysayers. Third, look around Flickr Skyrim groups for ideas of how other people do their shots. Obviously NSFW warning, not all contents are high quality. Nexus gallery? Eh.... if they can do better job of filtering things & make a more attractive UI... Generally I don't wanna call what I do "screenshots", I just call it "shots" - not only it's more appropriate, also it's easier to write (lel). //-- As far as software goes, no you don't need photoshop. Microsoft have all you needs - Paint3D & Image Composite Editor (ICE - for panorama purpose). And there are plenty of free apps around on Windows Store. You really won't need anything more than cropping and minor brightness contrast adjustments. We're not painting or drawing things here, but post-processing. //-- Remember, do this for fun. I can clearly see the community is steering the whole idea into a completely wrong turn. Is winning really that important?
  4. Is there some way to add "comparison slider" to mod page? Y'know, the one where there's a bar on the picture, that you can drag left & right to swipe & compare two images...
  5. And yet the Enderal category in Skyrim section still active? Where should we register Enderal mods to? BOTH? :laugh:
  6. TLDR the comment section is quite long... Anyway I just have 1 single point want to make : - do people even realize ENB, SweetFX, Reshade themself are in fact have same functionalities as Photoshop? If you want to exclude post process, then you might as well say "no ENB / injection allowed!!". // Advanced player will be able to utilize these injection to produce better visual ingame real time, even without the use of Photoshop / Gimp. // On my perspective, people SHOULD put a lot more effort into screenshotting, it's not just about capturing what you see on YOUR screen within the confine of the bezel / point & shoot ;; but rather - it should be about creating a piece of work that you rejoice & delighted to share with other people. // it's not about winning.
  7. OK I see it now thx. Unfortunately setting page glitch to white screen a short moment after open, can't dig much else in there. The category management currently, is horrendous. Only able to set category on an installed mod - and when you uninstall it - the category is GONE! If NMM can do it right in this matter, I don't see why it's successor can't. Hopefully this got remedied in the future, as it stands now there is simply no way I can test this software with such category behavior.
  8. I see the double click menu, unfortunately it doesn't seems to do anything, nor the typed text appear under Category column. Filter? I afraid I do not see that - I'm using the version available on Nexus. Are you describing functionalities that not available in those versions?
  9. I must be an idiot or something, I don't see how I can change a mod archive category like we can do back in NMM... Or is this feature isn't available yet? Category management is among the best feature in NMM and it would be terrible not to have it... I manually imported all my mod archieve, over 400 of them into Vortex. Currently just kinda confused there is no way I can manage this large list efficiently. The list is so long and hard to be managed, way longer than NMM obviously, due to the bulkier UI - this isn't a good thing really. Also no key-press jumping, eg: press [v] to jump to mod starting with [v] as of now. Did I missed something? //-- The "Import from NMM" feature seems to be importing active mods only. Anything else are ignored. This is kinda unfortunate as my mods in NMM are managed in custom categories... If the import function can import not-installed mods complete with custom categories that would be great...
  10. Latest version of Vortex seems to fixed this issue for the most part........ except [settings] page still plunge into white screen. I am wondering where those setting info, primarily game's base directory is stored? Maybe it's in text format somewhere I can edit manually, to at least enable me to install mods to test out other functions? Version: regular release on Nexus website. Windows: W10 V1803 built 17134.5 Other mumbo jumbo / junction / symbolic link / onedrive: nothing Is there some VC++ requirement that is somehow missing? Screencap of VC++ installation list: https://imgur.com/Rmqsdsw Edit: LMAO~ Manage to slam in the directory URL and hit apply with macro key before screen turn white... and... it worked.
  11. (hmm, how is this thread become a mod pack discussion?) Any way, so I see the open alpha will be available in this month? :huh: Guess I wait a bit for it before coming back to mod Skyrim from scratch again.
  12. Passing through looking for similar issue. Turns out decreasing some values under [sKY] category can deal with the overly bright sky. But you either have to fix it in every weather setting or uses the ignore weather option. - sun intensity - sun glow intensity - gradient middle intensity - gradient horizon intensity If there's not enough clouds to your liking, tweak the cloud intensity.
  13. I'm currently trying to play with minimized lethal combat but several things are bugging me. First, the duration of paralyze effect is way too short to call it realistic. I suppose changing the duration ('taper duration' as I found it), isn't too hard but a fixed duration makes gameplay way too predictable and un-interesting. So, randomized paralyze effect, range 20 secs to 10 minutes? The targets may stay down for duration long enough for player to finish their work, or awoken randomly making the gameplay more engaging, giving the player sense of risk. If the timing of paralyze can take into account of target physic that would be great as well - type of enemy, body weight / strength, etc. Obviously paralyze can only affect living things. In vanilla we can eve paralyze mummy, that's wrong... We can't paralyze large monsters, but perhaps there are some super rare ingredient that can do so? (the randomized factor could apply to most other buff/debuff to make the game less calculated and more dynamic) //=============================================== Lightning shock effect. In vanilla game, shock damage is simply another form of damage... Which is very un-interesting. Can we change lightning spell / shock enchantment to paralyze targets instead? With randomized chance / duration of course. Weaker lightning spell have higher chance of paralyze than stronger spell, since stronger spell = higher wattage = more direct damage.
  14. Thank for the guide, now my character finally can wear bag and panty together! :laugh:
×
×
  • Create New...