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jet4571

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Posts posted by jet4571

  1. Easy, select him in the console and type "tai" without quotes. He will effectively become a statue until you open the console and type it again TAI is Toggle AI on/off, without an NPC selected it affects all NPCs with one selected it only affects it. Very handy for escort missions in Bethesda games turn their AI off at the start clear the place and then turn the AI back on and go have a snack while it navigates to you.

  2. Bat files are just console commands, bat is short for batch which is a batch of console commands to run. Very handy to use since it saves allot of time typing out a bunch of commands, I use them with Skyrim, bat file for perks I want and have no desire to level up and another for crafting mats giving me 100 of each... start a new game and run them.

     

    As for the .ini files the last one to run during game load is the one from docs so all it's settings take precedence, as for being in the game folder.. dunno.. And if you are downloading a bunch of them then install the new one to the desktop and open both in notepad, copy the desktop one into the docs one with each setting in the proper section not just copy the whole thing and end up with a dozen [General] categories. Then once done doing that copy over the important settings you never want reset and manual ini edits you did from the game created one just incase Bethesda decides to reset them... they have done that before.

  3. Making an esp for SF is not at all complicated. Use FO4edit to make your game settings esp then change the header with a hex editor to say it is the new version of esp that starfield uses instead of FO4's. The method has been discussed with older titles before the XEdit team finished working on it. The problem is those esp's could corrupt your save file so always best to wait for proper tools from those who know how to figure out what Bugsthesda has done.

  4. I don't know if this is possible but change the distance between the player and an NPC before the NPC starts looking at the player like they are a gross bug. Or set them to just not do that. It gets annoying when you are in a crowded area and NPC's start getting all crappy with you because you are 3-4 meters away from them... or worse when standing at a crosswalk and get "I WONT Buy Anything From YOU!" with the first NPC that stands next to you for 0.5 seconds. Then you look at them and they are looking at you like you are a gross bug. That shouldn't happen at more than a meter distance away in a big city, people ignore each other.

     

    Trying to do the quest Johnny provides for bootleg tapes... talking to the old man who has them and some NPC decides I am invading her space when she was the one that walked up and stood next to me... I moved closer to her just because. Felt like decking her.

  5. Yeah using the vanilla assets is a tad over the top for the player, games not fun if you can't see it. Which is why I decided to just go with a magic burning scabbard... the swords so magical the scabbard can't contain it lol. I have a scripted effect in the enchantment that adds the flames to the target, but right now it doesn't do anything but that, silence for 60 seconds, and the normal fire damage. Maybe figure out how to make it a scripted DOT and lose the normal fire damage. Can't script my way out of a paper bag lol... art here not programming lol.

    scn AAFireSwordMagicEffectSCR
    
    short damage
    
         begin ScriptEffectStart
    	PlayMagicShaderVisuals AAeffectFireDamage
    end
    
         begin ScriptEffectUpdate
    	set damage to -10 * ScriptEffectElapsedSeconds	
    	modav health, damage
    end
    
         begin ScriptEffectFinish
    	StopMagicShaderVisuals AAeffectFireDamage
    end
    

    That should be a DOT, taken from KurtTestMagicEffect script and standard apply effects when hit.

  6. I decided I am going to just live with a burning scabbard. Did some tweaks to the fire effect, randomized the scale a bit more then randomized what fire texture would start first... then made a purple flame version to go with the enchantment I am making for it. Script effect that does the purple flames effect on the target when hit... same as the vanilla fire enchantment just purple. So I have regular fire and magic fire for enchantments.

     

    Anywho thanks for the help, and here's the purple fire blade...

     

     

     

    How to make is easy, copy the FireOpenSmall.nif NiBillboardNode and paste into an empty nif like null.nif from the magiceffects directory. Then copy that .nif NiNode into your sword .nif. Now open the NibillboardNode and select AttachLight, DmageSphere, and EditorMarker NiNodes and right click and remove branch. You don't need them in your nif and the editor marker is visible in the game, so save a few bytes by getting rid of those. Now use the Transform function on the NiBillboardNode to scale it and put it onto your blade. Then copy it and paste into the NiNode and repeat the translate so this one is further up the blade and a different size. Repeat that until the whole blade is covered. Scale... 0.1-0.2 works well.

     

    Next is randomizing the textures... Open the second NiBillboardNode and expand FireOpenSmall:0, NiTexturingProperty, and finally NiFlipController. There's your list of textures to rearrange. Change all of them in numerical order from say fireopensmall01.dds to fireopensmall04.dds, next one then becomes fireopensmall05.dds and so on and so forth until all were changed starting from fireopensmall04.dds and ending at fireopensmall03.dds. Repeat that with each of the NiBilboardNode's... skip 1 or two along the way if they cant be seen in first person if you don't want to do them all. And for fun do it all again with FireOpenSmall:2 Or remove that one like the EditorMarker like I did because I didn't want to deal with it since it will mostly be inside the blade.

     

    And if you want to recolor the fire like I did or outright replace with dancing snowmen or something... that's the list of textures to do. Also in the FireParticles-Emmiter nodes is another single texture.

  7. Yeah I removed those two lines and tested it, the purple and black thing was removed, but I removed the lines because the fail sound would endlessly repeat. Need to add Doonce to it, unsheath set doonce to 0 sheath and set to 1 after the fail sound. The PME STRP was pretty cool, the test box I use to add items for testing had the purple and black when the sword was stored in it and I added a sword to the nearest container and it did it to that too... Could be a cool effect to use for a haunted container or something.

     

    Anywho I don't think the script is doing what I wanted, it's turning the normal enchantment effect on and off which I don't really care if it gets turned on and off. Unless I am missing something about that effect adding a fire nif to the sword which would work perfectly. I have both fire and sword in one nif and fire and sword in separate nifs. I have like 30 swords so having the effect separate makes it easier to add to another later as half the swords have the same length blade.

  8. Well theres 11 of them now, 10 small fires and 1 small torch at the tip because the torch gives off more sparks when waved around. They are all in an NiNode named MagicEffect and they are named MagicEffect:0 to 11 like parts in the Scn are named Scn:0 and Scn:1.

     

    Used that script and it refused to compile. It won't let me make a new magic effect, which that script looks to be dealing with, tried a vanilla one and again no compile. Checked your mod and it does an effect shader "PlayMagicShaderVisuals" So I used that instead of PlayMagicEffectVisuals. Duplicated the fire effect for the script...

    scn AAFireSwordEffectSCR
    
    begin GameMode
    
    	If (IsWeaponOut)
    		PlayMagicShaderVisuals AAeffectFireDamage
    	else 
    		StopMagicShaderVisuals AAeffectFireDamage
    		pme STRP
    		playsound SPLMysticismFail
    	endif
    	
    end
    

    And the result was:

     

     

    Not exactly what I was expecting. Purple cloud with black smoky tendrils...

  9. Is there any way to hide effects when a weapon is sheathed? I have a flame effect on the blade of a new sword and would like it to not be visible when in the scabbard. As it is the scabbard looks like it is on fire which is kinda cool but it is the blade that is supposed to be on fire and would look better if the flames popped in after the blade is drawn and disappear once sheathed.

     

     

     

    Kinda cool when you take a small camp\fireplace fire model and add it to a sword blade, reduce it's size(also remove a couple parts) and clone a few times. Just don't use the small and large torch effects at ~0.1 scale and duplicated in a line covering a 3 1/2 foot long blade.... 75 FPS to 30 in the game and Nifskope was lagging halfway through. 5 small fires and no performance loss compared to 40? torches.

  10.  

    Edit: I wrote this about settlement problems:

    https://www.nexusmods.com/fallout4/articles/1518?

    maybe it can help

     

    And that just saved me from going insane. Had the same exact issue... couldn't make supply lines or send settlers to mod settlements except it was on a new game with all the settlements working correct on the previous one and nothing changed in the load order except I added some basic followers to the top of the list with other followers. Turned out I forgot I added a green commonwealth/nukaworld/far harbor mod 6 months before after I already had working settlements and those were below the settlements in the load order. "Possibly the relevant Cell(s) don't have the proper Location/Encounter Zone assigned." Was the issue for me.

  11. If you select multiple records at once and Right Click -> Change FormID, it will let you choose the target plugin those records should now be from (i.e. change the formID prefix), and you can change them all at once. It will also edit any references to those records to have the new formID. On a semi-related note, if you are merging a plugin into a master, you can use the "Inject Forms Into Master" option (right click on the plugin name) to change the formID prefix to that of the selected master, turning them all into injected records (hence the name). You can then use Copy as Override (with Overwrite) to copy those records into the master, and then disable the child plugin.

     

     

    https://imgur.com/4u9IquU (posted as a url because the nexus is refusing to let me post an image directly. It is just a screenshot of the file selection window you get when you apply the "Change FormID" option on multiple records at once)

     

     

    And yes, lucky is the right term. If you tried that with a mod that had multiple masters, and the master you removed wasn't the last in the master list (in the file header), you would be GUARENTEED to have a broken plugin. If your plugin had a new record that matched the formID (excluding formID prefix), you would have two records that insisted they were both, as an example, record 02002346.

     

    You are right about it being a PEBKAC error, but for it to not be lucky you would need to understand enough about what happens to the internal plugin formIDs* to know why it is an unnecessarily risky way to do things when "Change FormID" works just fine for as many records at a time as you could want.

     

    *which is how records are actually stored in a plugin (I think Elimnster uses a different name, but that is not relevant to the discussion at hand). A record from the first master would be 00xxxxxx, from the 3rd master in a list would be listed in the plugin as 02xxxxxx, etc... If there are only 3 masters in the file header master list, then any record in the plugin with a prefix of 03 or higher is converted by xEdit to have a prefix of 03 upon saving. Messing with things before saving can cause problems. If you remove the 2nd master, then everything that was listed as 01xxxxxx would now be considered as coming from what had been the 3rd master, and everything listed as being from the 3rd master would be considered to have come from the plugin itself.

     

     

    If you have actually been using it carefully enough to be perfectly fine, as opposed to just not noticing the brokenness, I still think it is important to explain why the old "Remove" option was INCREDIBLY risky and not the best way to do things, as people often search for and find answers in nexus threads years after they were posted, and those people would not realize the very specific limitations in which doing what you are doing might work, rather than breaking everything. Also, there may be other possible breakage vectors I have forgotten that removing the master can result in.

     

    Yeah I understand how FormID's work. I have authored more than 150 mods here and been making mods since the 90's (though the years is irrelevant since I only started modding Bethesda games with Oblivion). But I have been using Xedit to merge or split up mods for years now and never broke a mod by doing it... well a few times forget one or more bits such as a texture set or oops an armor addon but all easily remedied. Worse break is when forgetting to change FormID's before merging then opening up in the CK and the CK decides to rename and break links such as armor addon with armors or OMod parts with weapons in FO4 and saving the plugin without consent baking in the breakage. Anyway if I fubar my plugin I have it backed up or if I miss something in a merge or split I can fix it... or I could remake the whole thing which I don't want to do ever.

     

    PEBKAC is the issue and why they never should have advertised a game editor to mod manager users who don't even know how to browse Windows Explorer to get to the game files. A mod cleaning tool that removes ITM's or fixes other minor issues? Sure, that would be handy but also something that should be part of the mod manager because PEBKAC is real. There should have been a user and an author version of Xedit, author allows breaking mods because of no limits while user only cleans them. If you are a mod author and use it and break your mod you know you screwed up. Users blame the tool. Unless it's the CK and it's save the plugin without consent during the load and baking in errors it creates that XEdit could have been used to fix before they would be an issue to the CK the next time it was loaded if the CK didn't save.

     

    Anywho I am done with this topic, I wont be updating XEdit for any game I have it on now and future games I wont make my own .esm mods I may want to merge other mods into or split it up later. Just an esp so I can use the CK to remove the .esp master by loading it into the CK and then saving it without changing anything.... don't even think saving is needed unless the CK is trolling and only saves when it breaks mods lol. Wouldn't be surprised.

  12. Right click -> Remove is gone because doing so would result in a horribly broken plugin that would only work by shear luck. The option was removed due to many, many people breaking plugins in that manner then blaming xEdit.

     

    You could try selecting all the records that are from the master you want to remove and using the "Change FormID" option. If Clean Masters still doesn't work after that, use the "Report Masters" script. It will report all records that rely on the master you select.

     

    I have never had a broken plugin by removing masters. I use Xedit all the time to merge esp mods with copy as override or deep copy then remove the master Xedit automatically sets. Well first thing is change all the FormID numbers so theres no duplicates and then the CK breaking crap by changing the name to have duplicate00000000001 but not changing whatever uses it to point at that(and then saving it automatically so you can exit it without saving and fix the ID's). Stupid CK lol.

     

    As for what you suggest there was nothing in the .esp that relied on the master because I swapped it out for an empty .esm of the same name. All the entries started with 01 instead of 02 and thus Xedit wouldn't change the FormID or clean the master... but it did remove Fallout4.esm when I did clean Masters which would have broke the mod. Only option to change the FormID was manually, one at a time and with over 300 that was a huge Nope.

     

    Fixed it though by copying and old XEdit from a backup FO4 and pasting into the working directory then opened the mod and right click remove. Done in less time than it took to load it and works perfectly in the game.

     

    *Edit,

    I have a mod on the hot files right now that was originaly made in the master I am moving other armors to their own mod when i discovered the newer version ofd Xedit won't let me remove the .esm. It works perfectly fine after removing the .esm. So no it isn't luck that prevents a mod from getting broken and removing masters wont break them unless you didn't copy over everything needed and that's not Xedit's fault or removing the master itself but PEBKAC.

  13. How in the hell do you remove a master with the latest version of XEdit(4.0.3)? Clean masters isn't the option because the 300+ records in the new mod are also in the merged and if I create an empty version of the merged mod it wont remove it as master either because the first two digits of the form ID are the same as the merged.

     

    Copy as new record removes the texture sets in the armor addons and the armor addons in the armors. Ontop of that it added the merged mod as a master anyway so may as well copy all of it as an override and not fix 300+ entries.... and yet I cannot remove a master because right clicking on the master and remove is gone... gives the same options as the first column.

  14. Somebody please help me understand this; I am in Flatwoods and have called in a Cargobot supply drop. As I run down to the town I see that a player has been marked as Wanted. He runs up to me and shouts "Dude kill me , please kill me". I ignore him and he fires shots at me which I ignore. He runs in front of me and shoots, still begging me to kill him but I just go about my business and at some point he disappears. I feel like he was trying to sucker me into something but what was it ?

     

    You should have killed him, he was wanted by accident such as one stray round hit someones camp. If he requested it then it would have been a service.

  15. Just 10 easy steps to follow that I believe I fully explained where needed, sorry no video or images.

     

    1. Import Camera with skeleton.

     

    2. Add key notes.. select bip01 and go to Graph Editors then select Track View - Dope Sheet. Select Bip01 there and Edit, Note Track, and Add. Then select the Track Bar(yellow) and move it so you can see where to do the next step as well as expand the bip01 tree to select the Note. Click the Add Keys button and then click on the first frame in the lighter grey row. Now double click the Note and you can finally add the note. Notes should look like "start -name NameOfAnimatiom -at y" for non-looping animations and "start -name NameOfAnimatiom -loop -at y" for looping animations, and without quotes ofcourse. Then click the last frame since you have the Add Keys button still selected to add another Note, again double click the Note under bip01 this time add "end" without quotes.

     

    3. Enter the Time Configuration window(below the play animation controls) and set your Frame count to 1 frame more than you want in the Animation section and set the Speed at 1x in the Playback section. Everything else can remain the default values. Add "Start" and "End" Time Tag "Start" at the first frame and "End" at the last one, lock them because that is what I saw in a few vanilla animations I looked at.

     

    4. Import body parts and props(if needed).

     

    5. Rotate and move with BIP01(dont touch the pelvis unless you like your animation offset by 45 degrees.), and position the bones so your model is in the start position relative to the prop if you need one for the animation.

     

    6. Select Bip01 and use Transform Toolbox(in the Edit menu) to Align Pivot to Origin by clicking the Origin button. Unlike any normal 3D model it will move to that point. It will function normaly in the game and animation in Max.

     

    7. Hide all models and select all on the skeleton and camera, turn on Auto Key, and hit the Set Keys Button.(turn off Auto Key if you dont want something baked into the animation such as adding a prop and moving it, really only have it on when working on the bones positions.)

     

    8. Unhide all and go to town making your animation by moving the Time Slider and making changes to the skeletons position and rotation.

     

    9. Once you are happy with the characters movement open the Time Configuration window again and change the Playback Speed. and test it by running the animation. Repeat until you find the one that suits you.

     

    10. Once everything looks great it's time to export! Yay. Game Civilization 4. Check Skeleton Only, Collision, Cameras, Generate Strips, Vertex Colors, and Add Accum Nodes. Uncheck Remove Extra Bones and Generate Partion Strips. In Animation change it to Single KF w/o NIF with NiNode as the Root Node Type and export. After that use the kfupdater utility from Fallout 3 on the exported animation and your done if you did everything correct. The working animation will bbe the AnimationName-Out.kf version.

     

    Some notes...

     

    Importing the camera and exporting it is rather inportant unless the pelvis isnt rotated through Bip01. If you want an animation that has an NPC puking on the ground infront of him/her or a new sleeping idle where the head sits on the pillow you will want the camera unless you want the head in the same rotation as the pelvis... As in unaturaly bent at the neck in the puking animation and slammed to the matress in the sleep animation. And head animation just wont work.

     

    Don't SAVE as a .max file. Everytime I did the animations translations went fubar(f*#@ed Up Beyond All Reality). Just rotate Bip01 and move another bone, write down their roation and position and save. Then open that save up and compare rotation and positions. They wont be the same. If you need to save export as a .kf. If you want a quick and easy way to import all the body parts import them all and export like any armor. Then when you want to do an animation import the skeleton with camera and then the exported body so you always have a correct scene to start with.

     

    About not rotating or moving Bip01Pelvis... Dunno if it's just me but everytime I did it the animation was 45 degrees off in the game even if Bip01 was never touched.

     

    As for doing Align Pivot to Bip01, I like my idle animations to actualy be where they should be and not lower in the game, as in not knee deep in the floor when the NPC is puking.

     

    If any real animators care to correct me, I will love you long time... All this was trial and error to figure out along with a whole lot of frustration and all because I wanted to adjust the sit idle hand positions for a mod. So much of what I do to get functional animations may be wrong, but they do work and import back into max without bones being in the worng spot like many animations I have imported to use for adjusting skin modifiers to prevent clipping. including vanilla.

     

    Anywho Happy Modding everyone!

     

  16. Answer is doing the same thing as the Tutorial on Nexus Wiki says, save as a Civ4 file and use the kfupdater because ofcourse the plugin hasn't been updated to properly export animations just like it hasn't been updated to properly export collisions. Then use the exporter settings from the Skyrim Animation Tutorial on the Nexus Wiki

     

    Then nobody says exactly how to add the key notes.. select bip01 and go to Graph Editors then select Track View - Dope Sheet. Select Bip01 there and Edit, Note Track, and Add. Then select the Track Bar(yellow) and move it so you can see where to do the next step as well as expand the bip01 tree to select the Note. Click the Add Keys button and then click on the first frame in the lighter grey row. Now double click the Note and you can finally add the note. Notes should look like "start -name NameOfAnimatiom -at y" for non-looping animations and "start -name NameOfAnimatiom -loop -at y" for looping animations, and without quotes ofcourse. Then click the last frame since you have the Add Keys button still selected to add another Note, again double click the Note under bip01 this time add "end" without quotes. I am not sure if it is required to add time tags or not but I do add start on frame 1 and end on the last.

  17. Is there some special magic to making animations for Oblivion with 3DS Max 2016? I have Notes done which are required to export and they do export, they work fine importing back into Max with a new scene and look like any other .kf in Nifskope except the MiTextKeyExtraData has the notes(start -name TestIdle -loop -at y) instead of Start and End time tags. All the tutorials I see are for Blender and make no sense with Max(blender too as that is one crappy as hell UI) or incredibly outdated.

  18.  

    Of course, there's the option to recolor the addonnode's nif. Keep in mind, though, that you'd be changing the color of every instance of that addonnode effect. I'm not sure if you could make a whole new one. There are exactly 100 in the creation kit, which suggests to me that there may be a limit on how high the index number can go. I'd experiment, but I've been pulling my hair out over this longer than I wanted to as it is lol

     

     

    You can add more than the original 100, they probably got sick of the extra work and just put the effects directly into new nifs after 100 of them.

  19. In response to post #46762810. #46764220, #46764795, #46766595, #46767815, #46769675, #46799040, #46800220, #46810380, #46815915 are all replies on the same post.


    Gribbleshnibit8 wrote: I would like to see the staff picks for games like Fo4 and Skyrim (and others, but these are the 'big' ones) look at mods that are not in the top 100 files lists. Showcase some of the more hidden gems out there, anyone can find a top 100 mod.
    SirSalami wrote:

    Thanks for the feedback! Remember though, the loose theme of this feature is 'personal picks'. It's not really intended to spotlight mods based on any criteria in particular other than our own interests at the moment. That said, we really appreciate guest submissions, so please feel free to submit a pick of your own via the form found at the bottom of the article and we may include it in the future.
    :thumbsup:

    Gribbleshnibit8 wrote: OK, and that's not a bad idea. But it also reinforces a "popular mods are popular because they are popular" theme that is unfortunate on all of the Nexus sites. Many of the first mods that come out for a game get lots of endorsements for being first when there are a lot of users. As users taper off, endorsements are fewer, but often (always?) mods continue to improve in quality as the game ages. This leaves the often early popular mods highly rated while mods with more actual time investment forever remain low and unseen because there just aren't enough people around to push them up into visibility.

    Staff Picks, to me, has the feel of a "These are the mods our staff enjoy/use the most, they are the best", even if that's not the intended purpose, and I know it's not. But as new users come in they see this. Having already highly rated mods they can easily find listed as "the best" by the staff, when said mods are already rated as "the best" by the community just furthers "popular because popular".

    The alternative would be the current list of "Here are the mods our community thinks are the best." with an additional "Here are the mods our staff have seen that might not be rated best by the community, but we feel really show off what the community can offer."
    pintocat wrote: I agree whole-heartedly with Gribbleshnibit8 on this -- this is just reinforcing the same old problem on nexus of popularity begets popularity, even if there may be a better mod later, simply because of inertia of all the endorsements from being and early mod.
    Maskar wrote: To be fair, if they wanted to pick popular mods they probably would have picked OOO, rather than MOO. Either way, thanks a lot (and thanks to ZZZ02 for suggesting it).
    vixsyn wrote: This is interesting but I think it could be expanded on as an entirely new feature - a "Hidden Gems" article of its own. People could recommend lesser-known but high quality mods they've used/enjoyed and then the staff could follow up? It would be a great way to promote some of the awesome but "lost in the endorsement filter" mods. Of course if the staff feel there's too much to get into already, I'm sure there's plenty of users/modders who'd be willing to submit some articles on mods?
    TinyManticore wrote: Completely agree. These lists would be a lot more interesting read if the mods weren't mostly top 100 files that everyone already knows about...

    It would be great to see either more diverse 'Staff Picks' or a new feature like 'Hidden Gems' or something...
    ZZZ02 wrote: @Maskar the reason I didn't pick OOO is for the reason you stated because pretty much everyone already knows about it. When I recommend mods I try to avoid the obvious #1 mods unless there are no or subpar alternatives. Besides your mod has a lot to offer and most importantly the both of the two "C"s Configurability and Compatibility. Finally unlike OOO yours is still being updated and maintained which is a huge plus so it deserves to be showcased.

    I actually have a list of mods to review that I plan on submitting one at a time I already submitted one and the next one is another obscure skyrim mod like the first one I submitted.
    Dark0ne wrote: I'm confused. I've gone back through all the staff picks we've done this year so far (I couldn't really be bothered to go back further) and checked every pick we've done for a Bethesda game. None of them have been in the top 100 lists of their respective games. Most are absolutely NOWHERE near being in the top 100, either, and some even have as few as 1,000 downloads.

    As such, it seems like the staff picks are currently adhering to exactly what you're asking for.

    The inherent issue with "hidden gems" is that they're hidden. As in, they're really hard to find! If you have some way of finding hidden gems that no one else knows about that aren't already popular but that are actually good enough to be considered "gems" then please let us know! Cause we'd love to be able to find them easily.

    Find me some mods that would be considered "gems" that have 10-100 endorsements for any recent Bethesda game and I'll be impressed!

    If you go back and check all our previous staff picks you'll find we've picked a very diverse range of popular (but not mega-popular/top 100) and not so popular (as in, files with < 3,000 downloads) in our time. So I'm really unsure what more you expect from this feature because, as far as I'm concerned, we're doing exactly what you're asking of us.
    ZZZ02 wrote: I think they mostly talking about the very first one which had alternate start (guest submission not staff) and a front pager (I checked the gamepage there's not much for that game.)

    PS: I know one that I consider a "hidden gem" for Skyrim regular but it has 130 endorsements...


    I think allot of people may want to see some hidden gems that are not huge game changers. Really hidden gems are not at all difficult to find.

    http://www.nexusmods.com/oblivion/mods/36463
    http://www.nexusmods.com/skyrim/mods/9004
    http://www.nexusmods.com/fallout4/mods/20027
    http://www.nexusmods.com/skyrimspecialedition/mods/3276
    http://www.nexusmods.com/newvegas/mods/62476
    http://www.nexusmods.com/fallout3/mods/5877
  20. Just got this very same bug, max affinity and got the perk. End of conversation. Did a couple quests and dismissed him to get affinity with another companion and forevermore Preston just wants the max affinity conversation. Yeah his constant help settlements conversatiions are annoying but even more annoying is him wanting to repeat the same conversation and only that conversation. A fix for this would be greatly appreciated.

     

    *edit,

     

    Fix is "completequest compreston" console command.

  21. In response to post #45164085. #45177030, #45180970, #45190555, #45193160 are all replies on the same post.


    MrJohn wrote: I don't know how I feel about these new "staff picks" and "Sunday discussion" posts that you guys are putting up regularly now I guess. Usually, Nexus news have been useful information regarding games that have extensive modding for them or more major changes to the Nexus itself. They are interesting reads often, though at times not always agreeable. For instance Dark0nes information about the page or how he prefers to run his business side of things, which is interesting and insightful. But these more "tabloid" articles really start to clutter.

    I can see the trend in later articles about Nexus wanting to expand from just modding side of things to bigger and broader, such as news, articles and the likes, but I feel as if the broader the strokes will get for Nexus, the less will be given to the specific areas. Games are becoming more and more hard to mod, except for a few developers who incorporate the values such as Bethesda, although you could also call it "lack of responsibility" by pushing the doing of fixes to the community in some cases. (I truly believe Bethesda should've contacted the authors of Unofficial Legendary Patch and SKSE to incorporate some of their work, even if for a fee, to make their game even better, but that is just me in my world of dreams I guess).

    I understand the want for expansion in a company, to become bigger and better, and offer more services, but that usually comes at a cost to your core services with the broader audience. The content often become "bloated", as I fear with this site. It happens to many YouTubers (Including Gopher, I feel) where they go "all in" on YouTube and their content starts lacking with the increase of content. A quantity over quality. Using Gopher as an example, a quite upstanding internet persona (as I do not know the guy personally), the older series like Fallout 3 Will and earlier seasons of Skyrim with both Richard and Stiv are better than the later seasons of Richard and the New Vegas series Jack. It may not be visible, the technological side is quite better with the recording and the quality of the videos, but the feel of his content became lacking as it wasn't the thing he did with his spare time where he put not just effort, but also some of himself into it. Now it has become a job. Might be joyful, he might enjoy it (and more power to him), but as the viewer I felt a disconnect, a shift. More pushing on ads and Patreon, as he of course needs to feed his family. But that has impact, in my humble opinion.

    And so I conclude this post. Personal apology for singling you out Gopher, but you are the one I recall watching and enjoying until the expansion of Twitch and full-time YouTubing, and after the shift in Googles policies to Google+ enforcement I fell off the YouTube wagon. In essence, the work and effort that the Nexus staff puts into it's content is good, but I feel as more effort has become focused on different areas, with the new site design being more oriented for a bigger stroke of content, rather than the simple site of Nexus we have today which is heavily onto modding and basically that.

    Anyway, good riddance if you read all this.
    fredlaus wrote: This was a thorough comment, MrJohn, which is pinpointing a crucial aspect of today's media - fast but not furious.
    I reckon the style of the "Staff Picks" so far is going to develop as they need to dig deeper to keep up the interest.
    To me the "Staff Picks" are beautiful reminders of what is still possible to achieve - even after all these years of modding.
    MrJohn wrote: Thank you.

    Though there are already several outlets that highlight mods, some dig deep and some find the featured. Guides written by the pages. This is like butter on fat really, though the argument for "it isn't hurting anything" comes to mind which is fair enough.
    jasminefairyb wrote: I agree with u on this and it seems to get a bit more disconnected each time I watch some of these YouTuber's....that said, I do like the sound of Gopher's voice! And I did read it all the way....lol.
    MrJohn wrote: Everybody likes the sound of Gopher's voice.


    Ill be honest to me this looks like just another popularity contest prize. I wouldn't be surprised if every mod in staff picks has been in Hotfiles, file of the month, or if not in one of those by a popular mod author. I would much rather never see a well known mod or author in staff picks but obscure and high quality mods. Hidden gems if you will.
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