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johnskyrim

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Everything posted by johnskyrim

  1. I've got my own style too which leans more towards the previous design, these changes shouldn't be there in the first place!
  2. Individual game pages seem to be getting worse by the update. With today's additions, a padded border has been added to the trending files, further increasing the size of the area. This has no benefit to UX, looks unappealing (the new site already looks soulless like spotify) and has pushed the newly uploaded mods even further off the page, requiring more scrolling to see what was added. At 1440p, I can just about see the tops of the new mod thumbnails. Other factors contribute to this, such as the near 70px gap between elements and the nonsensical inconsistency on the second row of trending thumbnails. It's just bad webdesign with no benefit to readability (other than everything being MASSIVE) This for example, is a waste of space. Is it really so important to see the entirity of the thumbnail? The top two trending mods have the text overlayed on top of the thumbnail. Why the inconsistency? It looks so much better like this: There are other changes that are being forced into the site, such as transition effects (which are slow) and dynamic gradients and blurs based on imagery that's already on the page. None of these effects look good. The gradient at the top of every mod home page makes the page look dull, boring and unenthusiastic, like a rainy day with a grey sky.
  3. Sorting via Endorsements does work better but I think there should still be improvements made to other sorting options because not everybody is going to know to change those settings.
  4. When using the search to find a mod, search terms are not prioritized which means I have to go trawling through multiple pages to find what I want. For example, if the search preference is set to "Date Published" (which is default?) and I search for "Legacy of the Dragonborn", I have to go through 11 pages of various patches and whatnot before I find the mod I actually want. This is by design because it is ordered by Date Published, however when I am searching for the term "Legacy of the Dragonborn", it should be giving me results where Legacy of the Dragonborn is in the beginning of the string, since that's what I'm searching for. Not for example "Draugrs - My patches - SE by Xtudo - Diverse Dragon Priests Cannival Patrols Draugundrs Spooky Monster Playable Undead The Cause Frozen Electrocuted Combustion Ancient Hulking Animated Undeath Tools of Kagrenac Legacy of the Dragonborn LOTD" Changing search preferences to "Mod Name" changes the search results, but it's still not returning what I'm searching for. I have to go through 5 pages of patches before I find the actual Legacy of the Dragonborn mod. Another example, if I search for "JS" (which is a prefix on a lot of my own mods), mods with the name "Kanjs" are shown instead. I am searching for "JS", so that is what should be returned first, but instead my search term is being ignored and the search is just matching the result regardless of its position in the result. Perhaps allowing quotations in the search would help to isolate and return exact words? Right now, the search is too messy. The ordering preferences are helpful but they're not accurate enough. I understand that it's nice to have a search that returns fast results and it does return fast results, but not the results that you want. So fast = slow when you have to go through numerous pages trying to find what you want. Having to make that much effort is not user friendly and it wouldn't surprise me if people just open another tab and search for "mod name nexus mods" on google and get an immediate result. That is a much faster method which unfortunately I'm having to resort to. On the old search I could type in a mod name and get exactly what I want the majority of the time.
  5. On the previous version of the forum, when clicking on a PM, it would automatically take you to the newest message without the need for excess clicking and scrolling. This saved a lot of time. Currently, when you click on a message in your inbox, it takes you to Page 1. If the conversation has multiple pages, you need to manually change pages and scroll down. It's a little annoying and wastes time. Proposed change: Go to the newest message when clicking on an inbox message.
  6. Hi everyone. I've been trying to get the base down for a script and running into a bit of an issue getting it to work. I've spoken to a few people about it but I'm still no closer with a solution. What I currently have is a quest alias running on the PlayerRef and the idea is to have a script running that when OnHit is triggered, it checks for the keyword ArmorShield and then applies an EffectShader to the currently equipped shield. I want this to work globally so that it is compatible with every shield in the game, as well as any modded shield. Applying the script manually to every shield is not an option. So I guess really, the big question is; how can I get the object reference of the currently equipped shield? Thanks John
  7. In response to post #73653363. #73707298 is also a reply to the same post. I know for design functionality, a lot of sites need to have an easy transition between desktop and mobile versions. However, I really can't see there being a huge percentage of mobile users for this site and even if there are 3 mobile games that allow mods, was it worth it to change the entire site based on that?
  8. In response to post #73705423. #73712458 is also a reply to the same post. For one, you do not need to explain css terminology to me. I did not inspect source just so that I could write a smart comment. The fact remains, it is not equal VISUALLY and needs to be compensated as such. Either that or I'll just write my own Stylus override (which seems like it it will be necessary at this point) Why would I want to visit a separate page to view my notifications? It's not good design. Also to further add, it is not immediately intuitive on how to view all of your mods. Before there was simply a "Manage my mods" button, however the new update "MY MODS >" just looks like a category header.
  9. After a few days of using this, here's some feedback: - The Upload button needs equal margins on the bottom and top. It looks off right now - Notification colour is a horrible brown (on Skyrim Nexus at least) - Notifications NEED thumbnails again. This is the only thing I would actively ask for, without them it's a pain. - Notifications should not disappear on click.
  10. There was nothing wrong with the previous design. I really don't like BIG BARS following me up and down the page.
  11. If Witcher 3 had better modding tools, I'd be all over it.
  12. I've created a quick weapon mod based on the Lava Dredger from World of Warcraft, it has moving "gears". For reference, I looked at the nif files of the Dwarven Gear Swords mod and managed to get my nif animated by using the structure of: NiNode -NiTransformController --NiTransformInterpolator ---NiTransformData --NiTriShape -NiTriShape --NiTriShapeData --BSLightingShaderProperty I have tested the nif within the Creation Kit and Skyrim and it isn't displaying any errors or crashing the game. Collisions are also working. So I'm left quite confused at this stage. The animations are very simple rotations, I'm just not getting why they don't work in-game if everything else seems to be correct? Any help would be greatly appreciated. I was planning on releasing this yesterday but this problem has me stumped. It's more a barrier because I might need animated areas on a weapon in the future. - John
  13. That's what I had to end up doing, physically putting one of the enchants on the weapon nif itself and another as an effect in the CK. Such a pain in the neck having to copy over awkward particle nodes, I wish we had access to something better for using them :\
  14. Currently I am working on a weapon mod that requires two visual effects but I can't for the life of me figure out how to get them applied at the same time. I have tried many different solutions and nothing seems to work. I know there is a limitation with the engine, but I've seen actors have multiple effects, so theoretically, it should be possible somehow. This is what I've tried so far: - Merging nifs (manually copying across nodes and renaming to keep file structure the same, some failed to copy due to missing links) - Making two separate magic effects and putting them into an enchantment effect (doesnt work because only the first is read) - Using an edited casting art to apply the effect (works visually but won't align to the weapon) I noticed there are some scripts that can apply a magic effect. I've tried to play around with it, however nothing shows up at all. There is also one that allows multiple effects. It makes me wonder, would it be possible to add an extra effect through scripting? even if it's SKSE? I don't know much about scripting for Skyrim, something that can link to an additional nif? Any help on this matter would be greatly appreciated. This is pretty much a wall for this mod :X
  15. Look into retopologizing your mesh and then projecting the old details onto it :)
  16. While I do believe that mod authors should get more for their time and energy, this was the completely wrong way to go about it. All of my mods on Skyrim Nexus will remain free and will not be pulled in favor of Steam.
  17. I seem to have come across the problem that during daylight, glow maps go white and no longer display. Also, if I shoot fire at something with a glow map, it turns off until the fire spell has stopped channeling. Is there anything in the nif that I can change that will keep the glow effect persistent throughout night and day and not be altered based on outside light sources? Thanks :)
  18. I've had a small go at the vertex painting and I couldn't seem to get any good results. Some of the red painted areas wouldn't change which I thought was weird. I removed my skin and re-did the process, this time using a higher fallout and I got better results, though some areas are still distorted, it's better than it was before, so I guess it's more tweaking to be done?
  19. Hi everybody. After the success of my Deathwing Inspired Alduin Reloaded mod, I am currently working on another dragon, however this one has a completely edited mesh. I've managed to get it working in game but there is a problem: whacky polygons. Now I know the issue is down to weighting but I can't seem to figure out how to make certain areas NOT stretch within Skyrim. For example, I have some spikes along the Dragons spine and when I get the Dragon within Skyrim, they become bent and all over the place. I had originally taken the Skin Wrap (3ds Max) from the Durnehviir model and tried that. I had the same issue. The next thing I tried was using the skeleton.nif from the meshes/characters assets/dragon folder and using that skeleton: I still got polygon errors. So overall, I'm at a loss here. How can I create a properly rigged mesh without polygons bending and stretching all over the place? I've looked high and low online but haven't found anything that seems to work (or I'm missing it) Any help would be GREATLY appreciated and I'll be more than glad to mention you when the mod is released :) (ps: It's Onyxia's Lair from WoW)
  20. I too have had this problem with a custom mesh. I figure it's some sort of backfacing that is showing through. Didn't know how to eliminate it so I just quit working on that specific thing :\
  21. So I'm creating a weapon that is supposed to instantly kill wolves. I've copied the Wuuthrad script and changed the Elf races into Werewolf/Wolves and increased the modifier. I've also made copies of additional files it uses and added them to my weapon, though nothing is happening in game. Any ideas? I really blow at this scripting stuff.
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