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Namelessnobody

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  1. How long did the SKSE team take the first time around? I mean after the release of Oldrim? If it was a very long time then I'd expect no different from it this time, for them it must be like building a whole new game in similitude to skyrim and gran theft auto, it literally is practically rocket science! Or even science to build the first 'beam me up scottie' teleporter, that difficult but this team is able to deal with that and until we get some powerful program that could speed up such a process then that is the way it will be. Yeah I'm ragging on the same lecture, but compared to modern age inventions which often took 50-70 years or even a century, this is rather fast, kids these days expect it by the year or months or minutes because of internet speeds even as the greatest minds took a very long time to make something groundbreaking become reality. As I have exhausted my voice, no I'm not a 'cheerleader' as I do every once in a while check for updates though not expecting any real change save how the community is behaving, I'm back to waiting on the day month or even 2018 when this is released.
  2. For doing this CDProjektRed style for the most part is where I give the SKSE team accolades, they won't announce anything until they are for certain it is ready for release. Everyone can come back to this thread maybe in June or so, I have a habit of leaving a game behind for months or so or even a year and then return to it to see a lot of changes have been made since. Good habit to get into if you ask me as it makes you less antsy thus you are dedicating more of your time to other projects or games instead of the one, it creates patience which is most important.
  3. As for those of you trolls, you can shove it. Brats like you think things work like a 3D printer when reality doesn't, try living back in 1850 dreaming about locomotives and being frustrated in wondering why no one has figured out how to get one working yet. You are a fair example of the masses, expecting everything to work like the flick of a finger like you have a genie that grants instant wishes, wake up, smell the ozone and realize THINGS TAKE TIME! If you are still frustrated, go play GTAV or Minecraft until they the SKSE 64 team is ready.
  4. 2027 sounds like sarcasm to me, it would take a very inexperienced team to have to work for that long before they release anything. Me, I'm more worried about all the mod makers who will quit the field in the timeframe before SKSE 64 comes out moving on to other games and leaving Skyrim completely in the sand. Well on one hand they could figured out an alternate way to get their mod into the game using less convenient means but there are some who could immediately port their stuff as it doesn't require much scripting at all like the dwemer rifles and muskets and that stuff. Yes there are those who may end up docked for a year moored to Oldrim until SKSE 64 comes along, and the reason most of us don't want to return to oldrim is because it is so badly unstable, only the console version seems to work correctly. It is a damned shame that Bethesda didn't tighten up loose hatches on Oldrim before they left it completely behind and all we got were lackluster updates that weren't worth more than making the game function at least partly but once you installed mods, it was like witnessing history's worst train wreck, plane crash or traffic accident, so many bugs, CTDs and all that meant Skyrim was better left to low end mods unless you had a beast of a PC (yet even then, what was supposed to function didn't seem to do its job) it seems Oldrim was better off not using SKSE as it was a wobbly table to start with. Please don't take that as griefing or trolling, that's just my experience coupled with frustrations with Oldrim.
  5. Mid-march release for beta eh? I think you guys and the developers are kidding yourselves, I calculate maybe June at the earliest. I'm afraid its far bigger than even they anticipated, oh at to the developers of SKSE64, DO NOT make an announcement for release dates when you know you can't live up to them, do what CD Projekt Red does, say 'it will be ready, when its ready' no deadline, just be patient.
  6. For those of you who prefer to not deal with the hours of fuss in porting old skyrim mods into SSE (mostly because the authors have since deserted their mod), this thread is designed for that quickie you'd prefer rather than getting programs that if you don't already own them then there is the unpleasant business involved in buy or (though preferably no) pirate and more fuss on that end, I'd know this since I dealt with it for a good while before I found this new method I'm about to share. Bear in mind that this doesn't work with scripted mods so I can't help you there. 1. Get BSA Opt (if your dealing with bsa files) and read the instructions (like you should everything else if you don't know what to do with it), this just unpacks the files you will need to mess with. Also get Ordenador's texture optimiser (this will insta translate the dds to MDX1 or MDX5 in a jiffy for you since SSE can only read that version) and get Nifskope 2.0 (very important since if you don't render the nif files to readable you'll end up with some funky string discoloration in-game since they need the nif to be solid) 2. Since I already explained the idea about how to make DDS readable to SSE standards, here is for Nifskope; first add tangents and update from the Spell menu and hitting the Batch tab from there, from that option just go down the list of Batch options and hitting ok on every pop up (the triangulate all strips and the make partitions), if you are given the window with the '18' on it, highlight it and put in '60 and hit ok on that and whatever message it gives you, it is still updated to SSE standards unless it gives an error. Update: Since the author updated Nifskope, all that runaround is no longer necessary. Just find the folder and let the convert button do the rest, then BINGO! Ready for play unless you get an error. 3. Whoa, hold your horses still there... You still need SSE Nif optimizer to get SSE to recognize these mods, just don't check heads only option and hit optimize after you picked the folder for your nifs that you want translated and 'BOOM' now they are ready to rock out in Skyrim SE :thumbsup:. Unfortunately I'm not much of an expert on packing a bsa, you'll have to find a guide on that but there you have it and you should now be shifting these to the appropriate folders and enjoying your mod. By this guide I hope I just saved you a day's or hours worth of grief as it did save me grief being it took me a near week to get this figured out. Keep in mind I've got about a peasant's knowledge on modding in general so don't ask me about that, I just hope this guide helps you.
  7. no update in months, they must be really hammering at it. That or they are out to lunch.
  8. Damn, so I guess I still have to tread carefully but I imagine that SSE handles them better due to new build engine.
  9. I've been through hours, ups and downs and more with skyrim and am ready to say I'm ready to ditch the 32bit brick, don't get me wrong as it is still good but it makes great for character creation and modeling. My fuss with it is it has more crashes, bugs, glitches and worst than I like dealing with and I've tried every trick in the book from forums on down, because of how unstable the game is, I am saying cest la vie to it and going to Special Edition for playing as old skyrim is mostly for snapshots and drawings. Just asking you guys if I made the right move or is SE no more stable? I'd like to hear from you, don't take this as a fuss, take it as asking advice.
  10. I've hunted all over pmc creation only to find that the only existing vergil armor is the DmC one, as in his teenage armor instead of grown up and mature vergil. Someone needs to make his armor as his yamato already exists.
  11. I'm in the same boat, someone needs to give us a bone of answer or something, I won't toil away more hours trying to get skyrim to work correctly.
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