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Zyp

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Everything posted by Zyp

  1. Skse should be installed like this if you doing it manually and not using the auto installer.exe from http://skse.silverlock.org/. If you got the manual version and extracted to a temp location - copy and paste the following files skse_1_9_32.dll, skse_loader.exe, skse_steam_loader.dll - into (C:\orD:\) Games\Steam\SteamApps\common\Skyrim you should now have to two folders in the archive left where you copied the above files from. You now need to copy those into the following path - Games\Steam\SteaamApps\common\Skyrim\Data - Thats its now launch NMM - at top left hand corner you shoud now see a button wither either launcher, if so click it on the drop down arrow to change to skse. Done
  2. If you know what your doing you can configure the archive to install with NMM completely. It also works for Wrye Bash except for 4 files which you have to extract manually yourself using winrar/7.z/winip.
  3. This has nothing to do with web browsers - I have IE 11, Google Chrome, Opera, Safari, Mozilla Firefox Installed on my machine and use them for variety of things. This is server or network related on Nexus Hardware or ISP end or some where in the middle doing a network trace shows no error from my ISP so therefore it between Black tree gamins and there ISP. Internal server gateway error 500 is the error message that comes up if you cannot get this normally down to hardware port failure or intermittently showing its going to fail sooner or later this can either be a port on the network router,hub, patching unit or even the NIC (network interface card) adapter on the particular server. Meaning eventually that port will fail and will need to be remedied. However from my experience where network ports are concerned the slightest bit of "dust" (yes Dust it can be major killer of electronic components) can cause strange anomalies due to attracting and storing magnetic fields in its particles and lay dormant until particular charge around it can set it off - normally sporadic and intermittent and difficult to isolate or identify as a cause. Best solution to rule this out, is to keep your equipment clean and free of dust and clean those dusty ares at least once a year. Servers should be well ventilated and ideally in a environment free from magnetic fields and dust and importantly air-conditioned at constant nominal temperature of 5 degrees Celsius.
  4. Game Effects & Changes - I belive this is a good heading however it very generalistic, if your changing the game to how you want it all part of modding the game then we can consider heading a root topic - This could be part of immersion - although immersion can be very generalistic so I would recommend this as sub category of Game Effects & Changes as with various other sub category's. For example I just stumble across a mod " Mark books as read" under game effect & changes category - yes it does change the game and the effects from a modding or coding point of view but on a playing point view this is personal choice, " User Information" not character information, yes your character will read the book but that takes input from the user to do - in reality or fictitiously ( only our subconscious mind know if we read a book or not - our fantasy rpg characters would not but we assume or role play them to think they do). So hence User information another useful sub category heading - now I know you rename a category to our choice in NMM - but the purpose of this post is to help the nexus team unerstand so that they can provide a better service sorting categories for meta tags, and thus makes life easier for the community to find. I'll try to update this post as I go along maintaing my mods I download and plonk into my bash installers folders as I mainly use NMM for version control rahter downloading and installing and also quick linking to the author main page. Although I some time use Wrye Bash to do that if I've got the app open - though I tend not too or endeavour not to work with both at the same time as thats not good practice. Feel free to keep the post topic alive and add your recommendations if you find in your opinion mods that you either encounted to be assigned or could be more appropiately organised.
  5. I simplify my mods under various categories under directory structure on my project HDD which I use for back of original mos. I normally match the categorys by the Skyrim Gems guide, (as for steam - well for professional company they only did one thing right that is keep it simple ) Nexus or the Creation kit. However the latter two i find too comprehensive for sorting so I tend to keep it simple. Gems seem to be the most appropriately match for simplification although where I find mods that are difficult to describe - I really have to give them some thought before sorting them appropiately and storing them in appropriate sub directory relevant to the mod. Im finding a few mods that are in the category unassigned with the new version of NMM 0.40, i.e deadly dragons - In my honest opinion there should be categrory tag called AI - Artificial Intelligence as basically dragons are AI run by the engine or a plugin. Same goes for creatures - animals, insects, beast, monsters, NPC (people, horses, followers) there all Dynamic AI with a functionallity if they did not have functionality then they would be static statue. AI sound a bit generlistic yes but logically I would state it would be correct category name. Interactive AI and non interactive AI should then be sub category of AI. Objects category - Imo this isvery generalistic - I mean looking at the game from visual point, modding point or from a coding point of view you could say a majority of the game or functionality, features etc are classed as objects. However these also can be defined as static, dynamic, interactive or non interactive. I find when downloading a lot of mods to test out and repackage the file archives the way I want them to function I tend to realise in my mind the category which helps then to define appropriate naming for them - and store them locally. I now have a firm simple structure that is easy to reference, on the occasion where new mods arise or my opinion find a more relevant name I modify or update the structure and then the offline backup (as in offline storage).
  6. Hi there just found this in boss log. I know how to clean but not sure if it really needs cleaning for one item.

    dD - Enhanced Blood Main.esp ActiveContains dirty edits: 1 ITM, 0 UDR records. Needs TES5Edit cleaning. (http://www.creationkit.com/TES5Edit_Cleaning_Guide_-_TES5Edit)

  7. Hi there just found this in boss log. I know how to clean but not sure if it really needs cleaning for one item.

    dD - Enhanced Blood Main.esp ActiveContains dirty edits: 1 ITM, 0 UDR records. Needs TES5Edit cleaning. (http://www.creationkit.com/TES5Edit_Cleaning_Guide_-_TES5Edit)

  8. I totally agree this is one of the biggest snags in the modding community mod file naming conventions. This is realy drives me up the wall when I find files not seamlessly named accurately in corresponding order, where then is pain to search for in NMM or Wrye Bash. Especially when I'm finickly meticulous and sort my mod files. If mod authors di the jobs correcly in the first place I perhpas would trust using NMM far mor but know I donot, I simply download manulay, plonk all the necessary files into the Bash Installers Folder and check each mod explicily and individually. Now this takes up a lot of time if you got over 255 Skyrim/NMM limit - hence the use of WB. Now I know im not the only person whom likes to be tidy and organised and not because I know how to use and program computer systems for the last 34yrs but it generally pays off to resolve issues sooner. There should be a defacto naming convention that all mod files and their authors adhere to. Nexus is definitely a place to do this and has the potential to do this providing the community is educated. However we are all individuals and we are all far from perfect even though some think they are gods amongst other civilians. Even expert professional programmers make mistakes but there's no reason for lazy idle simple disorganisation. Irrelevant to my attention to detail in my method of installation I always create doc folder within the data directory. Thus wen I also check individual mods for readme.txt - I then repackage the mod so that associated readme file *.doc,*.txt. *.html, *.rtf is name to the corresponding mod and also insert the missing useful contents. This is so simple that even my 5yr old child cand do this and it fries my brian that most of the people that create mod's can comprehend a simple task correcly. I also add another directory within the Data folder called "OPCFG" (optional plugin configuration) simple but effective any mod that has optional configs i.e fonts, .esp, .ini, .cfg, etc....goes into a sub directory appropriately to corresponding mod under "opcfg" folder. Now for files I download from Nexus - I understand the naming convention where you have mod name descriptor nexus mod id followed by the version number i.e mymodname - 1111-01. This is fine imo. But why on earth duplicate the version number in front of the nexus mod ID. It really looks messy within NMM and WB. What pains me is when I change the files in WB it screws up the colour mismatches, I can live with it but would be nice not actually to go throught the whole installation process changing the name conventions. In fact it would be nice to actually play the game properly and test out mods thoroughly rather than spend more time on installation. Anothing the mention is the use of file compression standards. Meh!!! I got know personal quarrel with disk space as an IT specialist it not much of a concern. Though noticing after many file unpacking and repackaing of the use of .zip, .rar. and .7z there is a considerable amount of difference. Firstly .zip it was good when it was invented and its use is stil common for simply stuff, rar is also great and has better functionality and aslo its interafaces is far more user friendly that the three commonly used file compression archiver's. 7.z (7zip) originaly was not a fan of this due to the simple interface gui design, however I find it superior to the other two programs not due to its more added abilities and features but mainly its compression ratio is far better and the other two. I notice that the 7.z files are halfed nearly in comparison to a .rar compression. Naturally I have not read the whole of Nexus forum so apologies on my behalf if this has already been covered but I felt I needed to let of steam in written literature, but it would be nice to see if there is page on guidlines for this and no doubt there is probably upon uploading mod files, not at I would have seen that as I not uploaded any files on Nexus before.
  9. http://www.creationkit.com/INI_files Automatically Created Templates steam\steamapps\common\Skyrim\low.ini steam\steamapps\common\Skyrim\medium.ini steam\steamapps\common\Skyrim\high.ini steam\steamapps\common\Skyrim\VeryHigh.ini steam\steamapps\common\Skyrim\Skyrim_default.ini Used by the game My Documents\My Games\Skyrim\Skyrim.ini My Documents\My Games\Skyrim\SkyrimPrefs.ini Used by the editor steam\steamapps\common\Skyrim\SkyrimEditor.ini steam\steamapps\common\Skyrim\SkyrimEditorPrefs.ini User Defined Changes to automatically created INI files are reverted by Steam when validating the local game cache. User defined INI files can be used to prevent this. Settings defined in a user defined INI file override settings in a regular INI file. Used by the game My Documents\My Games\Skyrim\SkyrimCustom.ini overrides Skyrim.ini Used by the editor steam\steamapps\common\Skyrim\SkyrimEditorCustom.ini overrides SkyrimEditor.ini Mod Defined Mods can define INI files to override settings from Skyrim.ini. Mod defined INI files should have the same name as the plugin file and are only applied if the plugin is loaded by the game. Mod defined INI files are automatically uploaded to Steam Workshop. KISS - Keep it Standardly Simple - (keep it simple stupid)
  10. I was just pondering over this scenario. I hate making decision's of choosing side's when you have no interest in political status of the world. Unfortunately this is a pre-requisite to complete the main quest. It would be nice to delay the decision making at the beginning and have the opportunity to break into the video cutscene intro and have the opportunity to escape off the horse and cart before arriving at Helgen, an ideal scenario for a rebellious or thief type character. Though this type of idea would need some additonal thought for how the character has their hands unbound within the stage of the cart or after and thus be able to pick up the main quest at some point in time. Another Idea of a starting point I thought of was being a born vampire captured by some vampire hunters or mages for experimentation. Where then, the character has the chance to escape from a small fort or a cave which then becomes your "den" . Alternatively another scenario would be that you are rescued from the cart by i.e some form of faction that has interest in the character like a group of bandits or some other faction that the character already belongs too.
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