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ff7legend

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Posts posted by ff7legend

  1. In response to post #67020241. #67021001 is also a reply to the same post.


    ff7legend wrote: Question - Will the original Fallout 4 be required in order to play Fallout 4 New Vegas whenever it releases? If so, that's fine since I have Fallout 4 alongside the Season Pass. Thanks.
    kesw12 wrote: yes it will its a mod.......


    Just making for sure. I have FO4 & the Season Pass so no issue with that regardless.
  2. I'm having a serious issue with Falskaar & Obsidian Weathers. For whatever reason, whenever the weather changes over to rain, I get really bad flickering issues. The clear/rainy weathers flicker back & forth during rainy weather in the Falskaar worldspace. I suspect a conflict/incompatibility between Falskaar/Obsidian Weathers since Falskaar.esm does have its own rainy weather record (The ONLY weather record in Falskaar.esm is FSOvercastRainTU). How would I go about fixing this since no patch exists for Falskaar/Obsidian Weathers? This issue only occurs in the Falskaar worldspace for the record. If a patch is needed, could someone make a patch for Falskaar/Obsidian Weathers? Any help with regards to fixing this rather annoying issue would be most appreciated.

     

    ff7legend

  3. What would really be nice is Bethesda focusing on FIXING THEIR BROKEN GAMES instead of shoving all these CC "updates" down our throats that end up breaking SKSE64. This is not an anti-CC rant either. However, Bethesda has yet to fix the GLARING specular mapping issue that causes the specular maps to only work whenever the compass is pointing South. Seriously, this has been an issue SINCE LAUNCH.

  4. Wow. This is why I utterly refuse to migrate over to Vortex. The entire SOT Team (The Way of the Dovahkiin - Sands of Time) had their games nuked by the infamous NMM 0.60+ "update" a few years back when they tried to add the failed/now-defunct Profiles feature. Sorry to hear of your years of work gone to ruin. That SUCKS.

  5. Further details on why LupusHegemonia was banned from Nexus:

     

    https://forums.nexusmods.com/index.php?/topic/7080751-lhs-clutter-and-more-collection/page-6

     

    https://forums.nexusmods.com/index.php?/topic/7101256-lupushegemonia-banned/?hl=%2Blupushegemonia

     

    Simply put, Lupus was a mod thief & left numerous disparaging comments toward other users/mod authors relating to his theft of others' assets/smarting off to Nexus staff/moderators during the course of their investigations into possible mod theft on the part of LupusHegemonia. Translation - LupusHegemonia is never coming back & his mods will stay hidden on a permanent basis in all likelihood.

  6. In response to post #65047821. #65048711, #65049131 are all replies on the same post.


    ff7legend wrote: If a Skyrim SE version is ever released, I may give it a try. My two biggest gripes with Enderal were the overwriting of Skyrim files & the severe limitations of a 32 bit engine. Now that Enderal will be in a separate directory, that solves one of my biggest gripes. Hopefully a Skyrim SE version will be made at some point. No more Oldrim & its beyond broken 32 bit engine/memory bottlenecks for me.
    BigBizkit wrote: Enderal has never overwritten Skyrim per se. It created a backup of your entire mod installation / data folder and the launcher allowed you to switch between your Enderal and your Skyrim setup. Barring hard disk space concerns, or waiting times, you could switch back and forth quite easily.

    I have done it in the past and my ~250 mod installation remained unscathed.
    FakeXR wrote: I have had no problems with stability playing Enderal, and my rig is pretty shitty. Give it a try i would say


    @BigBizkit: Thanks for the clarification. I'll wait for a Skyrim SE version to be released. No more broken 32 bit engines for me. 64 bit is the future & Skyrim SE is the way forward.
  7. If a Skyrim SE version is ever released, I may give it a try. My two biggest gripes with Enderal were the overwriting of Skyrim files & the severe limitations of a 32 bit engine. Now that Enderal will be in a separate directory, that solves one of my biggest gripes. Hopefully a Skyrim SE version will be made at some point. No more Oldrim & its beyond broken 32 bit engine/memory bottlenecks for me.
  8. In response to post #64920146.


    jawwad2626 wrote: OOOOOOHHHHHHH, Mihail is just the best! Your creatures looks really cool! But i'm always worried about downloading them because everyone said that your creatures is overpowered. But now knowing you already retweak them, i feel relieved! I'm reaaaaally waiting for your mega creature pack, since my computer can't take 100 standalone creature mods at a time. I don't care how many GBs it'll take, i'll download it! (just hoping that it's not too heavy on my spec, though)

    The martial art teacher that become a modder, go for it!


    The biggest issue with Mihail's mods are plug-ins still being in Form 43 (Oldrim) format instead of Form 44 (Skyrim SE) & use of incorrect file extensions that cause eventual save game corruption. While Mihail's creatures look awesome, I will not download anything that's not in Form 44/using incorrect file extensions that corrupt save games. I've read reports of these issues all across Mihail's mod pages, hence why I've yet to download any creature mods from him until these issues are rectified or otherwise proven to be false. I really want to see Sulfur & Fire as well as Hall of Memories be made available once again. Supposedly these are available once again per the interview above but that has so far been proven to be false since these are still hidden & have been hidden for upwards of a year plus now.
  9. 4K resolution causes horrific microstutter in my instance. I have both a 55" 4K 120 Hz display & a 4K-compatible video card complete with 4K HDMI 2.0 cable connected to my TV/7.1 surround sound amplifier. I'm forced to downgrade my resolution to 1080p as a result. My OS (Windows 7 Professional x64) also locks my refresh rate to 60 Hz instead of the 120 Hz my display supports too. Borderless Windowed Mode won't work in my instance either due to issues with massive screen tearing, an indicator that v-sync is disabled in said mode. No amount of enabling v-sync in SkyrimPrefs.ini/video driver settings/ENB works when set to Borderless Windowed Mode either.

     

    ff7legend

  10. Get rid of Insignificant Object Remover at all costs. That mod is INCOMPATIBLE with Skyrim SE & is the likely cause of many of your issues, including the CTD upon entrance into Ivarstead. That mod caused me no shortage of headaches when using the newer versions of Wrye Bash. The issue with Insignificant Object Remover is the fact that said plug-in is not properly converted to Form 44 (Skyrim SE) format. The author merely edited the Form Version in SSE Edit manually without running it through the SSE CK like they should have. Even the Wrye Bash Team has put out warnings against using Insignificant Object Remover. Get rid of it. It isn't worth all the hassle at all.

     

    ff7legend

  11. You obviously have a mod that conflicts with the changes to vampires made by Dawnguard. Dawnguard makes specific changes to vampires, which includes their facegendata. The issue you describe is borked vampire facegendata & yes, borked facegendata will cause CTD in Skyrim SE whereas in Oldrim the face would merely be gray/brown. Chalk that up to whatever changes Bethesda made to the facegendata of NPCs that now will cause the game to CTD if said facegendata is borked for ANY NPC in-game. Load up your entire load order in SSE Edit & click Add Filter for Conflict Losers. This should help point you to the mod(s) that is/are causing your black face vampires issue, which in turn is causing your CTD issues.

     

    ff7legend

  12. Could be an issue with the plug-in being in Form 43 (Oldrim) format too. I know for a fact that Insignificant Objects Remover has issues working in Skyrim SE due to a combination of not being properly converted to Form 44 (Skyrim SE) format, among other things. That mod has been reported to Nexus staff as being incompatible with Skyrim SE but for whatever reason they're refused to remove said mod from Skyrim SE Nexus despite it being proven not to work with Skyrim SE. Insignificant Objects Remover was the cause of my game not starting up several months back. Wrye Bash will alert you to any plug-ins not being properly converted to Form 44 upon start-up/load so pay attention to any warnings Wrye Bash gives you.

     

    ff7legend

  13. In response to post #64312911. #64313051, #64318821, #64319546, #64329726 are all replies on the same post.


    ff7legend wrote: My main concern is migrating my MASSIVE Skyrim SE mod installation over to Vortex. If anyone remembers the infamous NMM 0.60+ migration debacle that literally destroyed many a user's modded game install, you'll know what I speak of here. Nearly the entire SOT TEAM (The Way of the Dovahkiin - Sands of Time authors) lost their modded game installs & had to re-install from scratch. Just ask tonycubed2 about said debacle. I'm not about to play Russian roulette with my massive mod install. I will not make the switch until Vortex is proven not to destroy an entire modded game installation. As the old saying goes, "If it ain't broke, don't fix it".
    Dark0ne wrote: We even say this in the very news post you're commenting on:

    If you have a perfectly functioning load order and stable modded game then we highly recommend you do not move over to Vortex at this time. The main focus of Vortex is on making your game as easy to mod as possible, in the most stable way, with the least amount of effort and if your game is already stable, there's no point making even a small effort to move over. However, for many of you who have been plagued by mod conflicts and issues, or who are starting a new playthrough or who just want to try out something new, Vortex might be a great fit.


    The inherent issue is that NMM is so bad and so..random..in its failings that it's nigh on impossible to make an importer that is going to 100% work in every single situation. It works for the vast majority of people, but there are going to be some NMM installations/mod setups out there that are so screwed, no importer would be 100% effective.

    Hence why we are telling people to only move if (1) they want to and (2) they have little to lose.
    ff7legend wrote: Yes, I read that but there will likely come a time where the user will be forced to migrate over to Vortex since NMM support will likely be cut at some point. Just like we were forced to migrate over to the new Nexus Mods website format that looks more like a smartphone interface than an actual website. Don't get me wrong - I like the new Nexus Mods layout, though it took quite a bit of getting used to. However, I really wish various websites would stop going for the smartphone-like interface. I don't own a smartphone & can't stand smartphones to be quite honest. Not only do smartphones cost way too much money, but half the features of a smartphone I would never even use. Don't even get me started on those ridiculously expensive data plans/data overage charges/throttled down streaming speeds either. I have no intention of making the switch to Vortex unless I'm forced to do so, which is a likely eventuality at some point.
    Dark0ne wrote: We cut NMM "support" two years ago. We no longer support it! But it is software, and it will continue to work unless a major new Windows OS comes out that breaks it.

    There is no way we can force people to stop using NMM. All we can (and will do, at some point in the not too distant future) is turn off the web hooks that NMM uses. That doesn't break NMM or prevent it from performing its main function, which is managing mods, all it prevents is the ability to download automatically from within NMM and see new version updates. Adding new mods to NMM would then require a couple more clicks, downloading mods manually and then using the "Add file" functionality from within NMM.

    That is, of course, unless someone updates NMM to work with our new API. In which case, all it will require is users to download an update.

    Either way, we can't force people off NMM, even if we want to.
    piotrmil wrote: Honestly? Don't even bother migrating. MO2 is far superior than NMM or Vortex, so for Bethesda games, there is very little incentive to use Vortex. For other games - perhaps.


    Mods like FNIS will not work/install properly when using MO2 piotrmil. fore has made it quite clear that he will not support FNIS installations using MO2 & has repeatedly redirected inquiries into issues with FNIS not installing properly with MO2 over to the MO2 devs, which have so far failed to address said issue last I checked/heard.
  14. In response to post #64312911. #64313051 is also a reply to the same post.


    ff7legend wrote: My main concern is migrating my MASSIVE Skyrim SE mod installation over to Vortex. If anyone remembers the infamous NMM 0.60+ migration debacle that literally destroyed many a user's modded game install, you'll know what I speak of here. Nearly the entire SOT TEAM (The Way of the Dovahkiin - Sands of Time authors) lost their modded game installs & had to re-install from scratch. Just ask tonycubed2 about said debacle. I'm not about to play Russian roulette with my massive mod install. I will not make the switch until Vortex is proven not to destroy an entire modded game installation. As the old saying goes, "If it ain't broke, don't fix it".
    Dark0ne wrote: We even say this in the very news post you're commenting on:

    If you have a perfectly functioning load order and stable modded game then we highly recommend you do not move over to Vortex at this time. The main focus of Vortex is on making your game as easy to mod as possible, in the most stable way, with the least amount of effort and if your game is already stable, there's no point making even a small effort to move over. However, for many of you who have been plagued by mod conflicts and issues, or who are starting a new playthrough or who just want to try out something new, Vortex might be a great fit.


    The inherent issue is that NMM is so bad and so..random..in its failings that it's nigh on impossible to make an importer that is going to 100% work in every single situation. It works for the vast majority of people, but there are going to be some NMM installations/mod setups out there that are so screwed, no importer would be 100% effective.

    Hence why we are telling people to only move if (1) they want to and (2) they have little to lose.


    Yes, I read that but there will likely come a time where the user will be forced to migrate over to Vortex since NMM support will likely be cut at some point. Just like we were forced to migrate over to the new Nexus Mods website format that looks more like a smartphone interface than an actual website. Don't get me wrong - I like the new Nexus Mods layout, though it took quite a bit of getting used to. However, I really wish various websites would stop going for the smartphone-like interface. I don't own a smartphone & can't stand smartphones to be quite honest. Not only do smartphones cost way too much money, but half the features of a smartphone I would never even use. Don't even get me started on those ridiculously expensive data plans/data overage charges/throttled down streaming speeds either. I have no intention of making the switch to Vortex unless I'm forced to do so, which is a likely eventuality at some point.
  15. My main concern is migrating my MASSIVE Skyrim SE mod installation over to Vortex. If anyone remembers the infamous NMM 0.60+ migration debacle that literally destroyed many a user's modded game install, you'll know what I speak of here. Nearly the entire SOT TEAM (The Way of the Dovahkiin - Sands of Time authors) lost their modded game installs & had to re-install from scratch. Just ask tonycubed2 about said debacle. I'm not about to play Russian roulette with my massive mod install. I will not make the switch until Vortex is proven not to destroy an entire modded game installation. As the old saying goes, "If it ain't broke, don't fix it".
  16. In response to post #64085421. #64085616, #64085756, #64089941 are all replies on the same post.


    PanosUchiha wrote: "office space, the hardware we work on, software license fees, HR, payroll, legal fees, insurance"

    hmm i dont get this site so they wanna make money from FREE mods? made by others? ????????
    Superpan2256 wrote: How are they going to host those free mods made by others? Or any of the extra features that the Nexus has? Web space isn't free, and they have to pay the bills somehow.
    Kaebus wrote: They want to make money from traffic on the website that they have to pay money to host and service their users. They aren't asking for money out of your pocket or enticing paid mods. They are not making money off of the mods, they are making money off of us accepting to have a couple advertisements on our screen while browsing such a great platform and community database, without asking you for anything.

    Imagine the internet as your cable service, and the Nexus is your channel of choice, with each mod being a different show. The channel doesn't make the shows, it just hosts them and runs commercial breaks to make ad revenue based on how many customers are tuned in watching that ad. The advertisements on Nexus are simply their form of commercials that the channel needs to remain funded.
    hanageboubounosuke wrote: If you want to host all those mods on your home PC on a consumer internet connection, by all means, try it out and tell us how cheap and easy it is to serve millions of users around the world 24/7.


    Ever priced a server unit? Servers are NOT CHEAP. My father works at Intel Corporation as a computer engineer where they design/build some of the absolute best server units in the world. These Intel server units carry a hefty price tag of $100K per unit. There's a reason large companies like Cisco Systems employ Intel server units. That doesn't include the monthly bandwidth costs, various licensing fees, payroll (Yes, employees cost $$$$$$), etc. Where else does one think said revenue is going to come from? Ads may be annoying but unfortunately they're a necessary evil a la taxes.
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