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LeddBate

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Posts posted by LeddBate

  1. 40k (and Warhammer Fantasy) are copyrighted material that GW is very sensitive about protecting.

     

    Yes, I know that Gary's Mod is chock-full of copyrighted models from other games, especially GW stuff. But that doesn't necessarily follow here at the Nexus. The TOS is very clear about not allowing porting of models from other games. (Which is what I presume you mean by "import some of the warhammer 40k stuff".)

     

    Making new mods BASED on GW stuff is still not probably going to happen. For example, using named characters from 40K or Warhammer Fantasy would still be a copyright issue. "Wood Elf" is generic, true. But saying "Wood Elf War Dancer" would definitely be encroaching on GW's copyright.

     

    Having said all that, if you type "The Witcher" into the search box in the Nexus mods section, you'll get a LOT of mods of costumes, weapons and armor that are clearly identical to those in The Witcher games. Yet if you type "40k" or "Warhammer Fantasy" you'll get nothing. So why can some games have ported (or rather "re-modelled") material and others not? Damifino. Maybe one of the moderators can explain it better for you.

     

    But here's something you might find interesting: Warhammer Gameroom by Gutmaw.

     

    Oh, also, be sure to put mod requests in the mod request sub-forum. You'll get more responses.

  2. Some mice (like my Logitech G403) have a quick-setting button (usually located just behind the scroll-wheel) for adjusting your mouse speed. In the case of my mouse, it has four settings. The lowest one is obnoxiously slow. I clicked it once by accident and was promptly eaten by a troll because I couldn't turn around and didn't understand what happened to me. Something similar happened to one of my friends. Only he says that Skyrim had automatically set the mouse's quick setting to the lowest one. Once he figured it out, he set it back to normal with a few clicks of that button. Maybe this is the issue the OP is having?

  3. Development copies of Wrye Bash are here: https://afkmods.iguanadons.net/index.php?/topic/4966-wrye-bash-all-games/ Second post.

     

    Development copies of xEdit are here: https://afkmods.iguanadons.net/index.php?/topic/3750-wipz-tes5edit/ Link at the bottom of the OP.

     

    Pretty sure LOOT also has a dev version that supports sorting with ESL files.

     

    The SSE CK has been updated and will support creating ESL files.

     

    Thanks! While 250 odd mods is plenty enough for me currently, it's nice to have options if I ever get ambitious.

     

     

    Thank you so much, I will upgrade instantly.

     

    However, I got everything to work (including SkyUI), except for the SKSE Translation text. It was all Dollars & wordsID. That beyond my pay grade, & will need the SKSE team.

     

    Just being a Kid with a new Toy, didn't take me long to work out that (IMHO) it's better to use xEdit Renumber Form ID, than CK Compact Form ID, for Scripted Frag reason(s). I am only attempting this on my mods, to get my head around it.

     

     

     

    • I used CK64 to generate a SEQ file, for my dialogue to work
    • I had to manually Edit plugin txt, load order & active mods
    • I used xEdit cause I didn't want to recompile (90+ customize frags) into 300+ new ones, (I do see the potential when source codes aren't included)

     

     

     

    Unfortunately for average user, breaking the old limit, just got hell a lot harder than just merging mods, considering all the possible dynamics of load order. So the rich will get richer & the poorer will stay the same. ATM you need to be Super Advance User, so that the required tools, just make it easier for you.

     

    I don't recommend this. I am NOT attempting any playthru what so ever. Let me make that clear.

     

    Yeah, English is not my 1st either, deal with it.

     

    Yeah, I hear you. It's way, WAY above my skills. (Which, to be honest, ends at a simple bashed patch.)

     

    Your English is just fine.

  4. I'm assuming you've tested your internet connection and found it to be normal. So try adjusting your download options in NMM. Go to your settings (the twin gear icon at the top.) Select the "Download Options" tab. In the "Fileserver preferences" box, click the drop-down menu open. (It should be set on "Default (CDN)" to begin with.) Try setting to another location and doing a test download. Was it faster? If not, try another. If none of them work faster, try SMALL downloads with the default (CDN) server selected. The CDN servers "learn" how to send you downloads quicker every time you use them, so keep trying it with small downloads. If the speed rapidly increases after a dozen downloads, you can go back to bigger ones. If not, repost in the technical section. You might get more help there.

  5. I doubt the Nexus can add such forum section. Most likely because of legal reasons. What the specifics would be I honestly don't know. After all, the whole Skyrim and Fallout forums are based on Bethesda games, so why not a section on the CC? Just for some reason I can't put my finger on, I'm confident that it would have to do with legalities. Maybe someone trained in business law concerning this could comment?

  6. @bayani: Uhm, yeah, if that's your actual email, you might want to consider a name-change. Ask a moderator about that, I guess.

     

    As to your original questions. Moving mods and saves from an old (presumably the pirate) version of Skyrim to SE will not work for a lengthy list of reasons. Compatibility being the key component in most of those reasons.

    My recommendations are to start a new game with a new mod list drawn directly from the top 100 most endorsed mods here on the Nexus. I would also NOT recommend using SKSE 64bit at this time as it is in ALPHA. This version is mainly for modders to try out their mods with. I know there are people here who say they've got stable games with the current alpha version, but most of the old-timers here (including myself) think they are heading for trouble eventually with their saves. Wait for a stable beta of SKSE 64bit before diving into that. In the meantime, there are plenty of SE mods available with "workarounds" to get past SKSE requirements (like using books or spells instead of the MCM menus.)

     

    @Peter: I'm sure he hasn't been banned because he also stated that he bought a legal version of the game through Steam. The moderators would have spotted him by now otherwise.

     

    Edited because my grammar really stinks...

  7. You might need to re-scan for your games. I showed someone else how to do that in this thread.

     

    Once you've re-scanned for your games, you should be able to open the menu in the upper-right corner of NMM to switch games at any time. If not, try to following.

    -Check to make sure your A/V is not interfering with NMM. If needed, open your A/V and make an exception for NMM.

    -Make sure your .NETFrameworks are up-to-date. This is a long-shot, but out-of-date .NETFrameworks can cause all sorts of weird issues.

    -Re-install NMM. Your original installation might be corrupted.

  8. Well, if you make your own assets (which will probably require you to learn some new skills) that look at least 34% different from the originals (I think that's the law, not certain) then you can complete your follower and upload them with no problems. Alternately, find some other assets that appeal to you for your follower from another mod author who IS active and get their permission to use them.

  9.  

    <snip>

    You've gone a tad off topic which is whether CC products are mods. Even Bethesda support refer to CC content as 'mods'.

     

     

    You're right. I'll try to stay more on target. But first I need to thank Virde for his info.

     

     

     

    (concerning pricing)

    I would have agreed with you if they didn't listen to the complaints and lower the price of Survival down to 500 Credits. I honestly would prefer CC if they made it so that purchases can be made in 100 Credit Tiers with discounts every $5 or $7 Spent.

     

     

    (concerning updating)

    This happens with every patch that changes the game version. Not every release of CC content. F4SE didn't break when DOOM content got added to the CC because it didn't change the game version (Script Extender checks game version on launch. If it doesn't match, it doesn't launch).

     

    But updates "breaking" is normal. It's happened with every update to both Skyrim/Fallout 4 that has changed the game version or added content in the update.esp. This is par for the course and what we've been dealing with as modders and players who make mods since both games released. To expect different suddenly or get angrier than usual suddenly is specious.

     

     

    Concerning pricing: I didn't know they'd changed the price of Survival Mode. Thanks for the info. That's better. Not because it's cheaper in-and-of itself, but that it doesn't force you to buy a ridiculously higher tier of credits.

     

    Concerning updating: Oh, I'm not arguing (or ignoring) that. I was just irritated that CC is (I'm guessing) going to update a LOT more often than patches. However, I wasn't aware about the fact that CC does NOT cause the same issue. Thanks for setting me straight on that.

     

    Also, I'm ashamed to admit I had to look up "specious."

  10. Well, I predict this thread will be scrutinized closely by the moderators soon. Sooo, before that happens...

     

    I think Creation Club would be fantastic for console users if they put up more mods (pardon, I meant "content") like the recent Survival Mode. It's the first real meaty content. So much better than the lame re-skins and equipment first offered for the FO4 launch of CC. If I played Skyrim on an Xbox, I'd want the Survival Mode very much.

     

    My issues with Creation Club (my "hate" if you will) stem from the following:

    1) Forcing files onto my hard drive, whether I ever intended to purchase the mods or not. Now, this issue has recently been addressed for PC users by Bethesda, -so it no longer applies to me. Console users are (unless I've missed something in the news recently) still forced to accept the files. Updates, patches and fixes are one thing. Putting something on my HD that I have no intention to ever use without my permission is another. Console users are still stuck with this problem. (Can someone with solid info confirm or deny this please?)

     

    2) The pricing practices are (to use the description of another forum member here) "scummy". Example: They priced Survival Mode at 800 credits. But when you look at the "tiers" of credits available for purchase, you either have to buy 750 or 1500. The higher tier costs $14.99. So, Bethesda is getting $15. for a mod (pardon, content) that (in terms of credits) is only about $8. So unless you kept your free starting 100 credits handy, you have to massively overpay to get Survival Mode. That was done deliberately to maximize profit. It's scummy.

     

    3) Currently, every time the Creation Club updates for either FO4 or Skyrim, it makes changes to the main files. This can break mods. Very, very few mods, admittedly. However, some of the mods that are affected are enormously important ones that OTHER mods depend on. SKSE 64bit, for example. Yes, it's in Alpha right now, so changes are going to be happening constantly for the near future anyway. But once SKSE64 reaches a stable beta, every time the CC updates, SKSE will have to be updated. The Silverlock team has a fantastic track record of keeping up to date (from back in the days when Skyrim was still new and updating constantly with bug fixes, new DLC like Dawnguard, Dragonborn, etc.) -But there will be at least a slight, unavoidable delay. During that delay, every mod that depends on SKSE64 will likely not function. So, yes - the Creation Club CAN interfere (in a roundabout way) with mods.

    tl;dr Every time CC updates, your script extender(s) will likely not function correctly and all mods that depend on them will likely not function correctly.

     

    So that's my "hate". And I think it is well-founded. However, I agree with the other points made by the various posters in the first couple of pages (before this thread began spiraling downwards into troll-territory.)

     

    EDIT: @Thuggysmurf: Thank you for the video. That was hilarious. The passport at the end was a nice touch. And really, this reminds me of a fourth "hate".

     

    4) Pete Hines double-speak when interviewed about the Creation Club is nauseating. It is borderline condescending. Talking to your fanbase in that manner is an excellent way to alienate them.

  11. Just when I'd convinced myself that SE was the way to go, now I have to reconsider after seeing what you guys are experiencing.

     

    Well, at least until SKSE 64bit gets to a stable beta and most of my favorite mods get ported over...

     

    Still, it's essentially going to be a win-win for those of us with both editions. Choices are nice when they're good choices.

  12.  

    Word is that every human in Tamriel still checks under their beds at night, scared that there is a Thalmor wizard there!

     

     

    Well of course! Where else would you find a Thalmor wizard? Not out fighting dragons apparently...

     

    Thalmor Soldier 1: "Did you see those robes march in this morning? Who're they with? More of the Emissary's treaty enforcers?"

    Thalmor Soldier 2: "No. They're high mages, just in from Alinor. I guess Herself is finally getting worried about all the dragon attacks."

    Thalmor Soldier 1: "Ah, good. I was wondering how we were supposed to defend this place from a dragon."

    Thalmor Soldier 2: "If a dragon does show up, maybe we'll get lucky and it will eat the mages first. Might give us enough time to kill it."

    Thalmor Soldier 1 and 2: "[hearty laughter]"

     

    Sorry, sorry, couldn't resist...

  13. Actually, a large number of Bretons immigrated to Skyrim quite some centuries ago. I don't know how long, but it was before the current age. Anyway, they eventually settled in the area around Markarth known as "The Reach" and eventually became known as "Reachmen". They've had a rather difficult time with the Empire in the past. The Empire like order, the Reachmen preferred their own ways. The book about Red Eagle spells out one of the historic conflicts between Reachmen and the Empire. This all came to a head when the Reachmen revolted in modern times and took the city of Markarth. There are stories going both ways about the revolt and whether it was justified or not. (Which you can find out more in the game.) All that is publicly known for certain is that Ulfric attacked the city, drove out the Reachmen (and purportedly carried out atrocities against the citizens who were Reachman sympathizers) and turned the city back over to the Empire-backed government in exchange for the Empire recognizing the right of Nords to worship Talos. The Reachmen who escaped the purge of Markarth dispersed into the surrounding area and became known as the Forsworn. Thus, the Forsworn are a new (extremist) version of the Breton-descended Reachmen.

     

    In summary, Bretons (Reachmen) in The Reach tend to be oppressed, 2nd class citizens. (Visitors from High Rock to The Reach should be wary of the area's atmosphere concerning Reachmen.) The Forsworn are something between bandits and terrorists (depending on who you talk to.) And Bretons in other areas of Skyrim are treated pretty much the same as anyone else. Because of their affinity for magic, they DO tend to end up as magicians, even court magicians in many other areas. The fact that they are reputed to have Mer blood in them doesn't really seem to affect their social standing for either good or bad. But they DO tend get a bad rep in The Reach due to the activities of the Forsworn.

  14. I'm working on a full review. The TL;DR is:

     

    Pros: Faithfully recreates the basic board game. UI is easy to use. SP campaign. Multiplayer includes hotseat, invite-only and online lobby-style match-ups. You can make custom maps and scenarios and share them on Steam Workshop.

    Cons: Price ($24.99) Fans like myself will pay it, but that's steep for new players. Animations are basic. (No better than the battle animations on CIV V.) Cannot customize hotkeys. Cannot use custom maps/scenarios in online play (as of the moment.)

  15. WARNING: Unabashed fanboy ranting ahead...

     

    For long-time OGRE fans, the long wait for a PC game (since the old Commodore game) is finally over. OGRE is now available on Steam:
    http://store.steampowered.com/app/517780/Ogre/

    For those who don't know what OGRE is, here's the PC game's page at Steve Jackson Games.
    http://www.sjgames.com/ogre/products/ogrevideogame/
    You can follow the links to the board game section.

    OGRE first saw print as a "microgame" from Metagaming in 1977. Since then, OGRE has been in print in one form or another (both board and miniatures) for a staggering 40 years. This is (IMO) the best futuristic armored tactical-level, turn-based board game. The fan-base is so enthusiastic about OGRE (one might even say "rabid") that several years ago, the 6th edition board game Kickstarter earned a staggering $923,680 (the orginal goal was "merely" $20,000) -placing OGRE in the top-ten list for amount of money pledged for a board game.
    https://www.kickstarter.com/projects/847271320/ogre-designers-edition
    Other games had far more backers, but OGRE backers pledged an average of more than $167 each. One of the high stretch goals (easily smashed) was to start work on a PC OGRE game. The last one ever done was for the Commodore 64 way back in 1986. Now Auroch Digital has completed work on the new PC version of OGRE. Excuse me, must go play now!

     

    I would like to ask the Nexus staff if they would be willing to open an OGRE sub-forum. I promise to post stuff!

     

    EDIT: And, of course, if an OGRE sub-forum IS opened, please move this thread there. Thank You!

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