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Ansler

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  1. Free stuff is tight. Entering this contest is super easy, barely an inconvenience.
  2. In response to post #39475335. #39485650, #39485850 are all replies on the same post. Well saying "most" mods require SKSE may or may not be correct. But a lot of the popular scripted mods use the MCM which is part of SkyUI which requires SKSE. So it may not be listed as a direct requirement, but SKSE is still involved. In fact, if you go to the SkyUI page on the Nexus and hit that "required" button on the actions bar you can see a massive list of mods under "Files That Require This File" and as a result all those mods also require SKSE.
  3. In response to post #36975840. #36984140 is also a reply to the same post. Yeah and NMM 0.61.17 should enable them if I read the patch notes correctly. I haven't been using the Beta patch though so I don't know first hand.
  4. In response to post #36933110. #36934215, #36937610, #36938095, #36951420, #36963935 are all replies on the same post. To say that there is no more Gamebryo code in the Creation Engine invokes Theseus' paradox at best.
  5. This is fixed in the Unofficial Patch but that requires the 1.5 beta at the moment.
  6. In response to post #36934920. #36937520, #36957760 are all replies on the same post. Yeah, I find it odd that a Nexus community manager would overlook such an important feature (given the circumstances) in an official news post on this subject.
  7. I can honestly say that the lifetime premium membership I picked up shortly after Skyrim's launch was probably the best use of my entertainment budget funds. Though I don't think I've ever seen an ad on this site as I used adblock prior to that, the premium file servers (one of which is in my city) and uncapped downloads have made premium membership worth it to me.
  8. In response to post #36933110. #36934215, #36937610 are all replies on the same post. Since the mods tab saves the install and download date of each mod, and I've never seen a NMM update that resets those, you should be fine.
  9. "If you take advantage of NMM’s profile system, this can be most simply resolved by selecting “Import load-order” from the “Profile” menu, which will enable all of the the plugins associated with that profile at once. Otherwise, if you are not using an NMM profile, you will need to enable each plugin again in the usual fashion," You're kind of leaving something out here. You don't have to use the profiles to import load orders. Users can also manually export their load order to a text file to import from said text file later. From the Plugins tab of NMM, on the left side of the window right under the green checkmark to Enable all the inactive plugins are two potentially easily missed buttons that look like pages with an arrow by them. The first is to export a load order either to text file or the clipboard while the second one imports a load order. So even if you do not use the profile system you can safeguard your load order by exporting it to a text file today.
  10. Because the Repairable Sanctuary mod was too buggy for me I decided to manually repair them using a combination of Settlement Mods like Homemaker, Snap n' Build and Alternate Settlements, the Place Everywhere mod, and Spring Cleaning for the ability to scrap the roofs and build up. Sure it takes a bit of work to get things lined up right but in the end I feel it looks pretty cool.
  11. Werewolf seems more of an Elder Scrolls thing... now Were-Deathclaw could be interesting.
  12. Did you mean Very Hard mode? Because other than the slower stimpack healing Very Hard mode is exactly that. It has the same damage multipliers of "Old" survival
  13. Not quite. Cybervore was asking for a combat music replacer. You know, the tracks that play when you get into a fight. Though that is a cool looking mod that I'm going to check out.
  14. Ha, Frank Horrigan. Now there's a nuclear blast from Fallout's past.
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