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Qrsr

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Everything posted by Qrsr

  1. I hope its not but i have a feeling it is, when im moving one or multiple heavy posts in a mod post section to the bug section, then i can only see one post of all the other posts i wanted to move. Bug?
  2. This is true for the "No Editor" view concerning the description box. For images, mod pages, etc. The editor for the description box shows the correct font.
  3. I noticed you totally messed the Fonts also ... have a look what is expected to be used looks different in action: Courier New and many other fonts are affected.
  4. I would like to cripple certain body parts by default for a certain actor type. Anyone here who knows how to do that? I figured certain actors would behave much more immersive when done. Feral Ghouls for example walk immersive once their leg(s) is/are crippled. EDIT: RightMobilityCondition "Right Leg" [AVIF:00000371] LeftMobilityCondition "Left Leg" [AVIF:00000370] both seem to control what i want. I assume adding a spell which adds left or right cripple by default to their race based on chance would do the trick? Kind regards
  5. Its present since the forum UI switch.
  6. Most of the time i nevered heard much good about such actions. Why? Its not because those people arent talented in creating what they should do in this case, like creating a new website. It is because, the spirit of what they should create a link for is not what there talent is about (at least most of the time). What does this mean less cryptic? Simple ... A modder would create a mod heavy website, layout, UI A user would create a user friendly website, layout, UI Now it comes down to the question are the designers also modders and or users? And it comes down to the data you compare, if many users complain about the old design and ui and website you will see it removed or changed. I assume less modders complaine(d)? This site is about modding and something special. I really hope that the designs gather more data in terms of what can be improved to make a modders work more convenient. I couldnt see much over the last month which would help me. I still cant ultimately delete my mods or store them in a "hidden" tab, i still cannot see unpublished mods without using the pseudo old UI and i also still cant create collections without using vortex. Another week still shows me more loading times, more weird find and click and scroll scenarios which overall is getting me tired. But the overall cleaner look wasnt so bad already. If your stuck just use the old site layout and search for some mods and do it for several hours, to get used to the old UI. Then play around with the new UI. You will see there is many weird "mechanics" doomed to the new layout/UI.
  7. Oh man this is alot of feedback ... I really just wish that you make most of the visual changes and UI changes which differ from the original "optional". It might sound paradox but this way people can mod the nexus page themself, without using browser extensions. Its a win win. A visual change for example is the glow behind the images used for https://next.nexusmods.com/profile/.../mods which are now not available anymore. I really liked the glow in the back of the image which really fits to the overall dark environment.
  8. I can't agree. These are my last words on this one: Search the thread, i was complaining about many changes, and swapped many times back to the previous design. The current design in comparison is not so good.
  9. You cannot compare it. If you say, the audience was equal before and after the beta then you must measure if in both phases the audience knew there is a topic open for discussion. Then you must measure if in both phases the audience has equal perception and motivation to jump on the train and start to give feedback. Impossible... Now that everyone can see the beta everyone must use it. Obviously only people complaining will be part of the discussion before most (probably) didnt know about it (beta a forum discussion), didnt use the beta gave a ****. If you want to compare still gather all the pros and cons or the good and bad comments from individuals per this thread and you can vaguely know if what you say is true. The majority of people will in the majority of cases never complain. Since the momentum to generate energy is very subjective and most people conserve their energy for much more important tasks ... gaining money. After the day most people are exhausted and give a ****.
  10. Sometimes i have i too, and sometimes i can solve it by either restarting the CK or by using a different object as orientation while getting back the object of interest afterwards. I assume its a bug in CK.
  11. After the last days i must say the main mod page of any mod category is just horrible to view. Its super tight. Like many other me included but yet again, PLEASE get rid of one of the most senseless implementations "collections". The way it is added is an epic fail. Its nice to see people sharing their collections but the downside and its hard to measure but from a modder point of view the downside is that it will make all the mods less unique and a mess of copy paste super merge. While those maintaining huge discord channels will ultimately raise their kudos to the max and thus will distort and cast a modified field of view to the few with no experience passively guiding people to "good" and "bad" collections. Good = max kudos, bad = less kudos. Same goes for max and min download mods. The entire mod rating is somehow off. Kudos and downloads, who cares? The idea is what really is what a mod is all about. Since ideas are eternal and thus the mod is. Generating pseudo mods which use certain ideas and later collections will be like a mess of books on top of the only one book collecting all the real data. With DL and Ks you distort passively how people rate mods. In fact many people will probably be triggered to generate more DLs or Ks in order to feel confortable. Like you train an animal Most humans dont recognize it. The end of this is the logical consequence ... a do-do da-da site with HUGE icons and images and boxes for even less orientation and motivation to search something. If people have less motivation due to an overloaded page, there is less variety of ideas present per time, and thus less people will even reach to where they belong, to the top. The entire site will min max another time. More to the bad, since time nowadays is even more rare with all the distracting tools ... tools like smartphones ... Modding is about ideas. No ideas no mods. And in the end only visuals will remain where once where ideas... might sound dramatic and end of the world blabla but seriously get rid of all the super boxes and compress your site back to what it was. Make it easy to search and it starts with an intruisive UI which in turn does not interfer with the users motivation due to horrible design and scrolling nightmares. Look at the shitty games nowadays. Thats why people mod. Dont make your site a supporter of the video gaming industry. Make it a "lead by example" alternative!
  12. If you play around with CSS and else you can do that even on a simple wiki if you want in a few days to weeks on your own. I would more likely say. The new design is when it comes to details - lazy. But since there are other things which arent net together lazy (which i dont count now) i must say im confused. Whatever the reason of nexus is, but most new changes, especially in terms of UI management arent an improvement at all measured on quick to navigate and overall clutter and readability which IIRC was and is the total aim and goal of the design swap. At least for me on a desktop. This might be totally different on smartphones. I like the dark design though, and can accept it and the majority of (little) flaws to say its good overall. But not really an improvement over the old design.
  13. The NavMesh might be the problem to solve first. Most of the autogenerated NavMesh in the game world is very broken. If the unloaded to loaded "teleport" puts NPCs somewhere on a broken NavMesh due to using the directly line from cell A to B it might be the cause why you see NPCs appear at a random point without the moving anywhere. Try to unload all other mods. Maybe its just because one mod placed certain objects without a NavCut and thus the vanilla NavMesh is broken then and thus the auto-teleport script will not work correcty.
  14. Another idea, which probably could be the most versatile solution yet, a unique Sandbox / Package.
  15. I must say the overall supe sized UI is not what i think is smart. All the space for the advertisement is not used when having premium membership. I would love to be able to resize and fill all the space with mod preview boxes.
  16. You can EnableDisable "Mist" depending on the situtation. There is fixed and rotating mist available as a moveable object in the game files which you can place and set to Enable or Disable by default. You can EnableDisable a LightingTemplate in addition or instead to control "Fog" based on you preference. You can use a Global to control a LightingTemplate. You could also add an Activator which triggers a Spell, Enchanment and else which in turn casts a Image Space and or Image Space Adapater to the Player Character which in turn mimics "mist" or blur".
  17. Of course not, but alot of mods listed are simple patches or alot of files on a specific mod page are patches, not just optional. Optional files are related to the mod itself, patches for third party mods or else are not specifically optional. I can name the mod file "Patch" but giving it its own category on the "files section" would be much more convenient. It wouldnt just more convenient it would HELP me and all the users in an instant. This topic is about convenience and mod browsing enhancement. Im just telling you what for me as a modders and user would be more convenient.
  18. Hope you are planning to add a files section called "Patches" for mod authors to choose from:
  19. As for presets for mod pages, alot of mod pages follow very simple style "rules" when decorating, presenting. If you look at the description part you will mostly likely always see: Preface, Overview, etc. Features, etc. Known Issues, etc. Credits, etc. people either use written word or add images to highlight the differenct sections. I remember asking for this in a different post already though more compact. What i would like to have is to store those images on the nexus instead of third party sites, and in turn use global mod page description boxes which i can use to decorate the mod description. I hope you overhaul the "Premission", "Requirements", "Credits" tabs/boxes too, since many people dont know or skip these since they are actually hidden by a spoiler function. Acutally this is pretty bad, you should more likely make them open to browse. Yes one can add a pop-up box when people download the mod for the requirements but just please think about a smart solution to show it more convenient. For the changelog reveal it instantly, but hide the different major entries instead. Show version 001, 002, 003, etc. but hide the content per version number. This would be super neat tbh. The changelog tab should really see a revamp since its hard to navigate if it reaches a certain size ... it will show the entire changelog when clicking, isnt there a more compact solution? Thanks for reading.
  20. AI package doesnt work either? You may want to add a AI package to the (special) actor and specify the package to you needs, then add to the scenery, quest. EDIT: https://falloutck.uesp.net/wiki/Actor#AI_Packages_Tab https://falloutck.uesp.net/wiki/Package
  21. I have a request concerning mod browsing for mod authors only, please add: bug reports on one single page (open, closed, etc.), a simple table which one can sort to quickly track down bugs especially open bugs globally, across all mod pages per game
  22. No and thats not what i said. It would be nice to have all the translated content stored on one page. And of course if one author is able to translate into multiple language he/she should be able to.
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