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Bizzquik

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Everything posted by Bizzquik

  1. I can appreciate Dark0ne wanting to make sure he has the approval of at least most of the site's mod authors before issuing a new feature to the community at-large. I guess I don't understand why he didn't have the conversation with authors first before having all the work done, but I suppose that's not pertinent to the here-and-now. Hopefully he publicly engages with mod authors about Profile Sharing soon. There has to be a way to make this work - a way to make most mod authors happy that more people are using their mods and giving them endorsements, and a way for end-users like me to benefit from a new feature. Dark0ne mentioned in his January 11th 2018 post that traffic for the website is down. I'm sure there are thousands of Nexus users like myself who still love Elder Scrolls and Fallout, but who just aren't willing to spend many hours getting our load order right; not after we've already done that song & dance so many times over the years. But getting Profile Sharing implemented would fix that. Not only would we rekindle our love of games like Skyrim - but remember why we love visiting the Nexus, too. If carried forward with the approval of mod authors, and implemented well, Profile Sharing could be the healthiest thing this website has done for itself in a long while.
  2. Thanks for posting that. I like his idea of an opt-out. I think that would save a lot of frustration if an opt-out was instituted, and mods in which the author had opted out would literally be unable to be added to a Profile Sharing list in coding. Allowing the Profile to include older versions of the mod (i.e. not automatically updating all mods to their latest versions) should be part of the arrangement. And then assign responsibility: People who share Profiles should be made to take ownership of their Profile's performance - making the person that shares the profile the first contact for troubleshooting (rather than individual mods). The shared "Profile" could become something of a mod itself, in that sense: the sharer answers questions, is encouraged to update their list when individual mods update, etc. As long as all of the mods used in the Profile received an endorsement when a user endorses the Profile, I can see a lot of upside for everyone.
  3. Simple: "Endorsing" the profile endorses all mods in the profile. The best mods, or the most strikingly different mods, or even just the newest mods....all kids of mods, really.... People would go out of their way to make compelling Profiles to share. And so those mods that were used to get the profile the endorsement would naturally get their own recognition via their own endorsement count - raising their profile on the Nexus along the way. In fact, I think people would be much more interested in experimenting with new mods - or just fewer-endorsed mods - if they were only committing to one click...rather than several hours of their time making sure it worked in the first place (checking compatibility, creating patches, sorting their load order, etc).
  4. Thanks for the replies. Dark0ne actually did address profile sharing recently - just not on the Nexus. Turns out its not coming. I'm crushed, honestly. I don't get why I even need Vortex over Mod Organizer if the feature that couldn't be implemented by anyone other than Nexus itself isn't going to be incorporated. ...What a waste of 16 months of hope & waiting.
  5. Since this Nexus post from October 13th 2016, Profile Sharing has been long-held dream of mine. Frankly, I've lost interest in spending two days installing mods for Skyrim and all their miscellaneous patches. But I still love the game. So the idea that I can just download someone else's profile and have Nexus download all the profile's mods and patches for me with the load order in tact sounded amazing. With the full Alpha of Vortex going public almost 16 months to the day of that post, I am wondering if the Nexus team was able to make it happen. Thanks in advance for replies.
  6. I don't think he's updating that mod, unfortunately. Really wish he would - I enjoy his earlier slot machine mod. As far as I can tell, there are only three mods that attempt to include gambling: * "Dice Game in Taverns" ---> skyrim.nexusmods.com/mods/17711 (mentioned earlier in the thread) * "MoWs und DoDs Tic Tac Toe Wetten" ---> skyrim.nexusmods.com/mods/18524 (its German language, unfortunately for me) * "Slot Machine v1_0_3" ---> skyrim.nexusmods.com/mods/27499 (earlier mod by the casino mod creator) Would love to see a mod that is more involved (and finished). I beg for card games, dice poker (a la Witcher games), .... anything!
  7. Interesting. Thanks for sharing, digitaltruck. Have you figured out how to change the UI-interface to match that of an Xbox360-Controller? I stumbled upon this Xbox360 controller interface for Elder Scrolls Online (called Stratejacket Controller Support) - which also seems to have decided that the best path forward is to use a combination of an esp (ESO "add-on") in conjunction with PinnacleGameProfiler.
  8. Hi all. I've wanted a comprehensive Controller fix for Oblivion for a long time. I'm disappointed that an Xbox-like UI isn't an option, but amazed at the efforts made here to find a way to achieve the closest equivalent. Does the Skyblivion mod offer a clue as to how to make "native" controller support possible? Skyblivion is a kind of remaster of Oblivion - its the same Oblivion base game, but using Skyrim's engine. That mod is still a long way from release, I understand. But is it possible to just carry the UI over without the rest of the Skyrim engine or the mod's graphical improvements? (Skyblivion will require the use of both Skyrim and Oblivion to operate.)
  9. I'd like a mod that featured an unkillable villain that would (rarely) stalk the player when out exploring.....with the music suddenly fading away, the color palette turning dark...and a mad dash to the nearest town. Kinda like Ichabod Crane and the Headless Horseman....or Frodo running from the Ring Wraiths. (Finding the baddie's bones and burning them solves the quest.)
  10. An immersion mod.... I feel as though its a little self-serving for the Dragonborn to be wandering scary dungeons and inhabited caves with a Follower in-tow, expecting that person to guard the player with their life....but never giving that person Gold when looting or their pick of equipment when scavenging. If you think about it, after battle the typical Follower will just wait around for the player to finish what they are doing so the two can advance to the next battle, so as to then do the battle-wait-advance cycle all over again. And sure, the player can always give the Follower "stuff"....but even that conversation is one-sided: the Follower must take what they are given. Really, there's only so much the modding community can do to change these static design choices made by Bethesda. But a well thought-out MCM-based mod can help make adventuring with a Follower more immersive. The point of the mod would be that the player MUST give the Follower a share of the Gold collected as they journey Skyrim together. When a new Follower is added, the mod would keep track of all Gold found by and awarded to the player. This counted Gold would be different than Gold acquired through selling an item; the mod would just count the gold the player finds and is rewarded in quests while exploring with that particular Follower. Then, when the player enters a major city or inn tavern, the mod would automatically take a percentage of this Gold count and deposit this income with the Follower. This Follower Gold would then never be accessible by the player - it is the Follower's money, NOT the player's! Here is where the MCM menu could make things fun for the player. The menu should be configurable so that the player can decide the percentage of Gold that the Follower gets. Then when entering a major city or inn tavern, an in-game text-based notification would appear to tell the player that "(Amount) Gold Was Given to (Follower's name)." For simplicity's sake, this total Gold count of the Follower could be either in the MCM menu or somehow shown in the Follower's inventory (though, again, must not be transferable to the player). At its core, that is all the mod would want to achieve. A sense that the Follower has earned their own money along the journey with the player, through a simple behind-the-scenes math equation. But, if the mod author wanted to develop the mod further, more advanced features could be added later. Such as.... * Loyalty Matters - if enabled, the Follower automatically receives a higher percentage of Gold when the Follower has been in the player's company a certain number of game days (percentage can escalate as more game days pass). * Sell, Sell, Sell - if enabled, the Follower automatically receives a portion of the player's sales of looted equipment (and, if also enabled, potions and crafted armor & weapons made by the player, etc). * My Follower, the Bargain Hunter - if enabled, the Follower will randomly acquire better equipment (and show as owning less money, as it is assumed the Follower made a purchase). The equipment would be of the same type as what the Follower already has equipped (two-handed weapon upgraded to better two-handed weapon, etc) so that the Follower can maintain a consistent combat role with the player. * Picky, Picky - if enabled, the percentage of Gold that the Follower requires of the player will be higher or lower based on factors such as the Follower's race, faction, gender, or skill proficiency (healer mage may require a higher percentage of Gold than melee fighter). * Karma - if enabled, the player's Luck skill is improved if the Follower's Gold percentage is over a certain (very high) percent. The mod could continue adding features along the way, such as in-game text-based notifications being replaced with a Follower conversation tree....or even the Follower directly starting a conversation to ask for their portion of the Gold now. The possibilities for feature expansion are endless, but the core idea of the mod would continue to be rather basic in implementation. .....So, what do you think? _______________________________________________________________________________________ My other mod requests: * A Merchant that Charges Soul Gems * Better Animal Followers (i.e. "Stay Outside, Dog!") * Color-Coded Quest Markers / Waypoints
  11. An archer, I think. A 'thief' style character that does not steal. (Not melee. Not destruction/restoration magic.) Thanks for the reply. :)
  12. Thanks for the reply. Interesting stuff! Are there any mods that increase the role of Thalmor in the game? I know about MadFrenchie's series Fight Against the Thalmor, but it is incompatible with Helgen Reborn....so I'm wondering if there is other stuff like it. Always enjoyed killing those guys.... EDIT: I understand that the Cutting Room Floor mod adds stuff related to the Thalmor Embassy. Would love more mods that do something similar!
  13. Those are good words on SkyRe. I actually used that mod during my second playthrough. And you're absolutely right - I would not play Skyrim again with it! I've been looking at Organized Bandits in Skyrim. That sounds like it would add another layer of depth and immersion to the game. That mod, combined with Immersive Patrols and Skyrim Immersive Creatures - to say nothing of texture packs and ENB - could be a bit much for my system; a lot going on. But I kinda want to try it all together anyway. Interesting to read the mod author of Immersive Patrols state that using it in conjunction with Open Cities can lead to slaughter in the streets of major cities....that sounds like it could kill my game (so many dead, important NPCs).....but my interest is piqued! Anyone have experience mashing those mods together in a playthrough?
  14. Ah, I did not know that. Thanks for the info. Hmmm......maybe I should read up on it before pulling the trigger. :smile:
  15. Thanks for the reply. Yup, I have the Unofficial Patches installed, lots of texture packs installed, lots of immersion mods - Frostfall, Wet n' Cold, Hunterborn, Dynamic Things - lots of NPC mods installed - Interesting NPCs, Inconsequential NPCs, various follower mods - new lands installed - Falskaar, Wyrmstooth, some economic overhaul mods - Trade & Barter, Trade Routes. I have a lot of fun mods that really add immersion aspects. But I know there are some mods that are so different, you really can't just add them to an existing play-through. Those are the mods I would like to hear about, in particular. If I plan on using those special "New Game Required" mods from the start, I can build my mod base out from there. (That's why I mentioned Civil War Overhaul; it adds & changes so much that you can only use it with a new game, apparently.)
  16. Hi all. My 100-hour save file is gone. (Not sync'd with Steam, hard drive died.) Rather than bemoan my loss, I think I'll just create a new character instead. That made me realize this would be the perfect time to try mods that are so fundamentally different from Vanilla Skyrim that the mod author says only to use them when starting a new game. Mods I'm currently thinking about that REQUIRE a brand new game before using: * Civil War Overhaul - The Vanilla Civil War quests are boring. This sounds like a fun way to change that. * Open Cities - A new game may not be required, but with so many in-town add-ons in my last play-through, Open Cities was not really an option. Now I can use Open Cities as my foundation, and add other mods only when their compatibility is confirmed. I would love to hear your suggestions as I explore my options for my next play-through!
  17. Hey, if you wanted to spend time on it, that'd be great. Thanks for showing interest.
  18. I like the idea of this. It'd be a fun role-playing mechanic for certain characters.
  19. Thanks for the reply. I totally agree on disabling the HUD. That's actually what I do now; I love Gopher's iHUD mod. Two things: * I don't know about you, but I'm easily distracted in open-world games. So my momentum in quests can come to a grinding halt as I do something else, then completely lose track of where I'm going - and why I'm going there - as I try to pick up the pieces later. And this absentmindedness only gets worse when real life intervenes and I can't get back to the game for a few days. So it'd be nice to have several quests up on my map at once, each color-coded with my journal for easy reference as I try to get back on track in completing some quests. ("How did I end up here again? Nevermind! There are four open quests for me to choose from nearby here, so I'll just do one of them. Now what were they again? Right, the purple quest is that mage quest.") * I guess part of the fun for me is in the planning. I can't help but thinking - were this real, and just the day before I had been chased by a bear, assaulted by a bandit, and burned by a dragon - I would probably try to figure out how I could get several quests done in the same day. But I would *still* want to keep track of what quest I was doing each minute. (Go to a dungeon & learn a shout to complete quest one, swing by a bandit camp to kill a bandit leader to advance quest two, and then speak to an NPC in the nearby small town to progress in quest three. etc etc) I could queue up several quests at once, zip from one to the next, and always know which quest I was going to tackle next, because each was clearly distinguishable on my map and journal. (No small feat when you have twenty formal quests available and thirty Miscellaneous quests available.)
  20. Hi all. For a long time, my biggest frustration with quests in Skyrim is how to keep track of them all. When the player's journal overflows with formal and Miscellaneous quests, the player has a choice to make: * Toggle just a few quests to "Active" at a time so that the map isn't ridiculously cluttered * Toggle many, many quests to "Active" so as to reduce backtracking later What would be nice is if quests were color-coded on the map, compass, and journal.... This could be achieved by a mod in a couple ways, but perhaps the most straight-forward.... The mod cycles through a dozen colors randomly. When the player toggles a quest to "Active", the mod randomly assigns a color to that quest. Now in the player's journal the toggle arrow next to the active quest displays as pink, for instance. On the player's map, the quest location marker / waypoint is now pink, too. As the player approaches the quest area, the spot is pink in the player's compass. Result: The player now knows exactly what quest they are advancing, can read their journal again to remember the quest's previous events, etc. This would be much more immersive than simply following one of many giant white Down Arrows on a map, and would make venturing out to complete several quests at once a little easier to plan & manage.... What do you think? How achievable is this? Would it be helpful and/or more immersive?
  21. I love the idea of dogs in Skyrim. But I sometimes feel they are more trouble than they are worth. Meeko is my animal follower. I love exploring Skyrim outdoors with him - he acts like my scout, taking on the random wolf or low-level bandit. But inside is another story. He gets in my way at taverns. He has no interest in stealth in dungeons. He takes a beating against all kinds of critters in caves. And he loves barking. Boy, does he love barking! Because of this, I would like a mod that will permanently keep pets outside. The Dragonborn enters a tavern, the dog waits outside. The Dragonborn enters a cave, the dog waits outside. But rather than telling the dog to wait outside every time, he should just know to do it! And the vanilla "Waiting" option presents another problem: having to go retrieve the dog. So it would be good if the Dragonborn could whistle for the dog upon leaving an interior from a different entrance. This way the dog could "find" his master, rather than the other way around (i.e. without the Dragonborn needing to backtrack). Short and sweet. But with expandability if the mod author wants to do more (aggressive versus passive combat behavior, no barking, equipable backpack for carrying loot, etc). :smile:
  22. Does such a mod exist already? Doing some searching on the Nexus and I didn't find anything..... For my current playthrough, I'm trying to play the game without using Soul Trap. Problem that naturally arises, however, is what to do with all the soul gems I find. I'd love it if I could pay a merchant - or a court wizard like Farengar - to charge my empty soul gems for me. Maybe the cost to the player is half the cost of buying an already-filled gem, so there would be some benefit in finding soul gems. That, and saving time in not having to visit countless general goods merchants or mages. There is an elaborate mod on the Nexus called Dynamic Economy of Skyrim which takes care of all the smithing and enchanting for the player, but I rather like Leveling up those skills. I'm looking for something a little more basic.... :smile:
  23. Just wanted to thank you both and say that uninstalling the Realtek drivers appears to have fixed my problem. I had heard that simply restarting the computer can provide a temporary fix for the dialogue cutting out, but I really think uninstalling Realtek and making my computer use my sound card's audio for everything (with absolutely no contribution from the on-board Realtek audio) did the trick. Interesting that simply disabling the Realtek audio did not work - it actually had to be uninstalled.
  24. Gambling. Currently I know of three smaller mods: dice game, tic-tac-toe, and a slot machine. And I appreciate them. But for my dream mod, I'd like to see something along the lines of blackjack/poker/liar's dice/dice poker, etc.
  25. I wish you luck with that. I think you'll find a very receptive audience!
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