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Everything posted by manoqueen
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New mod author comment moderation features and updated terms of servic
manoqueen replied to Dark0ne's topic in Site Updates
In response to post #10260602. It doesn't matter if mod authors and admins alike easily recognize it. They can just block your ass forever and not have to deal with your criticism. I will be revising how open I am when I talk to mod authors about their mods. In fact, I will stop commenting on mods I want, period. Getting blocked unduly sounds like something I would risk just by pressing the "submit" button. -
Update on site work and NMM 0.50 around the corner
manoqueen replied to Dark0ne's topic in Site Updates
In response to post #9101291. #9102688, #9103734 are all replies on the same post. Ah well, it was worth a try. If you can't then I can't see why they would, so don't bother. Best of luck with this update, I hope all turns out well :) -
Update on site work and NMM 0.50 around the corner
manoqueen replied to Dark0ne's topic in Site Updates
In response to post #9101291. It's great that NMM is compatible with BOSS and FNIS. These are softwares/mods which are absolutely essential for modding and a safe modding environment. I'm not saying I would like to point out that NMM should be compatible with mod A and B and I'm not ranting that it's not. My point, actually, is that it is much harder to make it compatible once you start moving files back and forth. I know it's an important aspect of NMM to be easy to use, which is why I'm bringing these things up. Before I begin with my examples to make you understand the problematics: Yes, NMM DOES natively support everything I talked about before. Automatic Variants, Dual Sheath Redux, SkyReProccer, etc.. This it does because the files it generates are put into the folder Skyrim\data. It simply generates files IN ADDITION to the files which you added with an archive. Take FNIS. You download the mod (1). You install the mod (2). And then you enter the folder where FNIS' executable is and execute FNIS (3). Now you have a mod (archive) installed in NMM which moved files V, W, and Q from FNIS.7z to Skyrim\data. You also have FNIS' exectuable which is file Q. When you execute file Q, you generate files X, Y and Z and they are put in Skyrim\data. Now you have the files V, W, Q, X, Y and Z. Okay. So you change profile from High Elf Berserker to Orc Power-Puff Wizard. Then you change back because you figured that orc sucks. What will happen? Will files X, Y and Z have been moved into the archive (e.g. .7z) where V, W and Q were? Most likely not, this would be too complicated. And this is where the difficult part is. Ensuring compatibility when moving mods is much harder than ensuring compatibility with stationary mods. If I never moved all my archives from my Skyrim\data folder to begin with, it wouldn't matter if my mods had generated files because the files I relied on were always there. So with your new NMM my Automatic Variants.jar file produces K, L and M files, they will STAY in Skyrim\data. If I switch profiles, they still STAY there, because they weren't part of the Automatic Variants.7z which I installed in NMM and NMM placed in [CustomLocation\Data]. This means that if I now use Automatic Variants in my second profile those files are already there. If you guys made NMM work with a 100% complete Skyrim folder with the subfolders for EACH modding profile, this wouldn't be a problem. Because I could generate the files inside of that specific modding profile. When I switched, the files would be moved back to NMM's profile folder. My suggestion is to, every time you switch profiles, generate a .7z archive with all the files that were not installed with a mod. So every time you switched profiles, all the files you had previously generated would still be there. You could call the archive "Non-native mod files" or something. If you made NMM use a fully customizable, complete Skyrim folder I think you would actually be the most useful mod manager. This would make profiles work exactly like they were intended to in Mod Organizer, WHILST defeating all the problems with executables. Not here to be a dingbag, I'm only trying to help you figure out what some of the difficulties are with multi-profile mod managers! :) -
Update on site work and NMM 0.50 around the corner
manoqueen replied to Dark0ne's topic in Site Updates
The new features of NMM will be similar to the main feature of Mod Organizer, which is another (less-known) mod manager. Mod Organizer is at the moment much more powerful than NMM. However, there are some problems with the "profile" features which you guys may not have taken into account. First of all, there are executables. Mod Organizer allows you to use executables from within the program. You open MO and from MO you run, for instance, TES5Edit. Now, any edits you make to an esm/esp file will be done to the file in the currently applied Profile in Mod Organizer. If you now change profiles from A to B, this edit won't follow you to B. This is a good thing because it recognizes that you may want to fix different things on different profiles. In profile A you may want to make a patch for mod X and Z, while this isn't necessary in profile B, because you didn't install either. How will you sort this out? This should be taken into account for many programs, like Wrye Bash (with bashed patch - which is incredibly important), Boss Userlist Manager, ENB Manager and of course TES5Edit which I already mentioned. You also need to take this into account for a wholy bunch of other widely used mod alteration software. The problem appears when you switch mods and all the changes you've made are simply GONE. It would beat the purpose of the new feature. Next we have executable .jar files which generate .esp files for mods such as Dual Sheath Redux and Automatic Variants. FNIS and T3nd0s Skyrim Redone also generate mod files with an exectuable. This is a problem that MO is struggling really bad with. Why? Because when you install a mod in profile A, this mod gets moved into the "Mods" folder of Mod Organizer. Now, when you're trying to run this .jar file (or whatever else it might be) you'll get all kinds of errors. This is because the .jar file you're running is in a completely wrong location and the files on which it relies aren't where they are supposed to be. Moreover, the files don't get recognized properly by MO. When you start Skyrim all the files from "Mods" get moved into Skyrim's folder, but not the ones it doesn't recognize. And it's a little too late then, to run your precious .jar file. Basically, you have to do some manual workarounds before you even install the mod into MO. There is really a lot you guys need to take into account before you start running head first into the difficult areas of mod organizing. I know NMM's main goal isn't to become the most powerful mod manager. To most people it is the springboard from which you GET to powerful mod managers. -- It's an easy to use, hard to fail mod manager. That is until you start pushing 200 .esp files and you need a bashed patch for 20 of your mods. When you learn that mods that are low in the load order and didn't continue on a fix made by Unofficial Skyrim Patches, you will want to move onto Wrye Bash or Mod Organizer. I really wish you the best of luck because this could actually make NMM a worthy mod manager to use even for those with bigger needs, like me. I hope you'll read my post not as criticism to your new changes but as a suggestion to really look into how Mod Organizer sorts files and exectuables. I think you will learn a lot and that your chances of success are far higher :) TL;DR: I'm rambling -
Premium Membership prices increasing from October
manoqueen replied to Dark0ne's topic in Site Updates
In response to post #9026880. #9028080 is also a reply to the same post. @nikpav: Your post makes no sense. Why would you reply to someone and say what was already given under the lines, quite obviously too? AdBlock IS a browser extension which serves to block ads (duh!). Deactivating AdBlock for the Nexus is a way to increase the Nexus income through ads. -
Premium Membership prices increasing from October
manoqueen replied to Dark0ne's topic in Site Updates
In response to post #9026459. He never said anything about you having to pay anything. Skyrim Nexus is an enormous network and they have an incredible amount of files in their servers. Who do you think pays for this? Someone HAS to pay for it. Since you're obviously not a native speaker of English I can see why you misunderstand his message. My point is that you've 1) completely missed the point of his post. 2) You don't realize how much The Nexus pages are paying so that people like you and I, who have never paid them any money, can browse their site for free. You should seriously consider donating some money if this is a site you visit a lot. It's NOT like paying for official addons or games - it's paying for a STABLE, FAST and CONTINUED experience with the Nexus. Put it this way: If all the (maybe 100.000?) people who are paying right now stopped paying, 5,5 million users would LOSE their access to the Skyrim Nexus. Why? Because the owners of Skyrim Nexus couldn't afford to run it anymore. PS: You should also reconsider the way you speak to someone who sacrifices all their time so that YOU CAN GET FREE MODS. You come across as very rude. It's like being given unlimited access to free food, and when the manager of this service says "please donate if you can so we can continue to give free food", and you say "WHAT??? If we pay you're gonna lose all your freeloaders, hah, moron!". DERP. Treat the people who run the Nexus with respect. -
1h swords with 2h sprint and idle animations?
manoqueen replied to sAxMoNkI's topic in Skyrim's Skyrim LE
There's a mod for this on the nexus. Just search for it :) -
That sounds incredibly hard to pull off. Modders can't figure out how make animations for a new weapon type. Someone just figured out how to make corpses/skeletons have mass... I thnk you might be expecting a bit much from our dear modders :) It would require the rope to be an object generated by your shooting an arrow. Then you'd like to be able to zipline down along this rope... With an actual animation? The only way I see it happening is if you'd be able to "E" (interact) with the rope and teleport to the area at the end of the rope. Not as nifty as you'd like, but one heck of a lot more doable. I don't think you're gonna be seeing this in a good while :c
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Any ETA on categories? :D
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@luddemann If it was exclusive to Immersive Weapons I'd never download it. The mod is cluttered with what seems like a hundred weapons, many of which are lore-unfriendly. I don't think the idea of putting together a pile of vastly different mods from different authors, although I do see its benefits; you can have many weapons you like under one .esp file (if that's even the case). OT: Gogo, always good to see people working on awesome weapons :)