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Posts
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Everything posted by Eolath
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No, we have some pretty great mods coming up in the next few months. Enderal, Lordbound, to name a couple.
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Disturbing mod, even if it is allowed, it shouldn't be
Eolath replied to seba1337's topic in Skyrim's Skyrim LE
What disturbs me more than anything is how people apparently see a child follower on the Nexus, and one of the first things they do is mess around in Nifskope in an attempt to remove their clothes. Perhaps it's just me, but removing clothing is the last thing I think of when I see a child. Each to their own, of course, but don't go down the self righteous path and accuse someone else of a horrible misdemeanour that you yourself are, at least in part, responsible for. -
Still alive and looking great as ever! It does look a little dark, though, or is that just the lack of an ENB? Feels like an island with that climate should be lighter.
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In response to post #31618445. #31618745 is also a reply to the same post. You shouldn't. It'll just add your email to the hackers database if there is indeed a breach. Don't change your email yet until we have confirmation that the breach is fixed.
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In response to post #31554230. #31562270 is also a reply to the same post. I share part of your frustration, I realized after reading Dark0ne's post that my account is still tied to one of my ancient email addresses that I last used in 2008 :D Considering the present news that is not necessarily a bad thing.
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In response to post #31560095. #31560240 is also a reply to the same post. Of course, in that case it wouldn't be a bad idea to change the password. In general however I'd be more worried about other websites that someone might use the same password on. Just presume they got into our accounts on the Nexus and that they have the capability to continue doing so, even after a password change.
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Perhaps it would be a good idea to tell us which mods had a .dll loaded into them yesterday. As for password/email changes, I'll wait until we have more information, any attempt to do that right now would be useless if Nexus is indeed breached.
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Preston Garvey and his crew stuck at the Museum of Freedom
Eolath replied to xMik3x's topic in Fallout 4's Discussion
Sometimes resources just flip to zero some time after you leave a settlement, whether that be water, beds or food. If you return by fast travel or just running back they move back to the intended amount. I have the same issue but Preston's not bugged in my game, in your case the NPC packages are not properly updated, by the way. Normal console commands are not going to fix the issue, perhaps setting a certain quest stage within ''When Freedom Calls'' could but I know far too little about the present stages to help you with that (we have no GECK yet after all, can't exactly look what stage in the quest is supposed to update the NPC packages). Regarding the bedding situation, placing beds in one of your custom made homes (i.e. not in the remade shambled homes) does appear to solve the issue, atleast for me. No fixes for food or water, we'll have to wait for Bethesda with that one. -
Good to know your problem's been fixed, just to add my 2c incase you want to upgrade some of your hardware, I also think the CPU is bottle-necking you entirely and (hardly) any of the drops have anything to do with your GPU. I'm running an overclocked 7950 AMD and can usually stay at 60 FPS on a mix of medium (shadows) & ultra settings, except for Diamond City and some surrounding areas, where there's a natural dip (about to be expected). And my GPU is only slightly better than your GeForce 760. Perhaps it would be an idea to measure both your CPU and GPU usage during gameplay? See which one 100%s first.
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Most Anticipated Mods or Updates in the coming months...
Eolath replied to Crogon77's topic in Skyrim's Skyrim LE
Just Enderal for me, although that's in Q1 2016. -
Very ambitious. Looking great so far, keep it up!
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Le Roy, c’est Moi! - The King, it’s Me! (unofficial DLC)
Eolath replied to arkanikorde's topic in Skyrim's Skyrim LE
Decreasing the size of the world space seems like a smart decision. Also, releasing an update once a month regularly is probably better if you want to keep people coming back than staying silent for months and releasing 3-4 at a time :) I understand you're doing this for free, but you guys are putting a damn lot of time in it and a sizeable and attentive audience usually keeps everyone motivated. -
Very impressive thus far. If I may recommend something, don't keep extending the mod too much. I understand you went from planning a sole castle to planning a new area, the latter takes substantially more time than the former. A smaller scale mod can be just as good as a large mod if it's well done.
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Is the old Credo bugged or something? I can't seem to download it anymore. Author put it to hidden.
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I liked your mods for Oblivion. As for suggestions, please don't place your house or castle around Falkreath hold. There are so many house mods located there it's not even funny anymore.
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What happened to the author of the Populated series?
Eolath replied to Mur4s4me's topic in Skyrim's Skyrim LE
Well that's a shame. I downloaded the mods yesterday as well, just in time it seems. Either way, hope he'll reupload his mods somewhere else and continues to develop em! It's difficult enough to find mods that are 100% clean with no unnecessary scripts. -
To what degree can I ravage exterior navmeshes?
Eolath replied to EnaiSiaion's topic in Skyrim's Skyrim LE
You should be able to see which cells you have modified navmeshes for, fairly easy to find unless you've created a humongous mod. http://www.nexusmods.com/skyrim/mods/31380/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D31380%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D1081500&pUp=1 PS: I really wouldn't immediately ''jump'' on tes5edit for all of your issues, use it for the eventual cleaning of your mod or if you're facing serious complications. tes5edit is a fairly powerful tool that could do more harm than good. -
Not worth arguing with em on the official Bethesda forums. You can only lose, they'll never condemn their own employer's business strategy (in this case TES:O's payment method).
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What about being thumbed down because it did not do what it intended to do? If you take every thumb down as a personal offense I would imagine you'd get sick of thumb downs pretty quickly. (Mind you, there not many users that thumbed down) However, usually when you get a negative comment/negative feedback you ask yourself "What did I do wrong?" if the user turns out to be a troll, or simply an arse who didn't like your mod because "it conflicted with personal beliefs" report it, every thumbs down should have constructive criticism as to why this mod is not doing what it should do, and what can be improved. The thumbing system is not to offend you as a modder personally, it is there to warn other people that this mod is not all that it seems to be. And that comment "Stop whining" was quite unnecessary wasn't it? Do you tell everyone that gives you criticism the same thing?
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I have to agree aswell, I didn't mind the rating system being revamped. But having a negative voting system to filter out those mods that are absolutely useless or completely ruin your game (Breaking quests, deleting dialogue etc, unintended as a side effect) is a big plus. Also, what is the disadvantage of such a voting system? Sure the previous vote system was open for abuse (If you didn't give a 10, you'd be reported etc.) but the thumb up/thumb down voting didn't have such problems - if you had a good motive for a negative vote it wouldn't be deleted, now people will visit mods without any rating at all and they'd have to look through several comments (Which are not all trustworthy) to see if the mod is playable. And even then it is just a guess, mabye it breaks a major quest later in the game - you wouldn't notice it immediately, and when you do it's too late. Just my 2c.
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{Quick Survey} What would be your dream start location?
Eolath replied to danielj97's topic in Oblivion's Discussion
Starting in a castle under siege is pretty fun, obviously there should be a small tutorial first.. but with the threat looming overhead already. I liked how it was done in Dragon age: origins. (Although that's not the first game to use the concept, I have a pretty bad memory but I'm pretty sure some other RPGs start in similar fashions like the Witcher per example) Ofcourse it could be improved upon, like the castle not actually being assaulted.. but you simply needing to fetch help from the surrounding villages (Through a tutorial dungeon) in the form of militia or something alike. -
Sounds fun, but I am guessing it's still in the (very) early stages of development since there are no screenies etc? Regards, Eolath
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I, personally, would advise Kvatch Aftermath over Kvatch Rebuild - Kvatch rebuild just doesn't do it for me, not enough focus on rebuilding Kvatch, instead it focusses on a rather meager storyline. PS: My opinion is obviously biased, since I used to test KA. :)
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If someone would make that it'd get my vote for file of the month immediately. :thumbsup:
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Hello all, I'm looking for a mod that added two kind of armours to the game. Both are simple reskins of the normal militia armour (Worn by Bruma/Chorrol/Skingrad etc etc guards) but I really liked the unique images on it. (I don't remember exactly how they looked) it was uploaded in 2010 (I think, not 100% sure) and I suspect it was a modders resource. If it helps I remember that the mod had a few images of the armour whilst it was lying on the grass. If only I remembered the name, I searched for both "Armor" and "Armour" in TESNexus advanced search. got no results.. :wallbash: Hope anyone can help me find this. :) Nevermind, found it myself - thanks anyway.. lol - http://www.tesnexus.com/downloads/file.php?id=30276