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dactyl

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About dactyl

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    https://www.hallada.net
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    dactyl#9903
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    United States

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  1. Modmapper now maps all Classic Skyrim (LE) mods in addition to Skyrim SE mods. That brings the total mapped mods to 85,939 now (containing 256,220 files, 440,058 plugins, and 28,696,732 recorded CELL edits). I added an additional filter to the mod lists that allows you to filter to Skyrim LE, SE, or both. When you search for a mod, LE mods will be prefixed with "[LE]" and SE mods with "[sE]". Edit: whoops just realized I missed about 1500 pages of the older Skyrim LE mods, gonna download those now as well. It will take a bit to go through those.
  2. I just released a new update (at https://modmapper.com) that adds some more functionality: Allows you to select a particular file and plugin underneath a mod and see the cell edits that each makes. Now you can check how the edits change through each version of a mod.A new "Add mod" button which opens a dialog to search for a mod, then select a plugin within that mod, and add it to your list. This "Added plugins" list is separate from the plugins that you might have added by selecting your Data folder. This can be useful for exploring how a a new mod might conflict with your load order, or for exploring a new load order.In general, improved some of the performance and usability of the tool. Search now loads in the background without freezing the page, hiding and showing the sidebar has less lag. List of mods and cells now has pagination.Fixed a bug that was preventing all Nexus mods a plugin belongs to from showing up in the list on the plugin detail page.   
  3. The files you select or drag-and-drop onto the window are never uploaded anywhere. It's just confusing wording of the dialog that pops up which I have no control over unfortunately. The files are simply transferred from your hard drive to the browser's memory and processed on your machine. So the "upload" is only for your own personal benefit. The database of mods I've processed contains only mods from nexusmods.com currently. I've been meaning to add an alert dialog before the upload dialog that explains that your files are not actually getting uploaded anywhere since everyone is getting confused by that.
  4. In response to post #107510423. #107520748, #107687828, #107688923, #107689863, #107690063, #107710488, #107719108 are all replies on the same post. I really wish I could change that message so it doesn't say it's uploading a bajillion files, but it's not configurable. All it is really doing is transferring a list of files from your Data folder to the browser and then the site will only read the .esp/.esm/.esl files. If you drag and drop the Data folder using windows explorer, the message will not show up and the transfer will work faster.
  5. I just released a Vortex extension for Modmapper that adds a "See on Modmapper" button to mods and plugins. Clicking on them will show the Modmapper page for that mod or plugin. https://www.nexusmods.com/site/mods/371
  6. Hello again! I just updated the site with a bunch of new features. The feedback I got on releasing the site was great and there was a lot of great ideas for how to improve it. The most requested feature by far was allowing you to view the plugins you have installed in your current load order on the map. Luckily, web technologies have really advanced in the past few years and made this possible. The same code I ran to process every Skyrim SE mod on Nexus Mods can now be run in your browser on the files in your Skyrim Data directory. Just drag and drop the Data folder onto the page. All of the cell edits across all of the enabled loaded plugins will be highlighted on the map and any cells with multiple plugin edits will be highlighted in red to indicate a possible conflict. This means that you can now see edits from plugins not even on Nexus Mods as long as you have them downloaded. Additionally, you can drag and drop your plugins.txt to sort the plugins and automatically enable them based on your actual load order. I also made some other tweaks based on suggestions: filtering and sorting for mod and cell lists (you can now exclude translation mods)sidebar page for viewing data of a specific plugin which links to mods and files where the plugin was found in on Nexus Mods (these are linkable without having the plugin installed and loaded as long as it's been uploaded to Nexus Mods, e.g.: https://modmapper.com/?plugin=1y7g5aqj13p6t)show site last updated time (the last time new mods were downloaded from Nexus Mods)show exterior cell edit counts for every mod in the listcollapsible sidebaretc. smaller tweaksI have more things planned that I'd like to get to eventually. Hope you all find it useful!
  7. My mod was removed from the site for being too popular and not technically a mod, so I am creating a thread here so people have a place to post feedback, bugs, and suggestions. View the map at modmapper.com I started this project because I wanted to know where the most untouched areas of Skyrim are. If I'm building a house mod, for example, I need to know what other mods would potentially conflict with my placement.I downloaded every SE mod from Nexus Mods, extracted the plugins, and recorded the cell edits in every plugin. Then, I used the UESP skyrim map tiles to display all of the edits as a heatmap. You can click on a cell to see all of the mods that edit that cell sorted by popularity. Clicking on a mod in that list will show you all of the cells that the mod edits (across all files and versions of the mod). You can also search for a mod by name or a cell by x and y coordinates in the search bar at the top. All of the code for this is open source: modmapper: program to automate downloading, extracting, and parsing plugins modmapper-web: website code for displaying the cell edits as a heatmap on a mapboxgl map skyrim-cell-dump: library for parsing skyrim plugin files and extracting CELL data Anyways, hope this is useful to others. I thought it was pretty interesting to see the most popular places for modding in Skyrim. I'm now keeping track of features I'm working on on this Trello board.
  8. Anything you give to him he eventually misplaces. He can't resist stealing anything in sight and getting the guards angry at you. If the player tries to hit him or cast a spell on him it's just reflected back on them. He purposely stands directly in front of the player when he's aiming a bow. You can ask him to unlock a chest/door for you but he always damages the lock so bad the chest/door is forever un-openable. If you disable or kill him in the console two more of him are spawned at the player :laugh:. If you try to sleep while he's around he'll keep waking you up every 30 minutes to say something completely useless. I wonder how many endorsements you'd get :teehee:.
  9. Did you auto fill the script properties for RND_HungerPoints and RND_HungerLevel01 in the Creation Kit? Go to item that has script attached, click the attached papyrus script, then click the "Properties" button, and then click "Auto-Fill All" in Properties window. (make sure the variables were assigned to something and not left as "<Default>")
  10. Ah thanks, that worked! Edit: Also I realized that my original way using Create Reference to Object will only work if I make the Player alias a "Unique Actor = Player", not a Forced reference. This other way is useful because I can now make the item alias a quest item with the quest item checkbox.
  11. It seems like a very simple thing, but I can't figure it out. I have a quest (marked start game enabled) where I've made a Player alias (Forced: PlayerRef). Then, I made an alias for the item I want to add to the player's inventory selecting "Create Reference to Object <MyItemFormID> create in Player". But nothing is ever added to my inventory when I load a save or make a new character. Tried `resetquest <MyQuestID>` in the console too. I also tried something like this to add the item to the player via a script on game startup, but that also did nothing: https://www.creationkit.com/index.php?title=Complete_Example_Scripts#Maintenance.2Fupdate_code_which_runs_once_per_save_load_and_shows_a_message_when_a_mod_is_updated_or_first_loaded Anyone know what I'm missing? Or do you know of an example of this that I could just copy?
  12. It seems like a very simple thing, but I can't figure it out. I have a quest (marked start game enabled) where I've made a Player alias (Forced: PlayerRef). Then, I made an alias for the item I want to add to the player's inventory selecting "Create Reference to Object <MyItemFormID> create in Player". But nothing is ever added to my inventory when I load a save or make a new character. Tried `resetquest <MyQuestID>` in the console too. I also tried something like this to add the item to the player via a script on game startup, but that also did nothing: https://www.creationkit.com/index.php?title=Complete_Example_Scripts#Maintenance.2Fupdate_code_which_runs_once_per_save_load_and_shows_a_message_when_a_mod_is_updated_or_first_loaded Anyone know what I'm missing? Or do you know of an example of this that I could just copy?
  13. I play it rarely now, at least the vanilla game. I like to play the mods for BF2 more now. Project Reality and Sandbox namely. The gameplay in both are completely different from vanilla BF2, thats the main reason I like them :P, I got sick of normal BF2. Though I used to be absolutely deadly with the gunship tv missle :D
  14. I used to be absolutely dead-accurate with the gunship tv missile. I always played with my dad who was in the same room as me, made it way easier to communicate. We would pwn like crazy on some servers, and routinely get kicked for some bs reason :rolleyes: . When I wasn't gunning on a gunship at dragon valley, I'd be spec ops. I could get really good at sneaking up on tanks and apcs, stick a c4 on 'em and watch them blow to smithereens :biggrin: . I still play off and on, but now I play a lot more project reality. Sometimes the mod can be a pain in the butt, but wow is the best thing I've ever played if you get in a squad that really knows teamwork. And on certain maps I can really solo it and piss the enemy off with a marksman kit. :happy:
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