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bitoolean

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Everything posted by bitoolean

  1. I tracked a bunch of mods (to review later) some weeks ago, in a single day, many of them. Know of any way to isolate the tracked mods list so that I can identify those ones without having to sift through the whole thousand or so I'm tracking? I just assumed there would be a way to see them in recent order, as with the downloaded mods list :sad:
  2. Haha. Yes. Well if most whole wheat communion wafers buyers also bought those then I guess it will still be the case for most of the future buyers, so the algorithm still works in most cases... so while it may not be intuitive, it's not wrong practically either in most cases :b since it guesses something they'd be interested in. Another possibility ... the algorithm suggests something that has a high profit margin. Is there that much money in crackers, even special ones? Yeah, not much probably, since competition is plenty.
  3. Haha. Yes. Well if most whole wheat communion wafers buyers also bought those then I guess it will still be the case for most of the future buyers, so the algorithm still works in most cases... so while it may not be intuitive, it's not wrong practically either in most cases :b since it guesses something they'd be interested in.
  4. Haha interesting mod find though. I should look through the forums more often. Although... too many mods... Not sure what to make of your forum title. And our national anthem's "wake up, Romanian" - it's not even literally; they do play it on TV at 6 AM though haha. It (your title) does remind me of a philosophical idea in some book (something like people only wake up at exact hours because they're stupid I think it was - I only read the back cover probably).
  5. Would be nice when visiting a mod page to have a sidebar(s) (and other places, or link to lists based on the mod) with: random mod;mod of the day / month, etc. in that category;popular, respectively trending mods in same category / with similar title;mod most others have chosen downloading after visiting this mod (like Amazon's etc. what other people interested have bought);mods other people also download / use / endorse who have downloaded this (like Amazon's etc. people also buy);you get the gist.The idea of course is to more naturally discover a greater variety of mods (and more obscure but maybe fascinating ones) and even better / newer alternatives / "reborn" ones why not etc.
  6. Also related, being able to make a note on a mod would be useful. I sometimes want to remember something specific about a mod because the author may have not updated the description or just didn't think to mention - compatibilities and such. This might be a separate tab on a mod page and the notes would be private maybe, unlike the comments, and they'd stand out somehow (the note tab highlighted or even show my note on the description page). This would also improve on the aspect of mods that have been hidden etc. because at least you've still got your own info on the mod and can remember what it was about. Another thing that would be useful is to be able to see all of my notes in a table, like a list of mods with the notes I've made on them.
  7. In the same vein, being able to filter these lists to only see mods I haven't already tracked, endorsed, downloaded (or combinations of these) would also help when I'm only looking for new mods since there are so many mods to browse through.
  8. I've seen the option to track a mod right from the search results (and top mods lists and so on), but no option to not see a mod again in the lists. My reasoning is some mods have been made obsolete, while others I simply found better replacements for and I'm sure I never want to go back, and, in some cases, I've found mods that replace several other mods' functionality that I was interested in. Seeing them again in the results would just create confusion for me since my memory is far from perfect and I might be inclined to use them again, when obviously I don't need them anymore or they might even break functionality in mods I already use since they're sure not to be compatible, when they deal with the exact same game functions or what to call them. I imagine this is something that would definitely be useful? Or at least somehow be able to mark such mods in an obvious way. Can we please get this feature? I'm repeating myself but I feel guilty for not being more involved after having profited by using mods for so long - thank you Nexus for existing and you're doing a great job already, I'm not criticizing - the website definitely has almost all of the functionality we could even think of. It's amazing really. It's due to this quality that I want even more :D Keeping my fingers crossed.
  9. That sure seems to contradict every statement made previously on this thread people have been trying to make about how modders are in full ownership and control of their mods and pages... to someone unknowledgeable about any of this legal stuff, like me, at least. I mean if someone can do what they will with your work such as change it, and control access to it and distribute it, ownership doesn't seem to matter much. It is confusing with so many experienced members appearing to vehemently state the contrary.
  10. Hey, aren't you legend around here? I feel nervous haha. I thought you might not even be around anymore, I've seen your name in so many old posts. I'm probably using some of your mods, I imagine. Thank you! Well but even so, there must be a better way than the generic unavailable page message we get.
  11. :-) I'm glad it helped. Yeah, maybe there is some basis / good reason for not redirecting the old URLs. Or maybe it was just not that much of a problem, or people would've complained more on the forums and I imagine a redirect would've been set. Hey, I should lend a hand more often - it feels great to feel a little useful for a change!
  12. Thanks! I apologize if I overreacted - seems like a legitimate interest. I did comment on your discussion thread on the subject whatever I can share - hope it helps with your research! Did I understand well this is for a project you're doing as part of your education, for the university? Might help sway others who may be reluctant to, like me, into being more interested in filling-in that survey if you mention that.
  13. One common thing I noticed by browsing through hundreds of mod pages these past few weeks is former (usually) authors / modders (call them what you will) leaving the stage / abandoning the project with a sour taste because of the negative feedback or lack of appreciation on the part of the users. My first thought is the users are younger, and lack what might be considered common-sense. The whole situation / reactions feel exaggerated. But indeed actors, while they don't give up on their profession because of being overwhelmed by negative stuff such as being assaulted by fan hordes when they've become a star, don't work for free... It makes sense that mod authors expect something back and getting negative responses would have more of an effect on them. I think mods generally do get good feedback too though, and I expect good quality ones are probably not affected by this negative feedback issue as much / often, since they have a larger user base, which should be a positive fact / feedback / confirmation in itself. But I haven't really been involved much with the modding community honestly, so it's just what I've noticed, and, for this reason, I am not the guy to propose solutions.
  14. Because the OP is a spammer, that's why, and these threads should be locked and hidden away. The site is not just reminding us that it needs support, it also keeps reminding us that the modders need support. Is that an annoyance to you too that all things are not just free and fall out of the sky? I haven't gotten the chance to support these guys just yet, but looking a gift horse in the mouth and complaining is just the most disgusting thing man. That's people's work you're just profiting off of shamelessly. I'd give these guys a warning if it were me. Or maybe two because they didn't even bother to check it's already been discussed a thousand times. Stupid. "I can't afford" - you can't even afford a thank you? Guys like this don't deserve anything.
  15. Yeah you do need help. 5 to 10 minutes and why, or who specifically. You're probably making money off of surveys and this is just a free way to advertise it for all we know. You're not offering much context and you're just a new user already offering to take the discussion elsewhere. This all feels shady.
  16. Are you carrying? I'd like some. Another adventurer carrying around their own shop stock? Or maybe the hero of legend with a hundred arms and legs? Or is it the maid with more than two apples. Or the gatherer reluctant to gatherings. Don't you all have one thing in common? Aren't you pinned to the ground by your heavy pockets? The key is sharing! I know you have a big soul, but there's only room for so much love! You're taking Aguilera's "Can't hold us down" too literally! Sometimes, less is more. You just have to really role-play. A lot more. And that's comming from an RPG noob, although I've played RPGs for many years. You're doing something just because you can. That's the worst reason to do anything, because it lacks reason. Be careful when running around after Alduin that you don't drop potions from your overflowing pockets... Or maybe you're carrying a backpack during fights, like all good students. You're free to play as you like, this is just an opinion - don't be offended by it. I'm only beginning to wake up from it myself. Been telling myself to quit the addict-gatherer gene for years! Personally I think it has a most detrimental effect on immersion and actual gaming enjoyment. Don't give in to the instinct! Not even you can believe/imagine where you are holding that stuff. By the way, where are you hiding it?
  17. Guys if that's how you want to play... but RPGs shouldn't be about hoarding sacks of shat around... It's the reason I'm going to make my character's weight carry limit more realistic. Just like Frostfall and Realistic Needs, it might seem hardcore, but it's more immersive and might be worth the trouble, as long as you can role play. I'm not a purist, nor hard-core RPG player, but in the case of Skyrim things seem to be taking too much in the opposite direction. Just throwing it out there in case you haven't tried. I gave up quickly the first time. Hope I'll manage this time. Time changes people.
  18. SIGE also allows you to manipulate an NPC's items! (feature implemented in v.1.6.0) View/Edit the stats of an NPC's equipped weaponsView/Edit the stats of an NPC's equipped armorOpen and manipulate an NPC's inventoryUnequip all items from an NPCThat's from the mod's page - see the NPC section - you can do more to NPCs - edit their skills' levels, set their size, change their AI behavior mode... I read on a mod's page it allows access to all of the default NPC's equipment. It appears this was the one. The mod can edit more than NPCs. I've used it briefly a couple of times since I installed it recently, with success, so it works fine and it should be compatible with anything since it's not really a game-changing mod, or is it... Seriously, it's just a tool to edit stuff with. Use it wisely! I've set my character's carry weight with it and her weapon's carry weight because I thought no way it's that heavy and I'm using an adjustment mod for realistic weight carrying. I'll get a more easy equipment mod of course.
  19. Not that my knowledge on RPGs is any good, but isn't it usually the point that if you multi-specialize, you are made to suffer somehow? So you just have to invest in both if you want to be a jack of all trades! Seems fair enough to me. The whole point about RPGs is specializing, is it not? If you're good at everything, you're not especially good at anything. What kind of character is that. Or what kind of RPG... I think Skyrim even needs more forcing the player to make choices honestly, and I'm the opposite of a purist. It's what makes dialogues and quests in Skyrim awful. Not many choices, and things usually only go one way anyway. Not very RPG-like. At least there's some measure of accomplishing quests in different ways.
  20. You know, no one is making you use your skills on things you don't want to level on! That said, I do practice my sword and shield on the mudcrabs in the low levels. Other times I just horseback hunt foxes and one even eluded me for half an hour then disappeared into a river that turned into a waterfall on a precipice near the Forsworn camp... I also enchanted a woodcutter's axe and horseback chopped every wolf and sabre cat in the fields near Whiterun with it...
  21. Many, many mods offer SkyUI-only menus, and they refer to them as MCM menus, and they always mention that they require SkyUI for their configuration menu to be available to you from the game's pause menu (under Mods or SkyUI or something). If I'm understanding your question right that you're not clear on what MCM refers to. So you don't need to worry about installing "MCM" - it is a feature of SkyUI, which is what you do need to have installed, but this piece of information is almost always presented to you on the mod description page, on the requirements, and prompted in BIG font when you download... so you probably have already installed SkyUI and the configuration menu for your mod will be available in game then. If you don't, you just won't have access to that configuration men, at least not that way (sometimes mods have config menu spells, but they wouldn't be MCM I guess) - this according to the usual descriptions I see on mods... I do read the mod descriptions... it's easier than going around forums asking for info that's already there, don't you think? Anyway, if you've seen a reference to MCM UI config menus for Requiem, I'm not sure where, since it's not mentioned on the mod page - maybe you're looking in old info. If you're using the latest, since it requires SkyUI, it likely already has MCM menus. If you already have options in games for the mod, you probably don't need that thing... Can't help more without context. Have fun!
  22. I find it pretty hard to believe they managed to install this many mods in a good load order (merging is not the only problem otherwise) without ever reading any mod installation instructions, which means they must've encountered at least a few suggestions that patches can be merged, and common-sense and I assume beginner guides point to merging sequential patches from the safe mod as usually safely (unless otherwise specified). There are quite a few such instances of a number of adjacent patches from the same mod in the OP's list... It's hard not to notice them or not to think of many that could be merged. It's probably a nice idea though to have some way of whitelisting mergeable and unmeargeable plugins?, maybe similar to the LOOT rules for compatibility / load order priority, or even a dedicated forum thread taking advantage of user contributions.
  23. Update: found an older thread suggesting a USP to USLEEP master switcher (it's available as a download), but it only works if you already have the USP plugin, which is no longer available for download. Someone commented the xEdit scripts worked with a dummy plugin file (a copy of USLEEP renamed to the USP file name), but I'm not sure that means the scripts are doing their job correctly.
  24. Now there's another mod I'd have to do this for - the Realistic Needs and Diseases mod has the old Unofficial Skyrim Patch as master. I think that's been replaced by the Legendary Edition one? So I need to remove/replace that as master too. Or maybe I'll just install the old patch and let the Legendary patch override it. Doesn't this issue deserve a sticky anywhere? Hope I'm getting that word, sticky, right. It would be funny otherwise. Update: someone fortunately made a merged (single plugin ESP file) RND compatible with USLEEP including the optional patches. I don't know how I missed it the first time. So I don't need to update RND anymore, it's already been done.
  25. The Hunterborn - SkyTEST - SkyTEST Dragonborn compatibility patch (its own mod page) has all those three files declared as masters (I think it's the term?). Can I just remove the master reference to SkyTEST Dragonborn, since it seems to have been incorporated into the main SkyTEST file (the SkyTEST Dragonborn patch has been moved to the "old files" category on SkyTEST's downloads page), yet keep the compatibility the patch applies on the DLC animals SkyTEST modifies too? Would I just need to download TES5Edit and remove a master reference from it? I realize the compatibility patch might be older and not fully working with the latest SkyTEST anymore.
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