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thereallgr

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  1. Why would that be weird? Someone requests deletion, but you don't have an automated process for that in place. So what you do to comply to the request immediately is removing public access to the object in question as best as you can. Once that is fine, you can plan the actual deletion. It's a common practice across any platform that holds objects that may be subject to deletion, first you block public access then you take care of the rest. Source: I'm working for a company that builds CRM systems for large companies, so the object in question usually is user/customer data and subject to the GDPR without any court ruling, so a tad more urgent than mod files, which may or may be not subject to that.
  2. @Pickysaurus I can only talk about the inner workings of one game, and only because I'm in contact with the developers and built some tools for it: in that particular case, the game is technically able to load from any data source, and the workshop mods (which were added only somewhat recently) are just another data source that can be determined relative to the game installation in all instances, for other games I would assume that the rules are more strict.
  3. If I recall correctly from another topic, files get archived ASAP and the deletion is then done manually afterwards.
  4. There are libraries implementing the Steam API in C++ and c# - I wouldn't be surprised if there was a similar librarie (or wrapper) for JavaScript. So tecnically it should be possible to implement. Making sure the data goes into the right spot is probably the trickier bit, because that's afaik dependent on the game. Downloading throught the API is possible, if it's as much a pain in the behind as uploading workshop items throught the API I wouldn't hold my breath for a Vortex extension though.
  5. Im not debating that, I'm more curious about what advantages a Vortex integration would bring to the table for the user. Due to the weird situation Empire at War is in, I currently see some disadvantages for the active mod makers, and no apparent advantage for the user. And unless there is something to be gained for the user's experience I'm not exactly up for spending the time.
  6. Out of curiosity, what makes you ask for Empire at War in particular? What would Vortex simplify about modding the game? I personally don't see any benefit of supporting it: If you are using the Steam version of the game (and you really should, because it's the only one that received critical updates like a restored multiplayer mode and bug fixes) there is no additional functionality Vortex could provide as the game has Workshop integration and an integrated mod launcher.The mods on Nexus are backups from the old filefront pages that a horribly outdated, whereas the actively developed mods are either Steam workshop exclusives or hosted on ModDB but only support the Steam version of the game.Mod mixing / load order handling / merging / what have you is not a thing in Empire at War, so Vortex would act as a glorified download interface and extraction program that could only download outdated mods and modder's resources from the Nexus. Even as far as installing and launching goes, it could do that for all game versions (Disc, Steam, GoG, Origin) but there are already launchers developed by the EaW community that can do that.So short version - for Nexus, there is no real benefit of supporting the game that I can think of - and I can't think of a developer in the Empire at War community who would develop an expansion for Vortex.
  7. (Just taking your statement as an example for a point made several times in this topic.) For Bethesda titles 1000 unique downloads isn't that much, but for other less prestigious titles that the Nexus hosts, 1000 is a lot. I would argue that those authors working on lesser known games deserve the same treatment as those working on better known ones. One could propose that downloads could or should be weighted/normalised/whatever across games, but seeing as that concept was proposed and shot down previously when the DP system was designed, it would probably not apply here either. I'd rather have a benefit that applies to most mod authors and that happens to catch a few "low effort" authors in the process than the other way around.
  8. @Dillon627 Sorry for not replying earlier, the last weeks were quite busy on my end, and I wasn't around as much as I'd liked and should have been, anyways it's added to the list.
  9. UPDATE The Academy Oblivion Magic + Reclaiming Sancre Tor by mhahn123 got released! And the Open Cities+Blood & Mud+Bravil Barrowfields was crossed off. Arthmoor checked it out and stated everything would work as it should if the correct plugins are being used. Thus it is not a conflict of the three but a fourth mod interfering.
  10. UPDATE The Midas Magic - Tales from the Tomb Patch got released! @ Timarot: Seen and listed, but do not expect too much too soon, we do not have a model artist in the team and nakakita, who made the recent model adaptions, is only taking requests she enjoys working on at her own pace.
  11. UPDATE The Order of the Dragon Patch Series was updated. Now Fall of the Ayleids is fully supported.
  12. Quick update on how to proceed: This request page will continue to collect FCOM requests and will host them separately on the main post. In regular intervall I will send a summary of the requests together wit the description of the conflicts to the FCOM Team and it is up to them what to do with those. If they decide to work on those patches I will consider them as WIP in the start post and list them as usual. When they get released I will link them. But pay attention I'm saying this only once: When requesting a FCOM patch here follow the guideline I provided in the first post. In the case of FCOM requests, please provide your full load order, as a conflict does not necessarily have to be caused by the mod that seems to cause it. I will write or link a description of conflicts for those who are interested. FCOM is a very delicate mod to work with, thus as much information on a conflict as possible has to be provided by the user experiencing said conflict. Which makes it far easier to reproduce the issue in order to fix it. For those who are interested, here is the reason why we decided this way:
  13. UPDATE Shetcomb Farm + Integration - The Stranded Light by mhahn123 Vaults of Cyrodiil + Open Cities Reborn by mhahn123 ImpeREALCity Unique Districts + Origins of the Mages Guild by dreamed1 are done. @gianama: I'll have a look into it.
  14. I've added the Umbra stuff. @ gianama: Could you please try to be specific about the conflict, on the mod's page I had a report that your mentioned combination is working fine. And just from a quick glance at your load order: You'll no longer need the Better Cities UL Imperial Isle patch.
  15. UPDATE Several Better Cities Imperial Isle Compatibility Patches by me are done.
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