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Modslave

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Everything posted by Modslave

  1. In response to post #24589329. #24589589, #24589619, #24589869, #24589984, #24590034 are all replies on the same post. In all fairness a mod author would make more money making mods on Twitch or YouTube than they'll ever make from the SWS program....because even Youtube and Twitch have better profit splitting policies than this. I get a 60/40 split from YouTube...and I'm literally nobody, I'm sure far more popular people get 90% or even 100% of what they generate in ad revenue. I have friends that make more in one night on Twitch, just playing games, than a mod author is likely to make from the SWS program in the span of a year. I'm not sure where Bethesda thinks 25/75 is even a fair split, and I'm not sure why a mod author would think it was either. There are far more effective ways to monetize content than this.
  2. In response to post #24561804. #24586249, #24586464 are all replies on the same post. 3) make Damp and Chilly and release it for free.
  3. I am less worried about this than I am about the potential for this evolving into "free mods = outlaw mods" in the future. With enough profit potential, its only a very small leap of imagination to imagine the next Bethesda game only allowing content overrides from assets with network authorized md5 hash ID's or some other User ID based salt string. So then the only way to mod for free, and share your creations with anyone that wants them....is to become an outlaw...find a way to crack the authentication process and develop a generic hash string that allows your mod to be played on a client that ignores the mod authentication server. This is a very bad scenario to even imagine...but this step through the gate Bethesda has made today is the first step on the path to it. And then they can not only control your access to mods, they can control who gets to produce mods at all, and even control the content of mods based on some absolutely ridiculous but completely legal (because everyone at Zenimax is a lawyer) end user license agreement that specifically restricts various types of content based on the companies agenda. As I said in the forum post, this is a very dark road we're on....it always starts with good intentions..."Hey now you can directly support your favorite mod authors!" but...in the end, even the mod authors are being paid less than chinese art house slaves and Bethesda and Valve for some reason get to profit off the authors work. And if theres enough money in it...they'll be sure to ensure that the next generation of mod authors have no choice but to be willing sheep in the pen. I respect all serious mod authors and artists that have been part of this community, I truly hope that when evaluating whether you want to be part of the SWS program, that you take a long hard look at the road it can eventually drive us all down. TES has always been Bethesda's...but the mods were ours. Once we start signing the mods over to Valve and Bethesda....which is exactly what this does, the mods are no longer ours. I suspect we will see a bit of a legal kerfuffle in the very near future where a mod author is going to find out that they no longer own their mods once they make them into a workshop product.
  4. This is a slippery slope. It always starts with good intentions....but it never ends well.
  5. Actually its quite well done and makes life far easier in regards to narrowing down and finding the exact content you're looking for in a category along with presenting all other content in its class of quality without having to go through a huge list of things. I'd also like to filter perhaps by the year the content was added, while there are still great mods that were added in 2011, due to their long term residence and of course quality, their simple download counts and endorsement counts alone tend to make them heavily overshadow newer content that might be just as good, but theres no categorical way that I can see to actually to definitively state you only want to see content originally uploaded in 2013 or 2012. You can set the time frame which is a step, but the problem is identifying a high quality but under appreciated file isn't easily done by simply using By Endorsement/Download in <timeframe> because in that time frame thats available the heavy hitters that have been on the Nexus since mods first started have been gaining just as many, or more endorsements/downloads them perhaps a smaller, newer modification, so that smaller/newer modification always ends up on page 3 or 4 of the results list regardless of how good it is, while the monsters of the mod list continue to be the only things that really turn up high in the list even using the refinement parameters available. Just some thoughts...I do like the new system though, it does make navigating categorical content much easier.
  6. Well not hugely dirty by Bethesda standards but regardless theres the head count if you're wondering.
  7. I've just recently come across this problem as well. I cannot preview actor heads I just get the eyes and teeth. If I go into full preview mode they obviously have a headmesh but otherwise its just eyes and teeth in head only mode...which as you might imagine makes designing new faces a bit problematic.
  8. I had an issue similar to this where the cubemaps for Glowing Ore Veins were being applied to Castle Volkihar meshes. Drove me insane for a whole day til I narrowed down the culprit. The color was exactly that bluepurple color as well. Comment out your cubemaps folder in data/textures by adding a couple !! to the front of the folder name then check if the issue is still there.
  9. Oh wow MCM for Skyrim will be fantastic. So many mods using so many separate configuration systems right now, getting them all collaborating under one configuration system would be so much more functionally helpful. MCM for FONV was a godsend in that regard, I was beginning to wonder if it was going to make it over to TESV or not.
  10. This wasn't a z-fighting issue, there was some kind of cubemap conflict with an extremely old version of Glowing Ore Veins (like one of the very first ones, I never updated it), I'm not sure how the cubemap's from the original Glowing Ore Veins were conflicting with architectural assets and maps but after going through and commenting out all the usual suspects in my texture folder, the cubemap folder came up as the culprit. After removing the folder and reinstalling the newest version of Glowing Ore Veins 300 this issue ceased to be a problem.
  11. Normal Map Z-Fighting Castle Volkihar <-----Screenshot from my Steam Cloud repository. Notice the tower is purple tinged, the closer I get to Volkihar Castle the more purple it becomes, the further away I get, the more the tower takes on what is supposed to be its base texture, its obviously the texture and the normal map z-fighting but I cannot for the life of me figure out why. This happens as I head up the bridge as well, the bridge base does not start z-fighting, but the sides do, Castle Volkihar itself as I approach it is the color of the assets as you'd expect them to be, but as soon as I get within around 512 units of it, it takes on the purple z-fighting hue as well. I've uninstalled every Dawnguard related mod and get the exact same result. I verified my file integrity on Steam and even installed those dreadful HighRes texture packs to see if I was missing something and didn't achieve any results. I have no architectural texture or mesh assets from dlc01 in my data directory overriding the Dawnguard.bsa at this time though I did try extracting the base assets to their correct override path in my data directory and even that didn't help. I only see this issue at Castle Volkihar, Fort Dawnguard had no issues at all, no other major landmarks in Skyrim have this issue. I do use a few HQ LOD mods but none of them affect the Volkihar assets in any way as they were done long before Dawnguard was released. Another interesting thing of note is if I swim around to the side bay inlet, the entire area in there is purple tinged and it doesn't matter how close or far away I get, it just stays purple tinged. Cross posted to Mod Troubleshooting as well to see if there is anyone experienced with this problem on either forum. Thanks.
  12. While I am all for supporting a game I like by buying its DLC offerings, I also have to say that the Hearthfire houses lack a lot in the area of detail and personality that I prefer from creating my own houses with the CK or checking out the creations of other users. Anyways, was hardly a waste of 5 bucks, but I feel like its bland. Its sort of....CK Lite...or something. I dunno I'm just spoiled I suppose.
  13. Again I just don't understand why this is even a topic of debate. Suda51 is probably smarter than anyone asking this question, and you need look no further than Lollipop Chainsaw to see the evidence of that or all the games hes had his hand in designing in the past. Simple facts are is when someone that is literally considered the gaming industry equivalent of Einstein pops out something like Lollipop Chainsaw, it completely invalidates the whole "guys playing as girls" question in total. Cause guys are going to play Lollipop Chainsaw...but heres the kicker..so will women. Sure you can answer it with RP perspectives and all that, but the most simple answer is that sex and violence is incredibly compelling. The psychology behind why that is the case is available all over the internet if you bother to go look it up.
  14. Warzones isn't direcly at fault here, but using Warzones with Improved Imperial and Stormcloak Uniforms WILL cause CTD's at Warzone areas when the agents get populated to the scene if you're running Cloaks of Skyrim as well. I believe its largely because Cloaks of Skyrim and the Improved Uniforms mod are attempting to both add cloaks to the inventory lists of the populated soldiers. Removing Cloaks of Skyrim or the Improved Uniforms mod stops the issue. So its sort of one or the other, or, you need to mod Improved Uniforms not to auto-outfit its stock cloaks in the CK.
  15. Hot chicks, skimpy armor, gore fest kill cams.....uh.....whats to understand here? Sex and violence is a powerful combination.
  16. Likely you started out with uGridstoLoad at 9, tweaked down to 7, sorry, you can't really recover a save file from that, it will cause a CTD when trying to start a save that has a higher saved UGrids integer than the ini currently states. Or Skyrim.esm has become ghosted or deactivated in your load order. You're attempting to load a master file that isn't Skyrim.esm first in your load order.
  17. I'm currently a fan of CBBE and have been since it came out. UNP is good too, but lacks the same level of mod support as yet. Also the skinnier look is fine, but we're talking about mostly Nords here, they're big people so CBBE sort of fits. Overall its down to level of mod support, thats generally what eventually slides whichever body mod ends up being the most commonly used one into place over time. To be honest I like them both, and I respect the amount of work put into both projects, Caliente has gone out of their way to make all kinds of utilities to make the body mesh as adaptable as possible.
  18. Yeah just posted this in the beta feedback forum too. NMM authenticates without issue, but it appears to be timing out to the file database.
  19. Skyrim is good. Only thing that cranked me off about it was pre-release how the devs spent all their time talking about how they'd made a whole new engine for the game and thats why it looked so incredible. Then it came out and I was like....goddammit this is still Gamebyro you noobs.
  20. I've decided after my 6th character that had absolutely nothing to do with magic I want to actually build a pure mage build that eventually evolves into a battle mage. Problem is I could literally tick off 10 great armors off the top of my head that I'd want to use as a thief/assassin/warrior/ranger style character. I can't think of a damn thing that comes to mind when it comes to making a nice female mage look. Overall I'm sorta lore friendly, but I realize theres not a -lot- of that so as long as its not too kawaii I'd love to see any recommendations for must have mods for a female pure mage/battle mage build. Would appreciate any pointers on this.
  21. Not actually aware of what the Mini-mod is but if a companion character is actually remarking on cell isolated events, they're a member of that cities faction. Easiest thing to do in the CK is to open up the plugin, find your companion character under Actors>(TheirRaceType)>Female, generally you can just type in the name at the filter at the top and find them. Then double click on their entry on the list, then in the editor tabs, click through til you get to the Factions tab. Remove anything right click on anything in the factions list other than potentialfollowerfaction/playerfaction/potentialmarriagefaction and delete it. That will remove any assigned factional AI to the NPC. Though it may also force you to reacquire the companion, so you might want to dismiss her before making any changes along these lines then save your game before doing the edits. After doing the edits you may have to go back to where she was originally found to recruit her again.
  22. Main thing to ensure is that you've got the esm file for Apachii Sky Hair checked in your mod list in NMM and its loading directly after Skyrim.esm and Update.esm. Far as Univision goes I didn't download that as it doesn't fit my personal lore tastes so I'm not sure what the issue is there. But as long as you've installed it via NMM it should be installing the mod correctly. First you need to ensure that you've set up ArchiveInvalidation via NMM, click on the wrench and screwdriver and choose Apply (or Reset) Archive Invalidation. If that doesn't work go into your Skyrim.ini located in your Documents\My Games\Skyrim folder, and under the [General] section, ensure you have bLoadLooseFiles=1 there, though thats an old fix and should not be needed using Archive Invalidation with NMM. As for #3 Best skins are a toss up. For female characters its a choice between CBBE and UNP, CBBE currently has the most modder support but its been around longer, UNP is reported to be far easier to work with. There are other female body mods and they're all pretty good but these would be the two most commonly used. For male characters its hands down Better Males by Chris57 and FavoredSoul. Interface is pretty much SkyUI and Categorized Favorites Menu working together. There are a few other interface mods but SkyUI and CFM are a good functional combo that expand on the limited capabilities of the stock UI. HD Texture Packs are a no brainer really, Skyrim HD 2K is all you need to search for. Best set available, definitely better than the Bethesda "high res" DLCs.
  23. This is an odd one. I could see various factional assignment errors being the culprit in regards to the companion, but the companion character should largely have no associated factions other than potentialfollowerfaction and/or playerfaction. Largely other than general NPC idles in the area they're assigned to be in when you discover them they shouldn't have any "will" of their own. So having a companion character just wander off entirely is a bit odd. Especially since it appears shes been deciding to do other things in her spare time. The bandit situation is especially confusing. Lyma's situation could be explained by having certain town factions assigned to her, ergo if shes a member of solitudecitizens, then her appearance at the wedding makes sense...in fact if shes a member of a citizen faction, she may be following assigned citizen AI routines and the reason she disappeared is because she went to that city to pursue the AI routines assigned. But I don't see where that would create a non-hostile bandit that doesn't have the bandit faction assigned automatically and thus is completely non-hostile and isn't immediately attacked by factions that are hostile to banditfaction...which is pretty much all factions. Quite an odd one to figure out definitely.
  24. Understandable. I think I'm going to be switching and just staying with one mod manager (Steam or NMM). I've used NMM in the past way long ago and it's given me issues, hence why I've done everything manual for a long time. Just recently I started using it again and it's been wonderful! So, I believe I'm going to be switching all my mods to NMM. I wasn't aware that the steam workshop had the Skyrim HD 2k pack? Guess I never really checked or payed attention when I was looking through mods. Anyways. I agree with on the 50 - 75 mod territory zone. My goal, is though, to get as many mods going at a 100% stable rate. Boss does help, but only so far like you mentioned. I guess I didn't really pay attention with which mods do what and conflict each other. I guess I'll being a full Skyrim re install again just to get that fresh clean start and slowly add mods and see who things go. Manual installs are really where you start running into your issues. Its not that you're not competent enough to know how to install mods manually, most Bethesda gamers have been doing that in some form or fashion now for well over a decade. The issue is that even though you might know how to install a mod, you might extract it to data, when it has subdirectories or creates a primary directory in data and the mod, while having installed its plugin to the correct folder has also installed a sub folder in your data folder which has its mesh and texture data in it that needs to be in your mesh/texture data folders to work correctly. To be honest I stopped doing manual installations with FOMM and started doing creating fomods for every install, its just cleaner and leads to less problems. NMM largely has achieved the same process without the extra work on my end to do "clean installs", I haven't had any major issues with NMM since it came out, but I realize everyone has their own experiences.
  25. I'm not really looking for anything more than storage space and some crafting amenities but it seems like even modest houses have been kicked in the head by the navmesh bug. I've most recently been using Riverside Lodge, which is a fairly modest house which was nicely designed...but constantly bugged out companion and even horse AI due to the navmesh issue Skyrim is having atm. I'll have a look at what you've put together, I'm a fan of lore friendly player houses, will have to see if Lydia can deal with it without turning into a statue.
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