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Everything posted by CrithionLoren
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User Profile and Direct Messaging Improvements Beta
CrithionLoren replied to JustThatKing's topic in Site Updates
I mean hopefully the rest of my feedback makes it clear that that comment was about the look, not the UX. -
User Profile and Direct Messaging Improvements Beta
CrithionLoren replied to JustThatKing's topic in Site Updates
Hya, felow web designer here with some feedback: the PREMIUM label under the profile picture feels very lost, frankly I'm not sure why this needs to be public facing information? It's not like premium refers to modding quality or anything similar, it's just a paid for service. If you must, I think something similar to the twitter blue checkmark design would work better and would be more minimal. The filter and sort drop downs have inconsistent styles. Donate button lacks hover state. white on orange is very poor for contrast, I'd suggest tweaking the orange, or swapping the white to black. The labels next to the tabs are too small (compared to the heading size) and close to the headings. The tab font size is massive. In general there seem to be too many font sizes and styles on this page. I'd look into seeing if a lot of the hierarchy can't be grouped into the same font size with different font weight/opacity. I don't understand why endorsements given needs to be a public stat. I'd replace that with the donate button from the sidebar, perhaps with a tooltip on hover that mentions the 100% proceeds bit. Related, but Kudos is not explained as a metric. I think these stats should have a tooltip explaining what they are. I think the sidebar, while nice on paper, ends up using a lot of space for not a lot of useful information. I suggest a topbar with the avatar, username, verified mod author, profile views, kudos and a download and track button for CTAs, which can get compacted to just an icon while scrolling to make for a more compact sticky heading. that way you've got the full width available rather than just 3 columns. country flag unicode emoticon not showing up correctly on Windows 11, might I suggest using an emoji font such as twemoji rather than relying on system support? It's been mentioned but profile picture resolution needs to increase, or the avatar size needs to decrease. My profile picture looks like a minecraft server thumbnail. Icon size within cards is inconsistent, the thumbs up icon looks much larger than all other icons, then the download icon is just a bit smaller, then everything else is about the same size. While I dig the profile picture style-wise, it doesn't need to be this big or take up precious space from the card image. Might I suggest just having it inlined next to the username, if at all? Outlines on the cards look distracting, I'd remove them. The entire card already has a hover state so it's clear enough that it's interactive. Some of the spacings look a bit awkward, why are those last updated and uploaded metrics closer to the separator than to the description? Looks like the entire card is interactive, which is nice if you care about the mod, but what if I want to go to that game instead, or that mod category? maybe even the author profile? all that functionality is gone. It's been mentioned but the element to fill the vertical space should be the description, not the heading, so you don't end up with that huge gap under the title on rows with highly different mod name lengths. The game picker list visually has huge gaps between rows, not enough of a gap between the icon and the game name, and the images are not recognizable at that game size. It should also probably not show games that the author doesn't have mods for. Generally this overuses all caps fonts, keep in mind that all caps is not good for readability. Also as a suggestion, having the ability to pin mods so that users who look at a modders profile can see the mods the author deems most important at the top would be neat. Finally I will give some positive feedback as well: Sleek general look, I like the donate section too, especially with the 100% proceeds going to the author bit; I like the look of the verified mod author + metrics row look, good use of the tooltip on the verified mod author section too; good visual hierarchy colour wise within each card. Overall I think it's a sidegrade so far, as others have posted fonts seem much larger than before, especially with mod titles, but i think there is potential. The old material design look is a bit dated now. -
The mod author subforum is for nexus mod authors exclusively. Once you have confirmed you no longer want your mods to be available on nexus you ceased to be a nexus mod author, and by extension you lose access to the perks that came with that title. You cannot have your cake and eat it too, you chose to end your partnership with nexus so nexus has ended its partnership with you.
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[WIPz] Skyrim Script Extender (SKSE64)
CrithionLoren replied to behippo's topic in Skyrim's Skyrim LE
The code is open source. Just like the code for all the plugins made with SE. It's a requirement for SE. Wrong, the code for SKSE is open source. the code for SKSE64 is not yet released. Having a github for the SKSE64 code like some users recommended could improve the speed of release since it doesn't imply anyone needs to join the team, but if somebody does actually do something for the code they can submit it and it gets applied. simple as that. Basically it's the best course of action for the dev team since there's no loss. They update it on github and no one submits anything? then the speed of work is the same as now. Anyone submits anything? The speed increases. No, you are wrong. It's "source code available" but it's not open source in any meaning. Just look at license file in source code directory, it literally says "explicitly disallowed from using any of these files for any purpose". It means that from legal point of view you even can't use it for your home hacking without even making it public. No one can see what you do in your spare time of course :smile: Terms aside, the code for SKSE is available but the up to date code on the progress of SKSE64 is not. Telling people that the source code of SKSE is available is dumb since you can't help the team if you don't know what they already did and what they didn't. -
[WIPz] Skyrim Script Extender (SKSE64)
CrithionLoren replied to behippo's topic in Skyrim's Skyrim LE
The code is open source. Just like the code for all the plugins made with SE. It's a requirement for SE. Wrong, the code for SKSE is open source. the code for SKSE64 is not yet released. Having a github for the SKSE64 code like some users recommended could improve the speed of release since it doesn't imply anyone needs to join the team, but if somebody does actually do something for the code they can submit it and it gets applied. simple as that. Basically it's the best course of action for the dev team since there's no loss. They update it on github and no one submits anything? then the speed of work is the same as now. Anyone submits anything? The speed increases. -
Is it needed? I read somewhere that because of the engine upgrade save game bloating is very rare.
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If anyone needs help with their mods presentation
CrithionLoren posted a topic in Skyrim's Skyrim LE
I'm a graphic designer and a big fan of skyrim and as such would like to help in brining quality mods to the skyrim nexus. I can help with your mod's logo and presentation in the description. First of all my portfolio can be seen on http://madalinvlad.net I have also made the logo for better vampires (although the author of the mod has made some color and effect changes after I sent the logo that I do not like) I will be doing this for free however these are my rights: - The logo remains mine, you get license to use it to represent your games(this only means that I have a say in any changes you wish to bring to the work I do even after the work is complete) - I can and will refuse small mods (for example a retexture of a sword or some buffing of an item's properties) but if they're rightful compilations (look at immersion armors) I'll most probably take the project head on. - I have limited work time so I won't be able to work continuously Contact me either here by PM or mail to [email protected] (preferably mail) That's all, for now. Hope I'll get work pretty soon on some mods :smile: If this is in the wrong forum section I'm sorry. -
Nexus Mod Manager (0.61.0) with Fallout 4 Support Released!
CrithionLoren replied to SirSalami's topic in Site Updates
How do I install NMM WITHOUT having to use profiling system? I use only one mod build and don't want to have to reinstall all mods which could lead to unneeded problems just so I'd use only one profile. It's an unrequired feature for me and I don't want to do that step. -
I have clean reinstalled skyrim and all mods since then, but I haven't yet fought a dragon to see if there are still problems.
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NMM named the 3.10 update from 3.09 as Immersive NPC so I had the update installed instead of the main mod. I downloaded the archive from their website which is already updated to 3.10 and it was good to go.
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Found the problem, I had two ETaC patches for RS Children. Can someone please lock the thread?
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Now I only get this: I assume it's got something to do with these two lines: [10/23/2015 - 01:15:32PM] Cannot open store for class "uilistmenu", missing file?[10/23/2015 - 01:15:32PM] Cannot open store for class "uimenubase", missing file? EDIT: It's not that, as I've managed to shorten it by reinstalling Familiar Faces and using EFF instead of AFT as recommended by the maker of Familiar Faces. EDIT2:As short as it can get, I don't think the answer lies in this log..
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nope, not working. new log: load order:
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Yep, and it's full of "can't find" stuff, but I don't know which mod it is related to.
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Yeah, but AA is not even present to begin with, if at native resolution it is that choppy, it's like it resized a lower resolution to fit my screen. I just tried that, no luck, I'll try to leave it like that for a couple minutes, might be because of a slow down.
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Yes, but most of the load order was already present in my previous set up, so it should work, or at least show something, anything at the menu. it doesn't ctd, doesn't crash, just freeze before showing the menu. Oh, and also, antialiasing is missing entirely, even if it's set in the settings or even if using ENB. I can see the steam FPS, in-game steam notification and background as choppy.
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The load order is fully managed by LOOT, shouldn't that be ok? I also said that it didn't work on vanilla skyrim either.
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So, I just clean reinstalled skyrim after a few months of not playing, installed most of the old mods, updated a few and installed a couple new ones, but here's the problem: my main menu doesn't show up. It shows the skyrim logo but it's frozen and in the latest papyrus log it doesn't anything but script errors (missing, mostly). Even with vanilla skyrim with only update and skyrim checked it doesn't work.Load order:
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Did you try the vanilla save with skse? if so, try without it.
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if you can't even start a new game on vanilla skyrim, did you install any new drivers in the meantime? especially talking about video card drivers. Otherwise try to clean reinstall skyrim (using Revo Uninstaller or something else, and delete the folder from My Games too) then redownload. If you have any DLCs try disabling those too.
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Hello? I still need help xD
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video card is a GTX 960 OC, and it hasn't been a problem a few days ago, as I previously killed the west tower dragon and absorbed its soul successfully. this happened on a random spawned elder dragon and on a shout wall dragon too. It might be related to Bloody Facials, but I'm not sure. removing this mod (or updating it to the reblooded version) makes my game go to 1-2FPS, so it's a no-go.
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Well, not quite, for mod cleaning I mean. They're dirty and it's recommended to do so for consistency, for both ITM records and UDR. Might I recommend to try with an older skse version, not too old, just for testing purposes (had a problem a year or so ago because of faulty SKSE update)? You can also try to reset the INIs (backup the skyrim.ini and skyrimprefs.ini from the documents/my games/skyrim folder, and delete the originals so skyrim will recreate them, then run Skyrim_launcher (not skse))
- 6 replies
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- troubleshooting
- mods
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I think LOOT would've pointed it out. No missing masters anyway, I rechecked now, only redish ones where the load order is not the way the are supposed to be (it's automatically sorted out by LOOT, so I think that is not an issue now)
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When you start a save, don't remove mods, only add, if you wish. mod removing causes orphan scripts to stay in your save and also causes bloating. just these days experienced this because I didn't listen and I removed a few mods. If you use LOOT there's no reason to ask for help, as it mostly takes away all the incompatibility problems, however I'd recommend to look for the culprit in the mods installed in the period of time when you first started experiencing crashes. Also, since it's a script related issue, providing a papyrus log is a must.
- 5 replies
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- load order
- help
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