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Dmitrias

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  1. RE this section: "We are also looking to solve a particular issue with closed permissions: When someone receives permission to port a mod, this is usually done via Nexus PM or Discord, and demonstrated via screenshot. Unfortunately, if these screenshots are called into question there is no easy way to confirm. The moderators’ only option is to have me, or a CM, manually reach out to the author. We need to simplify this process, and remove all of the uncertainty these screenshots cause." Does this just apply to bethesda games, or games in general? Because whilst I agree that "just trust me bro" isn't always the most solid of proofs of permissions, I don't think this the way to go about it either. For a number of reasons: 1) not all authors have their comments sections enabled, and we should be able to respect their want not to (be it because of trolling comments, or otherwise), whilst still being able to inquire about permissions. 2) some mod authors don't use nexus anymore, and can only be contacted for permissions on other websites that they frequent more. 3) comments can be missed, direct messages are easier not to miss. sometimes the notification system doesn't update you about all comments, so you can easily miss some, even if it doesn't miss out any, but you get a lot of comments, you could still miss a comment pretty easy. 4) some mod authors have comments on but just don't frequent them basically kind of the same as above. 5) personally, comments is not really a place i'd think to check for people asking me about permissions, anyways. 6) i have seen multiple cases of people granting permissions to specific people in comment sections and then other people going onto assume that it's blanket permission for everyone and then doing their own thing with the mod. despite the author only giving permission to a specific person. So, those are my thoughts anyhow. Also, I would wonder how this affects pre-existing mods. Would it be required to ask permissions again so you have public proof?
  2. Oh man thanks, just ran into this today and see your comment FROM TODAY concerning this lol. If you get the "waiting for platform" message when platform launching is enabled for EA desktop in frosty mod manager, you can try disabling platform launching within frosty and instead either using the frosty fix program, or, you can use the data fix plugin from here, here are instructions for using the data fix plugin.
  3. unfortenetly due to a bot attack i have been band from the DAI modding discord and do not know how to appeale that. You should be unbanned now.
  4. If the tapatalk link is giving you a 404, you could grab the download from the DAI modding server instead. Invite link here, then go to the daitools_downloads channel under the daitools section, scroll up in that channel and there should be a download labelled ModManager_x86_1.0.0.59.zip - don't worry if discord says "potential dangerous download", I'm pretty sure that's just a generic message discord displays on most direct downloads (this is the official DAI modding server anyhow, so the download is legit.)
  5. Skinquisition is a nude mod for the inquisitor - the purpose of that mod is to make the player character nude, so you're not experiencing any glitch of any kind, that is just the mod you installed doing it's intended purpose.
  6. Do you have your mesh quality settings set to ultra? Because that is required for the trousers to fit Cullen properly. And you also need to ensure you installed BOTH parts of the frosty game awards/shirtless Cullen mod - it has TWO files, Cullen Shirtless.fbmod, and Mesh for Cullen Shirtless Frosty Mod.daimod, if you only import the .zip file to frosty, frosty is not going to detect the second part of the mod, the Cullen Shirtless Frosty Mod.daimod file which is the file needed for his pants to fit him, so what you need to do is extract the .zip file with some program like 7-zip, and then import both parts of the mod (ignoring any warnings saying it was made for a different game version - this doesn't matter, it will still work.) Also, does your inquisitor stay naked if you remove the shirtless Cullen mod? because I don't think that should affect the inquisitor. You may want to give a rundown of your full mods list to help narrow that issue down.
  7. So I mod the same game most the time and I have quite a number of mod pages for said game now, I usually have the same standard base requirements for each mod. However the website for my required files has been relocated a few times now, and each time I've had to individually update every single one of my mod pages to reflect this new location. Of course nexus has no bearing over the location of someone else's website, but, it struck me as a cool and time-saving idea if we had the ability to batch-edit the requirements of multiple mod pages at once, so then modders could update the required links quickly in situations like these. I know that nexus does sometimes remember what you have typed and you can click to fill in the box, but, I thought it could save even more time if you could just say "update this requirement on all the specified pages." Anyways, thankyou for reading. c;
  8. Alpha 5 is the latest version of 1.0.6, so you should be good.
  9. 1. Shokra-Taar is called Arishock internally. Found under DA3 > Factions > Multiplayer > Appearances > bdy_qm_arishock > Models. 2. if you need to find an armour you cannot locate, frosty has a searchbar in the top left corner, you can type into the searchbar type:SkinnedMeshAsset AND contains:keyword of your choice, then hit enter, to search for all 3d models of outfits with that keyword in the name. you can add multiple ANDs to the search, for example, if you wanted to search for all outfits with a certain keyword for dwarf female, you could search: type:SkinnedMeshAsset AND contains:keyword AND contains:df, then hit enter. Generally bioware uses these abbrevations system for the different race/gender cobinations: DF = dwarf female DM = dwarf male QF = qunari female QM = qunari male EM = elf male EF = elf female HF = human female HM = human male 3. yes, you can use blender to do this, or 3ds max but that's paid and blender is free so your choice which. 4. Padme4000 has a tutorial series that can help you.
  10. Oh, you don't need to follow that guide if you're using the intel plugin - the tutorial was moreso for the nvidia plugin, which has those issues. The intel plugin does have it's own quirk when reading colour channels of normal maps, though - and that is that it blacks out the blue channel, which causes the normal map to look green. This can be fixed by inversing the blue channel. But honestly, considering that you already need to invert the red and green channel for your mesh, I would probably just invert the whole image in one go in this case, rather than doing each channel individually. I don't think the mod maker is all too fussy about the normal map format having to be saved with ATI2N - it does allow you to import DXT5/BC3 compressed images as you noted, and it doesn't seem to make much of a difference. So I wouldn't worry about that part. Last bit I would mention is to remember to generate mip-maps if you do not want your mesh to have a sort of fuzzy effect when zooming out, not generating mip-maps on the normal map can do that.
  11. I don't think you neccesarily need to touch the specular map for this issue, since it's due to the normals. What program were you using to save and open the normal map with? Some programs aren't used to DA:I's native normal map format - ATI2N - and as such they don't open them correctly, so this can mess up the lighting of the model further, so needs to be corrected before you make the additional changes you'd want to do on top of that to fix the altered shading caused by editing the mesh, with the inverting of the channels. Ottemis has a guide on correcting normal maps that don't load properly in photo editing programs. Follow that and then do your inversions on top of that and see if it helps.
  12. You don't create the merged folder yourself - that should be generated by the mod manager automatically when you merge your mods using the "merge" button. What mods are you trying to use, and what steps did you take to try to apply them?
  13. Yes, this is a known issue in both frosty and da:i mod maker. The tangent space normals are flipped when a model is imported over. For models edited with da:i mod maker, you can circumvent the issue by inverting both the red and green channel on the normal map texture for the weapon. For models edited with frosty mod maker, the issue can be circumvented by flipping just the red channel of the normal map.
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