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Everything posted by Arthmoor
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You assume much. I have in fact attempted this on several occasions, and every single attempt has met with failure. That you are using methods gleaned from Reddit is all the proof I need that you're willing to accept bogus claims at face value. That sub is full of them and they're all easily proven to be not only wrong, but dangerous if actually used on a real game. Trusting anything that's said there is like trusting a politician not to have lied to you. IMO advocating things that will destroy someone's game should be enough to get you banned from the site, but that's not my call to make, so there we are.
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Sorry, but I don't care what sorcery you want to claim works. It doesn't. The end result is going to corrupt the saves of anyone using that mod if you even manage to get the CK to load it at all. I do not for one second buy the line that anyone who has done this hasn't had issues. It's much more likely that they have but have no idea what's causing them because people make bogus claims about their mod not being the problem so they go look for some other hapless mod author to blame for it. Like, say, the one who made the original mod correctly instead of trying to hack something they knew would never work,.
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SSE Help converting a mod to SSE
Arthmoor replied to AlienSlof's topic in Skyrim's Creation Kit and Modders
This information should be helpful: https://www.afkmods.com/index.php?/topic/4633-skyrim-se-porting-a-mod-from-le-to-sse/ As far as scripts, you don't need to do anything to them in order to port them over. They'll just work. -
Except the platform you invited them to is hardly what anyone would call neutral territory. The mod is adult content, that's the simple fact of it. They flagged it when you would not. I don't see where the problem is.
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Do not compact the form IDs on a mod you didn't write, or on one that's been published already even if you did. The moment this is done the mod is no longer in sync with any patches made against it and will corrupt your saves if you go forward with it anyway. Guides that tell you to do this are wrong, period, and need to be corrected.
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I'd rather be accused of being lacking in civility than prove myself lacking in logic, so, you know.... Anyway, no, your assessment is massively biased and IMO has no validity as a result. You seem to be forgetting the fundamental meaning of the R in RPG - it stand for Role, not whatever it is you seem to think it does. In FO4, you assume the role of the Sole Survivor, in much the same way you assume the role of Geral of Rivia in the Witcher games. Just because you now have a voice and the story is more prominently displayed to you does not turn it from an RPG into whatever you think it's been turned into. RPGs are not about being accountants or statisticians. They're about playing a role. I am very much into RPGs as ROLE playing games, not as state machines for skill levels. I can get that kind of garbage gameplay from any genre out there like strategy games and shooters. 76 is an entirely different breed of game. It's an online survival MMO. If you expected deep story telling and role playing out of that, you have only yourself to blame for the disappointment you now feel. That does not mean that Bethesda has ceased making good games or suddenly become EA or whatever it is you'll trot out next. It means they did something that fell flat and Todd Howard has openly admitted as much at E3 this year. Something you'll NEVER get those "other" companies to admit to. And lol, no, there is no other company rising to fill Bethesda's shoes in the arena of open world RPGs. There hasn't been a good RPG out of anyone else since CDPR did Witcher 3.
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Stop adding to the views count when I view my own thread.
Arthmoor replied to Deleted54170User's topic in Site Support
IPB's code is spaghetti. So while it is obviously possible, it's not something most website admins are going to bother with. Especially when doing so is of little benefit. You'd have more luck pushing IPB themselves into introducing this. Also FWIW no other forum package I know of has this feature either. Exaggerated view counts can only really happen if you sit and obsessively refresh your own thread a lot :P- 18 replies
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Stop adding to the views count when I view my own thread.
Arthmoor replied to Deleted54170User's topic in Site Support
The IPB software doesn't have a setting to stop you from incrementing your own thread view counter.- 18 replies
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> I don't like CC > Ship is sinking > They're not making games anymore Logic, how does it work?
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Well that's too bad because that's just not how things work. They need additional support added for many of the CC DLCs and that generally means compiling a new exe to provide it. The DLCs themselves ARE a separate thing and nobody is forcing you to buy them. So don't if you don't want to. Oh, and there's no sinking ship. You not liking the CC doesn't mean the company is doomed to fail. Their sales numbers tell an entirely different story here.
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You should go take a look at the community forums for other games in what few places those exist. Bugs are universal. That the USSEP can be a thing is a testament to how powerful the modding system for Bethesda games is. Most other companies aren't going to fix anything close to the volume of bugs we have. Bethesda is not acting any differently from any other company by not fixing stuff, nor are they any different than any other company for porting their games to other platforms there's a demand for them on. And on Switch the demand for SSE was huge, so they obliged, and it's selling like crazy. They, like any other company, are in this to make money. Post-release support is a money sink. So they came up with a way to offset that while popping in some decent fixes along the way, like this skin shader bug they dealt with in 1.5.80. You may not like the CC, but it's paying for the opportunity for this to happen now. An opportunity that would have been lost entirely and left us relying on sloppy fixes for these kinds of things the USSEP is not able to address.
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Sorry, but no. For years people complained they stopped supporting the game. Now that they are, people are complaining. Fortunately for the vast majority of us, those complaining are too small of a group to worry about. SKSE64 is not as widely used as you think, and the specific kinds of mods that rely on DLLs built against it are fewer still. None of which can even be used on consoles at all and that's their primary market. Us PC users even as a unified block do not have enough market power to sway financial decisions at the corporate level. That's just reality. So they're going to keep updating the game and those of us who WANT then to do so will continue to be happy about it.
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Just an observation, but there is a section of the site where you could address this more directly if you really wanted to. Without fear of reprisal etc.
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They need to do it to provide additional engine support for the CC DLCs. Which as a side benefit everyone else is then able to use as well. Plus the occasional big bug fix like the skin shader issue they just fixed. So these updates are not without merit and complaining that they're supporting the game is stupid considering everyone USED to complain they stopped supporting it. Wish folks would make up their minds.
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Looks like Skyrim SE updated to runtime 1.5.80
Arthmoor replied to Thunkster's topic in Skyrim's Skyrim SE
No, there's relatively few DLL mods that need updating every time. 99.5% of all mods will work out of the box on game updates, including those depending on SKSE64 once they update - and they typically do in less than 12 hours. The other 0.5% that aren't being kept up to date are probably things you shouldn't still be using if they've skipped several version bumps. That's just the reality of modding. Things bitrot and go bad. Just like good food will if you try to keep it too long. -
Looks like Skyrim SE updated to runtime 1.5.80
Arthmoor replied to Thunkster's topic in Skyrim's Skyrim SE
Offline mode is a joke, and the setting to block updates until you launch the game is an even bigger joke. Plus SKSE64 has already been updated so ya'll go through these hoops every time for no good reason at all. It's been less than 12 hours. Patience is a virtue. -
One of the folks on the Unofficial Patch Team looked into it and found the underlying cause is a missing Z_Buffer_Write flag on those 3 files. It's been there since 2016 and even we didn't notice it when fixing other issues due to rogue decal flags. Those Z_Buffer_Write flags have now been applied and will be on those files for USSEP 4.1.9 whenever it comes out.
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As Dante said, Bethesda explicitly says mod authors own the copyright to their mods. So your logic is faulty in a serious way. Even the old EULA never said anything close to "we own all your mods" and has never been a valid counterpoint to the arguments about mod copyright. There is also no such thing legally as "Abandonware". Copyright on software survives regardless of what you may have heard on reddit. Further, "Statute of Limitations" is a concept of criminal law, not IP law. But that aside, if you had actually looked it up, you'd have found that copyright in the US (which is what governs Bethesda modding as it's a US company) exists for the life of the author +95 years after their death. The Berne Convention that Sigurd mentions extends this protection to all nations which have signed the treaty as well. Nexus policy is based on copyright law - they didn't just cook it up out of nowhere.
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That's a 3 year old article. It has no relevance to SSE at all.
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SSE didn't come out until October of 2016, so those old mods you're seeing are as far back as things go.
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What's the "USLEEP Method" ?
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Highly unlikely. You're the first person to even ask, and nobody has ever mentioned fps problems with it before.
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There's a height field in the worldspace record that tells them where all of the objects are. When you look at the files in xEdit, you should see this as the MHDT subrecord under WRLD. You should be able to generate this data in your mod by going into World->Generate Max Height Data For World, and then selecting your worldspace from the list. You can also generate updated height data for individual cells and that will show up in the MHDT subrecord attached to a CELL. For those you need to find the specific cell in the Cell View window, right click on it, and there should be an option to generate height data.
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SSE Soul Cairn floaty crystals - need a hand please!
Arthmoor replied to LeanWolf's topic in Skyrim's Creation Kit and Modders
Unfortunately we have no idea why it's doing this either so don't expect a speedy fix. -
A matter that was never adressed : Tiber Septim on imperial coins.
Arthmoor replied to invock's topic in Skyrim's Skyrim SE
It's been addressed now :P https://www.nexusmods.com/skyrimspecialedition/mods/26008/