-
Posts
5925 -
Joined
-
Last visited
Everything posted by Arthmoor
-
Forum is listed secure for me, says the cert expires in April 2019.
-
Latest FO4 patch - reduction in hard cap of mods on console.
Arthmoor replied to AndrewCX's topic in Fallout 4's Discussion
It was intentional: https://bethesda.net/community/post/104504 Should have been in the devnotes but for some reason they just didn't put it there. -
Nexus Suggestion - Mod Showcase on author's page
Arthmoor replied to Crimsomrider's topic in Site Support
This is a great idea, and I'd add one other option to that - let authors set it up so that it displays 3 random mods from their submissions for that game. -
In response to post #47378955. #47379635, #47380245, #47380310, #47380615, #47380650, #47380665, #47380780, #47381010, #47381020, #47381085, #47381190, #47381300, #47381380, #47381760, #47388285, #47391065, #47392075 are all replies on the same post. @Gribbleshnibit8: Wrye Bash would have made your life so much easier since it was doing proper loose file installs a year before there even was FOMM.
-
Someone would, given the number of people who push 255 now. The engine would probably kill itself trying though :P
- 59 replies
-
The Falkreath CTD was fixed in 4.0.5. You either need to update or you have something else in your load order that is causing it.
- 39 replies
-
How do I report mods taken from Nexus?
Arthmoor replied to MicroZentradi's topic in Skyrim's Skyrim LE
You should also be able to report the Google Plus pages for copyright violations as well. -
In response to post #46364080. #46364325, #46367235, #46368205, #46369815, #46369930, #46370390, #46374095, #46374390, #46374475, #46374920, #46376420, #46377285, #46378940, #46379215, #46386540, #46389205, #46389595, #46389810, #46392420, #46393260, #46397745, #46399790, #46400835, #46401120, #46401925, #46402520, #46409160, #46409495, #46409765, #46410010, #46411275, #46412080, #46412965, #46413505, #46417005, #46418845, #46423325, #46427465, #46431210, #46431425, #46434125, #46434485, #46441710, #46444105, #46444495, #46446190, #46449670, #46451245, #46451500, #46455475, #46456420 are all replies on the same post. As one who has said similar things to people on occasion in my own threads, I perfectly understand why she might have done that. Honestly, I think you're underestimating the amount of stress involved in dealing with thousands of people who decide you suck and they know better dumping their invalid opinions on you on a regular basis, to the point where even your other regular commenters notice it and try to mitigate things before we see them :P We may not need to worry about being stabbed or having our cars broken into, but people can be total jerks and a lot of the younger crowd doesn't even think their behavior is abnormal.
-
In response to post #46364080. #46364325, #46367235, #46368205, #46369815, #46369930, #46370390, #46374095, #46374390, #46374475, #46374920, #46376420, #46377285, #46378940, #46379215, #46386540, #46389205, #46389595, #46389810, #46392420, #46393260, #46397745, #46399790, #46400835, #46401120, #46401925, #46402520, #46409160, #46409495, #46409765, #46410010, #46411275, #46412080, #46412965, #46413505, #46417005, #46418845, #46423325, #46427465, #46431210, #46431425 are all replies on the same post. @Godmezenger: I can absolutely sympathize with her on locking down the comments. It's something I've had to do a few times myself because people didn't get the message when asked to stop with the rude comments and spreading false information. Every time I've done it though people quickly figured it out and it usually results in relative peace from then on. It's entirely possible she's not getting that relative peace after doing that a few times and is genuinely fed up with how people treat her. So why have to deal with it at all? Look at it this way. She could do what plenty of others have done. Lock down the comments and then leave the community for good. Is that what people would prefer happen? Cause I could see it happening.
-
In response to post #46364080. #46364325, #46367235, #46368205, #46369815, #46369930, #46370390, #46374095, #46374390, #46374475, #46374920, #46376420, #46377285, #46378940, #46379215, #46386540, #46389205, #46389595, #46389810, #46392420, #46393260, #46397745, #46399790, #46400835, #46401120, #46401925, #46402520, #46409160, #46409495, #46409765, #46410010, #46411275, #46412080, #46412965, #46413505, #46417005, #46418845, #46423325 are all replies on the same post. @wolfrevan5555 Thumbs down, comment voting, 1-10 rankings, requiring an accompanying comment with a rating, etc. It's all been tried. It all got trolled to hell and back. That's why those things aren't done here. You''d think that you having been here since 2008 you'd know that, but since you spent that time contributing absolutely nothing....
-
In response to post #46364080. #46364325, #46367235, #46368205, #46369815, #46369930, #46370390, #46374095, #46374390, #46374475, #46374920, #46376420, #46377285, #46378940, #46379215, #46386540, #46389205, #46389595, #46389810 are all replies on the same post. Maybe when people are paying for the content they can expect this, but not before.
-
The limit has not been removed, nor will it ever be removed so long as they're using an 8bit form ID field. 00-FF hex -> decimal 0-255. That's it. It's been this way since Oblivion. FF is reserved for the save game, so take that one away right off the bat. Now you have 0-254, which is your "255 mods limit". Except it doesn't stop here. 00 Skyrim.esm 01 Update.esm 02 Dawnguard.esm 03 Hearthfires.esm 04 Dragonborn.esm Subtract 5 more because these files are mandatory for SSE. So the actual limit for SSE is 250 mods. Not 255. The reason you don't have "definitive answers" on this for each new game is because this is totally basic knowledge of how thing work that has not changed since Oblivion. Therefore there is no reason to go into it every time a new game comes out.
- 59 replies
-
In response to post #44647870. It's at least party because coc from the main menu is unreliable since it doesn't process the required initializations the game needs to be in a proper state. LAL has long been used as a diagnostic tool for a lot of people because it's quick to load, has options in most parts of the game, and allows time for scripts at startup to settle before running off to start playing.
-
In response to post #43916200. Your antivirus is garbage then, there's nothing wrong with the launcher.
-
Various Nexus related things from the Skyrim SE launch aftermath
Arthmoor replied to Dark0ne's topic in Site Updates
In response to post #43709665. #43709795, #43710870, #43711415, #43711535 are all replies on the same post. http://afkmods.iguanadons.net/index.php?/topic/4633-skyrim-se-things-to-know-when-converting-standard-mods-to-sse/ Also they never said old mods would "just work". They said at the very least ESPs would need to be resaved in the new CK. Which is true. They just didn't provide the rest of the details outline in my post in a concise way :P -
SSE How to convert textures from DX9 to DX11? SSE
Arthmoor replied to Eferas's topic in Skyrim's Creation Kit and Modders
Nothing needs to be done in theory. In practice, who knows. I got a message on Reddit from someone poking at the Skyrim 2K HD mod and wondering why some of the textures have a binding shine on them that doesn't happen in Classic Skyrim. They all still use the normal DXT1/3/5 formats but something in some of these texture packs must be doing something SSE's engine handles differently than before. -
"Bethesda Plans To Revisit Skyrim Paid Mods After Fallout 4"
Arthmoor replied to Aragingmonk's topic in Skyrim's Skyrim LE
It's also a year old article that's pure speculation. Not that I'd mind there being paid mods obviously, but I think it's a bit silly to speculate about it when they've actually said nothing at all on the subject since April 2015. -
In response to post #43579920. #43582520 is also a reply to the same post. Nope. SSE isn't using the new BC7 compression. It's standard run of the mill DXT1/DXT3/DXT5 like everyone has been using for years.
-
Has the mod stealing problem been fixed?
Arthmoor replied to Hexxagone's topic in Fallout 4's Discussion
Those people are also clearly not in their right minds. Spending that much money to steal mods is just dumb but Bethesda and Valve will both happily keep taking the extra money for nothing. -
Has the mod stealing problem been fixed?
Arthmoor replied to Hexxagone's topic in Fallout 4's Discussion
Well then all they're going to accomplish is lining Bethesda's pockets :P -
Has the mod stealing problem been fixed?
Arthmoor replied to Hexxagone's topic in Fallout 4's Discussion
It's now required that your Steam account and your Bethesda.net account be linked together before you can upload to the service. If you get caught pirating stuff, they'll ban the Steam account, which invalidates the link, and then you can't upload anymore. Of course, if you happen to be filthy rich and can afford to just buy another copy of the game you could go do it again, but they'll just ban your whole account instead and make you not only by yet another copy of the game but also register another new account on their side. Nobody in their right mind is going to go to that much trouble to pirate mods. -
Only if they decide it's worth the effort to port it.
-
I never said it was a good thing. I agree that the long delay may have permanently harmed the community in ways we may not notice for years. I doubt it had much to do with DLC though. Their Bethesda.net launch didn't go quite as nicely as they'd hoped and the delays on getting that shitty Jive stuff into barely useable shape was what caused most of the problems. I was simply telling the previous poster that his assertions were wrong, nothing more.