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About TheTokenGeek
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http://www.wetheplayers.com
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V Rising
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TheTokenGeek replied to BigBizkit's topic in Site Updates
I think this is a cracking idea... Really looking forward to seeing what people produce. Is there a specific tag that peoples shots should have put against them? -
Aquaman... I was not expecting to like it... But I did, a lot, and I'm not sure why
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Great movie, enjoyed that far more than I thought I would. I'm currently watching Mandy
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Just finished the Call of Duty Black Ops 4 Beta and now back to Two Point Hospital / Shadow of the Tomb Raider and Spider-man (on PS4).
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Nice one guys, really enjoyed that...
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Strongly suggest using what Jim said (OBS) or even Streamlabs OBS, they both have a record function and is incredibly powerful with many options to tweak to get the right setting for your system. If you have a nVidia GPU that's (fairly) recent, then you probably have Shadowplay open to you. Just install GeForce Experience and then press Alt+Z when in game to bring up the options or Alt+F9 (off the top of my head) to record... Post a link to your channel here and I'll check it out.
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Creation of a mod page IntroductionPlease note: This article/guide is likely to change and update as the site evolves over time. If you spot any omissions or things that are no longer correct, please drop me a message and I'll change things over. Thanks in advance! Your mod page is important for many reasons, users trying to locate installation instructions, check that they have the latest version, find out compatibility issues and see the change logs amongst other things. So we’ve put together this guide to help you create a page that provides the user with decent and appropriate information whilst also being aesthetically pleasing. The easiest way to begin, is to get the following items ready within a folder on your computer: The mod file(s) The Readme file in .txt format A banner image that is 1400px x 396px in size. A number of images that are 16:9 ratio that show off your mod. Links to any videos on YouTube that you want to show. A text file that has the following content: Brief summary of the mod that you are uploading Description of the mod and how it works Installation instructions FAQ section Any graphical elements that you would like to include within the description of the mod page. Once you have all of these items within the folder, setting up your mod page is going to be very simple. So let’s get started. First things firstThe first thing you are going to need to make sure of is that you are logged into the website. You cannot upload a mod anonymously on Nexus Mods. If you want your mods to be hosted but are not going to be around much to look after them, please consider getting in touch, our ‘Caretaker’ account can handle the process for you. Once you are logged in you will need to click the ‘Add A Mod’ button that can be found within the Mods section of the navigation bar. Image 1: Add a mod link This will take you to the ‘Add a mod’ section of the website. The mod upload is broken down into 8 sections, some of which are optional. We’re going to breakdown each section and show you how to get the best out of each one. Section 1: Mod DetailsThis is the what makes up 90% of how the final page will look and it is worth spending a good amount of time, checking and double checking here to avoid mistakes and misunderstanding further down the line. The page is broken into a number of sections that we will detail below: Adding a mod to the NexusChoose a Game - We have a huge selection of games on Nexus Mods that have already been created and contain mods. Begin typing the name of the game that your mod is for here and see if the game tile appears below. If it does select it: Image 2: Select a game If we don’t have it within our selection you will see the following appear: Image 3: Add a new game to Nexus Mods Enter the name of the game within the text box and click add game. All games are manually approved so it may take up to 5 working days to have this checked and activated. Type of file - Please select whether this mod is a new file or a translation of an existing one. Mod Category - Some games may contain hundreds of categories, others may only contain a couple. Please select the category that closest represents the mod that you are submitting. If you cannot see a category that you believe fits with your mod file then you can suggest one in the text box titled: Suggest a new category for your file. Please note, this will need to be approved by an administrator of the site. Mod Details - The ‘meat and potatoes’ of the mod page. This is where you are going to enter details to entice our users to download your mod. To start with, enter a mod name that gives the user an understanding as to what the mod does, good examples would be mods such as ‘Lowered Weapons’, ‘Darker Nights’ and ‘Homemaker - Expanded Settlements’. Once you have the name in place, go ahead and select the language of the mod and the current version. We would highly suggest that you use semantic versioning when you come to creating your mods. Semantic versioning uses the format: major.minor.patch. Which would give you versions such as 1.0.0 for a full major release, 1.1.0 for a minor release and 1.0.1 for a major release containing a patch. The Author name is where you enter who created the mod, if this was you then simply enter your name here. If you were part of a team, then enter their name here instead. The next section, Brief Overview, is very important as it is the description that will appear below your mod in all search results and also head up your mod page in the About this Mod section. An example of a well written overview is: “A F4SE plugin that allows you to disable the hardcoded, vision-obscuring shader effect at various workbenches so you can actually see what you're crafting. Also allows you to change the shader effect for the Power Armor station and robot workbenches to a outline-only shader instead of a full shader.” Detailed Description is where you can go to town with detail on your mod, people use this section in many different ways but we would suggest that you go down the route of: Brief summary of the mod that you are uploading Description of the mod and how it works Installation instructions FAQ section You will see a lot of people add banner images and section breaks to their detailed description. This can be done by adding images to the page via a URL. Some examples of well created Mod descriptions are: Calientes Beautiful Bodies Enhancer - CBBE- (NSFW) Extended Dialog Interface Once you have complete your mod description it’s time to move onto the classifications of your mod. Image 4: Creating a description for a mod The Classifications are a mixture of game and non-game specific options that quickly allow you to specify certain attributes to your mod. Read through each of these and check those that apply to the mod you are uploading. They are pretty self-explanatory as to what they mean, but some of the global classifications are as follows: contains content relating to anime or cartoons - The mod relates to anime, manga or anything cartoon based. Extreme violence/gore - The mod will contain blood, bones and scenes of extreme violence. contains nudity - The mod shows genitalia and/or nipples. Is a saved game - The mod is a saved game that a user can install and use themselves. contains "skimpy" outfits (bikinis, underwear, armour or clothes that show lots of skin) - The mod contains characters wearing very little (though not nude or showing genitalia/nipples). is a translation of another file - Is a mod that has been converted into another language. Adult only content - is a broad category that includes sexual content, nudity, vulgar language and extreme violence/gore. More information can be found here: http://help.nexusmods.com/article/19-adult-content-guidelines. Please know that failing to label your submitted content appropriately may result in staff administration. Once you have checked all those that are applicable to your mod you are ready to move to the next page. Section 2: MediaThis is the section where you will add images to your mod page. They will appear in the following locations: Image 5: The Mod page header image and some mod images. The Mod Page Header Image is the large banner that will appear at the top of your mod page, this should be upload to the site at a resolution of 1400x400 for the best results. Underneath you have the Your Mod Images section, which looks best when at least five images are uploaded to it. When uploading, please be aware that this area is designed for images that are 16:9 ratio and full HD (1920x1080px). The last stage on this section is the Videos section. Here you can add the URL of YouTube videos that either demonstrate or show how to use your mod. Simply add a Video Title and then the YouTube video URL. In order for the user to understand the reason that you have linked the video, you will also find an area that you can add a description. Section 3: DocumentationThis area is where you can add an optional ReadMe file in .txt (text) format. This will often contain some of the following: Configuration instructions Installation instructions Operating instructions A file manifest (list of files included) Copyright and licensing information Known bugs Troubleshooting Credits and acknowledgments Within this page you can also detail any changes that you have made to your mod within the add new changelog section. Again, we recommend using semantic versioning here. Section 4: PermissionsThis section details who can access your mod page, whether users are able to interact with you via the mod page and if so, how. The commenting and discussions part of the page will determine how users are able to interact with you on your mod page. A single comment topic and no discussion tab - A single comment topic and a discussions tab - Just a discussions tab - No comments - Within the User Permissions section you are then able to give certain give users access to edit the mod page, this will let them change anything on the page so only give access to those within your team. The following options on this page are applicable to all users and not just those that you have granted access in the previous step. They are all self explanatory, but if you have any trouble with these or don’t understand any aspect then please get in contact with one of our moderators/administration. The Distribution, credits and permissions are incredibly important and something that we take serious interest in here at Nexus Mods. We DO NOT condone any form of usage without explicit permission from the original author or those given on a mod page, with that in mind please read through each option on this page thoroughly and ensure that you check those permissions applicable to your mod. If you would like to write your own permissions and not use those that are predetermined by Nexus Mods then please put a check in this box: And enter your own permission rules in the box below: The credits section is where you can enter the names of anyone who’s work you have used. Please note that you should always credit work that isn't yours. If you have received permission to use someone else's assets in your files you should always credit them. If you don't credit assets you've used from other users you are likely to be banned. If you are adding a mod that has been created for a game published by Bethesda (Skyrim/Fallout series), the likelihood is that you will be bombarded with questions as to whether the mods will appear on bethesda.net so that it may be download on consoles. We have also seen some nefarious users uploading other peoples mods to the Bethesda.net site, so this next section Console modding can help ensure that anyone who comes across your files being used on Bethesda.net can quickly and easily identify whether it's legitimate (e.g. uploaded by you, or with your permission) or not. As mod creators it’s always nice if someone is willing to pay for your mod, with this in mind we have the feature that will allow you to accept donations from kind users. Just put a check in the option you would prefer in the Donations section. Section 5: Requirements and MirrorsThis section lets users know whether they need to have any DLC or specific mods installed in order to use your mod. The first part of the page ‘Official Mod Requirements’ allows you to put a checkmark into any of the DLCs that are required to use your mod. For example, on Fallout 4, the user may need to have Far Harbor installed in order to use your mod. Simply place a checkmark within the appropriate box and it will be represented on your mod page. The next section ‘Required mods on the Nexus’ will allow you to search for mods that are needed by your mod to function correctly. This uses predictive search, so please make sure you find the correct mods. The final section for requirements allows you to specify any Other required resources, and can be added by simply adding the name, URL and any notes indicating why it is required. We are very happy to share bandwidth with others to host mods, so if your mod is hosted elsewhere then please feel free to add a link into the Mod Mirrors section at the bottom of the page. Section 6: Manage FilesThis is where you are going to finally upload your files. The Manage Files section is where you will enter details regarding the file you are uploading and then add the file via the browser. You will need to enter a unique to your mod page ‘File Name’, it is good practice to label the file with your mod name and the version you are uploading. The file version is the version that you are uploading and you can place a checkmark in to show that this is the latest version of your mod. The File Category is where you will specify if the mod is either a main file, an update, a legacy file, an optional file or something else entirely. The next step is entering in a file description that will tell the user what this actual file is and what it does. You can then either drag your mod file in .rar, .zip, .7z, .exe or .omod format onto the upload box or browse for it yourself using the system browser via the upload button. When you have completed this, click the Save button and this will add your file to your mod page. You can now add any additional files by repeating the process. Section 7: ArticlesIf you have any articles that you would like to publish alongside your mod, then you can create this within this section. Simply add a title to the article and then add some content using the WYSIWYG editor, much the same way as when you add a description to your mod file. You can then place a checkmark in the appropriate boxes to signal as to whether the article is visible to others, or as to whether you will allow commenting on the article. As with the files for your mod, you can add multiple articles this way. Section 8: Publish ModThe final step… are you ready to publish your mod? Please make sure that you read all of the text in the section thoroughly from start to finish: What happens next?During this process, any new files have remained hidden in our database so only you can see them. Your file remains in this state until you publish. Once published your files become visible to everyone on the Nexus sites and gets added to our "new today", "new recently" and "latest files" sections. It's recommended that you take a look at your file page and ensure everything looks and reads exactly how you want it to before you publish your file. When you're ready, publish your files, you will be taken to the manage your files area where you can make further changes and track the status of your mod. Then if you are ready, click I’m ready, publish my mod.
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In response to post #54659878. #54659948 is also a reply to the same post. The search should be working? Please, can you give some examples as to how it isn't and we'll look into it. Thank you for the feedback.
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RE; DAWN OF THE THIRD AGE, a Dungeon Siege 2 Map
TheTokenGeek replied to garthagain's topic in Site Support
Hey there Garthagain, I'm the person responsible for making the games live on the site and am sorry that yours hasn't shown up. I have just been through the list of games and cannot see the request, if I had seen it then it would have been done by now. If you wouldn't mind giving us a second chance then please upload the mod to the site and I will ensure the game is created and activated asap. Apologies that this hasn't appeared. Regards Paul -
In response to post #50376412. #50378062, #50388222 are all replies on the same post. Thank you Ethreon, will take a look into them.
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In response to post #50379497. Ah okay, so you're looking at it within the forum. This is actually on the front page, which is where it is format for... http://www.nexusmods.com/games/news/13282/?
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In response to post #50376412. Hey GP, do you remember what that mod for FO3 was? I fancy checking it out...
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In response to post #50377567. Thought it was a great mod bud, hence my pick :D What is wrong with the images for you? Just checked them on both my PC and Macbook and they seem fine?
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This week in our Staff Picks - Terrorfox1234 shows he has a heart and looks to rehome an elderly gentleman, SirSalami goes all Hitman and sneaks around Skyrim dressed in the clothes of his enemies, Svariato decides that they are going to begin sinking oils back like they are shots to grant various powers to their characters and weapons, and I go all John Woo and decide that I'm going to run through the Fallout 4 wasteland taking pot shots at the limbs of all those who offend or attack me! If you have any comments then please leave them below and if you have any of your own picks then get them to us using the handy form below. We love to hear the communities picks so keep them coming by using this handy form. Please fill out the form completely and ensure that you add some details about the mod and why you have chosen it (similar to how our community members have below). Just remember that other mods on the site may do roughly the same thing, so keep your eyes peeled and understand that these are just personal picks. That said, hopefully, you'll find something you may not have seen before. width=600,height=353https://staticdelivery.nexusmods.com/mods/1303/images/1177-1-1495247898.jpg[/img] Submitted By: Terrorfox1234 Game: Stardew Valley Mod Author: bluestarkiller Mod: A House for Linus Poor Linus. When I first played Stardew Valley I did what most people do after getting familiar with the farm and basic mechanics. I headed into town to meet all the townsfolk. Everyone in the town has a generally sunny disposition, which is why I was surprised to find Linus, living in a tent and spending all of his time alone. Through dialogue, you learn that most people aren’t very nice to Linus. He spends his time alone, even at the major festivals and town events, and apparently has had his tent destroyed before. The part that really surprised me though was that, with how giving and accepting the townsfolk are in Stardew Valley, no one was offering help or friendship to this old man in the woods. I thought that eventually, through playing the game, I’d be the one to help Linus out. Turns out the most you can do is make friends with him, but his living situation never improves and you can never do anything for him beyond giving him gifts. This mod finally lets you give Linus the ultimate gift. Four walls and a roof! No more sleeping in a tent and worrying about it getting destroyed! This mod, out of any mod, really fits the spirit of the game, in my opinion. It feels good to help Linus and give him a home in Pelican Town. width=600,height=353https://staticdelivery.nexusmods.com/mods/1151/images/24248-0-1494957589.png[/img] Submitted By: BlindJudge Game: Fallout 4 Mod Author: RandomUnit Mod: Realistic Crippled Limbs Effects There is something incredibly satisfying watching a Super Mutant hit the deck after taking out one of his legs with a swift shotgun blast. Not only does it remove some of the air of superiority that these creatures have, but also brings a sense of immersion as weapons now seem to have a much greater impact in a fight. You see it so often in the movies when the protagonist shoots the adversary in the leg, slowing them down; or taking a shot at someone's arm, making them drop the weapon they were just about to let off. Well, this mod is the mod that lets you do all that. Be warned, you may want to stock your companions with stimpaks as the last thing you want is for them to go down and not be able to heal themselves and return to the fight. Don't worry, Dogmeat is okay as he luckily isn't a human, synth or super mutant (obviously!). There are two versions of the mod, so take a read of the description and decide which would best suit your playstyle. Would you like the cripple effect to auto-heal over time or prefer it that you have to ensure that characters have stimpaks to heal themselves. I love the premise of this mod and can't wait to see what the future holds with mods such as this. width=600,height=353https://staticdelivery.nexusmods.com/mods/1704/images/9959-0-1495164201.jpg[/img] Submitted By: SirSalami Game: Skyrim Special Edition Mod Author: fireundubh Mod: Master of Disguise - Immersive Disguises for Skyrim Special Edition While lurking in the shadows can be effective, sometimes the best way to be inconspicuous is to hide in plain sight. That's where Master of Disguise comes in. By wearing the appropriate gear, it's now possible to blend in seamlessly with various NPC factions. Enemy soldiers blocking your path? Not a problem. Find some of their armor and mosey on by. Shadowy assassins have you marked for death? Disguise yourself, then subvert and dismantle their organization from the inside out. Group of bandits seem like they're having a good time? Pop on some fur and join them. The choice is yours! Don't let your guard down though as your disguise may not always be effective based on your situation. Enemies of the faction you are masquerading as will likely be aggressive while wearing hostile attire. Additionally, disguises are not fool-proof. You may get spotted if you are too brazen as line-of-sight, distance, lighting, skills, as well as your equipment directly affect the success of your disguise. Fortunately, brief messages will help you to infer how suspicious the surrounding NPCs may be. Kindly, the author has provided very detailed documentation explaining every aspect of the mod, including the impressively enhanced NPC detection system that's included. Even if you're generally not a sneaky character, this mod allows for so many gameplay opportunities that I think most everyone will find some way to enjoy it. Great work. Thanks fireundubh! width=600,height=353https://staticdelivery.nexusmods.com/mods/1704/images/5249-8-1480634301.png[/img] Submitted By: Svariato (Fadeslayer) Game: Skyrim Special Edition Mod Author: Sable17 Mod: Smithing Oils When it comes to niche mods, I like ones that add something immersive and nifty in a way that I haven't seen before, and Sable17's Smithing Oils is definitely the best example. Sable17 describes it as an immersive way for your warrior character to discard the need to delve into enchanting and alchemy to empower your weapons in the world of Skyrim. Why would a zealous and battle-hungry warrior want to sit and mix flowers together or play with fancy magic shards, anyways? That would be totally immersion-shattering. It adds several different oils into the game of several tiers. These oils either consumed by your brave warrior or applied on your undoubtedly deadly weapon to cause various effects in a very balanced way. The oils you ingest may increase your carry weight like a vanilla potion might, or, less like a vanilla potion, heal you over time. There are some that increase your armor rating for a short while as well. The weapon oils add temporary enchantments to your weapons that wear off after a few hits. There's an oil for each element that causes that type of damage as well as magicka/stamina/health drain over time, depending on the type. There are also nifty Animus Oils that you can apply to your weapon. These oils increase your damage against a specific race or beast in Skyrim. I've only touched on a few of the oils included. There are several more with even cooler effects, not to mention a great and immersive crafting system that scales with Smithing rather than Alchemy or Enchanting. I'll leave you to discover the rest. Personally, even if I don't play a warrior character, I include it anyways because it's simply an awesome mod. Thanks, Sable17, for such a cool mod! Every week, we feature a few mods that have caught our staff's attention, as well as some that were submitted by you, the Nexus Mods community. If there is a mod you'd like to see on this list, then please check out this quick and handy form. If you haven't already, feel free to follow us on our social media channels where we'll keep you up to date with the latest site news, articles and much more. Thanks, and have fun modding!
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In response to post #50318062. #50318772, #50320562, #50323522 are all replies on the same post. We're going to enter into internal testing very soon, followed by focus group testing. We want to iron out as many bugs as possible before releasing it to everyone. It will be worth the wait. I will try and get a number of videos completed showing the responsive design, interaction and the various new look screens as soon as possible. Thanks for your continued support, it's most appreciated.