Jump to content

Wolfpack49

Premium Member
  • Posts

    132
  • Joined

  • Last visited

Nexus Mods Profile

About Wolfpack49

Profile Fields

  • Country
    None
  • Currently Playing
    Skyrim Special Edition

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Wolfpack49's Achievements

Collaborator

Collaborator (7/14)

10

Reputation

2

Community Answers

  1. I think you’re talking about something different. Tracked Content Updates are just your tracked mods. Nothing changed except the tab location.
  2. You can still get to it from the main home page. It’s still a tab. Critical feature, needs to be kept.
  3. Just so the designers are aware how people use the site. When reading forums or checking on messages, people often use both the PC and the smart phone to check on messaging. When actually modding their game to play, they are almost exclusively using the PC because they are typically playing the game from their PC. They are downloading mods, installing with a mod manager, moving files, etc. and so are using the desktop browser. Please keep this in mind when skewing the design towards mobile. Mobile is almost always a secondary use of the site.
  4. Overall the look of the new design looks good. That said, the two things I would give serious consideration to (desktop view): The tile dimensions in general are too large, especially the news tiles, which end up looking horsey and hard to scan. I'd recommend using the existing tile dimensions. The space between tiles is too large, which also makes things look horsey and hard to scan. I'd recommend returning to the existing space between tiles. I noted that the space on the Nexus home page is different than the spacing on the individual game pages. The home page spacing is more reasonable. I'd also second the search tool simply being a dropdown instead of the large modal window -- the dropdown is handy and unobtrusive searching for a mod and isn't as jarring as the modal taking over the page. Oh, one other item -- I note that you're using fixed width on the main container on the desktop. It would be really nice if the page were responsive reacted to the browser width, such that the number of tiles shown across the page would grow or reduce based on screen resolution. You could still have some margin for aesthetic purposes, but if you have a larger screen, it seems like a lot of wasted space to retain that narrow, fixed-width center container.
  5. I would think the total file size of all main files would be the best number to show.
  6. I think the news items card are inordinately large. You could easily fit 4 on a row for these. I almost think they should just be the same dimensions as the mod cards.
  7. I see Tracked Content Updates was moved to the main Nexus page and is no longer on the main game page. That's fine, thanks for keeping it. It could actually go to the "Tracking Centre" I suppose too, the main thing is that we don't lose this functionality.
  8. So I've been doing some testing with the hearthfire mills, and although the crafting menu is coming up when entering ("sitting"), it does not seem to be getting detected as furniture, even though xedit has it clearly categorized as such. Workbenches and everything else seem to be getting detected just fine -- does anyone happen to know if there was something different about the way mills were created?
  9. Okay, really weird -- I checked my EngineFixes.toml settings and somehow they got reverted to the defaults. I restored the correct settings and all is working again. It's strange, because I didn't think I touched EF, but in any case, all is fixed.
  10. Well, I foolishly went on a mod updating spree, and I am of course now paying the price with a CTD on loading a save,,,, (yes, I know better!) I've been going through the crash logs and a few lines that keep showing up periodically are these, and I seem to remember seeing these before one time when I was crashing. Do these give any clear pointers to mods that might be an issue -- I know for certain USSEP isn't at fault, but maybe something is trying to reference it? I removed the reference from Synthesis.esp but it still shows up as being triggered by Skyrim.esm so I don't think that Synthesis is at fault either. [RSP+818 ] 0x1C0608C2E80 (EffectSetting*) File: "Unofficial Skyrim Special Edition Patch.esp" Modified by: Skyrim.esm -> Unofficial Skyrim Special Edition Patch.esp Flags: 0x00000009 kDestructible | kInitialized Name: "Fortify Armor Rating" FormID: 0x00017120 FormType: MagicEffect (18) GetFullName: "Fortify Armor Rating" [RSP+820 ] 0x1BFC0DA6100 (BSScript::Internal::VirtualMachine*) [RSP+828 ] 0x1AC193F810 (void*) [RSP+830 ] 0x7FF648CF60EE (void* -> SkyrimSE.exe+01560EE mov ebp, eax) [RSP+838 ] 0x1C06FF0FA70 (void*) [RSP+840 ] 0x1C06054A080 (PlayerCharacter*) Flags: 0x00000408 Name: "Prisoner" FormID: 0x00000014 FormType: ActorCharacter (62) Flags: 0x00000408 Name: "Prisoner" FormID: 0x00000014 FormType: ActorCharacter (62) Object Reference: File: "Synthesis.esp" Modified by: Skyrim.esm -> Synthesis.esp Flags: 0x00000009 kDestructible | kInitialized Name: "Prisoner" FormID: 0x00000007 FormType: NPC (43) Flags: 0x00000408 kInitialized FormID: 0x00000014 FormType: ActorCharacter (62) Attached the whole log if it helps. Thanks for any pointers..urg. Going now methodically back through my installs and reverting to see if i can find the culprit.
  11. Ah, wait, you have a lod issue. Are you using xlodgen? If so, adjust brightness when you run until you find the sweet spot. Landscapes that have lod terrain already included don't have this issue, but landscapes that don't include will need to be generated.
  12. So I came across an odd situation where if an animation is playing in the background (such as Crafting), you enter a search in the SkyUI Crafting filter, and then close out of the menu, the animation gets stuck and doesn't return control to the player. I tried using: Debug.SendAnimationEvent(Game.GetPlayer(), "IdleForceDefaultState") Game.EnablePlayerControls() While that snaps the character out of the crafting animation, it still keeps the character frozen in place with no movement control. Has anyone come across anything similar? It's very specific to using the Filter search in SkyUI. Thanks -- any insight is appreciated!
  13. https://wiki.nexusmods.com/index.php/Skyui_Skse64_installation_guide
  14. You should check this mod and read the description carefully: https://www.nexusmods.com/skyrimspecialedition/mods/57643
×
×
  • Create New...