-
Posts
40 -
Joined
-
Last visited
Nexus Mods Profile
About KalChoedan
Profile Fields
-
Country
United Kingdom
-
Currently Playing
SSE, Pillars of Eternity, WoW, Minecraft
KalChoedan's Achievements
-
Hopefully you can fix this one. The gamepass version of Fallout 76 is fully able to be modded, but has a different .exe name from the Steam version. As a result when you try to manage the game in Vortex, it fails to detect. By default (and in the steam version) Vortex expects to find Fallout76.exe. In the gamepass version, the main executable is Project76_GamePass.exe. Beyond that the data subfolder structure and ini file location are the same, so it should just be a question of allowing a different executable name to be detected.
-
Can't Leave Solstheim (Infinite Loading Screen Error)
KalChoedan replied to Deleted3765355User's topic in Skyrim's Skyrim LE
Uh-huh. I had exactly the same problem as OP, and removing Ethatron's High Quality LOD's fixed it for me. -
patch question, simple and fast answer that anyone can give me
KalChoedan replied to frapfap's topic in Skyrim's Skyrim LE
Yes, it automatically downloads without anything popping up. If you happen to be looking and your PC is at the desktop when it happens, it will pop up one of those little bottom right hand notifiers to tell you it's finished, but that's it. -
"I'll gore you like a beast!" Just guessing here, haven't heard it myself. I'll keep my ears, uh, open.
-
I disagree, that isn't implied at all. All that's suggested is that the author is aware that it had happened, and given people's reactions around you when you use a shout, I don't think it's much of a stretch to imagine it generates a good deal of gossip (off-camera). The author heard that you'd done it, there's nothing to suggest he actually heard you do it. That said, the Greybeards clearly "just know somehow" after you absorb your first Dragon Soul, so it's clearly possible that the author could be someone who was themselves "special" somehow (a dragon, a greybeard, someone with a mcguffin, etc) and that they literally "heard" you do it, even if they weren't actually present. And indeed, they might have been present. I'm not dismissing the idea, but I disagree that it's implied by the note. The "truth" of course is that it's just been written intentionally vaguely exactly so we can all enjoy a bit of wild speculation like this! :D
-
Yes, it's true. Soul trap works just the same as any other weapon enchant for your followers. Whoever is using the soul trap enchant needs to have the soul gems in their inventory - so if you want your follower to fill them, they need to be carrying them. That's all there is to it.
-
Crafting armor and weapons has killed the game for me!!
KalChoedan replied to danny13d's topic in Skyrim's Skyrim LE
Well to be fair, I don't think "just don't use it" is a terribly good solution either, when crafting is such a big part of RPGs for many people. Apart from the balance problems (and the UI... ugh), it's implemented in quite a fun way in Skyrim, very integrated into the world, even if the system itself is actually very simplistic. There really isn't any alternative to "just don't use it" at the moment though, so it's just down to your own judgement and self-restraint. I'd be interested in hearing how people think this could be balanced - seeds of ideas for future mods, right? The obvious one upfront would be what (most) MMOs do - level requirements on gear. That would be a very non-Elder Scrolls method though. Level requirements for crafting with certain mats? Is there something other than level it could be scaled against? -
It's exactly the same as in Oblivion. You get more powerful when you don't drink, but you also lose the ability to pass as human. It's a bit rubbish. There also doesn't seem to be anything like Morrowind's Vampire clans and quest lines. Roll on the mods :)
-
Need serious help, Saarthal dungeon (no spoilers)
KalChoedan replied to MarchWaltz's topic in Skyrim's Skyrim LE
AFAIK the only way that door is getting unlocked is via the relevant early (i.e. 1st) Mages Guild quest. Whether you choose to join the Mages or merely infiltrate them for the purposes of gaining entrance is entirely up to you. Isn't this by definition a spoiler? You're asking for direct confirmation of details of a quest. -
I've no doubt this will happen, and I look forward to it. They've also gone with the frankly insane Oblivion-style Vampirism where you become more powerful when you don't feed but lose the ability to pass as human. There were 3 or 4 really good mods for alternate Vampire systems in Oblivion, and the "supernatural races" are always really popular. I expect this will be a hot area for modding :) Against the lore, huh? Maybe for a regular Joe... but I wonder how many times in Tamriel's history a Dragonborn has tried to contract both conditions? :D
-
Nexus permissions rules (Compilation Patch)
KalChoedan replied to KalChoedan's topic in Site Support
If you do agree that it's a good solution and a feature that will likely be implemented when you do have time, is it unreasonable to suggest that for the moment, you use your editorial discretion to make an exception to the current policy for Zenball's mod (or any similar projects if Zenball no longer intends to continue with his)? -
Nexus permissions rules (Compilation Patch)
KalChoedan replied to KalChoedan's topic in Site Support
You know what? The more I think about it the more I think this is exactly the right answer. It puts all the power in the hands of the modder. Make available a bugfix category and make it very clear that if you choose to put your mod in that category it essentially makes that file forevermore community property. Suddenly the Nexus becomes a valuable bug-searching/stomping tool for anyone motivated enough to take on something like a community patch. Nobody is compelled to put their fix mods into the bugfix category - but if it's a really simple mod, it has to be realised that eventually, someone will. That also proves to be a useful and modder-controlled method of "drawing the line" - no-one at the Nexus needs to make that decision, if an individual modder believes that they put enough effort into the fix that it's become more than a simple bug fix, they can choose to use a different category. By george, I think he has it! -
Nexus permissions rules (Compilation Patch)
KalChoedan replied to KalChoedan's topic in Site Support
It's really important to emphasise this. This is about bug fixes specifically, not about modding in general. The way the community has operated to date is that nobody "owns" bug fixes. That's really important. You find and fix a bug, you let the community know about it (whether by posting about it somewhere or by producing a file and releasing it), that bugfix then becomes part of the community's accumulated knowledge and can then be incorporated wherever it's relevant, whether that's into an over-arching bugfix "unofficial patch" or just into your own mod that happens to touch the same things. The original discoverer of the bug/author of the fix certainly deserves credit for finding the bug/figuring out the fix, but they certainly don't have any right to deny anyone else permission to fix that bug themselves (which is what denying permission to use "their work" would amount to.) -
Nexus permissions rules (Compilation Patch)
KalChoedan replied to KalChoedan's topic in Site Support
Again, it's not really about modder's rights, per se - I think everyone here is in agreement that supporting modder's rights is a good thing. The point, really, is that the permissions system isn't actually doing that - it doesn't deter the dishonest from being dishonest and it may even lead those who would otherwise be honest to either be dishonest or simply not submit their work at all. Nobody gains from this system; honest modders and community lose out. What is the benefit? Really I think it's about the nature of bug fix mods and how the technical part of the community operates. It makes no sense to talk about "stealing other's work" when we are talking about single-bit bugfixes; that someone else fixed it first does not take away any other individual's right to fix that bug themselves (and release their fix publically). Given that not only is there no way to tell but there isn't actually any difference between a file produced completely from scratch without reference to anyone else's work, a file that was produced manually after examining someone else's code or a file that was simply merged in via a tool like FNVEdit, the resulting file would necessarily and by the nature of bugfixes, be exactly the same. Are we really trying to exert control over what tools mod authors can use to produce their files? Are we just trying to insure the purity of our mod's intangible "souls"? If they had had to operate under this system, Quarn and Kivan would never have been able to produce either of their Unofficial Patches, which had a list of fixes contributed by others that was into the high hundreds, in addition to work done exclusively by Quarn and Kivan. Can you imagine if they had to painstakingly contact (and retain documentation of that contact) every single contributor and obtain their explicit permission to include "their work" - and all this just to satisfy one hosting site's rules? -
Nexus permissions rules (Compilation Patch)
KalChoedan replied to KalChoedan's topic in Site Support
I just want to try and underscore exactly why this policy makes no sense in as simple terms as possible so we can all get on the same page here. Showler in the original discussion on Bethsoft's boards said the following: Dark0ne said something similar in this thread: Now I'm sure we can all understand the reasoning here and it is clearly well-intentioned. It makes perfect sense in the case of mods including longer scripts, external assets or anything else which would make it uniquely identifiable. However in the case of a bugfix mod there is simply no way for an external party to tell the difference between the nominally "merged" .esp and the manually edited .esp - the result would in fact be identical. All you are really asserting any control over is which tools the modder uses - a merge tool or a pen and paper and their memory - but there's still no way for you to know which was in fact used. This means that you are reliant on the individual releasing the new mod to be honest about his sources - if they decided to lie, there would be absolutely no way for you to know. You are therefore still exactly as reliant on the "honour system" as you were before the permissions system was implemented. The only difference now is that any honest modder who would previously have simply given due credit is now forced to invest a significant amount of extra time obtaining and tracking individual permissions to incorporate each fix - and remember in the case of a bugfix mod this may amount to several hundred individual requests for permission, each of which will require contact with an individual who may or may not be readily available online. As more and more fixes are discovered by the community and incorporated this load will only increase. Basically, you are significantly penalising anyone who wants to be honest while doing absolutely nothing to deter anyone who wishes to be dishonest. I hope that makes it clear why, despite the best intentions, the permissions system is counterproductive, at least the way it is implemented currently as regards "bug fix" type mods.