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In response to post #39803635.


carbamoylase wrote: First off I wanted add my thanks to the nexus staff for making this resource and allowing the total computer illiterates like myself to have an easy and straight forward way to download and install mods to Skyrim. This makes the game so much better. A question which I hope is appropriate for here. I apologize if I don't have the concept right but all the mods on the nexus are made to the 32 bit version of the Skyrim esm master (or Dawnguard, or Hearthfire or Dragonborn masters for that matter). The Skyrim Special Edition will have a 64 bit Skyrim esm master? Does that mean that all mods that were something other than texture or nif replacers would not work anymore with the 64 bit master if they were made for the 32 bit master? Or does that only apply to mods with scripts? For example would AFT work with the 64 bit master if it was made for the 32 bit master? I guess would all my old mods work if I upgraded to Skyrim Special Edition? Or only certain categories of them? Would NMM still work? It would be a tremendous amount of effort for the nexus team and modders to have to retool every mod to be compatible with 64 bit masters if that were the case, A tip of my hat to you all.


The 64 bit part would be the executable, and Pete Hines said existing mods would be compatible (they'd be mad not to do whatever they can to make that the case). Keep in mind most users were using unofficial 64-Bit patches when most of these mods were made, too. Though obviously there is discussion above about mesh/light formats.

At a guess, I'd say external tools like SKSE would need to be updated, so mods using that would have to wait until an updated version with relevant functionality is out (if they need to redo large amounts of work to get that working again then I guess it could take a while). I've got 0 idea what would be involved in that though, so take it with a pinch of salt. Edited by th1nk
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In response to post #39803635. #39807825 is also a reply to the same post.


carbamoylase wrote: First off I wanted add my thanks to the nexus staff for making this resource and allowing the total computer illiterates like myself to have an easy and straight forward way to download and install mods to Skyrim. This makes the game so much better. A question which I hope is appropriate for here. I apologize if I don't have the concept right but all the mods on the nexus are made to the 32 bit version of the Skyrim esm master (or Dawnguard, or Hearthfire or Dragonborn masters for that matter). The Skyrim Special Edition will have a 64 bit Skyrim esm master? Does that mean that all mods that were something other than texture or nif replacers would not work anymore with the 64 bit master if they were made for the 32 bit master? Or does that only apply to mods with scripts? For example would AFT work with the 64 bit master if it was made for the 32 bit master? I guess would all my old mods work if I upgraded to Skyrim Special Edition? Or only certain categories of them? Would NMM still work? It would be a tremendous amount of effort for the nexus team and modders to have to retool every mod to be compatible with 64 bit masters if that were the case, A tip of my hat to you all.
th1nk wrote: The 64 bit part would be the executable, and Pete Hines said existing mods would be compatible (they'd be mad not to do whatever they can to make that the case). Keep in mind most users were using unofficial 64-Bit patches when most of these mods were made, too. Though obviously there is discussion above about mesh/light formats.

At a guess, I'd say external tools like SKSE would need to be updated, so mods using that would have to wait until an updated version with relevant functionality is out (if they need to redo large amounts of work to get that working again then I guess it could take a while). I've got 0 idea what would be involved in that though, so take it with a pinch of salt.


Thanks for the info. I guess the whole compatibility issue won't come into full focus until people try out mods with Skyrim Special Edition. Personally I try to avoid complicated mods and ones with scripts as I am not very adept at trouble shooting and don't want to break my game. But the helpful suggestions of everyone in the nexus have been invaluable for me to construct a load order that results in a more or less stable game.
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In response to post #39803635. #39807825, #39808475 are all replies on the same post.


carbamoylase wrote: First off I wanted add my thanks to the nexus staff for making this resource and allowing the total computer illiterates like myself to have an easy and straight forward way to download and install mods to Skyrim. This makes the game so much better. A question which I hope is appropriate for here. I apologize if I don't have the concept right but all the mods on the nexus are made to the 32 bit version of the Skyrim esm master (or Dawnguard, or Hearthfire or Dragonborn masters for that matter). The Skyrim Special Edition will have a 64 bit Skyrim esm master? Does that mean that all mods that were something other than texture or nif replacers would not work anymore with the 64 bit master if they were made for the 32 bit master? Or does that only apply to mods with scripts? For example would AFT work with the 64 bit master if it was made for the 32 bit master? I guess would all my old mods work if I upgraded to Skyrim Special Edition? Or only certain categories of them? Would NMM still work? It would be a tremendous amount of effort for the nexus team and modders to have to retool every mod to be compatible with 64 bit masters if that were the case, A tip of my hat to you all.
th1nk wrote: The 64 bit part would be the executable, and Pete Hines said existing mods would be compatible (they'd be mad not to do whatever they can to make that the case). Keep in mind most users were using unofficial 64-Bit patches when most of these mods were made, too. Though obviously there is discussion above about mesh/light formats.

At a guess, I'd say external tools like SKSE would need to be updated, so mods using that would have to wait until an updated version with relevant functionality is out (if they need to redo large amounts of work to get that working again then I guess it could take a while). I've got 0 idea what would be involved in that though, so take it with a pinch of salt.
carbamoylase wrote: Thanks for the info. I guess the whole compatibility issue won't come into full focus until people try out mods with Skyrim Special Edition. Personally I try to avoid complicated mods and ones with scripts as I am not very adept at trouble shooting and don't want to break my game. But the helpful suggestions of everyone in the nexus have been invaluable for me to construct a load order that results in a more or less stable game.


Remember that Pete Hines can answer the question only within the limits of what the CK is intended to do.

Many Skyrim Mods go far beyond the CK's possibilities, especially those which use SKSE. It's also not sure if the current SKSE will be running with the new 64Bit exe. Although I'm pretty sure that the awesome SKSE people will look into that, It might still be possible that some mods won't run until being updated.
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In response to post #39675940. #39677215, #39679030, #39680875, #39683735, #39684460, #39688180, #39690275, #39694390, #39705550, #39731905, #39746910, #39763900, #39779675 are all replies on the same post.


Kregen wrote: why do'nt beth just hire youguys to run thier modding center and forums, you at least know what you are doing and instill confidance into the comunity.
kevindad1 wrote: Does Bethesda know that Nexus exists?
Benjamin0329 wrote: They know it exists.
kevindad1 wrote: Well I don't see the point in the website if Nexus exists. They could have just teamed up with this site and there would be no problems with modding.
Crimsonhawk87 wrote: Err, we've all been saying the same thing for months now....in fact, the only ones who do not agree with us are Bethesda and a handful of console users (not all mind you, I'd venture to say not even a majority, but a few like the wild west show that is Beth.net). Dead horse, beaten.
1stReaper wrote: @Kregen

if beth hired Dark0ne and the team
you can be damn sure beth would fire todd howard and give them his job =/...

im actually surprized howard STILL his job considering the fact that
they 1st try to stick paid for mods into action, 2nd rise the price tag off the season pass
and <3rd strike>... stateing "nukaworld is the last dlc"... making the rised pricetag a complete rip off...

if howard worked for me i'd have thrown him out the second the 3rd strike get laid down =/...

@Dark0ne
Cheers for helping the modding community as much as you guys and girls have :),
lets hope that things continue to pick up, and repair the wounds from the recent event with the mod thieves taking stuff that dont belong to them =/... it sucks as we're still recovering the trust lost because of the paid for mods =/....

Keep up the awesome work :)

<edit>
@crimsonhawk87,
mmm my guess is if beth teamed up with Dark0ne, they would lose out because on the nexus they wouldn't have control of what happens with the mods.. and thank f**king god... if they did it'd be the end of the modding community =/... (if paid for mods have anything to say about it)

Aragingmonk wrote: "Well I don't see the point in the website if Nexus exists. They could have just teamed up with this site and there would be no problems with modding."

Bethesda will end up charging for mods in the future, when they get this worked out. If they control the creation kit they can eventually state in the rules that you have to put the mod on their site. Then they will charge for it.

ESO = Failure went free to play. Doom = Failure had to release free demo and extend it. cannot say much about FO4 because I did not buy it, but have read the fiasco over charging too much for season pass and poor dlc content.

They should concentrate on making a decent game that we do not have to fix instead of raping peoples wallet. Almost as bad as EA!
digitaltrucker wrote: I suspect it's more Pete Hines than Todd Howard (not excusing Howard in any way, mind you).
LordCybot wrote: "Well I don't see the point in the website if Nexus exists. They could have just teamed up with this site and there would be no problems with modding. "

Because Bethesda wants to eventually corner the market and be the by far largest and most used mod distributing site, that way they can more easily control what gets put out, growns in popularity, sinks ins popularity etc etc
Kregen wrote: I'd just like to point out one other thing Beth already has paid mods they are called DLC.
Tantalus010 wrote: You REALLY don't want Bethesda in charge of the Nexus, which is what would have to happen in order for Robin and his team to be the official source for mods for Bethesda games. I promise you they absolutely would NOT allow the Nexus to be the official source for mods and remain independently operated, and if they controlled it, there would be many undesirable changes.
Kregen wrote: Well actualy I suggested that Dark0ne and crew run beths own site not make nexus the new beth site. I agree it would be very undesirable for beth to own nexus out right. An independant option is always a good thing, monopolies cause stagnation.
soadivine wrote: or they could just pay modders lump sums for mod packages they can use for dlc. not that i want to pay out the yahoo but i dont mind supporting stuff i love.
tmarcl wrote: @kevindad1: They don't want to just team up with Nexus because they can't control it. The Nexus is a privately owned site, and Bethesda would have no ability to control the moderators, or even what mods can and cannot be uploaded, or how they are downloaded.


Remember that Bethesda's behavior is still quite unique when compared to other companies. While it might not be perfect that they deliver games that are somewhat broken it's still awesome that they provide the community with the tools to fix and extend them.

I clearly remember the times when "tinkering with a game" was considered as totally evil and the pure existence of 3rd party tools on your homepage could get you into more trouble than you've ever asked for (Yeah, I'm looking at you, Eidos and Core Design.)

Speaking of which... being soft banned on Dark Souls 3 for ... well, I honestly still don't know ... reminded me painfully about the awesomeness of single player games and especially TES.

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In response to post #39749725.


DaddyDirection wrote:

 

@Kregen

if beth hired Dark0ne and the team
you can be damn sure beth would fire todd howard and give them his job =/...

im actually surprized howard STILL his job considering the fact that
they 1st try to stick paid for mods into action, 2nd rise the price tag off the season pass
and <3rd strike>... stateing "nukaworld is the last dlc"... making the rised pricetag a complete rip off...

if howard worked for me i'd have thrown him out the second the 3rd strike get laid down =/...

@Dark0ne
Cheers for helping the modding community as much as you guys and girls have :smile:,
lets hope that things continue to pick up, and repair the wounds from the recent event with the mod thieves taking stuff that dont belong to them =/... it sucks as we're still recovering the trust lost because of the paid for mods =/....

Keep up the awesome work :smile:

<edit>
@crimsonhawk87,
mmm my guess is if beth teamed up with Dark0ne, they would lose out because on the nexus they wouldn't have control of what happens with the mods.. and thank f**king god... if they did it'd be the end of the modding community =/... (if paid for mods have anything to say about it)

 

 

Yeah, because Todd Howard makes the business decisions over at Bethesda Softworks. People need to stop blaming everything on Todd Howard. He is lead developer of Bethesda Games Studios, he is not an executive at Bethesda Softworks. Do you really think he is the one managing Bethesda.net? I mean seriously, do you or anyone else really think that?


People always forget that because he is one of the few lead devs in the business who appear in public quite frequently. He even might not approve of everything that happens during development but being signed to a company also means that you go d'accord with your bosses in public.
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In response to post #39775940.


desypage wrote: ... mennyi fröcsögés! Ha valaki csinál bármit másokért és azt közreadja, akkor az, már nem az övé... csak a neve jelzi és a felé irányuló kérések, hogy az alkotás elfogadott élményt adjon a használónak.
Hanem, vannak, akik pénzért akarnak árusítani olyan munkákat, amit végeztek, részben de bizonyára ingyenes vagy olyan szoftverháttérrel, amit megszereztek. Ez pedig nem a jószolgálati kategória... teljesen függetlenül a létrehozott produkciótól! Ez kemény üzlet... és adózatlan!
Az engedélyezési jólszituáltság meg kimondottan KULTURÁLTSÁGI kérdés!
Vélelmem, hogy alapból engedett kell legyen a termék honosítása vagy bármilyen formátumú terjesztése.... hiszen ezért jött létre... vagy ha nem, akkor a letöltése is csak pénz ellenében lenne, külön felhasználási kötelmekkel és feltételekkel... de itt ehhez, kinek, melyik alkotónak volna joga?


If only english was a language one could use to talk to users of an international site. Guess manners are not a thing back home, eh?
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In response to post #39828580.


WhiteTigerX wrote: Please fix the download Problem, i wait now over 4 months, to download new mod updates and it work not nmm, is it no more funny


What download problem?
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In response to post #39775940. #39844730 is also a reply to the same post.


desypage wrote: ... mennyi fröcsögés! Ha valaki csinál bármit másokért és azt közreadja, akkor az, már nem az övé... csak a neve jelzi és a felé irányuló kérések, hogy az alkotás elfogadott élményt adjon a használónak.
Hanem, vannak, akik pénzért akarnak árusítani olyan munkákat, amit végeztek, részben de bizonyára ingyenes vagy olyan szoftverháttérrel, amit megszereztek. Ez pedig nem a jószolgálati kategória... teljesen függetlenül a létrehozott produkciótól! Ez kemény üzlet... és adózatlan!
Az engedélyezési jólszituáltság meg kimondottan KULTURÁLTSÁGI kérdés!
Vélelmem, hogy alapból engedett kell legyen a termék honosítása vagy bármilyen formátumú terjesztése.... hiszen ezért jött létre... vagy ha nem, akkor a letöltése is csak pénz ellenében lenne, külön felhasználási kötelmekkel és feltételekkel... de itt ehhez, kinek, melyik alkotónak volna joga?
Ethreon wrote: If only english was a language one could use to talk to users of an international site. Guess manners are not a thing back home, eh?


I tried plugging this into Google translator and...yeah, it doesn't handle Hungarian very well, I'm afraid.
"... How much splashing ! If anyone is doing anything for others and is published , it is no longer hers ... just the name indicates , and for requests to that adopted in the work experience to give the user .
But , there are those who want to sell a work for money, they have done , but certainly partly free or a software background , we acquired . This is not the good offices Categories ... completely independent of the produkciótól up ! It's a hard business ... and untaxed !
The licensing jólszituáltság a specially cultured BENEFIT question!
The presumption that the fund should be localizing products or distribute in any format .... since it was set up so ... or if not, then the money would be download only against separate conditions of use and the constraints ... but you gave here everyone, which would constitute the law ?"

That's as close as it got. I'm not sure what this individual is asking, though.
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