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joats posted:Holy poo poo! I've put up with Arthmoor's petty bullshit up to this point, in the name of trying to make the USKP a bit better, but this is too much. gently caress that guy. Kilroy fucked around with this message at 01:01 on Feb 18, 2014 |
# ? Feb 18, 2014 00:45 |
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# ? Jun 4, 2024 13:19 |
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Mr. Crow posted:It used to be a popular key-logger-magnet for the same reason it got popular. I downloaded one of the Skyrim mods and ran it through the MalwareBytes scanner and Avast! and it didn't see anything. There was a file inside the archive with a .manifest extension and if I remember correctly from my WoW days that was simply used by the Curse client to track the file. I didn't have to use the client to download the mod, either - direct download is an option. It might require a registered account to access but then, so does the Nexus. I guess the question is at what point dealing with Nexus politics and administration becomes more painful than the nebulous threat of (possible) malware. The latter, at least, you can remove. ANIME IS BLOOD fucked around with this message at 01:03 on Feb 18, 2014 |
# ? Feb 18, 2014 00:58 |
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Curse runs the Minecraft community and if anything it's an even more juvenile, spiteful, and insular community than the Elder Scrolls mod scene. You would have to click on AdFly links to download mods, modders would start writing code that would wreck your Skyrim install if you played the game through Mod Organizer instead of the hypothetical Curse client, or would write their mods in such a way that it would corrupt your save if you ran it alongside a mod created by someone they didn't like. Because that's Minecraft modding, and Curse doesn't give a poo poo cleaning up any of that. So imagine the pants-on-head stupidity of the Nexus with the added bonus of malware (from AdFly ads) and mods written to deliberately gently caress up your game.
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# ? Feb 18, 2014 01:44 |
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Preem Palver posted:Curse runs the Minecraft community and if anything it's an even more juvenile, spiteful, and insular community than the Elder Scrolls mod scene. You would have to click on AdFly links to download mods, modders would start writing code that would wreck your Skyrim install if you played the game through Mod Organizer instead of the hypothetical Curse client, or would write their mods in such a way that it would corrupt your save if you ran it alongside a mod created by someone they didn't like. Because that's Minecraft modding, and Curse doesn't give a poo poo cleaning up any of that. Looking at the site it seems like Curse is only running the front end servers that handle the downloads; the communities that are in the back end remain independent. This looks to be the "back end" community behind the Curse front end - completely indivisible from the Minecraft ne'erdwells. If anything the downside here is that the community looks all but derelict, and Curse might not one day be inclined to keep paying the server bills for it. ANIME IS BLOOD fucked around with this message at 01:51 on Feb 18, 2014 |
# ? Feb 18, 2014 01:48 |
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Curse is as bad as the Nexus, for different reasons, like buying up Wikis, leaving them unmaintained, and then serving up poo poo ads on them. Just one example but seriously when it comes to ~~~ video game mods~ there is no ideal site.
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# ? Feb 18, 2014 02:11 |
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It was a thought, anyway. I just think we need something to compete with Nexus that serves mods in the same fashion, if only to break the monopoly and force them to be less intolerable. Curse just seems to be the only other major-league presence with the size and clout to do that. In other news I've released Anska Enhanced, which turns the tomb-raiding genealogist you probably never knew existed into a full follower, complete with travel commentary.* *shamelessly cribbed from Mjoll
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# ? Feb 18, 2014 02:18 |
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Gyshall posted:Curse is as bad as the Nexus, for different reasons, like buying up Wikis, leaving them unmaintained, and then serving up poo poo ads on them. Just one example but seriously when it comes to ~~~ video game mods~ there is no ideal site. I would say that planet phillip has been the only good mod site I have been to. It's all half life 2 mods and is because there isn't a good well known site for them and its basically his own map collection of every map he can find. Or maybe it's because mappers are just better people.
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# ? Feb 18, 2014 03:01 |
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My friend was wanting to get a bunch of mods for skyrim. I have been trying to understand how Nexus works. Do you have to pay money every month to use it? Does it require payment at all? I looked at their FAQs, and they were not very good at answering. Apparently, you have to keep paying in order to use the mods you download, right? Or is it a one time payment? The Skeleton King fucked around with this message at 03:23 on Feb 18, 2014 |
# ? Feb 18, 2014 03:20 |
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I AM THE M00N! posted:My friend was wanting to get a bunch of mods for skyrim. I have been trying to understand how Nexus works. Do you have to pay money every month to use it? Does it require payment at all?
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# ? Feb 18, 2014 03:21 |
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Derailing again but I never noticed how bad arthmoor was until this uskp problem and reading how he handles it on the nexus forums and that little community modding forum. In one he acts like a complete dick that ignores advice because of some egotistical superiority complex based partially on senority and admits a disdane for mod users. He basically says gently caress those guys that downloads our mods. On the nexus forums he takes the ideas of other people, passes them off as his own all while pretending that he is serving the good of the mod userbase and continuing to blame those that actually worked hard on a fix as slowing down the work or causing problems and grief. He is loving crazy.
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# ? Feb 18, 2014 03:39 |
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The Mad Archivist posted:You're forgetting the part where they're banned without appeal for some pedantic reason. Ahahahaha, oh boy, Curse is whole 'nother . I'm not too well versed in the history, but there's been... a fair few shitstorms with Curse in the past. ...What ever happened to... I think it was called Planet Elder Scrolls? Did it just fade away a few years ago?
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# ? Feb 18, 2014 03:48 |
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Planet Elder Scrolls still exist. It just isn't as popular for Skyrim mods as the Nexus. Also, is there an alternative compiled bug fix patch? The more I learn of Arthmoor, the less I would want to use his mods.
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# ? Feb 18, 2014 03:55 |
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At this point, making an alternative to the USKP would be too hard a task.
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# ? Feb 18, 2014 04:05 |
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There's also TES Alliance which seems better even if only for the lack of karma-whoring features. I only run into it when looking for Duke Patrick's mods, though.
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# ? Feb 18, 2014 04:09 |
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The Mad Archivist posted:In other news I've released Anska Enhanced, which turns the tomb-raiding genealogist you probably never knew existed into a full follower, complete with travel commentary.* Please keep doing this. It is awesome. v1ld posted:There's also TES Alliance which seems better even if only for the lack of karma-whoring features. I only run into it when looking for Duke Patrick's mods, though. Yeah I'm in the same boat. It's only downside really is "it's not as well known as the nexus", which is a shame. Thank god the Morrowind community is vehemently anti-nexus (and also why Arthmoor takes stabs at the Morrowind patch project whenever he can )
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# ? Feb 18, 2014 04:39 |
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Modding Morrowind can be a lot more frustrating though as the entire community is spread out across like five different websites and a host of dead links so you get started looking around and next thing you know its twelve hours later and you're waiting on the google translate to finish for this russian mod site that is the only place left for the mod you crave.
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# ? Feb 18, 2014 04:48 |
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I AM THE M00N! posted:My friend was wanting to get a bunch of mods for skyrim. I have been trying to understand how Nexus works. Do you have to pay money every month to use it? Does it require payment at all? I looked at their FAQs, and they were not very good at answering. Absolutely no payment necessary. Just keep on trucking when signing up. And get the Nexus Mod Manager, it will make your life much easier.
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# ? Feb 18, 2014 04:52 |
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Mortimer posted:Please keep doing this. It is awesome. One of my Heimskr commenters mentioned doing Nazeem - as ridiculous as the idea seems it has merit. He said to do it as a sort of 'Jaime Lannister style snarky swordmaster.' I'm going to start rummaging through all the voice clips from the 'malecondescending' voice type and see if I can get something worthwhile together.
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# ? Feb 18, 2014 05:01 |
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Well for what ever goes on in the background of nexus, the site provides one of the best if not the best interface for browsing through and downloading tes mods.
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# ? Feb 18, 2014 05:03 |
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I'm having a lot of trouble with Blackreach Railroad. The mod just does not stay enabled. I check the box, then I come back letter and it's unchecked again. The .esp seems to stay enabled just fine but the .esm won't and I have no idea why. It means I can't play the mod.
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# ? Feb 18, 2014 05:06 |
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The Mad Archivist posted:One of my Heimskr commenters mentioned doing Nazeem - as ridiculous as the idea seems it has merit. He said to do it as a sort of 'Jaime Lannister style snarky swordmaster.' I'm going to start rummaging through all the voice clips from the 'malecondescending' voice type and see if I can get something worthwhile together. Doesn't Nazeem share the same voice as Marcurio (the wizard mercenary from Riften)?
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# ? Feb 18, 2014 05:08 |
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Scyantific posted:Doesn't Nazeem share the same voice as Marcurio (the wizard mercenary from Riften)? Nah, Marcurio is MaleEvenToned, while Nazeem is MaleCondescending. The latter I don't think is even normally a valid voicetype for followers so this could take considerable doing, I'd basically be making a custom-voiced NPC. But I think I've got enough experience under my belt at this point to tackle it, and I know there are at least a couple good guides for it out there. Potentially a dumb Mod Organizer question, but is there a way to get the CK and MO to play along with each other? Whenever I runt the CK through MO it bitches at me and crashes whenever I try to compile scripts or do anything more basic than switch numbers around in NPC records.
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# ? Feb 18, 2014 05:14 |
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Berke Negri posted:Modding Morrowind can be a lot more frustrating though as the entire community is spread out across like five different websites and a host of dead links so you get started looking around and next thing you know its twelve hours later and you're waiting on the google translate to finish for this russian mod site that is the only place left for the mod you crave. http://mw.modhistory.com/ ^nearly every mod for morrowind ever made. Find lists on other sites, search for them there (but this is skyrim modding ) The Mad Archivist posted:Potentially a dumb Mod Organizer question, but is there a way to get the CK and MO to play along with each other? Whenever I runt the CK through MO it bitches at me and crashes whenever I try to compile scripts or do anything more basic than switch numbers around in NPC records. I had the same thing, my solution was "don't run CK through MO".
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# ? Feb 18, 2014 05:20 |
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I'm back into Skyrim after not playing for quite a while. I took an afternoon to update my Mod Manager and all my active mods. For some reason, I don't have some of the basic Smelting options like Steel and Corundum. I can see Iron, Silver, Gold, Dwarven (only Large Struts as the option), and Leather from a smelter for some goddamn reason. Any idea what mod is causing this? Is it just a skill check that I'm missing to add them to the list? I've got several armor/smithing mods on but I don't remember this being an issue before. The ones I can tell I know affect smithing directly are Ars Metallica and Lost Art of the Blacksmith, plus I have various armor mods like Armonizer and Immersive Armors.
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# ? Feb 18, 2014 05:44 |
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Also, I might as well ask about this: The OP mentions that a blue tint happens with SoS, and explains how to fix it. I don't know if this is the same problem, either way I'm not using 0.199 (I'm using the latest version with K ENB) and my enbseries.ini doesn't have the line it tells you to change. This blue tint happens randomly when I load up the game and also seems triggered by magic use or stepping on those lightning traps.
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# ? Feb 18, 2014 05:49 |
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New Leaf posted:I'm back into Skyrim after not playing for quite a while. I took an afternoon to update my Mod Manager and all my active mods. For some reason, I don't have some of the basic Smelting options like Steel and Corundum. I can see Iron, Silver, Gold, Dwarven (only Large Struts as the option), and Leather from a smelter for some goddamn reason. Any idea what mod is causing this? Is it just a skill check that I'm missing to add them to the list? I've got several armor/smithing mods on but I don't remember this being an issue before. The ones I can tell I know affect smithing directly are Ars Metallica and Lost Art of the Blacksmith, plus I have various armor mods like Armonizer and Immersive Armors. You shouldn't update all of your mods and suddenly expect your old saves to work, if that's what you're wondering.
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# ? Feb 18, 2014 06:03 |
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Prophecy120 posted:Can anyone elaborate to a modding newbie how to do this? Is it as simple as finding an XML file and adding the pastebin text to it, or is there a step I'm missing? I searched around online and the only things I've really found are a bunch of different custom 'lootifications'. Thanks.
Also, Here is bunch of other stuff I've lootified, including Complete Crafting Overhaul Remade, FF7 Blades at the Forge, Keyblades, and Warmonger's Armory. Those ones you'll just want to paste into your custom.xml file.
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# ? Feb 18, 2014 06:08 |
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Question: If one were to have a mod where crime bounties on the player gradually decay when they spend time away from the place that considers them a criminal, would it be better for the player have to stay away from the entire hold, or just the main city of that hold? I'm leaning towards the latter, but a little bit ambivalent.
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# ? Feb 18, 2014 06:12 |
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Strudel Man posted:Question: Both via MCM if you can manage it? I know I need to learn how to work that thing. Also, I'd suggest that you adjust the equation to erode on a curve - small bounties decay faster while larger ones decay more slowly. And a slider to adjust that in MCM.
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# ? Feb 18, 2014 06:32 |
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The Mad Archivist posted:Both via MCM if you can manage it? I know I need to learn how to work that thing. My current, somewhat tentative plan for an equation is that the bounty decays each day to (x * 0.9) - 5 gold, where x is the previous day's value. I need both an absolute and a proportional change in order for small bounties actually to go away and for large ones to decrease meaningfully. Using these values, being caught pick-pocketing would be forgotten about in four days, and murder would take...about a month? That's a while, game-time, even if it's probably still a little short treated 'realistically.' I've also discovered that apparently the game actually tracks violent and non-violent crime separately, so if I wanted to, I could have them decay separately. Not sure I really want to, though.
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# ? Feb 18, 2014 06:44 |
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Agents are GO! posted:
I'm a bit confused about this. Why can't you just run the Lootification patcher itself, without editing anything? There obviously must be some reason, otherwise you wouldn't have done it, but just running the patcher seemed to work for me before and I'd like to know what this is all about. By the way, in case anyone else ever has the problem of Skyrim crashing when you save, it seems to be a possible problem with SSME. One of the suggested fixes is to load your save twice when you start the game, and that seems to be working for me so far.
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# ? Feb 18, 2014 06:47 |
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Praetorian Mage posted:I'm a bit confused about this. Why can't you just run the Lootification patcher itself, without editing anything? There obviously must be some reason, otherwise you wouldn't have done it, but just running the patcher seemed to work for me before and I'd like to know what this is all about. Because any mod without entries in either lootification.xml (which comes with entries for a lot of popular mods) or custom.xml (which is where any entries you make in the LLI UI are recorded) won't be touched by the patcher. You can see this for yourself by running the patcher, then loading up LLI.esp in TES5edit, and seeing all the entries, or just checking out the LLI.esp's list of master files. You could lootify them in the patcher UI but that's a huge pain in the rear end (the UI is, by the authors own admission, horrid.) That's why I lootify everything by hand in a text editor. I had to relootify IA7 because Hothtrooper was... Nice... Enough to change every single EDID from previous versions, meaning the old Immersive Armors entries did absolutely nothing for IA7, even for armors that were carried over from previous versions, because the EDIDs were different.
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# ? Feb 18, 2014 07:16 |
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So yeah, Warmonger Armory and Heljarchen Farm are some drat good mods. Heljarchen farm works almost exactly like a Hearthfire house but instead of turning it into a trophy home, you can turn it into an income generator if you hire workers and guards. Warmonger Armory on the other hand, has some pretty nice designs going, and they fit right in with the rest of the game. See the Breton assassin I have right now. Got Telvanni Apprentice robes/gloves/boots and the Rogue Thief Hood.
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# ? Feb 18, 2014 07:27 |
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Scyantific posted:So yeah, Warmonger Armory and Heljarchen Farm are some drat good mods. Heljarchen farm works almost exactly like a Hearthfire house but instead of turning it into a trophy home, you can turn it into an income generator if you hire workers and guards. Yeah I really like Warmonger, the Shadow Warlock outfit is awesome. If anybody is interested, next time I'm at my PC, I'll post the little esp I made that has an alternate Unarmored version of it (to work with Mage Armor.) Edit: Also, in my post a few above yours, I linked to my lootification of Warmonger, if you like that sort of thing. Edit the second: gently caress, the dude who did the Populated series of mods got banned? Agents are GO! fucked around with this message at 07:39 on Feb 18, 2014 |
# ? Feb 18, 2014 07:33 |
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Agents are GO! posted:Yeah I really like Warmonger, the Shadow Warlock outfit is awesome. If anybody is interested, next time I'm at my PC, I'll post the little esp I made that has an alternate Unarmored version of it (to work with Mage Armor.) Yeah. I'm not sure on specifics, but I think he was either the guy who made Enhanced Mighty Dragons (Erkeil) or he did the same thing that Erkeil did (multiple accounts for endorsement farming). Either way I have all of his Populated mods except the Prisons module so I can toss them up on my Dropbox at any time.
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# ? Feb 18, 2014 07:43 |
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Scyantific posted:Yeah. I'm not sure on specifics, but I think he was either the guy who made Enhanced Mighty Dragons (Erkeil) or he did the same thing that Erkeil did (multiple accounts for endorsement farming). I've got them installed, they're great little mods. (Except for the prisons one, and now I'm irritated that I didn't grab it.) They work great with ASIS, except the populated Civil War, because it ends up generating so many goddamn soldiers that Skyrim crashes. gently caress, time to pour out a 40oz for him.
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# ? Feb 18, 2014 07:52 |
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Agents are GO! posted:Because any mod without entries in either lootification.xml (which comes with entries for a lot of popular mods) or custom.xml (which is where any entries you make in the LLI UI are recorded) won't be touched by the patcher. You can see this for yourself by running the patcher, then loading up LLI.esp in TES5edit, and seeing all the entries, or just checking out the LLI.esp's list of master files. Okay, I get it. The thing that's weird for me is that when I was using IA6, all I remember doing is downloading and running the patcher and getting lootified armors. I tested it by searching for them in the console and they all seemed to be there. I guess I must have had updated .xml files without knowing it. Thanks for the clarification.
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# ? Feb 18, 2014 07:58 |
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Praetorian Mage posted:Okay, I get it. The thing that's weird for me is that when I was using IA6, all I remember doing is downloading and running the patcher and getting lootified armors. I tested it by searching for them in the console and they all seemed to be there. I guess I must have had updated .xml files without knowing it. Thanks for the clarification. Yeah, Lootification "ships" with entries for popular mods, but the IA ones are obsolete since Hoth changed every singled EDID (sometimes only slightly, but that's enough.) Oh, and since the mod has entries in lootification.xml, you can't edit it in the LLI UI.
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# ? Feb 18, 2014 08:12 |
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Broniki posted:Also, I might as well ask about this: Ok, this only seems to happen in interior cells. I haven't seen it while outside and if I leave a dungeon while it's happening it goes away. Not sure what is causing that or how to fix it.
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# ? Feb 18, 2014 08:15 |
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# ? Jun 4, 2024 13:19 |
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About five minutes after I've started playing, MO complains about skyrim.nexusmods.com/1330 being wrong somehow. Then I play another hour and a half, then CTD. No matter where I am or what I'm doing. Halp. Edit: Am on phone, cannot post load order.
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# ? Feb 18, 2014 08:29 |