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There are modders who have been around since Morrowind who have had the same attitude for over a decade.
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# ¿ Oct 14, 2016 23:03 |
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# ¿ May 3, 2024 22:01 |
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Sounds like the Stormcloaks.
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# ¿ Oct 14, 2016 23:15 |
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GunnerJ posted:I want and need to believe that at least one person responded to that post with some variation of "That's not trolling you moron, that's normal." Just... just one person. Hahahahahahaha. Not a one.
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# ¿ Oct 14, 2016 23:28 |
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C: None of the above.
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# ¿ Oct 17, 2016 23:27 |
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GunnerJ posted:I was honestly pretty impressed by the cloak flowing (fluttering?) and equipment jostling animations, which I guess made very slow progress because boob physics were a higher priority. Progress was slow for HDT all around because it was like one Chinese guy making it, but clothing physics was the first thing he showed HDT off with. Made a poofy concept dress for it.
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# ¿ Oct 19, 2016 15:29 |
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HILLARY CURES DEPLORABLES posted:what modding managers will be available for Special Edition Just NMM and eventually the lovechild of NMM and MO.
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# ¿ Oct 27, 2016 16:50 |
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It doesn't. NMM got updated to work for the SE, but neither mod manager is going to be updated anymore. The MO creator is now on Nexus's staff, and they're all working on a new mod manager that will have features from both, with better coding under the hood.
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# ¿ Oct 30, 2016 16:02 |
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Self-shadows is a vanilla Skyrim option. It just looked really bad in vanilla Skyrim because the shadow rendering in general wasn't the best.
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# ¿ Oct 30, 2016 18:05 |
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You can level forever, and keep amassing perk points until you get tired of it.
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# ¿ Feb 13, 2017 00:09 |
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Raygereio posted:The main guys behind the script extenders have said multiple times that they are working at SKSE64 and F4SE. Hell, they've said they'll work on porting SkyUI over once the necessary groundwork in SKSE64 is done as the SkyUI's dev team abandoned it. There have been people coming forward to help or take over the project completely, and they have been ignored. e: https://forums.nexusmods.com/index.php?/topic/5206865-wipz-skyrim-script-extender-skse64/page-40#entry48913232
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# ¿ May 14, 2017 20:44 |
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Going from 32-bit to 64-bit changes a hell of a lot of things about the inner workings of a program. The modding tools released by Bethesda themselves required enough rebuilding and re-testing, and porting mods that don't use SKSE is relatively easy (such as simply resaving the esp in the new construction kit). You shouldn't expect a developer to go out of their way to make a specific, needed for a fraction of mods, third-party utility work. It would be nice, but the onus is on the developers of the third-party utility to update it. The real issue with 64-bit SKSE is that the current team does not have the time to put their full effort into it, and won't hand it off to people who do.
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# ¿ May 17, 2017 20:06 |
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delta534 posted:The script extender is open source, at least the 7z archive version has the source. It does not help for making a 64 bit version due to things, by necessity, being hardcoded to the latest version of the oldrim exe. It's not open source. The source code is just there for viewing, so someone who knows what they're doing can see exactly what the SKSE does, and to help people making plugins. quote:* Can I modify and release my own version of SKSE based on the included source code?
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# ¿ Jun 1, 2017 18:36 |
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Read the actual website before jumping to conclusions. https://creationclub.bethesda.net/en
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# ¿ Jun 12, 2017 07:20 |
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wiegieman posted:What will actually happen is their signal to noise ratio will be abysmal and any hope of recruiting actual talent will be buried under a tide of . And those mods won't even be on the service, because you have to submit professional work proposals to even apply to be allowed on the site, then meet consistent development milestones to keep your contract.
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# ¿ Jun 12, 2017 07:27 |
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docbeard posted:It honestly feels more like a platform for Bethesda to publish their own DLC with modders being invited in as an afterthought. Existing mods aren't going to be on Creation Club. Also, all of the mods will have to be compatible with the console versions, so a script extender would be off the table in the first place.
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# ¿ Jun 12, 2017 20:21 |
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So your friend trainwiz is doing something for the Creation Club. Though it wasn't much of a secret, he confirmed it.
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# ¿ Jun 15, 2017 23:13 |
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RobotDogPolice posted:I copy/pasted the ENB files into my directory, in addition to a preset I liked, but nothing has happened. What did I gently caress up? I'm using Mod Manager, but as far as I know ENB and SKSE need to be pasted into the games directory. Did you do the required changes to skyrimprefs.ini? Specifically, did you add "bFloatPointRenderTarget=1" to the ini under the display header? Did you turn off Skyrim's anisotropic filtering and anti-aliasing? ENB requires both of these to function.
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# ¿ Jul 4, 2017 03:31 |
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Meyers-Briggs Testicle posted:and blast their dwindling good will Because they need a base set of info (which needed to be rebuilt entirely in the first place because 64bit), then use automated tools to check differences between patches.
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# ¿ Sep 27, 2017 20:03 |
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Dameius posted:Does Vortex not do a virtual file system with Skyrim? Because it absolutely has that capability and can do it with Starfield. It does. The stupid war between fanboys of MO2 and fanboys of Vortex essentially comes down to which UI they like more. The guy who created MO1/2 was part of the team behind Vortex.
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# ¿ Mar 17, 2024 20:26 |
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Skin color is a color overlay on the base skin texture. If a modded skin texture is brighter or darker than the default skin texture, you'll get that color issue with Redguards and Dunmer.
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# ¿ Mar 18, 2024 00:43 |
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Midnight Voyager posted:I wish I lived in a world where I could hear of modding turning redguards paler with straight hair and go "That must be a problem with the quality of the mods they are using, not general racism!" When a mod is being actively racist, it's been very very obvious historically because the creators can't shut up about how racist they are.
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# ¿ Mar 19, 2024 13:40 |
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4/2/1k are the standard texture resolutions outside of the crazy people who want 8k eye textures. They (diffuse, normal, mask) should all be the same resolution. Don't mix a 4k normal map with a 1k diffuse, unless the diffuse is a solid color. Cubemap resolution is whatever, there is no consistency for those things, and it's been a coin flip whether any given mod outfit even uses cubemaps. They're only there to provide basic reflections to metallic objects. The Nexus wiki has a guide on making cubemaps https://wiki.nexusmods.com/index.php/Creating_cubemaps_for_Skyrim
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# ¿ Mar 25, 2024 18:39 |
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# ¿ May 3, 2024 22:01 |
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I think there are patches that trim that down? Check the requirements tab on the Nexus page, it will also list the mods that require LOTD, which will include any third-party patches.
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# ¿ Apr 15, 2024 12:58 |