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That rant had to be Arthmoor. He hates socialism. But then again, it can't be him, since they're OK with people modifying their poo poo. I recently finished Clockwork. What a fantastic mod. AAAA++++ would play again. It convinced me to move my 20,000+ Skyrim weight units of poo poo to a new player home after using the same one for years. Alasyre fucked around with this message at 17:32 on Oct 11, 2016 |
# ¿ Oct 11, 2016 17:26 |
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# ¿ May 21, 2024 13:45 |
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GunnerJ posted:Why do they even publish their poo poo at all. I think because the stupid users they complain about offer them the only they they cannot find on their own: love. I personally will never stop enjoying the Randian Modder superdream that causes people to become completely outlandish and promote parallels between video game asset rights and real world socioeconomic systems that affect billions of people.
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# ¿ Oct 11, 2016 22:08 |
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He seems to be saying that he couldn't afford to hire Tannin in the beginning, so instead developed NMM. Which probably ended up costing them more than hiring Tannin would have. He won't understand that he is a person who makes bad decisions, will he? Good for Tannin, though. It's always good to get paid. Oh yeah... Davoren posted:Suck it, Arthmoor. Alasyre fucked around with this message at 17:35 on Oct 13, 2016 |
# ¿ Oct 13, 2016 17:25 |
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Can't be Dark0ne. It's under twenty paragraphs.
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# ¿ Oct 14, 2016 16:45 |
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I'm probably going to ignore SE for a while, but thanks to that article I now know that EnaiSiaion is working on a new mod (Sacrosanct). Good times. I always hated the location of Fyr Manor in Skyrim. I thought about merging it into Wheels of Lull and making the teleport ball the final reward for for completing that. Trainwiz incorporating your fixes makes that even easier, so I might take a shot at it again.
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# ¿ Oct 25, 2016 12:48 |
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You're going to be seriously limited in what you can use on PS4. No external assets (meaning mods have to use assets that ship with the game) and mods have to be under 1 GB. This eliminates most of the popular survival/needs mods, since they all use external assets. I'm sure it's possible, but I'm not aware of any mods that have implemented survival/needs mechanics using only in-game assets.
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# ¿ Oct 25, 2016 13:58 |
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Skyrim PS4 Modding Thread: Just Spent 10 Minutes Modding, Time to Play
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# ¿ Oct 25, 2016 14:08 |
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Just finished The Forgotten City. It was fun and really well done, with a few bugs here and there. The story was good, nothing spectacular. However I think it might have destroyed my ability to save. Apparently the mods music will continue to play after you finish the quest, and will be the only music the game plays. The mod author has stopped working on it and said that the fix for this bug is to remove the mod from your game after finishing it. This is hilarious advice for Skyrim modding, especially for non-10 hour modders, and even though I know I can clean scripts from old mods, I left it alone. A few in game days later, the game begins playing Skyrim's music again, but I crashed every time I saved. No bad scripts, no bloat, no excessive script instances. The old "kill yourself" trick wouldn't even fix it. I had to go back to an old save from before I started the Forgotten City, which fixed the problem. I assume that the crashes were a result of my mods interacting with this bug, but holy poo poo that's a terrible way to handle a bug and a good reminder why I would never pay for a mod, even one that was so acclaimed.
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# ¿ Oct 26, 2016 21:22 |
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I really wish that Tannin had just slapped "Nexus Mod Manager" on MO2 and called it a day.
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# ¿ Dec 6, 2016 17:23 |
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Wyrmstooth is way better than Alexander J. Velicky Presents: Falskaar, an Alexander J. Velicky Presentation. It's Bethesda level stuff, nothing groundbreaking, but definitely worth playing.
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# ¿ Dec 15, 2016 00:12 |
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You can install mods and play without worrying about load order, installation order, or BSA order with MO just as easy as with NMM. The one thing that might trip a person up is when a mod is packed improperly. MO just has that reputation because it actually lets you know what it can do.
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# ¿ Dec 16, 2016 14:52 |
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I mean, I get that it's intimidating at first glance. I had a coworker who insisted on using NMM because MO seemed like a hassle, despite being a pretty smart guy. After explaining a few things, he started using MO and never looked back. So yeah, it's not just idiots who are turned off by MO's awesomeness.
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# ¿ Dec 16, 2016 15:01 |
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Mr. Fortitude posted:I think that's Fallout New Vegas where there was drama between two different unofficial patches which were awful and changes things that didn't need to be changed to fit the mod authors own far right political views. I would love to hear more about this.
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# ¿ Dec 18, 2016 06:32 |
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Arthmoor has, for the most part, done an excellent job keeping USLEEP on track. Anything untoward would be ridiculed pretty quickly (bad voice acting for instance).
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# ¿ Dec 18, 2016 18:16 |
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Seems cut and dry to me. What was the issue? Was the default behavior broken?
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# ¿ Dec 19, 2016 16:15 |
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Yeah that's the best follower ever without a doubt.
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# ¿ Dec 21, 2016 15:58 |
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Beyond Skyrim: Bruma has a release date of July 1st. They missed their first release date by like 3 years, so hopefully everything goes smoothly!
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# ¿ Jun 7, 2017 00:37 |
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It's been in development since forever with a fairly large team. I check in on them every few months or so and their landscape and asset development has always been really good. They're sticklers for lore but they also have to fill in a lot of gaps since the mod takes place contemporaneously with Skyrim. If anything will be hit or miss, I think it will end up being the writing, quests, and voice acting, but I wasn't involved in the beta so I can't say one way or the other. Probably going to be a mixed bag, given the nature of mods this size. There's a poster here who works on BS: Cyrodiil who could say more (can't remember who, sorry! Props on your work, though.)
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# ¿ Jun 8, 2017 13:17 |
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They actually merged their High Rock and Hammerfell projects into BS: Illiac Bay, but the landscape work in it (especially High Rock) is awesome. Of course it took this long to just get Bruma out, WITH the help of Oblivion, so... The downside to High Rock is that the total area is so small, the geography so constricted, and they have to fit several major cities into it. I'm pretty sure Daggerfall and Camlorn have a hill between them.
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# ¿ Jun 9, 2017 02:29 |
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PSA: Beyond Skyrim - Bruma is a very good mod.
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# ¿ Jul 5, 2017 18:06 |
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Ulio posted:Ya apparently its like 2-3x bigger than the Dragonborn dlc in terms of content. I might install Skyrim again to try that out. I don't know if it's 2-3x bigger than Dragonborn, but it's pretty large (Maybe the full Cyrodiil project is, but not Bruma) and the landscape and asset work is really good. The voice acting is, for the most part, very well done. Some of the quality is slightly off, and a few characters (to me) have voices that don't quite match. If you've played Interesting NPCs or any of the voiced follower mods, you'll recognize most of the VAs. The quests fit right into Skyrim; nothing incredible but nothing really stupid either. Basically it feels like a natural extension of the game, for me. If you start a new character to play it you can just jump right in (the conversation to get you in is kind of dumb) but if you use ASIS you might want to exclude Ogres and Minotaurs since they are basically Giants lite and I now have about a million of them running across the province.
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# ¿ Jul 6, 2017 12:57 |
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I was talking about the Legate at the gate who lets you in after you tell him you're in the Legion (regardless of whether or not you are). It just seems tacked on, but I assume it will change with alater release. I never went through Serpents Trail to get in (and it is a cool dungeon). I did enjoy the quest where you find out that Nord really joined the Stormcloaks and died since I was expecting him to not be a "traitor." You guys should be very proud and I hope this release has given you all renewed vigor to make it to the complete release. I'm particularly excited about Cyrodiil and Illiac Bay.
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# ¿ Jul 7, 2017 17:46 |
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lol if your anime cat tits aren't so enormous that nothing can support them.
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# ¿ Jul 9, 2017 19:52 |
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Emerson Cod, this is probably hush hush, but since since your true loyalty is first and foremost to the SA Forums Skyrim Modding Thread, I figured I'd ask. Are you guys planning on releasing the other Cyrodiil areas individually like Bruma, or are you shooting for a gigantic, load order destroying release? I assume anything else is a long way out, but I want more, more god dammit.
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# ¿ Jul 10, 2017 21:55 |
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Sounds like the kid would be better off in Honorhall Orphanage. Probably ran off and went there. Edit: This is not actual advice. You are a bad parent. Alasyre fucked around with this message at 23:02 on Jul 27, 2017 |
# ¿ Jul 27, 2017 21:54 |
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Is there any way to set the default menu for when you hit Escape in SE? It used to be the save/load menu but now it's quests and it's super annoying.
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# ¿ Dec 28, 2017 00:04 |
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Yeah the new MO2 is awesome. Doesn't look like it can handle archives just yet but otherwise it's identical to MO.
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# ¿ Dec 28, 2017 00:25 |
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Skyrim will never be a seven year old game because it gets re-released every year. It is eternal and we are in hell. I pass the time with waifus.
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# ¿ Dec 28, 2017 14:19 |
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So I decided to try converting The Lost Wonders of Mzark to SSE since Trainwiz hasn't done it. I ran it through the SSE Asset Optimizer, which worked great for most of the mod. I finished it without any crashes, the dialogue and quests work, and with a few exceptions everything displays fine. The only issues are that the green hologram's are missing their chest armor mesh, the red holograms are missing their heads, the brass version of the yellow holograms are missing textures on a small part of their shoulders, and none of the armors display properly, being mostly invisible with some strange artifacts when worn by males. Does anyone have any ideas on how to fix those glitches? If needed I can get some screenshots. I'm going to check the mesh paths later and make sure nothing got messed up in the conversion process but that's always been my weak spot when it comes to modding. Even better if someone else has done the conversion (wink wink Agents are GO!)...
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# ¿ Mar 20, 2019 14:18 |
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To be fair, Arthmoor owed a substantial sum to the US government and Mitt Romney definitely would have told whatever agency was holding the gun to his head to leave that Content Creator alone so he could be free to live a free life to its maximum potential. RIP America, indeed.
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# ¿ Sep 26, 2019 01:38 |
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Check out my new mod
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# ¿ Apr 16, 2020 03:29 |
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Check out my other new mod that sucks because it doesn't have dragon loving. It's a port of my SPERG add-on to Ordinator. It improves(?) single-weapon One-handed combat by adding new perks.
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# ¿ Apr 16, 2020 22:15 |
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The prostitute is weird but those recruit training missions are unforgivable.
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# ¿ May 17, 2022 15:39 |
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You also get a treasure vault that responds to how much stuff you put in it by getting filled with loot statics. There's 2 other vaults but I'm not sure they respond the same way. There's 1 in another player home you get in a new Dwemer ruin that's kind of neat but less fleshed out than the Safehouse. You also get an artifact that is a mobile player home with access to all of your stuff in the Safehouse (except crafting but including cooking). Very nice for needs mods. All around an essential mod.
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# ¿ Jun 8, 2022 13:08 |
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Anyone talking poo poo about Interesting NPCs has obviously never adventured with smart-rear end extraordinaire Rumarin.
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# ¿ Jun 13, 2022 18:41 |
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I should follow up my praise for Interesting NPCs by saying that the "main" quest is really dumb.
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# ¿ Jun 13, 2022 23:06 |
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Arivia posted:What’s the main quest/how can I tell which one it is? There's a few of them (bigger quests that have prerequisites like doing smaller quests or having talked to certain NPCs) I think but the one I remember was about a hidden successor to the throne of Skyrim blah blah prophecy. It's pretty easy to avoid due to all the requirements for it to fire. The mod has never left my load order since there's still some characters I've never talked to and it's nice discovering them but it's really full of uninspired stuff with a few good parts here and there. It's a lot like BS: Bruma in that way. The wiki has a list of quests if you're interested in pursuing them. LOTD has a patch for it so you can display all the stuff you get from the various quests which is another reason to keep it around if you're doing the Indiana Jones run like I'm compelled to do. Alasyre fucked around with this message at 23:48 on Jun 13, 2022 |
# ¿ Jun 13, 2022 23:46 |
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Are you using a modpack? You might need a more hands-on approach.
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# ¿ Jun 16, 2022 00:44 |
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It should be like mining until the fish run out so I can do something else while it just works.
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# ¿ Jun 18, 2022 21:31 |
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# ¿ May 21, 2024 13:45 |
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the yeti posted:I developed Modder’s Insanity and ran through the STEP guide reasoning it was up to date if extremely long and honestly I’m impressed, maintaining 60fps with a few exceptions (the scripted helgen sections, looking at the water wheel in river wood) You have succumbed to Modder's Fugue, being unable to tell the difference between the mods and the game. Please seek help (by getting more mods).
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# ¿ Jul 1, 2022 09:52 |