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GunnerJ
Aug 1, 2005

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That someone would tell prima donna mod authors to gently caress off was a bad bet, tbf.

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GunnerJ
Aug 1, 2005

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Lightningproof posted:

Wait why is Nexus bad? Did they do something horrible?

The Nexus' position in the Skyrim modding scene and its indispensability to both users and authors means that it has the ability to shape the contours of the scene, maybe try to make it something less toxic, and instead at every turn it seems to choose to shape it according to the whims of the most petty whiny self-important babies imaginable.

GunnerJ
Aug 1, 2005

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The circle of life.

GunnerJ
Aug 1, 2005

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All Skyrim combat needs is this mod applied to weapon swings etc

https://twitter.com/MeganBitchell/status/1270597636039606272

GunnerJ
Aug 1, 2005

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This reminded my that my current computer could probably run SE like a dream. :ohdear:

GunnerJ
Aug 1, 2005

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JIZZ DENOUEMENT posted:

This should be edited into the OP.

It's what I was thinking of doing until I saw that it was so huge it needed two posts, which is already A Problem for the OP. Given that I need to find a good place to link it.

GunnerJ
Aug 1, 2005

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Chomp8645 posted:

I'll take a look. Without have any experience with this, is it simple enough to modify after uploading the guide? I imagine there will be a number of revisions.

I dunno a bout pages, but GitHub overall is a version control system that lets you edit files you upload, I imagine its web page hosting interface has similar options.

GunnerJ
Aug 1, 2005

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I can see Zeron's point of view here even if I don't agree about all those mods. When I was actually involved enough in Skyrim modding as a hobby to make a thread OP about it, the new OP itself came after a year or more of trying to construct a Perfect Modlist in my limited long stretches of downtime when I could devote hours to a technical hobby (for example, I only managed to finish the OP because of a gap between Summer and Fall jobs when my then-girlfriend was out of town). Modding (as we say) became the game because making mods work together is very difficult and time consuming. In my head, I liked the idea of all the immersion and world-fixing mods just silently being there in case I stumbled across something relevant in rambling across Skyrim. I liked the idea of filling everything with variety, even areas I didn't have any serious plans of visiting, just in case. The reality of trying to make it all work meant that I rarely got around to playing outside of testing mods. So someone could decide that it's better to approach this from field testing what mods actually have an impact on the play experience rather than what just sounds good to have. Each mod that sounds good comes with a workload, sometimes a big one.

GunnerJ
Aug 1, 2005

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Rocko Bonaparte posted:

I'm going to spoil some of this for the sake of some :nms:. There you discover the kids you escorted to Evermore for safety from the plague were being diddled by everybody. Hooray for modded Skyrim!

Definitely a topic I trust the Skyrim modding community to have the range and nuance to treat with the gravity it deserves and not just use it for edgy shock value.

GunnerJ
Aug 1, 2005

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Mod Is Not Crash

GunnerJ
Aug 1, 2005

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Cardiovorax posted:

Not without manually editing an ini file. I couldn't believe it either.

lmao holy poo poo

GunnerJ
Aug 1, 2005

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folk's,

https://twitter.com/redrawnoxen/status/1344389758202556422

GunnerJ
Aug 1, 2005

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My favorite kind of this whining is "terms of service denialism" like they somehow think a website can't set the terms for content it hosts. Lol.

GunnerJ
Aug 1, 2005

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Something really worth noting is that the Skyrim mod author community is... well, I don't know enough about enough modding scenes to say "anomalous" but it doesn't seem like the norm. I've been doing Stardew Valley and Stellaris modding and interacting with other authors and I've never seen anything like the levels of prima donna bullshit that happens in the Nexus mod author forum. So it doesn't really have to be this way.

GunnerJ
Aug 1, 2005

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How long until he comes back, do we figure?

GunnerJ
Aug 1, 2005

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Dongicus posted:

could have the OP of the thread link to a rehost of cutting room floor / whichever arthmoor mods dont have replacements currently

I don't even really play Skyrim anymore and don't have the time or inclination to maintain the OP. I have basically put this thread up to be replaced. Somewhere in the thread I posted the raw text of the OP as a place to start, if anyone is interested in that project they can probably find it by clicking on the question mark button to see just my posts.

Edit: Really though, someone with the time and interest in Skyrim modding taking over the wiki and making it a useful resource that many people can work on is probably better than relying on One Guy to keep an OP updated: http://tesgoons.wikidot.com/

GunnerJ fucked around with this message at 16:40 on Aug 6, 2021

GunnerJ
Aug 1, 2005

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The part of the OP about "modpacks? never" is looking silly enough that I'd like to update it. Anyone want to do a post about Wabbajack that I can add?

GunnerJ
Aug 1, 2005

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If these loving babies are so mad they can copy their mods onto thumb drives and mail them to users instead of using someone else's website to distribute them, imho

GunnerJ
Aug 1, 2005

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OBIS is a great example of a good concept killed by ridiculous feature creep. I noped out once I saw that it created its own bespoke elemental arrows system or some poo poo.

GunnerJ
Aug 1, 2005

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Kaiju Cage Match posted:

I really want to know the thought process of "a mod that adds more bandit types for variety also has a bespoke elemental arrow system"

At a guess, a bandit gang with the gimmick of having elemental arrows.

Edit: I checked out the Nexus page for OBIS and it doesn't mention it so maybe it got removed :shrug:

GunnerJ fucked around with this message at 13:21 on Nov 7, 2021

GunnerJ
Aug 1, 2005

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Zokari posted:

Could someone explain to me why fast travel is almost universally disabled in modlists? Why do so many people seem to think that the game is massively improved by being forced to walk back and forth on a giant-rear end map that was not designed for that purpose?

I've even tried to play that way! But all you're doing is adding a ton of boring walking to a game that already takes a lot of time.

The only version of this that seemed cool was the one where you could ride along in a cart from one town to another and either watch the landscape go by or go to sleep on the cart (and effectively "fast travel" that way).

GunnerJ
Aug 1, 2005

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pissinthewind posted:

in skyrim 2 you play the dovahcourier just awoken in your catacomb, with naught but a mysterious golden scroll to your name

Skyrim: New Vegas

GunnerJ
Aug 1, 2005

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The main thing is that the OP was written before most people thought anything like Wabbajack was possible. Now it's all about modlists on that platform.

GunnerJ
Aug 1, 2005

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I have 0 intention of ever updating the OP, don't even play Skyrim anymore, etc. Please someone make a new thread or whatever! And if you want to start curating the wiki, lmk!

GunnerJ
Aug 1, 2005

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There's a game beyond trying mods?

GunnerJ
Aug 1, 2005

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ThaumPenguin posted:

While I appreciate a lot of what DynDoLOD and similar programs do, I feel like they have an unfortunate tendency to ruin the illusion of scale that Bethesda spent a lot of time working on, particularly in regards to the mountains. Like they're designed to look vastly bigger than they are, but when you can see the staircase of High Hrothgar from the plains of Whiterun, that doesn't really work. Then you've got the secret Blades base in the Reach, which is supposed to be hidden in the clouds, but with modded LODs you can see it right up close by just wandering one of the hold's main roads. It feels like it might be a good idea to exclude certain assets from the LOD-generation process.

Yes. For me it was being able to tell at a distance that a mountain was only like ten times taller than one of the trees on it. Like that's just a hill, it doesn't need a snowline.

GunnerJ
Aug 1, 2005

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I remember a mod that did geographic difficulty in Skyrim on the loose basis of "generally, the higher the altitude, the higher the level scaling of enemies that spawn there" which seemed neat.

GunnerJ
Aug 1, 2005

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Did he say that Bethesda was just too lazy to actually follow their own lore or some poo poo? I remember something like that.

GunnerJ
Aug 1, 2005

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PolarPear posted:

The gategate stuff is in the OP of the awful/awesome mods thread:
https://forums.somethingawful.com/showthread.php?threadid=3795944

Aw yeah this is the good stuff

quote:

Throughout the whole episode, Arthmoor often stated that his Oblivion gates were in fact lore-friendly, adding that Bethesda only programmed, modeled, and animated the gates crumbling into pieces after being closed because... I don't know, who cares? Arthmoor's word is law and even Bethesda is subject to it.

...

arth posted:

While the gates in TES4 were shown to collapse into their debris piles, the only known reason for why the physical parts vanished is because that's just how the animation was done. All gates used the same resource file so they all collapse the same way. Further, the gates that you as the player close down are done via removal of the sigil stone power source. So when those close, they're doing so under a controlled set of conditions and the physical portal withdraws as per whatever designed system the Daedra use for that.

When Martin pulls the Akatosh avatar bit at the end of TES4, whatever gates were standing open would have had their dimensional bridge abruptly severed, and I believe that would result in the physical manifestation remaining behind since it was NOT properly shut down. The end result of this should logically have been a series of gates still standing but with no portal. This was limited by how the scripting works to call their shutdown code though. All it did was instruct every gate to run the reverse animation. The code was also supposed to have caused all the debris everywhere to vanish as well but that doesn't happen, nobody reported it as a bug, and Bethesda didn't care enough to fix it.

And yeah Beth and other developers do a lot of lazy poo poo, I just like the degree of certainty here in his TES Lore Science about how things ought to have worked based on presumptions about fictional demon technology

GunnerJ fucked around with this message at 17:58 on Mar 29, 2023

GunnerJ
Aug 1, 2005

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I've never heard the German lines but I have a feeling that "Der Drachegeboren? NEEEEEEIIIIIN!" is amazing.

GunnerJ
Aug 1, 2005

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However fast or slow the pace of new modding gets, I've thought for a while that working on a canonical "thread OP" as a resource makes less sense than something like a wiki. But that would require people to want to spend time curating a wiki, which is another tall order. Basically, I made the OP (...seven years ago?? Yes, nearly exactly seven years ago! Jesus Christ!) like two months before Special Edition was announced, which would go on to make a lot of it obsolete. And I basically lost interest in Skyrim modding in the intervening nearly a decade, which is another thing that can happen and make the "big thread OP" model unwieldy. Basically I think a new thread would be better as a way to point people to a community resource and discuss new mods, but that's up to everyone still following along to decide.

GunnerJ
Aug 1, 2005

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Ojjeorago posted:

He's literally in the comments of that announcement whining about it while he waits to be able to mod Oblivion gates into space stations for ~lore reasons~.

Arthmoor defenders currently sounding the alarm against a Nexus staff coup of the modding community :tinfoil:

quote:

too many people have issues with arthmoor that are either extremely old issues (ie: gategate from 2011) or completely unrelated to modding (ie: reddit brings it up just to bring it up). this project being led by 2 nexus staffers in their capacity as nexus staff feels like it is an attempt by nexus to gain more control over the community, though I am open to others pointing out why that may be wrong. I would much rather the patch not be pushed by nexus itself, but we shall see how nexus goes with this.

GunnerJ
Aug 1, 2005

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kartikeya posted:

Much like his work with the unofficial patch, giving Arthmoor all the credit is a mistake, but he's made himself the face (by being the loudest and most insufferable). That said, his last big departure led to people immediately either working on replacements, or looking for and finding other mods that his had overshadowed that did much the same thing (and often better). The rest of the community got fed up and moved on, and while his mods are certainly still very popular, they're not the only contenders any more, and a number of mod list creators deliberately stripped either all or most of his mods out of their guides because they were fed up with him constantly yanking them. For instance, Lexy's used to have a number of them, but I think they've all been cut out aside from Alternate Start: LAL. The trouble with parlor modding isn't just that it tends to squash a lot of innovation (by limiting or eliminating altogether collaboration by different artists), but that a single mod author can corner a specific niche with a single mod, overshadow (or even, in Arthmoor's case, chase out) mods that do the same thing, and then just kind of squat there. If the mod's good there's little motivation for someone else to create their own - usually from scratch - unless the mod stops being updated and/or gets pulled from the site(s), either because the creator threw a tantrum, removed them because they decided to retire or move on, or simply hid them with the intention of updating and then never did. So when he - and several others - yoinked their poo poo, there was suddenly room for other folks to step in, and motivation for them to work together. It's not the only reason, obviously, and probably not nearly the biggest (I mean apparently some actual wizards moved in), but I think it's a pretty important factor in what feels like a tone shift.

There was a poster who used to be active here (whose name I can't remember, but I think used a Mackelmore av??) who was also involved in Minecraft modding and said all along that if there was a shift where the community would just tell the prima donna mod authors to pound sand and/or let them storm off in a tantrum, the "state of modding" would recover and move on and be just fine, if not better. That's how it happened in the Minecraft mod scene, and it looks like that's what happened here.

drat, I kinda want to mod Skyrim again.

GunnerJ
Aug 1, 2005

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By popular demand posted:

It would have actually been easier to build his own game with a modding board he'd have complete control of.

an attempt was made

GunnerJ
Aug 1, 2005

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KakerMix posted:

Not that I want to take place of Mr. Mackelmore AV, but that is kinda of my experience with Minecraft modding.

Okay, I am like 99% sure you're who I was thinking of... no idea how my memory turned a dino into a white rap guy tho. Edit: Thanks for sharing, your story is fun and cool!

GunnerJ fucked around with this message at 17:16 on Aug 31, 2023

GunnerJ
Aug 1, 2005

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Leal posted:

My favorite thing about Arthmoor hiding older versions is his reasoning being "I don't want to deal with bug reports of old versions". But now you got people asking where they can get the old versions and other people reuploading them because either they don't want to install the AE stuff or are playing VR and its like, at what point are you just creating more work hiding the links and going after people who post them than if you just kept the links up.

I've gotten into writing mods for other games and a lot about the Arthmoor style of engagement as a mod author is now very mysterious to me. Like you can honestly just say "I don't have capacity to support old versions, sorry." That's it! You don't owe anyone more time than you have, you can just ignore stuff! This is just a hobby!

GunnerJ
Aug 1, 2005

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The idea of a mod to rebuild Helgen is cool, though, it would be cool to have one without a bunch of dumb bullshit.

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GunnerJ
Aug 1, 2005

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Wasn't Oblivion's setting supposed to be a weird jungle In The Lore, but they went with ye olde Euro land for marketing reasons or

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