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Doublezero

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Everything posted by Doublezero

  1. Of course not. I never said it nor did I insinuate it. The 64 bit engine, however, will not undo all of the ill will that was created because of the paid mod fiasco. Of course it's not and once again I never said it nor did I insinuate it. And they still don't understand the modding community and the to be honest, I don't think they care. This is clearly evident by how Bethesda treated DarkFox and other modders during the Creation Kit closed beta. They should do different. They want modders to be the content creators yet they provide very little support beyond the Creation Kit. I don't understand this post and I believe you're misinterpreting what I'm trying to say. I'm not blaming the 64 bit version for driving modders away, I'm blaming Bethesda. If a modders no longer wants to mod Bethesda games because of all of the drama that comes about because of Bethesda's poor business decisions, they are not going to make any. Of course it isn't the result of the port, it's because of Bethesda. Just because they ported Skyrim to a 64 bit engine doesn't mean that retired modders who are disgruntled with Bethesda are going rush back and release new mods. Will new modders fill the shoes of the ones who left? Maybe. Maybe not. Bethesda's not desperate, they just don't care. They don't respect their customers (the gamers) or their content creators (the modders). Why? Because not enough of us demand better from them. They know gamers are going to rush out and buy the newest release day one and what ever issue people have will be fixed by modders. This is why they're pushing console mods so hard so they can be even lazier with their games.
  2. Some good news from behippo. Hopefully this means it wont take as long as many have feared. He also wrote this:
  3. That was directed at me wasn't it? I'd argue they've made things worse for Skyrim fans. Porting the game to a 64 bit engine is good but they done more to damage to modding community. They created a rift in the modding community with the paid mods fiasco which is why the SkyUI team won't port it to Syrim SE in the first place. They ran many modders away by not clamping down hard on the mod theft on Bethesda.net. They're doing very little (if anything) to help the SKSE team. Will old modders return? Will new modders come and fill the void? Your guess is as good as mine. After the initial euphoria of playing Skyrim on a new engine subsides and everyone realize this is the exact same game we've been playing for half a decade, how many modders will even bother at that point? I don't know if this game can come close to the level of enthusiasm the original had. Skyrim fans are excited but many modders are bummed out by the actions Bethesda has taken over the last couple of years.
  4. https://techraptor.net/content/skyui-not-in-the-works-for-skyrim-special-edition I wonder if the SkyUI team would allow another group of modders to handle SkyUI development.
  5. I was going to post a comparison photo of the flora in two games but the original Skyrim froze on me. They can't complete SKSE64 soon enough.
  6. Bethesda's not even trying to hide it... http://www.darkfox127.co.uk/bulletin/no-console-support
  7. Wow. https://www.reddit.com/r/skyrimmods/comments/5a68lv/porting_complete_apocalypse_ordinator_imperious/d9e3npj/
  8. I enabled frame rate target control in the Radeon Settings, that actually help the game run smooth in ultra mode. I'm still going to buy a new card though. I caught this image on LoversLab. Looks like we can now have cities with higher populations.
  9. I never said they were going to improve the npcs, I'm just pointing out how awful they look. They were awful in 2011 and they're still awful today. Bethesda could have improved them just like they could have improved the textures instead of just up scaling them. Technically yes, technically no. Skyrim SE is free for those who have it and all of the expansions, but it's $39.99 for those who don't. But lets be honest here, the only reason why it's free is so that modders can jump right in and make mods for consoles. Bethesda has basically ported Skyrim to a 64 bit engine with minimal effort while the modders create the new content that drives console sales. Remember, one of the major selling points for Skyrim SE on consoles are the mods. Also, any modder who wants to make mods for the Xbox One and Playstation 4 will have to by both copies at full price if they want to test their mods. I don't think Bethesda is hurting giving the PC version away free to select users. Don't get my negative tone wrong though, I'm actually exited about the prospect of playing Sexlab on a stable version of Skyrim. I wish they did more to the game then just a small graphical upgrade and a port to a 64 bit engine.
  10. Initial impressions: It's the same old Skyrim. I keep seeing forum posts where people are saying the graphics are much better but I disagree. Looks worse to me actually. Maybe it's because I'm used to playing with an enb. My rig can't run the game smoothly on ultra so that's probably also a reason. Saves are now grouped by player name, which I think is a good improvement. Too bad they didn't improve the character models.
  11. Posted by steveowashere on Reddit: https://www.reddit.com/r/skyrimmods/comments/59va9l/skyrim_se_texture_report/
  12. Mods will fix it. But seriously though, this in a sense is a review embargo; not a winning strategy going forward. This isn't giving me a lot confidence that TES:VI will good game on a new engine.
  13. This mod isn't bodyslide compatible. It only works for UNPB.
  14. I was going to unveil this in the 10000 member thread but I couldn't make it in time. For now this body type will only be available for Skyrim but ultimately will be released for OpenMW and Fallout.
  15. NSFWmods is celebrating a major milestone! We've reached 10000 members in under a year and our member count is still rising! I wanted to use this opportunity reveal a major mod that I'm working on but the member count rose too fast. Stay tuned for further announcements. Congratulations to pleaseno for being our 10000th member!
  16. Update: I've been fiddling around with an MCM menu for the last few days, this is my first time doing this so bare with me. Anton gave me permission to use his dragon wings with the mod, so aside from the MCM menu, there isn't much preventing me from releasing it.
  17. View File UNPB Body Chest Harness A simple body harness for UNPB body types. How to obtain: The harness should be added to your inventory on load but can also be crafted at a blacksmith forge. Requirements: An UNPB Body re-placer and all of it's requirements. Credits: Ousnius and Caliente - For BodySlide and Outfit Studio. Besthesda - The maker of Skyrim and the Creation Kit Submitter Doublezero Submitted 10/09/2016 Category UNPB Armor  
  18. Version 1.0.1

    2,331 downloads

    A simple body harness for UNPB body types. How to obtain: The harness should be added to your inventory on load but can also be crafted at a blacksmith forge. Requirements: An UNPB Body re-placer and all of it's requirements. Credits: Ousnius and Caliente - For BodySlide and Outfit Studio. Besthesda - The maker of Skyrim and the Creation Kit
  19. I was aiming for a quick release by generating the _0 version with bodyside but the results were disappointing. So back to C4D for me.
  20. Sony uses a proprietary audio and texture format, that's why modders can't use external assets. People involved in the PS4 beta have been saying this for a while. https://www.reddit.com/r/Fallout/comments/51xk00/ps4_mod_update/?st=isx1ui4h&sh=684bdec5 https://www.vg247.com/2016/09/09/fallout-4-mod-support-nixed-because-sony-wont-approve-user-mods-the-way-they-should-work/ I don't understand Bethesda here. They've developed games on the PS4 and they know Sony uses proprietary audio and texture. The first thing Bethesda should've ironed out with Sony was the use of the audio and texture in mods.
  21. Mod are coming to the PS4 after all. Unfortunately...
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