• 11 January 2017

    Staff Picks - 11 Jan 2017

    posted by BlindJudge Feature
    This week there is quite a diverse range of Staff Picks. SirSalami has found a good option to multi-task within Skyrim; TerrorFox1234 has been looking at add-on mods for the new HUDFramework that was mentioned in a previous weeks pick, and I have gone back to a game (or version of) that I loved many years ago.

    We love to hear your selections, so if you have a mod you would like to submit to the community (not your own), please check out this new and handy form. Please fill out the form completely and ensure that you add some details about the mod and why you have chosen it (similar to how we have below).  

    Just remember that other mods on the site may do roughly the same thing, so keep your eyes peeled and understand that these are just our personal picks. That said, hopefully, you'll find something you may not have seen before. Who knows, maybe we'll even learn a little about each other along the way.


    Mod: Read Books Aloud
    Game: Skyrim
    Author: sjors boomschors

    Written lore can be a double-edged sword. On one hand, it can bring you deeper into a game world by providing details about the setting and expanding your imagination. On the other, forcing you to read text can really drag down a gameplay session, especially if you have limited playtime. Skyrim especially has so much written lore, it can be daunting to even consider reading them all. This mod however, makes that goal a bit more achievable, at least for me, by adding the ability to have the books read to you.

    By default this mod seemingly does nothing on it's own, requiring you to download various plugins before functioning. The 'default' plugin (found in the optional files) contains most or all of the books as spoken by a speech synthesizer. It has a lovely accent and I personally do not mind the very slightly robotic cadence. You can however, find other plugins for this mod voiced by many of your fellow community members as well!

    My favorite part? With full hotkey support, you can choose to continue the audio even after the book has been closed, allowing you to continue exploring while simultaneously learning more about the world that surrounds you, reminiscent of Bioshock's audio diaries. Convenient and immersive. Lovely!


    Mod: Explosives Widget and Survival Stats Widget
    Game: Fallout 4
    Author: neanka

    Am I allowed to pick two?! I’m doing it. While they may be completely unrelated in terms of functionality, they are both fantastic examples of what is possible with the HUDFramework mod. Both mods come from neanka, the original author of the DEF_UI mods. It seems silly to mention one and not the other.

    Explosives Widget gives you a neat little HUD icon, allowing you to track what type of explosive you have equipped and how many you have. It also lets you display a list of all explosive types, along with how many of each you have. These options can be accessed via holotape in game.

    Survival Stats Widgets gives you status bars for your hunger, thirst, and fatigue. A settings holotape allows you to toggle a few additional options, as well as scale and reposition the status bars.

    I look forward to seeing what else people do with HUDFramework. In the meantime neanka has kicked things off to a good start!


    Mod: Call of Chernobyl - Full Release
    Game: S.T.A.L.K.E.R.: Call of Chernobyl
    Author: Alundaio

    There is a particular type of game that I seem to fall in love with. It's glaringly obvious now I come to think of it, as Steam makes a point of shoving it in my face every time I log on with its 'Discovery Queue' feature and the 'Tags recommended for you' section. Open world, survival based sandbox games!

    So when S.T.A.L.K.E.R.: Call of Chernobyl arrived on Nexus Mods, I was one of the first people to download it. I think the original S.T.A.L.K.E.R. games were incredible and far ahead of their time upon release, still holding up relatively well even now. Immersive, frequently tense and often quite jumpy, S.T.A.L.K.E.R. is the Dark Souls version of Fallout with its instadeath approach to exploration and combat.

    Sadly, GSC Game World dissolved in 2011 and the chance for a further S.T.A.L.K.E.R. game disappeared alongside. However, this hasn't stopped a group of like-minded modders banding together to create a sandbox mod for the S.T.A.L.K.E.R.: Call of Pripyat game. Team Epic has created this mod, 'Call of Chernobyl' as a labour of love and I've already spent a good number of hours back within the Zone. By adding character creation, game modes, and multiple gameplay changes, this mod steers the series in a new and exciting direction, which is only being enhanced with the numerous mods you can find online for it. I recommend you check it out.

    (Guest submission)EmeraldHaze

    Mod: JSawyer Ultimate Edition
    Game: Fallout New Vegas
    Author: PushTheWinButton

    What it does: This mod is a cleaned-up and reworked version of JSawyer, which is considered by many to be the "Director's Cut" for Fallout New Vegas. It utilizes the full power of NVSE and scripting to bring the definitive experience to the player. Bugs fixed, balance remade to be more true to the original design, gameplay tweaked and improved. If you play Fallout New Vegas without this mod - you are doing a disservice to yourself! Scoop it out.

    Why is it good: This mod (when used together with YUP) gives Fallout New Vegas the polish it deserves. To paraphrase: "Everything is better, when you experience it with JSawyer Ultimate".

    Every week, we feature a few mods that have caught our staff’s attention, as well as some that were submitted by you, the Nexus Mods community. If there is a mod you’d like to see on this list, then please check out this quick and handy form.

    If you haven’t already, feel free to follow us on our social media channels where we'll keep you up to date with the latest site news, articles and much more.


    Thanks, and have fun modding!
  • 08 January 2017

    The Sunday Discussion - Jokerine - Prolific modder and lover of Chickens!

    Todays Sunday Discussion is with the 'Queen of Chickens' - Jokerine. With (currently) 245 mods on the site, Jokerine really shows that modding can be both addictive and highly enjoyable. Her interview really made me smile because of her passion, her love of memes and getting into modding due to a 'dare'. Happy Sunday discussion everyone.

    Firstly I would like to thank you for the time you are giving up to speak to me; it’s most appreciated.

    You’re most welcome! Thank you for having me. I’m honored!

    If you don’t mind, could you just let us know a little bit about you?

    There isn’t much to say. I’m just a housewife living abroad who spends way too long modding games instead of cooking dinner, haha! I’ve started to keep plenty of ramen noodles on store for those evenings when I can’t chase these darn bugs in the game, and I lose track of time.

    I also like to bake cakes, enjoy driving my digital truck on Euro Truck Simulator 2 and walks on the beach, love chickens and look forward to an afternoon of knitting, podcasts, and a hot roasted grain beverage.

    I have to ask, you have chickens all over your profile, you sign off with chickens, what is the deal with you and chickens!?

    I just find them super quirky and fun! Every chicken seems to have a personality of its own and can get up to really amusing antics. I follow many chicken-themed websites, own a brand-new copy of “Storey's Guide to Raising Chickens,” and a cool “Just Us Chickens” calendar that I got for free from Amazon. Blame them for encouraging my obsession!

    Seriously, however, my dream is to have a few someday in a big, fancy coop. My husband deals with my enthusiasm well enough; he knows that if we got free eggs I could bake him lots of cakes, and I’d spend less time slaving away at the computer :P

    Before we get into the modding side of things, would you mind telling us all a little bit about your gaming history?

    There truly isn’t much to say. My gaming history is pretty lackluster because I’ve never really had the money to get myself a monster gaming rig, so I’ve never really cared about PLAYING ALL THE GAMES and all that. I tend to be really picky and stick with the things I like and run well on my old laptop.

    Checking my Steam purchase history, the very first games I got on Steam back in 2009 were both Half-Life: Blue Shift and Opposing Force. A friend then hooked me up with some leftover The Orange Box games and a copy of Team Fortress 2 (back when you actually had to pay for it). The Half-Life series is what got me into games, although, again, I don’t consider myself much of a “gamer.” I don’t play that many things, I don’t follow the latest tech or stuff like that. I wasn’t even going to get Skyrim, but a friend gifted me a copy as a wedding present.

    My gaming weakness is Pokemon, though. It marked my childhood and helped me during some really rough times when family stuff got difficult. I’d hide away in the corner of my room with my GameBoy and run around chasing the little critters.

    Tragically, my mother threw out almost all of my Pokemon memorabilia in a fit of drunken rage one day, including my console, all the games I had and my seven sets of trading cards. I only managed to save a copy of The Official Pokémon Handbook (yes, I am that much of a nerd) and a handful of figurines because I had stored them away. When I left my country to live where I currently am, I couldn’t bring the book, but I did bring a couple of my figurines including my favorite, Porygon, who’s wearing a sombrero. I keep him on my desk. And I bought myself a used copy of the Deluxe Collector's' Edition of the Official Pokemon Handbook so I could get the poster and hang it on my wall.

    The loss of all those much-loved Pokemon-themed thingamabobs, many of which I had bought with my own money, is the only reason I own an old Nintendo DS Lite (which was the first thing I bought with my first salary - poor thing has taken a beating after all these years). I made it my goal to own legitimate copies of all the Pokemon games, and managed to get them all up to White.

    Sadly money's too tight to buy the latest games nowadays, even though I do own a Nintendo 2DS with access to the eShop. I hawkishly check for sales now and then...

    If you had to try and choose a favourite game, or at least the one you have the fondest memories of, what would it be and why?

    That has to be Mass Effect 2, hands down. I legitimately must’ve sunk 3K hours on it or so, no joke. I’ve played so, so much of it that I remember once finishing the game and immediately going to the main menu to start again. I love the space setting, the conversations, and the chance to make choices. The characters are great, with very human problems and conflicts that I find relatable, especially Jack. She’s definitely my favorite character. I enjoy the combat, too - you can use powers instead of weapons and it’s a cool way to spice things up.

    I own physical copies of the three games in the series, including a pre-order of the Collector’s edition of Mass Effect 3, which I may or may not deeply regret now. I just stick with the second. Funnily enough, I never really got into modding it because the process is a bit complicated, what without the official tools and all. I’d mostly just make retextures for it if I could be bothered.

    As I said before, I’m not much of a gamer, so when I happened to spot a boxed copy of Mass Effect 2 during a window-shopping trip, I grabbed it because I thought the setting looked cool (and it was 50% off!). I never looked back. Best impulse purchase ever!!!

    What first attracted you to begin modding? Did you have any previous experience?

    I started with the silly task of wanting to turn everything in Half-Life 2 pink after some friends dared me to it. It was a good chance to learn retexturing, even though the tools were rather clunky and, being a noob, it took me forever to get things right. I wanted to change so much stuff!

    I didn’t know what I was doing back then, so I just extracted the textures and played around with them until I figured it out. I made great progress on this texture pack, but eventually lost the files during an HDD crash and couldn’t bring myself to start again. I only have a handful of textures left and some screenshots. I set up a mod page for it here back when I was actively working on it, but looking at it now makes me sad, hah. Perhaps I’ll pick it up again someday.

    To further your modding skills you must have to learn a lot new things, what would you say is the best resource to do this?

    In my opinion, the best way to start is to open up an existing mod in the GECK to see how it was done. That’s how I started, wanting to tweak someone’s house mod in Skyrim. That way you can mess around and break things without a worry because you can just redownload the mod and replace your broken mess with it. So just open up that esp and go nuts!

    When it comes to videos or tutorials, I guess it depends on the person. Some folks prefer video; others prefer written guides.

    Whatever you do, do a search before you ask other modders for help. Chances are someone else already tried to do what you’re doing and figured it out long ago. Try to be proactive!

    Do you have anyone that you can turn to if you ever get stuck with a particular aspect of mod creation?

    I usually ask on the Nexus forums, but only after I’ve really exhausted all options and my rudimentary knowledge has truly proven to not be up to snuff. I’d like to think I’ve become pretty good at hacking things together and getting away with it, haha! In the particular case of me needing animated meshes I tend to ask my friend Pixelhate for help. He’s very patient and can make some amazing things. As always, Pix for Prez! <3

    As a Mod Author do you check out other Mod Authors to either compare, or learn from?

    Not very often, no. I don’t care much about becoming “the best” so I don’t compare my work against other people’s. Sometimes, if a mod does something interesting, I’ll try my hand at reproducing it, and if I can’t figure it out, I’ll take a look at the mod to see how it’s done. But, beyond that, I like to work on things my way, at my pace, even if it takes forever.

    Are there any other Mod Authors that you look up to or who inspire you?

    As I said before, my friend Pixelhate is awesome and can really do magic with meshes! Stroti also makes some beautiful resources for Oblivion that I’ve converted to New Vegas. Then there’s Elianora, who does beautiful interior work; Mindboggles, the creature master; Dragbody, who can whip out some incredible armors; Xazomn, the texture Pro, and both Seddon4494 and Ladez, who are always helping people out with scripting.

    Do you or have you ever worked within a team of modders? If so, how do you divide the work and how do you communicate with one another?

    I tried to participate in "Molag Bal's Inferno" for Skyrim some time ago, but sadly I just didn’t have enough time. Off the top of my head, I teamed up with DDProductions83 to work on Stratos for Skyrim and with GOLDENTRIANGLES to work on Craftable Placeable Sierra Madre Vending Machines for New Vegas, and in both cases, we worked on things separately and then assembled them together.

    I usually tend to prefer to work on my own, though, so I can take the time I always need. I’m slow and rather sickly, so I tend to drop off projects often to pick them up later. I wouldn’t be a very reliable teammate, haha!

    You have a prolific amount of mods to your name, where do you get the inspiration to create them?

    I like to think almost everything in a moddable game can be changed, so I think to myself, “Can I do this? Can I get away with that?” and then fire up the editor to test. If I succeed, then I usually come up with a way to use this in a mod because people’s tastes are so varied that I’m sure someone somewhere would be interested in whatever I’m doing at any given time.

    Often all it takes is for me to think of something that I like or find funny. Then I stick it in a mod, just for the heck of it. One thing I didn't get to admit in one of my releases (a cafe for TTW) was that the only reason I made the whole mod (seriously) was to use the sentence "[PLAYERNAME] withdraws coolly" in a conversation. That’s a meme from JoJo’s Bizarre Adventure. Yes, I am a shameless memester, ladies and gentlemen. I don't know if I should be ashamed or not...

    I really enjoy customizing games to suit my tastes, especially by sneaking in references to things I like. For instance, a personal mod I have for New Vegas that is just a bunch of custom food is about 60 MB, and another with collectible clutter is 75 MB. Both of these are highly optimized with low-res textures and use plenty of Texture Sets to avoid including tons of copies of the same mesh, so the fact they somehow went over 10 MB still surprises me. I’m still adding to them now and then.

    Do you ever plan anything out on paper before committing time and effort into the creation?

    Only dialogue, so I can write out the lines to send to voice actors and figure out the required scripting. Beyond that, I usually get the idea for a mod from somewhere random and mull it over for a while until I got something workable, then launch the editor and go to town. I pretty much just improvise, adding more things as I come up with them and dropping some if I can’t figure out a way to squeeze them in. Then I lose track of how long I’ve spent on the mod and wonder where all these months went...

    Which of your mods are you most proud of?

    Haha, hard to decide. Hm… This may be an odd choice for people who like my quest mods, but I’d have to go with Buddy Chicken for New Vegas.

    It’s based on a cool vintage toy of a chicken that I found on an online store while browsing the web for chicken pictures (don’t judge) and fell in love! But my dearly beloved flat-out refused to waste like a month’s worth of groceries on the thing, so I just bookmarked it and checked on it now and then. Eventually, I figured I could ask my friend Xazomn if she could somehow turn the pictures of the toy into textures. I have no idea what sorcery she used, but she managed to make it work. So I put together a misc item to carry around with me in my game and posted a screenshot of it on the imageshare.

    My friend Bethjunkie suggested I try to turn it into a companion, and with mindboggles’ help making animations and a custom skeleton for it (instead of rigging it to the sentry bot skeleton like I originally did) Buddy Chicken became a reality. This particular mod shows how much the community can influence mods and bring something awesome together!

    Do you keep track of recently released mods? Do you ever look at them and think they would be a good fit towards your mods?

    I check on the Nexus a few times a day, so new mods are hard to miss! I tend to make most of my own mods for my game, though, so I rarely ever install new things unless they’re something I can’t make myself from scratch. I just build on a monster esp where I implement random tweaks and the like, as I’m sure many other people do. Gotta cut down on that load order.

    Are you able to complete everything yourself or do you ever have to pass things off to other people?

    I wish I were able to do it all, but alas, not the case. I shamefully tend to pass off animated mesh issues to my buddy Pixelhate, although with his tutorials and help I’ve managed to fix up some things on my own. I’m also at a loss when it comes to creating full outfits, although again I’ve been dabbling in accessory creation lately. It’s just a hassle with all the different body mods out there. If you want to make sure your apparel mods work as intended, you either make patches or give your characters a custom race and include all of the assets to make them independent from body mods. So I tend to fish out other people’s apparel to suit my purposes (that sounds wrong!) and go with that. And, of course, there is no chance I can do voice acting myself because I have the world’s worst accent, haha!

    Besides that, fortunately, I find myself skilled enough to make new clutter, furniture and basic textures alongside general GECK work such as dialogue and scripting, so I’m not too hopeless and can scrape by. But I’m not an all-encompassing modding machine by any means.

    How do you take criticism from users? Do you find it useful or frustrating?

    Criticism is fine if it’s respectful. As I said before, I’m not a modding machine, and I make mistakes all the time. So if someone wants to help find bugs or make suggestions that’s alright by me.

    However, certain things I simply won’t accept, such as complaints about lore or about the style/scope/direction of a mod. I make what I want, and the beauty of modding is that you can edit stuff to suit your own tastes, so if there’s something I added somewhere you disapprove of it’s easier for you to remove it yourself instead of leaving a message moaning about it and making unreasonable demands.

    To give you an idea, I only have three people blocked from my files on the Nexus (and only one is global, the others are file-specific) because they were staggeringly rude so I won’t share them here. Considering the amount of mods I have, I think that’s a pretty low number. Most people around these parts are not doofuses, fortunately.

    Do you worry about mod compatibility when you develop?

    Not really. 98% of the mods I make start with me wanting them in my own game, so as long as they don’t conflict with anything I have I’m a happy camper. If I wanted to worry about compatibility, I wouldn’t get anything done! New Vegas has been out for a long time, so it makes sense that real estate is at a premium, so to speak.

    Fortunately I’ve been lucky enough not to have many compatibility issues with my mods. Two good ways to avoid problems, in my opinion, are to replicate default in-game functions in your own mod if you can (in case other mod messes with the default systems), and to build in places that are out of the way. Another house mod in Goodsprings or Riverwood is bound to have many more conflicts than one near Lake Mead or The Sea of Ghosts.

    If you could offer any advice to our users who want to get into modding what would it be?

    As I said before, just grab the editor for your mod of choice, open up a mod that you like and look around to see how it’s done. Don’t be afraid to experiment! Keep plenty of backups, and always do a search in your search engine of choice before asking questions, for everyone’s sanity! And, last but not least, be realistic about your expectations. If you want to mod to become an internet star, it may not pan out. There are some modding celebrities out there, yeah, but for most of us, it’s just a hobby. Don’t let arguments, drama and stress sour you out. Just do whatever makes you happy.

    Thanks again for chatting to us Jokerine, it is most appreciated.

  • 06 January 2017

    Upcoming AMA with Elianora

    On Sunday the 15th January, we are holding an AMA (Ask Me Anything) with Elianora, one of Nexus Mods most prolific mod authors, and creator of some beautiful abodes, armours and gear for the Bethesda games Skyrim, Fallout 4 and Fallout New Vegas. We would love for you to come and be a part of it.

    Our previous AMA with Dark0ne, the owner of Nexus Mods, went down incredibly well with the community and gave people an opportunity to ask whatever they desired. The questions varied wildly from ‘the future of this website’ to ‘his favourite vehicle’ and everything in-between. However, we had a number of comments saying that although some people couldn’t make the date to listen, they would have loved to have submitted a question - so I made a tiny form to do just that for the Elianora AMA.

    (This form is no longer active)

    This event will be hosted live on our Discord server in a dedicated AMA channel. This will be created closer to the event and details on how to join will be given out in a separate news post.

    It will be 7 pm UK (UTC) time, translating to the following times in other areas: 9 pm EET / 11 am PST / 1 pm CST / 2 pm EST

    If you are not in any of those areas, then check for your timezone.

    Please put a note in your diary and don’t forget to get those questions in.

  • 04 January 2017

    Staff Picks - 04 Jan 2017

    posted by BlindJudge Feature

    Firstly, a big "Happy New Year" to you all! We hope that you all enjoyed the festive period and are now relaxed, ready and rejuvenated to begin 2017 with some incredible mods.

    Today we bring you a few mods that we have tried out over the Christmas break. I have been playing a mix of games, but returned once again to the wasteland in Fallout 4, SirSalami managed to nab himself a bargain with Mass Effect 2 and Terrorfox1234 has been annoying enemies in Skyrim and running away. Today's guest pick is from our community member arecaidianfox and is a great alternative to 'Fast Travel' within Skyrim.

    We love to hear your selections, so if you have a mod you would like to submit to the community (not your own), please check out this new and handy form. Please fill out the form completely and ensure that you add some details about the mod and why you have chosen it.  

    Just remember that other mods on the site may do roughly the same thing, so keep your eyes peeled and understand that these are just our personal picks. That said, hopefully, you'll find something you may not have seen before. Who knows, maybe we'll even learn a little about each other along the way.


    Mod: ME2Controller
    Game: Mass Effect 2
    Author: Dybukk

    I thoroughly enjoyed the original Mass Effect but for whatever reason, I had never got around to playing its sequels. Thanks to EA's generosity a clerical mistake, I was lucky enough to score a free copy of Mass Effect 2 from Origin a couple of weeks ago. At that price, I had no more excuses. It was finally time to step back onto the Normandy.

    Having played the original on console, I knew I'd be in for a cinematic adventure that'd probably be best experienced on a large screen. For me, that means sitting on the couch and grabbing a gamepad. Inexplicably however and much to my dismay, the PC version does not officially support any console controllers or gamepads.

    Thankfully though, by repurposing existing assets and systems present in the console version, this mod has recreated the gamepad experience perfectly allowing every aspect of the game to be accessed from the controller seamlessly. Something that should've been included in the original PC port, but I am none-the-less thankful for this quick and elegant solution.


    Mod: Follow Me and Swim After Me
    Game: Skyrim Special Edition
    Author: tonycubed2

    I tend to be drawn to simple mods that change something small, yet make a world of difference. I love mods that feel like they should have been in the game to start, and once you get used to them you almost forget that it’s a feature added by a mod. I’m partially drawn to these types of mods for the obvious QoL factor, but also because they are generally free from compatibility issues as they don’t touch massive amounts of records and assets.

    Follow Me and Swim After Me is a perfect example of this. It allows hostile enemies to follow you through doors (this includes following you out of a dungeon), as well as allowing them to pursue you across water. It’s as simple as that, yet the effect it has on gameplay is noticeable. No longer can you swim across the stream, or use the dungeon entrance as a buffer against a tough bandit. Once you’ve gone and pissed them off, you better fight or keep running.


    Mod: Deadlier Deathclaws
    Game: Fallout 4
    Author: MPankey

    It was a bit of a 'love it or hate it' moment at the beginning of Fallout 4 when meeting your first Deathclaw within an hour of beginning the game. Yes, they are pretty spectacular and a highlight of the Wasteland, but seriously Bethesda, that early in the story! Not only do you meet the Deathclaw while you are such a low level, but you also manage to take it down relatively quickly.

    The mod I am choosing to begin my staff pick of the New Year is 'Deadlier Deathclaws' by 'MPankey'. To me, it helps restore balance by once again making Deathclaws the creature you want to avoid rather than hunt. Their stats are boosted to make them stronger, harder and more resilient. 19 new varieties of Deathclaw are added into the game with 'Legendary' and 'Ambush' versions pushing this number higher still. There is now even a Chameleon Deathclaw with the ability to turn invisible; now that is a predator to be wary of.

    If you want a real challenge, take a journey to the Western hills of the glowing sea and find 'The Devil's Den.' This new area is a cavern full to the brim with Deathclaws! This mod really does give these creatures the ferocity and stature that they deserve.

    (Guest submission)arecaidianfox

    Mod: Skyrim Wayshrines - Immersive Fast Travel - SWIFT
    Game: Skyrim
    Author: Pharros

    This mod is wonderful. A way to fast travel without 'Fast Travel', in an immersive way, if I dare to use such a played out description. The mod adds several 'Wayshrines' in various locations throughout the game. All of these Wayshrines are connected, and you can instantly teleport between them. This mechanic does two major things:

    Firstly, it reintroduces fast travelling to the game in a more organic way. No longer do you just open up a map and point and click. Now you have to journey to find these 'Wayshrines' to use them. Leading wonderfully into my second point that discovery and exploration no longer take a back seat to Fast Travel.

    This mod is highly configurable via the MCM. Meaning that if you don't want to discover all the Wayshrines to unlock them, you can do that. If you don't want to deal with the mod's Soul Energy and Soul Karma system (used as a "currency" to unlock Wayshrines and pay for using the network) then just toggle it in the menu.

    I love this mod as SWIFT solves a major dilemma for me. We go through all this trouble of modding Skyrim, making it look wonderful, beautiful, fantastic and awe-inspiring, a surreal yet completely engrossing experience that has collectively captured our imaginations for the last five years. Then we just Fast Travel past all of it.

    SWIFT gives everyone that nice middle ground. For those of you who play hardcore realism with no 'Fast Travel', maybe this will be a good way to have more convenience within your game, without breaking the spirit of your experience. For those of you who just Fast Travel everywhere, maybe this mod will give you a better, more integrated way to fast travel, and allow you to see all that work you as a modder and mod authors put into your game. For those like myself, maybe it will do for you what it did for me, and give a clumsy game mechanic a fresh spin, and allow you to play in a happy medium between those two styles. SWIFT does all of this in a way that feels natural within the game, and I love it for that.

    Every week, we feature a few mods that have caught our staff’s attention, as well as some that were submitted by you, the Nexus Mods community. If there is a mod you’d like to see on this list, then please check out this quick and handy form.

    If you haven’t already, feel free to follow us on our social media channels where we'll keep you up to date with the latest site news, articles and much more.


    Thanks, and have fun modding!
  • 29 December 2016

    2016: Our year in review

    posted by BlindJudge Site News
    TL : DR

    Full article: 

    It's come to that time of year when we prepare to see in the new year, whether it is with the chink of glass with family and friends, an early night in bed or being sat in front of the television/computer. Yep, 2017 is soon to be upon us! So with champagne and leftover Christmas morsels in hand, Michael Buble still blaring out his renditions of well-loved Christmas songs and people preparing to nurse a hangover, I can't think of a better time to reminisce with our wonderful community over what has happened this past year at Nexus Mods.

    While 2016 has been harsh for the sheer number of 'A' list celebrity deaths, it has been a very successful year for us.

    For starters, we have seen our membership increase by over 2.1 million users in 2016. Our total member count now sits at 12.2 million and growing! We approved 189 new games and their mods to the site and over 92,000 files (including those from GameFront) have been uploaded. We have two new staff members and have seen significant progress in some of our internal projects.

    The beginning of the year started with a bang as we were still riding the Fallout 4 rush. Mods were added to the site at a frantic pace, 4,656 Fallout 4 mods were uploaded in the first quarter alone! It leads all other games for files uploaded between January and October, only being beaten by Skyrim on the launch of the Special Edition. We're now hosting over 16,000 Fallout 4 files and have had nearly 150 million total downloads.

    Other games released during this busy time include 'Dragon's Dogma: Dark Arisen', 'Darkest Dungeon' and 'XCOM2,' all of which received favourable reviews from the critics and have seen an excellent uptake of mods on the site with nearly 2.5 million downloads between them. Dragon's Dogma and XCOM2 were also added to Nexus Mod Manager, making the addition and management of their mods super easy.

    March time saw us look long and hard at our Ad provider as we were receiving more "bad ad" reports from the community than usual. We introduced the “Report this ad” functionality under each advert to try and gather more information about our advertising and to ascertain how bad the issue was. Over the course of two months, we saw a significant number of reports (8,500+) come in, and Robin decided enough was enough with the ad provider. We successfully transitioned to our new (and still current) provider and hope that the amount of ‘bad ads’ has dropped considerably for you all. Since then, Robin has written an extensive blog piece about the ads on Nexus Mods and how you can report them more effectively to us.

    Dark Souls 3 released to a wave of positive reviews from the gaming media. It is very similar to its predecessors with its level of difficulty and gameplay, and thanks to the bright people in the community getting involved, it is also moddable. It was added to the site in April and has seen over 125 files added to the site.

    It was with sadness that we saw the closure of one of the oldest and once most popular download sites on the internet when in April, GameFront closed its website doors for the last time. Luckily we liaised with the folks over at ArchiveTeam who were working on a project for and also with some of the old staff left at Gamefront to ensure that all the mods that were going to get lost in the ether of cyber deletion got moved and catalogued within Nexus Mod's growing list of games.

    Back In May, we decided that we needed to make the 'file uploader' both easier to use and far more robust, enabling it to upload files of any size. The old method had led to some users struggling to upload larger files, meaning that users had to contact us to do the uploading of their mods for them. Site programmer, MrMason, set about creating a new uploader that would enable files to be sent in ‘chunks’, meaning that it was more reliable to use, far faster to get your files onto the site and that you could resume your upload should you accidentally (or on purpose) close your browser window.

    One of the largest mods we have ever hosted was released to an incredible reception in July, Enderal: The Shards of Order. Not only did our community love it (9,192 endorsements and counting), but it also picked up the 'Best Fan Creation' at this years 'The Game Awards'. If that isn't the sign of a fantastic mod, then I don't know what is.

    August saw the release of one of the most hotly anticipated games of 2016, Hello Games 'No Man's Sky'. To say that the game was a mighty disappointment for many is an understatement. It promised to take you to distant galaxies, a journey through diverse and well-populated planets, a voyage of discovery as you will. Instead, it saw many users clamouring for a refund due to ‘false advertising’ and ‘misleading’ videos and screenshots. However, what seemed like an eternity of silence, ‘Hello Games’ are now releasing large and comprehensive updates to try and draw back in some of its initially huge player base. We may yet see it return to its initial promise of a game of deep exploration and wonder. In the meantime, the community once again stepped up to the task and the site has seen mod authors answer the call for more diversity, population and addressing some of the annoyances of the vanilla game.

    On the site side in August, we chose to move our chat platform from the IP.Board Chat application to Discord, not only allowing our users to chat via text but also communicate on a range of different voice channels. We saw the average number of users online at any one time rise from approximately 15-20 people to over 2300! The feedback has been exceptionally positive, and it’s great to see our community chatting together.

    Robin graciously gave up time one evening in September to be bombarded with questions from you all in an AMA (Ask Me Anything) format. It was a cracking night that saw him asked everything from "What is his favourite lunch?" to "Did he ever expect Nexus Mods to get such a large community?" And everything in between. It’s a good listen/read so be sure to check it out.

    Tannin (of Mod Organiser fame) came on board in September to head up the development team of DuskDweller and Luco81 for our new Nexus Mod Manager, we are well underway with this new application, and we look forward to showing you its progress in the new year.

    Terrorfox1234 joined us in October to look outside of Nexus Mods and to represent us on the wider web. He has also begun to look at our social media presence, and we've seen a 29% increase in Twitter followers in just two months. Social media is an area we would like to concentrate on due to its immediacy, and that it grants us the ability to share content with our users quickly and easily.

    The huge story of October was the release of Skyrim Special Edition, that saw a resurgence of love for the world of Tamriel. People once again donned their rags to set foot in their beloved Skyrim, just this time, in glorious 64 bit! This surge in users caused a bit of a mini-meltdown at Nexus HQ due to the sheer number of players coming back to the games.. With our servers begging for mercy it caused a few hiccups and (like an episode of Star Trek) saw us having to reroute resources from elsewhere to keep the sites afloat. We weathered the storm relatively unscathed and saw some outstanding mods appear for the game; our community has been quick to respond by porting over their mods at a dizzying rate.

    Over the course of the year, we have been working diligently behind the scenes on the website redesign. "Be like a duck" is the best way to describe the process as it stands. On the surface, we are making steady progress, and everything is cool, calm and collected. Underneath we are kicking frantically, working hard to get this behemoth of a task completed. Considering the small size of our development team and that they're regularly pulled away from their work on the redesign to fix issues on the current design, we're making significant headway. The internal alpha release is ready, and everything is finally slotting into place. Each passing day more bugs are getting squashed and it is becoming more and more feature complete.

    After the initial internal testing, we will address anything that we find and then pass it over to our very patient and very helpful focus group to get their feedback. Once they've given the redesign some extensive testing we'll then work on our launch process. We'll provide more details on that as the time gets nearer.

    So onwards to the new year and I can already picture it being one of the biggest ever for Nexus Mods. We have the redesign of both the website and the Nexus Mod Manager to look forward too; we have a larger social media presence where we can announce updates, news and giveaways and we have plans to expand our content in new and exciting ways.

    So from everyone here at Nexus Mods, we hope you have all had a fantastic 2016 and wish you a very happy New Year.
  • 21 December 2016

    Staff Picks - 21 Dec 16

    posted by BlindJudge Feature

    It's coming to the end of the year and the festive season is upon us, so this will (probably) be the last staff pick until 2017. We have been pleased with the response from the community and the feedback we have received, so are looking forward to the new year and trying out more of the mods you guys are producing.

    We love to hear your selections, so if you have a mod you would like to submit to the community (not your own), please check out this new and handy form

    Just remember that other mods on the site may do roughly the same thing, so keep your eyes peeled and understand that these are just our personal picks. That said, hopefully, you'll find something you may not have seen before. Who knows, maybe we'll even learn a little about each other along the way.


    Mod: Winter is coming
    Game: The Witcher 3
    Author: KNGR

    Oooh, the monsters outside are frightful
    But the mods are so delightful
    Now I have a place to go
    Where it snows, Where it snows, Where it snows...

    Sorry, I've been trying to stir up some holiday cheer... My local weather forecast predicts dull and unseasonably warm weather, so it's unlikely I'll be seeing any real snow this holiday. But thanks to a little magic from KNGR, it's a great time to revisit the Northern Kingdoms of The Witcher 3, now that snow has begun to fall! "Winter is Coming" brings some of the whimsical fluffy stuff to those of us where it will be woefully lacking. I bet Novigrad looks especially nice this time of year.

    Happy Holidays!


    Mod: Aetherial Veins
    Game: Skyrim Special Edition
    Author: Merkcy

    This mod is a compilation of the mods “Touch of Death”, “Master of Illusion”, and “Respite” by the same author. Each of the three mods focuses on a different branch of magic, changing its projectile spells to “touch” type spells. For those of you that may not be familiar with the term, it essentially means that there is no longer a projectile and the effect of the spell is instantaneous. If you cast a touch type spell, you don’t have to wait for the projectile to reach the target. As long as your crosshair is on the target when you cast, they are immediately affected by the spell. To me, this makes a lot of sense for certain spells. For instance, casting Fear on a bandit should just be a wave of the hand, rather than launching a ball of light at them. It looks awesome, and it feels awesome.

    On top of changing the casting mechanic behind certain spells, the author also added new visuals for the altered spells, to better suit the lack of a projectile. Last, but certainly not least, the author made sure to apply the same “touch type” effect to corresponding staves and scrolls.

    Touch of Death deals with reanimation spells, Master of Illusion is pretty obvious, and Respite alters a handful of Restoration spells. The author has provided a full rundown of altered spells and other changes in the mod description, and you can find his plans for the mod in his stickied post under the Posts tab. Enjoy!


    Mod: The Christmas Mod
    Game: Fallout 4
    Author: Elianora

    When I saw this pop up on my screen, I instantly grabbed it as my pick, stealing it away from the others - mwah ha ha ha...

    Eli is a well-known modder around these parts, and for very good reason. She creates some incredible mods for the Fallout and Skyrim series and this one in particular just jumped out at me (for obvious reasons).  

    I would recommend you grab this quick as there is a 'special' bit of loot that you will find in Diamond City on Christmas Day. As well as this gift, you will find a whole bunch of themed items ready for the festive spirit: Four outfits/two types of hat/loads of different items added to the settlement crafting menu and a whole lot more! 

    Ho ho ho - Merry Christmas everyone.

    (Guest submission)ZCUL

    Mod: Mass Pike Building
    Game: Fallout 4
    Author: jpitner

    It’s a home and (optional) settlement mod, open for settlers and followers, has several floors, is a bit pre-decorated and open for much more decoration on the player’s discretion. There are also individually created shops and guard/sentry positions ready for being manned by settlers you assign to (if used as settlement).

    This building, as well as the author’s "Mass Pike Loft" has several clean floors. Cleanliness might be in disaccord with the dirty Boston surroundings – that is a question of taste. The building provides you with a lot of opportunities to let your imagination run wild for decorating this home/base in accordance with your individual liking. Jpitner added a bit of useful stuff into the building as well - free for use at your own discretion. If one likes decorating one‘s home/base/settlement extensively, this mod might be first choice as it will provide you with many additional game play hours, the more, if you additionally run some miscellaneous and fine decoration mods that are on Nexus.

    Every week, we feature a few mods that have caught our staff’s attention, as well as some that were submitted by you, the Nexus Mods community. If there is a mod you’d like to see on this list, then please check out this quick and handy form.

    If you haven’t already, feel free to follow us on our social media channels where we'll keep you up to date with the latest site news, articles and much more.


    Thanks, and have fun modding!
  • 18 December 2016

    The Sunday Discussion - IceCreamAssassin - Author of "Legacy of the Dragonborn"

    Today I bring you IceCreamAssassin, author of 'Legacy of the Dragonborn'. This quest mod is currently on its 16th major update and will shortly see v17 released. The loyal and devoted fan base ensure that there are always people on hand to answer questions and its mod forum holds the second highest number of posts for a quest mod.

    We chat about what's next for IceCreamAssassin, what his gaming history consists of, how he got the quirky handle and what he feels about modding for consoles. Please give him a warm Nexus Mods reception and feel free to comment below.

    Hi IceCreamAssassin, thank you for agreeing to talk to me today. As always, I’m going to ask you to tell us a little bit about yourself, where you reside and what you do outside of gaming/modding?

    Hey, thanks so much for having me. Well, I’m a 37-year-old father of 2 gamer boys and live in Portland OR USA. Aside from gaming related stuff, I’m a stay at home dad and part time builder/remodeler/handyman. Enjoy camping a few times each year with the family, and am a big movie buff.

    The other topic I love to find out about is gaming history, please may you let us know what got you into gaming and the consoles/computers you have owned?

    I got my first hand me down computer when I was 11, a super powerful IBM 286sx with 512kb of ram :) awesome. I’m a classically trained 1st gen console player that grew up on Atari, NES and Super NES. Got into game design with text-based interactive fiction style games and programming SBBS games. My first publically distributed MOD type work was levels and skins for the original DOOM game and DOOM 2. Tinkered a bit with Morrowind and cut my teeth with Oblivion, and now of course deeply entrenched in Skyrim. I’ve also done a lot of table top pen and paper style game design; RPG’s board games, card games, etc. and even self-published a few titles.

    You have been involved in board game and card game design; that’s something new! Do you fancy a shameless plug? What got you into that?

    Well, growing up, my best friend and I had a fantasy setting comic book series we had been designing (he’s a professional illustrator now), and we always enjoyed role-playing games like D&D and heroes unlimited, etc. and decided to take a crack at designing and self-publishing an RPG. We were involved in building an indie gaming scene here in the Northwest which is still to this day pretty vibrant. We found and inspired other game designers in the area and created a bit of a collective here in our local gaming scene and local conventions. Our first product The CrossRoads of Eternity was published under our Arcadiam Games label and distributed nationally in 2005. It had a pretty good core following for awhile, but we more learned what to do and not to do than anything with the experience. I still have cases of the books in my garage lol. Today I have many projects in various stages that I hope to get Kickstarter projects going for in the future.

    You joined the site in 2011, and your first mods on the site were Oblivion? But you mentioned above that you mod Morrowind and Doom, are there any other games and can you give us some details?

    Yeah, as I mentioned, I tinkered a bit with Morrowind as well but never released anything, but did make one relatively large mod on Oblivion “Imperial Bank of Cyrodiil” and quite a bit of level design for DOOM and DOOM2 which I distributed on old school dial up SBBS and MBBS boards. Back with some of my older computers I also created some text-based interactive fiction games, did some more stuff for Heretic/Hexen and Return to Castle Wolfenstein; basically, anything ID made back in the day. Was also pretty big into playing Battlefield 1942 and messed around with a 3rd party world designer program but nothing much came of it, but I’ve always had an interest in expanding and modifying games I loved.

    I love the handle IceCreamAssassin, where did the name come from?

    Hahaha, yeah, I used to own two Baskin-Robbins ice cream shops for a few years and managed the first one for several years before owning it. My wife is a big Tori Amos fan, and I was listening to a couple of her CD’s a lot around that time and one of her Lyrics “...Trusting my soul to the ice cream assassin” just kinda stood out to me and stuck given my occupation at the time.

    You have a number of mods on the site, but by far the largest is ‘Legacy of the Dragonborn (Dragonborn Gallery)’ that adds an entire DLC sized expansion into Skyrim, did you expect it to be so popular?

    Not at all. My initial intent was just to make a beautiful display museum that looked like it belonged in Solitude that the player could claim and set up all of the unique items from the base game inside. It became quickly apparent that a monster had been born, and I’ve been continually working on it since. I have been so excited by the response to the mod, however, and it’s that energy people bring to it that keeps me so motivated.

    The mod (more like an expansion) is huge and adds all manner of lore, storylines, quests and characters/NPCs into the game, it was added to the site in March 2014 so how much planning went into it before you started on the PC, then how long was development?

    Well if you look behind the scenes you’ll find each of the interior cells of the museum are labelled “DBM_TEST#”. I just pretty much jumped in and started building what I thought at the time was an interior test design for the museum and it pretty much just came together naturally, and I never bothered changed the naming convention. So it’s pretty evident by that, that I just fired from the hip which has its benefits and drawbacks for sure. On the upside, I didn’t over-plan and “shoot the moon” so to speak, and fall short by trying to make something too big right from the get-go. On the downside, my asset organisation and multiple major revisions of layout and functionality had to evolve as I learned more and more about modding Skyrim as I went. So the plan for it developed as I went.

    Did you have anyone around that could help beta test for you?

    Initially no, Legacy has had 16 major “generational versions” and over 100 updates in total in the time it’s been posted, but it wasn’t until V8 actually that I ran an official Beta test run, and then again at V13 which was pretty much entirely a beta. Up until that point, I pretty much ran frequent updating to squish bugs in almost real time at times (hence the 100+ updates to the mod). Now however I have accumulated a pretty good pool of avid Legacy users who know the inner workings of the mod a little more than most users and can tell when things are out of place or not working as they once did, so they tend to help catch those things more readily now.

    It’s still being updated on a regular basis, do you have an end goal for the mod?

    I’ve always stood by the caveat of “No work of art is truly ever finished”, but I have massive plans in the works for other projects that relate to Legacy and the continuation of its story. I have to be disciplined and draw a line in the sand for myself otherwise I could continue supporting and expanding Legacy indefinitely. When V16 was released, I intended it to be the “Final” version barring bug fix updates. Even then I knew there were still a few features I wanted to include and so I kept developing, now I am about two weeks away from the release of V17 which is currently in closed Beta testing. This will mark the official completion of the mod for the time being as I move on to the next phase with “Odyssey of the Dragonborn.”

    Your mod forum page for ‘Legacy of the Dragonborn’ has the second highest number of posts for a mod (just behind Requiem) and a very active community behind it, even joining you to help with the development, patching and support of the mod, how do you keep on top of everything and organise these volunteers?

    I’m very lucky that the community that has grown up around Legacy is such a vibrant and fanatical group of supporters, it makes me giddy just to think about it. They have pretty-much-done things on their own with only occasional input or redirection from me in fact. The Legacy English Wiki page (there’s also a fan run Spanish wiki BTW), was pretty much built and maintained 100% by fans and I’ve in fact had almost nothing to do with it at all and it runs fantastically. Fans have also created and maintained an official patch page on Nexus for Legacy, complete with a FOMOD patch installer that automates everything and, again, pretty much they built and maintained it on their own. And of course I’ve had a few devoted fans who know the mod inside and out, crop up and aid in moderating and answering questions/ do troubleshooting, and they’ve more or less done it all on their own.

    These key folks I proudly refer to as my “development team”, and they pretty much keep me sane through their efforts. So as far as how I organise them and keep on top of it all, I don’t have to. A few PM’s or a comment page post now and then to make sure we’re all on the same page and a clear vision of what is collectively best for the mod and community and where I see things going is all it takes; these are some great people helping me out to be sure.

    How about other mods? You have taken over some Authors work on the site, what sort of support does this include and how do you divide your time?

    Biting off more than I can chew is certainly a problem from time to time. Luckily most of the work I’ve adopted for other authors is largely in a good state. I simply have a vision for making some additions and improvements which I’ve noticed users also mention on their comment pages, or they have a handful of well-documented issues that are sitting waiting to be worked on but the original author just doesn’t have the time or has moved on.

    The key to it is that I tend to work in arcs. I work for a couple of months on one project, release an update, then stick around and do an update or two to fix minor issues, and then I shift my focus back elsewhere… sort of like the eye of Sauron :P

    A lot of my fans from the Legacy page will also frequent those pages and help folks with questions or even bring the questions to my attention via PM or a post on the Legacy page. If it takes more than a few days for me to reply, because they know that if it goes unanswered for more than that, I probably have shifted focus. So again the community helps out a lot. I tend to shift focus based on need and interest. If a mod I’m supporting needs a few critical updates and I’m not adamantly focused on another project currently, I’ll shift over and work it over a bit.

    Do you work solo or do you have a team that help you with new mods?

    I work solo on most projects but outsource certain tasks when able and necessity dictates or go looking for people’s resources and assets to see about adopting the things I need. It’s largely about networking and working on Legacy that has allowed me to accumulate a core group of awesome folks. These have helped with custom content in Legacy, I have brought them on board for development of “Odyssey of the Dragonborn” which is my next big project that has been in the works (though on the sidelines) for a couple of years now actually.

    What would you say are your strongest and weakest points when it comes to creating mods?

    I’d say that my biggest weakness during Legacy’s development was asset management and naming conventions. When you design a mod, you want to ensure that all your mod added files are clearly laid out in their directory structure and that you not only prefix all your forms with a proper tag (DBM_ in legacy’s case) but also have a set pattern for how you label stuff. Otherwise, it gets confusing, really fast, especially when you have over 140,000 record entries like Legacy does.

    Biggest strength I have is that I have always had the knack of focusing on a new skill set and quickly learning and becoming moderately proficient at it in a very short time. For instance, I once had the urge to learn leather crafting (in real life) and decided that I was going to make an entire suit of armor, and over the course of 2 months I learned, got tools and supplies and did it. I did pretty much the same thing with modding, albeit at a much longer and more frustrating learning curve to be sure.

    What tools and applications do you use to create your mods?

    Aside from the Crash Kit… errr Creation kit! I use Blender, NIFSkope and Chunkmerge for modelling. Photoshop and CrazyBump for texturing (but have Quixel which I need to get around to learning). Oscape and TES5LODgen for world space and LOD work. Audacity for voice file work. NIFScan, NIFHealer, a Decompiler for scripts, and a handful of other minor utilities in addition to the essential TES5Edit and Wrye Bash of course.

    Would you mind letting us know a little bit about your process, how you go from initial idea to conception?

    When I was first learning to mod, the process was entirely different than I use now. Previously it was an issue of “I want to do this, now I need to figure out how” and now I have enough tools and skills to say “I can do X Y and Z, now what do I want to make with it?” So the process of learning as I go and figuring out how to make things is reversed and I can now plan ideas around knowing already how to implement them, and instead just determine the best way possible to do so.

    Now that I have some experience under my belt, the process has more pre-planning involved. I tend to get a concept idea, jot a few outlines and ideas down on paper and immediately brainstorm how to make it happen on a technical level since there are dozens of different ways you can correctly implement something and dozens of more wrong ways or “irresponsible” ways. So now that I consider myself a bit more advanced I can think of how is the best way to implement something rather than simply how I can get it to work. Compatibility and Conflict mitigation is central to the design process now even more than what I want to make. I always try and build things so that there is minimal possibility of conflict and I never try directly to edit Vanilla resources via the CK when possible. I usually use scripts, so there are fewer conflicts.

    Despite a little preliminary technical planning and thought, I still do most of my design work in real time. Just jump in and start laying things down, testing out ideas and putting things together as I go. I find or create textures and models as I need then rather than plotting out a list, I write most of my dialog directly into the quest handler instead of on paper first, etc.

    With ‘Legacy of the Dragonborn’ being on par with paid for DLC, what is your take on this year's very controversial subject, paid modding, do you think this is something that should be addressed in depth?

    I definitely support the idea that modding is something done for fun and should be free for anyone to share in, and they should not be required to pay to access a mod. But I am also a huge supporter of the patron model of support, where fans can opt-in to donating on a scheduled, regular basis and not simply as a one-time donation if they desire. Bethesda likes to pretend that this model equates to subscription, which it does not since users can still get the content even without the donation.

    There has to be a middle ground that doesn’t involve a pay wall which will get mod authors the support they deserve for their work and allows Bethesda to get a REASONABLE cut as well. The patron model is how classic artists and musicians lived for centuries; they had patrons support their work so that they could continue to focus on doing what they loved and all people would benefit from it, and the patron would get some occasional perks for their support. You never had Stradivarius (Legendary violin maker) coming back and wanting 75% of the money the composer made, so why should Bethesda get that for our use of the CK?. I’m content with the system that is in place now, allowing donations and tactfully reminding people now and again that the option is there, but it'd be good to have a system of continued support that Bethesda won’t get it’s underwear in a bunch over.

    Skyrim Special Edition was released recently to a somewhat mixed bag of reviews, have you had a chance to have a playthrough? What are your impressions?

    So far I am unimpressed honestly. Aside from the back end x64 stability and processing speed improvements and the improved script load processing, the polished up versions is pretty much something modding has already achieved with ENBoost and the many ENB settings and light and weather and texture overhauls, etc. And yes, SSE will save using load slots for that stuff, but this is modding, after all, the flexibility and customizability is the focus. It looks pretty, but overall feels a bit like having to start over at square one with a lot of things. I ported over Skyrim’s Unique Treasures by Clintmich which I currently support, and it had some stumbling blocks for sure, and Bethesda has once again proven that they don’t want to support the modding community. They just want us to make content for them so they can sell more copies of SSE to console players, they can’t be bothered to answer questions or give support on their SDK. I remain hopeful but am personally waiting until SKSE64 is released, as Legacy hinges on that. When that happens, we’ll see if they have made any further efforts to help support modders, but I’m not going to hold my breath.

    I thought that It was aimed more at the console market to add the ability to include mods into the game, do you think that this is going to become the norm for consoles now?

    Yes, I quite agree, it’s entirely based on selling console copies. I think that the industry will continue this trend, but two things need to happen. First and foremost Sony needs to get their heads out of their you-know-where and allow player created content to be distributed in mods on their platform. It’s absurd that they are so paranoid. Secondly, Bethesda needs to better support modders, both with resource support and by lightening up on or establishing their own fair voluntary opt-in gratuity system. If they don’t, my theory is that the vast majority of modders will not even bother making their mods console capable because it’s more work for nothing and requires us to maintain multiple versions of the same mod, which is a major hassle. I know I for one will not make any of my mods available on console until such time that they do.

    What do you think about the whole PC vs. console culture? I have both and love each for very different reasons.

    Let’s face it, the high intensity; first person shooter dominated atmosphere on consoles has brought about a brash breed of users who “shoot from the hip” before actually thinking things through and speaking out on something. This is probably truer of those who are EXCLUSIVELY console users vs. those who are also PC users, but I find that those who are involved in the PC community are pound for pound a bit more tactful shall we say. Yeah I do get the occasional troll still, and some folks still come off as self-entitled, but it’s a lot less prevalent on the PC end I feel based on what I have seen on some mod author’s SSE ported mod pages.

    On the flip side, I am excited for console users finally getting access to some of the content that PC users have been making for years, and I think it’s long past due. I just have issues with Bethesda’s execution and roll out, as usual, so won’t be partaking in Console mod development, at least not for now. I also don’t have an Xbox or PS4, so I wouldn’t feel right about releasing a mod anyways without being able to test it first.

    Going back to you, do you have or can you see any collaborations on the horizon with other mod authors?

    Yes, in fact, I have been working with a world designer MyBad as well as model designer RonnieMagnum on a project called “Odyssey of the Dragonborn” for quite some time. Some other people have also been involved in the planning process.

    This project is a nine mod series of episodes (Acts) that follows the Legacy storyline and takes the player to several world spaces all across Tamriel in a truly epic quest against the Thalmor. I like many others feel the Thalmor angle was woefully wanton in Skyrim and had real potential that Bethesda let slip and given the history of TES games, it’s likely they will not be continued in any major way in the next game. The Fight against the Thalmor series is an interesting addition, and I use them in my game usually, but I wanted something grander and more directed.

    Once V17 of Legacy is posted before the end of the year, I will be focusing again on full force development of Odyssey.

    Are there any mod authors whom you look up to?

    There are a ton of big names whose work I admire, and I’m sure that if you look at the A List of mod authors, you will find all of them on there. I’ll leave that list with the comment that I really like Chesko, both as a designer and as a person. He’s a good guy and is very knowledgeable and supports the solidarity of mod authors and supporting each other, which is awesome.

    I think that some of the unsung heroes are the people I look up to even more though. Folks like Saerileth (of Druid’s Den), who was a joy to collaborate with when I took over updating Druid’s Den at the request of a fan. They have given me a lot of insight into methods I had previously not been familiar with both during Druid’s Den’s rework and before that. MyBad of (Shadow of the Underking), which was not presented well on his mod page, but I was able to integrate his work into Legacy. I have gotten MANY MANY compliments on his work; he’s an amazing interior dungeon designer and an exquisite worldspace maker and static architecture designer. He totally doesn’t get the props he deserves which is why I’m excited to be working with him on Odyssey.

    Also, Ronnie Magnum has made numerous awesome weapon and ring mods and has contributed an amazing amount of work for both Legacy and Odyssey. Including a lot of new and unique items never before seen in Skyrim and again I think gets overlooked a lot. I’ve learned a lot from these three in particular and can’t thank them enough for everything.

    If you could only add ten mods to your Skyrim game, what would they be and why?

    • SkyUI - an absolute must if you don’t want to go insane
    • Legacy of the Dragonborn - it’s my baby of course
    • Ordinator or SPERGp - lightweight perk overhauls that don’t require me to customize every aspect of my game first
    • Immersive Weapons and Immersive Armor - both because I need the variety over the bland vanilla stuff
    • JK’s Skyrim - a must have for me to keep Skyrim more diverse and interesting
    • Forgotten Magic - love having levelable spells which are unique and interesting and diverse
    • Alternate Start LAL - Who wants to constantly ride that damned wagon every game, not me
    • CCOR - Just enjoy the customizability of it and being able to scrap stuff for crafting
    • One extra slot for trying out different quest mods. None I have played are a must have for every game, but I have loved most big quest mods I have played for the experience they bring the first time through.

    You keep an active website which is full of helpful topics, posts and blogs, is there any resource sites out there that you frequent or you think would benefit our community?

    I use the Creation Kit wiki page a lot. Even to look up mundane things that I probably should remember by now lol. Though it’s a little sparse in places and out of date, it still is quite valuable, and I also contribute there when I discover something new now and again. I also frequent AFK mods at times and TES Alliance, as well as Darkcreations. All three of these sites offer great resources, extended community and a lot of good guides on various modding topics.

    Thank you so much for chatting with me today, to end, do you have any advice that you could give to someone looking to get into modding?

    Don’t shoot the moon. Start small with something that you can manage to learn to make, support, and polish. Do not release a mod unless you intend on getting it to a semi-completed state and as bug-free, as you can get it. The first three months of learning are hard, and the main thing you will learn is HOW to ask questions; learning the terms and exactly how to word a question is the hardest stumbling block in the beginning. Learn as you go but also try and learn the tools and features before attempting to make anything large because you will inevitably be re-working things you have already made when you learn a better way to do it. There is no single definitive way to make things happen in this game. There are better, more efficient ways, but no one way is THE way, so keep learning and keep polishing your work. Don’t give up; it’s all worth it in the end!
  • 15 December 2016

    Staff Picks - 15 Dec 16

    posted by BlindJudge Feature

    Another week, another set of staff (and guest) picks to present you.

    Before we begin the weeks' picks, I just want to clarify that the way we do this is very simple, each staff member chooses a mod of their choice, and then I compile them all and post them up. So when I saw that both Robin and I had picked a mod from the same author I thought it might be seen as favouritism or that we were colluding. Let me assure you; we're not. I guess you can chalk it down to 'great minds' and all that. 

    Just remember that other mods on the site may do roughly the same thing, so keep your eyes peeled and understand that these are just our personal picks. That said, hopefully, you'll find something you may not have seen before and who knows, maybe we'll even learn a little about each other along the way.

    We love to hear your selections, so if you have a mod you would like to submit to the community (not your own), then please check out this new and handy form.


    Mod: HUDFramework
    Game: Fallout 4
    Author: registrator2000

    I'm not too up to date on my modding at the moment, but the little group of modders who welcome me into their Skype group chats talk about the mods being made by registrator2000 like it's the second coming. And I can see why.

    HUDFramework sets the groundwork for a range of awesome mods you never knew you needed, and now wonder what the hell Bethesda were thinking by not doing it themselves. From the description, HUDFramework makes it possible for mods to add new UI elements to the HUD. Sounds simple enough, but what are the practical implications?

    Companion Status HUD is a great example of what this means for modding Fallout 4. Much to my personal chagrin (see last week's staff picks), followers are very popular with Fallout 4 players. Companion Status HUD will provide you with real-time feedback on your companion's health and stats via a HUD widget made possible by the HUDFramework.

    You never knew you needed it until you try it. Well done, registrator2000.


    Mod: Line-of-Sight Indicators
    Game: XCOM: Enemy Unknown
    Author: Tracktwo

    Though XCOM 2 is a great game in its own right, I find that XCOM: Enemy Unknown still holds up quite well, especially when you consider the meagre system requirements. The sequel did bring some nice quality of life enhancements to the interface however that are sorely missed with its predecessor, specifically regarding unit's line-of-sight.

    When initiating movement of a unit in XCOM 2, it is immediately apparent whether or not that unit will have line-of-sight to an enemy at a known location. This was not the case in XCOM: EU, making unit movement an unnecessarily ambiguous experience at times. Thankfully, "Line-of-Sight Indicators" brings XCOM 2's LOS indicators to XCOM: EU, helping to ensure that you always keep your eyes on the prize.


    Mod: EGM - Expanded Galaxy Mod
    Game: Mass Effect 3
    Author: KkJiro

    Where to even begin with this mod? This a complete package for revamping Mass Effect 3. It adds new weapons, new armors, new companions, new missions, new Normandy upgrades and the list just keeps going. You’ll need to read the mod description to get all the details about everything this mod does.

    I enjoy replaying most BioWare games. Part of what makes the games so replayable are the choices that span across the entire series. Something you did in ME1 may change an event in ME3. Yeah, we won’t get into the “choice” at the end of ME3. In any case, the point is that I have played and replayed the Mass Effect series enough times now that I’ve experienced most of the choices from all sides. So, what to do? Simply pack it up and never touch Mass Effect again?

    Of course not! Mod it! This mod allowed me to approach ME3 again, with a completely fresh feeling. There was plenty to discover just within the new mod functions alone! If you’re looking to step back into ME3, I don’t recommend doing so without grabbing EGM first.


    Mod: Bullet Time - Slow Time
    Game: Fallout 4
    Author: registrator2000

    One of my favourite game series of all time is Max Payne. I remember buying it on a friends recommendation and experiencing bullet-time for the first time. Max Payne was the gaming equivalent of a John Woo movie, and it made for an exciting and incredibly stylish game.

    Jump forward from 2001 to 2008 and Fallout 3 is released with V.A.T.S., a system that allows you to stop time and target specific areas of your enemies bodies. It reintroduced that feeling of power as you stopped enemies in their tracks and picked them apart, piece by piece.

    The trouble with V.A.T.S. is that it feels a little overpowered to me. It takes away the need to avoid incoming fire and removes some of the 'drama' within a gunfight.

    Bring in Bullet Time - Slow Time by registrator2000. The first thing to do when you install this mod is to go to your Pipboy and configure it how you would like from the 'Inventory > Aid' section. I like it to be a little less OP, so I change the time-dilation to be 50% and my AP cost to be 30 or 40 AP/s. That way I'm not running around murdering Raiders while they remain totally stationary.

    However you choose to use the mod, I'm sure you will find it a lot of fun. As registrator2000 has put within their mod description. Other bullet time mods are out there and feel free to check them all out and find the one that best suits you.

    Right, I'm off to become the Fallout 4 version of Neo... See you in the Wasteland.

    (Guest submission)ZZZ02

    Mod: Moonlight Tales Essentials Overhauled - Werewolf Halloween
    Game: Skyrim
    Author: ubuntufreakdragon

    Lycanthropy in vanilla Skyrim is meh at best! There are many mods that attempt to rectify the situation, but none handle it better than the 'Moonlight Tales Overhaul Series".

    "Moonlight Tales Essentials Overhauled" is a combination of the main features of the three overhauls by 'Spwned' done in a very compatible and lightweight manner. Plus, it also has it's own unique immersion features such as losing control of your werewolf and dropping your gear. The best part is everything is configurable via one mcm, so if you want to go full feral immersion or only have a new fur color then this is the mod for you!

    Combine this with real feeding and a perk overhaul of your choice, and you have the complete experience.

    Every week, we feature a few mods that have caught our staff’s attention, as well as some that were submitted by you, the Nexus Mods community. If there is a mod you’d like to see on this list, then please check out this quick and handy form.

    If you haven’t already, feel free to follow us on our social media channels where we'll keep you up to date with the latest site news, articles and much more.


    Thanks, and have fun modding!
  • 14 December 2016

    Advertising on Nexus Mods. The how, what and why, and what to do when it goes wrong.

    posted by Dark0ne Feature
    As you all likely know, Nexus Mods makes use of advertising on the website to create a source of income which is subsequently used to pay for the range of expenses the site accrues in its daily operations.

    I'm sure we'll all agree that adverts, in any format, really are a pain in the backside. Unfortunately, they're a necessary pain in the backside.

    Many people are ignorant (some willfully) of how online advertising works or like to make assumptions. The point of this article is to explain why there's advertising on the site, how online advertising works, what ad formats we make use of, what "bad ads" are and how they happen, what to do when a "bad ad" occurs and how you can help us to improve the advertising experience on the site.

    I've placed each section into spoiler tags because, as is my way, I go into extensive detail on each topic and it should make it a bit easier on the eyes to read the various sections.

    Why is there advertising on Nexus Mods?


    How online advertising works


    What ad formats does Nexus Mods use?


    What are "bad ads" and how do they happen?


    How to report bad ads and what we need from you


  • 12 December 2016

    Interview with Insane Mind Games - creators of "Breaking Wheel"

    Over the past couple of months, we have introduced a 'Sunday discussion' that I'm pleased to see has gone down well with our community. We have had a steady mix of internal mod authors and external talent, all of whom have provided interesting and insightful interviews. 

    This Sunday went by without even a sniff of a discussion, but that's not to say we didn't do one. Just, it was a bit delayed. We spoke to the Insane Mind Games development team that is head up by the notorious, Marmite-like, DDProductions83.

    Darren has put together a talented and passionate team of modders from around Nexus Mods (including our own TerrorFox1234) to create a game from scratch, using an engine they hadn't used before, and the result that has come out of it all is 'Breaking Wheel', a game that lives up to the developers name - Insane...  

    We recorded an interview with the team the other night, which you can listen to below, or can read the edited (to make certain parts clearer) interview below. The choice is yours. 

    The game is now available on Steam through 'Early Access' and I wish the team great success.

    Links to their Discord, Website and various other pages can be found at the bottom of the interview.

    Hello everybody. Welcome to the Sunday discussion with the Insane Mind Games Development Team. I have to admit this is the second attempt at this interview as the first was several weeks ago and things have changed a little bit. The team was successfully 'Greenlit', and the game is now available through 'Early Access'. At the end of this interview, I implore you all to go and check it out.

    To begin with, let's introduce the team and their roles within Insane Mind Games.

    I might as well take that one first. My name is Darren; I am the lead idiot in charge, and I make everyone's life a living, flipping hell.

    Okay so my name is Auja, I am a sound designer and a composer in the game. I work with Darren and also with Jim (TerrorFox123)

    All right so, on the Nexus I go by BigBizkit. The people on the Nexus probably know me best from my most popular Skyrim mod ‘Pirates of Skyrim’. I also did the quest mods ‘Become a Skooma Drug Lord’, ‘Witch Doctor’, and I made one of the realms on the mod ‘Molag Bal's Inferno’.

    On this project, I do many things, level designing and blueprinting, game mechanics, I did the NPCs, and on top of that I direct the workflow for the audio guys, set the priorities, work with them and make sure that all of the sounds are implemented into the game.

    His resume is huge.

    Yeah hi, I am Darth, and I am doing ... Wait, what the fuck am I doing? I am doing menu design; I am doing all the C++ and all of the more programming related things and some basic game mechanics and that kind of stuff.

    I am Etienne, and I am the only 3D artist at Insane Mind Games. I create all the skins and some of the other assets needed for levels. I also do some of the blueprints and scripting for the skins but not much.

    Hey, I am Justin, and I do pretty much anything I can to let everyone else just focus on the game, so it is wildly different from day to day. So sometimes it is Twitter, Facebook, all the social media stuff, checking any forms people submitted on the site, checking our website's forums, monitoring the Discord, checking Indiegogo. Other general things just to raise the awareness and get the game out.

    So I am Ryan, my primary job is levels. I make levels, design levels, draw levels, look at Darren's levels to make sure they look nice. Just generally anything aesthetically related.

    I am also currently working on making the main menu and, by the by, me and Darren are also working on a promotional Skyrim quest mod that will be a Christmas themed quest mod that will, surprisingly, come out before Christmas.

    I am TerrorFox, and I work with Auja on the audio. I primarily do the mixing and editing where she kind of creates the sounds, records them and does some of that stuff. I essentially make sure that it's all equalised and levelled to the point where it’s the final sound that will be in the game.

    Awesome. So, the development team is called Insane Mind Games. I have an idea where that's come from but can you just expand and let us know who came up with that and why?

    It's a Terry Pratchett reference for the logo has five exclamation mark points as well, and if you do not know that then just read some Terry Pratchett

    Everyone on the Nexus probably already knows Darren, but Darren openly admits to having quite a non-personable personality and some people would rather be dragged across skateboard grip tape than deal with him, how are you all finding it?

    Well, I guess you could say it is like working for Darth Vader. He is excellent at what he does, and he is a really good leader and helps us all learn together and make a great product, sometimes he is just on the dark side of the Force and can be a bit unstomachable to other people.

    He is a good guy with really good intentions deep down inside, and I think with him at the helm we are making a great product and everyone is getting something superb out of it.

    I don't have to talk to Darren much, so that is nice.

    Yeah not anymore, now that I coordinate the soundtrack.

    Right, if you only read what he says, he occasionally comes across as vituperative and even hostile at times, but when you speak to him in voice, you learn that he is just a regular dick head. It's nothing serious. He's harmless, just likes to be a bit edgy. It's not always easy with him, but if everybody in this world were nice guys, it would be very boring. So, handling Darren is sometimes a bit of a task, but it's manageable, he is not that bad.

    Well, thanks. You know what, you guys make me sound not terrible.

    Darren, what about the switch side? How is it working with other people?

    I don't know. It's been fun. The Germans (in the team) always make it sound like every little problem is World War III, which is hilarious when they argue with each other. It may be a little thing, and they both think each other is being super serious.

    Be glad there's a big ocean between us.

    I don't know; it's been interesting. Obviously, the people that I would attract to work with me are self-motivators as well. I'm terrible at actually beating motivation into somebody. I don't want to have to ride somebody to get them to do their work. I mean, we're all in this together, we're either all going to make money together, or we're all going to fail together. It's a team project. We've had our head-butting, everybody's got different opinions on things and I obviously am very opinionated.

    I think discourse and diversity breeds a better team and gameplay as well, so it's been fun. I mean, we saw that with 'Molag Bal's Inferno' too. Everybody (working on the mod) had their slice of the pie, and they were allowed to do with their slice of the pie what they wanted, even having final say in it! In this one, nobody has final say, even myself.

    It just makes for a better product, in the end, if just one person did it, then you'd never see the flaws and we all can point out each other's flaws. Which we do, mercilessly. So I think it is kind of fun.

    How are you organising the work, are you using Trello boards? How are you dishing out the work?

    Oh God, it was terrible at first. I'm still going to state that I will never do it this way again, but I think it was the right way to do it. It was just, smash our faces into it! Now we've got a Kanboard up and we've got a workflow going. But the first five months was literally like we were just modding and trying to work together, you know? It lent for speedier learning because all of us were trying to learn the engine.

    I think it was better to be creative and learn as we smashed our heads into it, but never again, not now we've learnt the engine. We will have a workflow; we will have boards and charts and pipelines set up from now on for any other game we do.

    Talking about the engine, before we get into (talking about) the game, what engine did you choose? Most of you worked on Bethesda games beforehand in the Creation Kit, so the shift must be quite interesting?

    We're working in Unreal Engine 4, and Ryan has now been the only one to go back into the Gamebryo Engine for Skyrim for an extended period, how is that treating you, Ryan?

    It is really interesting. You can pretty much imagine the Creation Kit is your 'Barbie bike' with its training wheels still on it; it's a great piece of kit that you get with your game. It does a great job; it has tonnes of excellent free assets. It's simple in good and bad ways.

    The Unreal Engine is just a whole new world. This is your BMX with your brand spanking new features everywhere. It can do anything you can imagine and a lot more.

    I like the Creation Kit; it's a good introduction (to modding), but the Unreal Engine is just worlds better and worlds different.

    It does have a bit of a learning curve. Not too much if you're experienced with the Creation Kit, and you have a good workflow, but I enjoy the Unreal Engine. I think it's a great step-up. You can get very nice lighting going; you can get very nice effects going. You can do very diverse scripting, blueprinting, enemy set-up. You don't need just to work off the things that the Creation Kit has.

    They're both nice applications. The Creation Kit is a nice lead into being able to use the Unreal Engine.

    I think the Creation Kit is very accessible. It's very easy to get into it. The entry barrier is lower, but so is the ceiling of limitations so to speak.

    What I find very nice about Unreal is that the barrier between your idea and the realisation of said idea is a lot lower because there are fewer limitations.

    I came up with a tank, for instance, put it together in a blueprint, did the animation blueprinting, coding work and it just works. It's that easy to do once you get the hang of it, but if you don't have any experience modding or doing any coding work whatsoever, Unreal is probably a bit overbearing at first.

    That's not to say the Creation Kit doesn't have it's good points as well. After all, without the Creation Kit, getting us into modding we wouldn't be in this position right now.

    Plus additionally. I thought it would be a good comparison seeing as how I'm doing higher national in games development at college; we use Unity. When you use Unity, it's a very bare-bones initial engine and any features you need, have to be programmed in yourself. As a comparison the Unreal has this nice little feature where you take a mesh, you click one button, and it turns it into a destructible mesh, which when you hit it, it will break apart realistically. If you wanted to do that in something like Unity, then you'd either need to programme it yourself in C#, which is very time-consuming and extensive or pay $60 to someone who has already programmed it and put it on the asset store.

    I want to chime in on this one too, because the more and more I use Unreal, I (begin to) hate the Creation Kit for the sole purpose of the limitations. I like what Big said, the cap for your creativity in Unreal is logistically not there if you have the right team because they allow you to make modifications to the base engine and release your engine for the game. So there is nothing you can't do with it if you take the time and effort. What you can do with it in its base form is phenomenal.

    I think I was fearful of getting into making my own game. What's the learning cap? What are we going to have to jump through? I think we just blew it out of the park! Whereas some people might see this as a simple game, you know, a side scroller. The things we've done in it are amazing in such a short period. The learning curve with Unreal is phenomenally easy. If you've got Google you can teach yourself everything there is to know about Unreal Engine. That's whats amazing, even if you use Google, you'll still be spending six and a half days trying to figure out how to make a follower in the Creation Kit, and I think that's where the difference in information is another big step. Unreal actively supplies information to everybody non-stop.

    Modding is mostly guess work because there's no back-up from the actual creators and you don't have the source code. Like we did when we started modding, we were guessing. I mean we did that too with Unreal, but it quickly turned from guessing into "we know exactly what we're doing and can look for information and make X happen anytime we want". It's no longer an option of can we do this; it's how do we do this?

    I just literally dipped my toe in the water when it comes to the Creation Kit, and I am finding it quite overwhelming at the moment trying to piece it all together. Who knows, in a couple of years down the line, I might be joining your team with the Unreal Engine.

    Dude, I'm going to beat you to the question probably, but early access is launching literally when this goes up on Nexus, so if you guys hear/read this, early access is out and there will be a link somewhere. Fully moddable! We're releasing the full source code, the full engine code.

    It's a separate download. All you need to do to mod our game is download Unreal, download our files, go and mod the game.

    We've put a lot of effort into making it so the vast majority of it is drag and drop and it will get people into seeing how easy Unreal is. I think the biggest difference for people coming from the Gamebryo or Unity is just the UI. I mean, the UI is set up different, it's a different engine, but it does everything that your other engines do and then some. I mean, no matter what you're coming from, Cry Engine, Unity, Gamebryo, RPG Maker, I don't know. I mean, a UI is a UI, they just set it up different.

    We've tried to make it as simple as possible, but on that same note, it's as powerful as you want it to be because there are no limits. We're including everything, every bloody thing, to anybody who buys the game.

    Okay, so that leads us to the question about the game, Breaking Wheel. It's going to be on Steam Early Access right now. Can you give us a quick rundown of what the game is and what we can expect from it?

    What do you expect from Breaking Wheel? What started out as a simple side scrolling platform, evolved into a 3-D side scrolling platform where you can switch your dimensions, then from there it just kept expanding. We've managed to build some insane level mechanics in, thanks to Big. I'll let him explain all that. We've got some fantastic NPCs. We have levels where you're rolling around shooting desert eagle pistols. We have levels where you're rolling around a spider web and slaying spiders with a sword.

    It's just, what started out as a simple, side-scrolling game has become incredibly diverse - it has multiple games built into a game. You have Tower Defence, you have pinball, you even have a very Tron-Esq style puzzle game. It's diverse, and I think you get a lot of value for money, with the different levels, the different bonus levels and replayability with the different modes.

    We have kid mode, where you can play only normal levels, hardcore levels won't be available. You also won't be able to die, no matter how much damage you take.

    We have the normal mode, where if you have accumulated coffee and coins you can get hit and only lose coffee and coins (Similar to Sonic and the gold rings). As soon as you get to zero coffee or coins, then you die.

    We have hardcore, where one hit kills you. There's something there for everybody. You can also do speed runs if you want. Every level has a timer and a par time that you need to beat to get the maximum score.

    We also have little unlockables; we have chickens hidden in every level. If you can pick up a chicken and take it to the end of a level without getting hit, you get a huge score bonus. If you do get hit with this chicken, then the chicken gets destroyed, and you'll need to replay the level.

    We also offer a lot of replayability if you want to ace the time, coins, coffee and chicken on every level. Which with over 50 levels, and if you play our hardcore, you could be sitting at Breaking Wheel for years and still have tonnes of enjoyment with the various game playing mechanics.

    I'm going to cut in too because he missed the baseline of the mechanics. It started off as a wheel that collects coffee because we were making a joke about Elianora and her coffee addiction. We decided to add the mechanic that for every coffee you pick up the wheel gets a little more hyper. Coffee increases your max speed, your acceleration and your jump height which allows us to actually make diverse levels. We can make it so you can finish any normal levels with zero coffees, but we can hide stuff so if you don't have enough coffees you can't get to it, items can be put just out of reach because we control the mechanics.

    The cool thing about it is it's kind of just how it evolved. I mean, another thing about it is the wheel has momentum. Watching people who played the alpha and stuff, it's one of the things I noticed the most is that people are not used to having that on a platformer. They're used to when they stop moving, their character stops moving. It's not a tonne of momentum, but it's just enough that it's more realistic. The faster you move, the more that momentum is going to come into play. It allows us to really shift the levels to make them harder the more coffees you get.

    Nothing's out of reach, the entire premise of making this is because nothing was barred. If you want to do something, do it. Our creativity has made us way too fucking psychotic. Some of the levels are crazy, some of the levels you have boss fights … It's just nuts. I mean, we've got tonnes of customizable skins. Our skins are fully customizable with hue saturation, lightness, opacity maps. We've taken it to a direction that added a couple of months to the time needed to make the game, which is perfectly fine because it makes the game more awesome.

    Right, let me just add one thing that sometimes people ask us, "What does the wheel do with coffee?" Justin put it very nicely. We just wanted to be a bit silly like the games we love. I mean, what does a plumber do with a tanooki suit? Turn into a statue of course. Yeah, that's why the wheel collects coffee. I make sure that none of my levels are like the other. We have boss fights, like Darren mentioned. Also, we have the bonus levels which are completely different, which break the formula, which aren't side-scrolling at all. Some of them for instance, we have a tower defence level. A level where you drop bombs on enemies, on waves of enemies to score points, etc.. If you want to experience something apart from the side-scrolling with all the traps, all the enemies, you know dual wielding desert eagles. If you ever get tired of that, play a bonus level. We've got that going content wise as well.

    I played an early version of the game and there was a 'flappy bird' level. Is that still in there?

    Oh yeah.


    Now with better lighting. Anybody who played the demo without post processing on was probably blinded and went into an epileptic seizure. We have since fixed the lighting issues on everything.

    You touched on the coffee, what about the chicken? Where did the chicken come from?

    You know what, people will know ...

    ... If they know any modders. It was a joke and that's part of her name. That's all we're going to say.

    Oh, mystery.

    Yeah, they'll get it.

    Locations are all over the place. It seems like you just had a lot of fun with this game. You haven't really followed a set path.... With Mario for instance, you get the hills and then you get the dungeons. In this, every level seems to be completely different. How did you come up with that? Why (did you do it this way)?

    Mostly it’s due to the fact we're using the Infinity Blade Asset pack from Epic, which is a free massive pack of just awesome assets that doesn't look like anybody's utilised in a good game. That's probably going to be mean to say to some people who have utilised it, but it doesn't look like there's any really good cohesive game made with it. I don't know why because it's an amazing set of assets... We've just gone from there. I don't even know how to describe it, I mean, I wake up in the middle of the night sometimes and have to go jot down an idea or even start up a level. Like my ice climb. I wanted to make a stupid level where you had to jump from wall to wall.

    I just wanted to make it really brutal, but also make normal levels as I didn't want people to get stuck on it. Just stuff like that. It's just kind of wake up, go crazy. It's kind of cool to diversify it as well. I'm bad at clutter, I've always been bad at clutter. It's tedious to me and I don't think I have a good design implement, but as far as making a level layout, I can do it really well and then Ryan can step in and clutter the living hell out of it and make my level look different than I had originally thought in my mind but better. Then I came back in with the lighting and change it up even more. It was a big step too for everybody because we're all modders. We work by ourselves. You know, "Fuck everybody else. This is our kingdom, we can do whatever the hell we want." that type of mindset. Then going into something for the commercial aspect where the whole is greater than the sum of its parts, so to speak. It really is.

    You talked about the levels and that Ryan can clutter stuff up and I'm guessing you just pull assets from the Unreal store, to do that. What about the ...

    Well no, it's the Infinity Blade Asset pack, it's a tonne of assets for game expansions they never release. It's like three million dollars worth of assets that we get to use freely... Any assets we need that are extra, we have etienneh make. We don't pull anything because we're going to release everything. If we pay for content outside of ourselves, we cannot release it. We then turn into Bethesda, which is the reason they don't release all of they're access to the creation engine.

    Okay, what about the sound? Do they have to be made or are they pulled from the asset pack?

    Every sound is made from scratch in this. I think, except for the explosion sound. I think it came with an explosion sound that we'd been using pretty liberally.

    Auja and Jim, they must hate you guys, because the levels are so different.

    You should have seen the workflow before Big got on it, Terror wanted to stab me repeatedly.

    Yeah, it was pretty rough. It's not bad now that things are organised and I have someone on the Dev team to communicate with. Before it kind of felt like you guys were over there building the game and audio was kind of like stuck in this closet over here. It was just "make sounds and do whatever". It was "okay", but now that things are set up it's really not that bad. The variety in the levels, it's ... I mean ...

    Surely every level has to have different sounds, which is going to be a pain.

    Yeah, but it's not like it's hundreds or even a hundred sounds per level. There's some stuff that gets crossed over and usually when there's a new level, we're looking at most, I'd say 20 sounds, 20 new sounds average.

    That's the thing with Unreal, there's a lot of fluctuations you can do in the sounds too. You can blueprint sounds and make them change pitch, timing, everything.



    As far as them churning out a whole bunch of hugely varied levels, it's really not that bad... I mean, if every level needed 100 sounds of it's own then that would be entirely overwhelming. It's pretty manageable right now.

    We're catching up at a steady pace on the audio. We got a bit of a late start because of the organisation stuff. I'd say we're making pretty steady progress now, we're catching up to where everyone else is at.

    Does Auja actually make the sounds herself and then pass them to you to equalise them?

    She does primarily, yeah.

    I really did a lot of sounds outside. I did 40 sounds or so, at home. Yeah, mainly that and I helped to do some sound effect also.

    What have been the actual biggest challenges that you've come across?

    Well, apart from handling Darren, you know. I'd say for me personally, right now, is handling the volume of the work because I have a lot of stuff on my plate. We need to get 50 levels done, I'm trying to pump them out but keeping diversity, you know, keeping everything fresh. Also do, like I said, the coding work for all the events in my levels for the NPCs. I try to organise the sounds etc. and apart from that, whenever there is some text we need to write, for either Steam, Greenlight or the website, I occasionally do that. Handling a lot of responsibilities on the project is a big challenge, but it's a fantastic learning experience and I like doing it.

    I think the biggest thing is deadlines. We had a deadline for our Greenlight and that was chaos for the two weeks leading up to it and we have a deadline for early access, mostly for this interview too. It helps to glom onto it.

    I think after early access, so after this interview airs, we're probably all going to be taking a little bit of a breather, because at that point it's when we get the game done and we'll just update it every five levels on early access for people.

    Have you got a site which is detailing all of the development, the developer diaries?

    Oh yeah, we are trying to maintain a very active dev blog and give regular updates. There's general ones where we just kind of talk about the game, but then we're also doing individual ones with developers from their perspective.

    Right and recently we started doing a few interviews of each of the team members so that people can get to know us a little bit better aside from our modding personas.

    Yeah, we have another team member, Sparks, who has been doing all of these interviews and getting them up and has pretty much taken over the dev blog. I'm actually kind of a little bit out of the loop on the Dev Blog because I've given that completely over.

    Yeah, I'm the one that edits and makes sure that everything that goes up on the website is okay. Recently it's just been interviews getting to know the team members on a non-work basis. Like, what's your favourite game? How did you meet Darren? Just literally getting to know the people behind your game, making it more personal, showing that Insane Mind Games is not some kind of corporation with a community base, but rather just a game maker who has a community.

    I mean the Insane Mind Games' YouTube, I just do whatever I can stick up my butt. I try to do one a week, but it gets really weird at points when we're working on things and I forget, but I try to do a video showcasing and showing things happening in the game and they get erratic, but they're kind of fun. I just like freelancing them, you know, just boot it up and play with it.

    The initial idea was that I like what Discord are doing to actively update their community by doing these rapid succession dev blogs and we basically got that model going and we've been maintaining it pretty actively. There is a bunch to go through if anyone wants to read through the dev blogs and see the progression. Everything from level progression to etienneh doing some really good ones where he starts off with just a crude drawing or idea of what he wants to make into a skin and then just shows the skin every hour from conception to completion. Those are really good as well, those are my favourites.

    Anybody's welcome to join us on Discord too. It's up publicly on our website. We'll probably even put something of a blurb in the game for Early Access or at least on the Steam page because the easiest feedback is in real time if people want to hit us up. Emails and everything work too and we have our forum.

    That's awesome. Yeah, we'll definitely share some of those on the Nexus as well. It's going to be hard to quantify, but how many hours do you reckon you all have invested into this?

    Today, around 12. If that answers the question.

    That's today, when did it start?

    July and people picked up for the next month, so it started July, end of June, something like that. There's a couple of us who's probably put in 1,000 plus easy on this. It's just a lot.

    How'd you find it with the time differences between everybody?

    Slightly annoying and destructive to my overall health.

    Really, I think it's kind of interesting because we almost did a bit of a corporate model that Discovery or a lot of these big companies do, where you have people located in the US, people located in England and just different places, so pretty much 24 hours a day there's someone usually on Discord or someone working on the project. All we're missing is just a couple of Australians. Then we'll have the complete enterprise 24 hour, go, go, go pitch.

    After this you're going to take a break or you're going to try to work on something else?

    It depends on what happens with this. If we sell decently, I'll throw money from the company back in and do modding contests. The overall goal is to make another game and finding some people who are fluent with Unreal through the modding scene would actually be amazing too. If we make enough money, go in-house and make another game. Definitely another game, it's the drive for all of us, I think, is creativity.

    That's why we started being modders, that's why we do video games. It's an art form, no matter who wants to tell you it's not.

    It's an artistic mindset that needs to do it, it's a need to create something and I'll keep doing it… Even if I have to make really stupid games with no 3D assets for the rest of my life, I'll keep making games. It's fun, it's great. It'll be nice to do the next one without any set timelines if we're successful with this one, or we do a good Kickstart or something. Hopefully not down the Star Citizen path where you're working for the next 24 years because you've got so much money that you can keep working forever. I like to finish products, I like to finish mods when I do them because it's a good feeling to get something done and actually create something.

    I feel like a lot of games, the bane of their existence is feature creep. In this one, just the absolute freedom of them being able to add whatever kind of stuff we wanted has actually not hurt the game, but added a lot to it. To the game and the timeline as well, but it's coming out really nice.

    You touched on it earlier about the modding. When it goes live on early access, will the modding be available straight away?

    Yep, 100%. It's all loose files, there's no packing yet. I think Malt's looking at it, but I don't think we're going to be able to do it. If we can, that'd be great, but I think it's all just loose file overwrites and I believe TerrorFox was talking with whoever from NMM, so we can probably do a test with Nexus Mod Manager sometime early next week to make sure everything works with that as well, so it will just be straight integration and we'll even have day one mods up and tutorial videos showing you how to set up.

    Are the tutorial videos stuff that you're doing, and going to share with us?

    Yeah, I'll be doing them. That's going to be my goal for the end of next week, just do tutorial videos. They're going to be included too, it's two separate downloads because we don't want to overload people's hard drives. We suffer from the same thing I think X-Com did where their modding package was like 40% bigger than their actual game because you had to download a full separate set to mod, as Unreal cooks the assets and they're not usable in the engine. It's a separate download if people want to mod it and inside of that will be a zip file including the video, so they don't even have to go to YouTube, there'll be an MP4 format of me showing them what to do step-by-step to set up. Once they're set up, freedom.

    That's awesome, looking forward to trying it out. We can make our own wheels, I presume.

    Yeah, we have our own kind of plug-in metadata blueprints that Malt made that our code reads at runtime when you load up the levels. We'll have an example mod in the actual game itself and in the files, so you can actually look at it and see how it's set up. It's a blueprint where you basically just select your levels, the preview image and if you have a skin blueprint, you select it too. Then the code will read it and throw it in right with all of our stuff.

    The modded levels show up in their own modded section. Anything else assets wise, besides levels and ... I mean, Unreal basically operates off levels and blueprints, but levels for the most part for when you're playing the game. That dynamic read/write there covers a level. Everything else you do, if you make a level and make your own folder structure inside of mod/your name, the game will automatically read that inside of our content folder. Once your level's plugged in you could have all original of your own content, use none of ours if you wanted to and it'll just flipping read it right on up.

    That sounds awesome, going to definitely give it a try. With Steam are you please with how it's gone? Did you find it easy dealing with them?

    You don't deal with anybody, you deal with computers. I think somebody hand selects the Greenlight, but so far it's just been an automated process, so it's not too terrible. I'm not a fan of no UI command line tools to upload, so that tweaked me out a little bit, but so far not too terrible. I uploaded 20 gigs relatively fast, like two hours to them. Everything else there's documentation on up the ass, so it's just a matter of looking for it. You don't really have to deal with anything. Once we launch the game, I know they have speciality things and you can work with an advertiser, somebody works with Steam to help advertise your game, you know put it on front page randomly, etc. We'll see how that goes when we get to it.

    What's the actual process?

    Pay 100 bucks, put it up on Greenlight, pimp yourself out to every YouTuber around the planet and go crying to get people to vote for you.

    The good thing about Steam was that you could feel out how the community base would be and get good initial feedback from the community who watched your trailers, and maybe went and download the demo and stuff. It was a great initial feeler for the reception of Breaking Wheel.

    I think the cool thing about it too is, I was expecting a lot of hate in the asset flip department because that's a big thing! Indie games people hate asset flips. Generally, like Jim Sterling etc., they do a lot of videos where they show off the games where people just take assets and then literally that's all that's in their game. It's like 5% them, 95% the assets. I was fearing that because ours is, at it's core, all assets with 90% assets we didn't make.

    I think the reception was good in that one that we didn't even ... I mean, one person pointed it out and then said that it was a really amazing use of the assets. Which we were trying to do them justice, make our own game just using assets. We could have done it with geometry pieces with a checkerboard pattern, but it's nice to actually have those assets in there which I think is a huge draw for modders especially because, not a lot of people are 3D designers. It's one of the harder things, I think, to get into because you have to have a specific creative flair to be able to do that.

    It's on early access and what price range are we looking at?


    Dollars or pounds? Dollars I would presume.

    Yeah, I think it put it at £4.99. It auto did it, when I put it in for US, it converted it to every currency down the line, which was really cool. I just hit okay. It was like "Verify the currency", I'm like "no", I'm not going to be going Google Currency checker, I'm just going to assume that you guys are good with this." If somebody sees a currency that's not right up on there, just let me know and we can change it, but I didn't think of doing conversation in real time for 80 different currencies.

    For anybody who likes the audio, Terrorfox and Auja are getting a smaller percent cut from the revenue share from the actual game than most of us are, that's more of a time issue of people who put in more. Them and Skinny Tech Voice, some of you might know, have done the music for the game and that will be available as an MP3 and Wave downloads for 99 cents. Any music they add into the game, all the way up until full release will keep getting added to that pack. If people like the music and they want to support them, they actually get a lion share of that revenue share from just their music. That's where we're hoping they make some of the money back that they're going to miss out on on the revenue share for the game itself.

    Right, I just wanted to mention that in euros, I think it's €6.25, last I checked. If you look at it, what you get for it - you get 50 levels like we said, the bonus levels, you get a very diverse side scroller with a lot of action elements. It's really out of the box and I really cannot image anybody who wants a good, fun side scroller, who gets this game and thinks that this was too expensive for the content you're getting.

    Basically, you get the support, us who came together via the Nexus community. We're all a bunch of modders, self-taught people, we picked out the creation kit, taught ourselves how to code, how to design games and then we came together, got Unreal, got into Unreal, learned the engine. We managed to make this amazing project, which has come very far now and is going into Early Access as we speak, basically. If you want to support us, this is, I think, a good way of doing it because you're really getting your monies worth and I think it's a very fun game. If you have some money over from Christmas and you like side scrollers, check us out.

    Nice sales pitch there Big.

    Yeah, thanks.

    How about DLC, are you going to offer DLC or is it pay DLC. You said about the OST.

    Well, it depends on how well it goes. If we move 10-20 thousand copies. We'll definitely do a DLC with official levels, but even apart from that, we plan to have day one mods. We'll probably throw up stupid levels afterwards as mods. Likely you will see all of us doing something in the mod category to add things to it after release even if we don't do DLC. We're all modders, we all create ...

    Any levels that we don't get to or don't finish off, we'll probably mod in. I can't see us dropping the hat right after it's over, even if we sell 50 copies, we'll probably still use it as a learning experience and throw up mods, you know.

    You guys who are listening or reading this interview on the Nexus, you know how much mods can add in terms of content. How much fun and how much gameplay time you can really add by a mod. Us being modders, it was very important to us that this game would be moddable.

    I want to add to that too. Something that I was always thinking about. We've put a lot of stress into the initial start-up. The most annoying thing about modding Breaking Wheel is downloading a second pack, downloading the Unreal engine, registering it, because you know, Unreal requires you to actually have a log-in, then downloading Visual Studio. That is the most annoying things about modding Breaking Wheel.

    We've tried to make it so simple. The biggest excuse you always see when people are asking for a mod is "I'm too dumb to mod. I don't know how to mod. I don't have the skill to mod." We've thrown that out the window. The next time I'm up visiting my sister, I will get my five-year-old niece to make a Breaking Wheel level and I will record it and that will just kill anybody who asks for a mod for Breaking Wheel, that they don't have the skills to make a level because it's that easy. The drag and drop, the snapping, that's all you've got to do. We've created templates for traps, we've got our level end, our blueprint set-up, the entire tutorial.

    The only thing stopping you from making a mod is your personal will to do it and learn.

    Yeah, I'm trying to learn to mod at the moment and I'm going to record a series so I'll let you know how that goes. Yes, is there anything else that you guys want to say to the people here at Nexus?

    Besides the fact that Nexus is the targeted platform for our mod community, it's going to be based off of Nexus. I guess that's about it.

    We are looking at consoles. If we make money to do it, because obviously releasing for Steam cost us $100 and then whatever else we've put into this. I mean it hasn't been terrible because we have a lot of free time and we're a bunch of losers, but the going to console and going to the app store thing, those take a little bit of work and some cash flow which is ... I mean, we plan to do it, but I don't think we'll hit Sony because I think theirs is pretty annoying to get into.

    You just mentioned consoles, would the game be controller-friendly on the PC?

    Oh yeah, 100%. Early access ... It plays really great with a controller.

    Yeah, I've only ever played it with a controller from day one since I've been playing it and it feels great.

    I don't think you get the same twitch control that you do with a keyboard, but I prefer playing with a controller by far.

    Yeah, let me just add one more thing. Earlier Darren said that a lot of people say they don't know how to mod. Just think about it, all of us here on this project at one point in time didn't know how to mod. Then we started and we learnt. Eventually I, for instance, ended up making Pirates of Skyrim and I got to meet other mod authors, I got to connect and it is the reason why I'm now on this project, working on a commercial release on a real game that's definitely going to be released. We are in Early Access as we speak. A lot can come if you just do it. You know, if you just motivate yourself, if you just believe and spread your wings you can learn to fly.

    I'd like to add to that though. I really do think that getting involved with modding in a Nexus community is a direct gateway into getting involved with game development, because if you look at our project, then there's another group of modders with Druid Game Works that are doing Witanlore.

    I think that it's going to become more of a trend. You're going to see more and more indie game companies, just coming out of clusters of modders who did mods together and then decided to do individual projects. To people who haven't even touched modding yet, who want to get into game development. I feel like the steps are now being laid and it is becoming a direct process. You get involved with modding, you get involved with community, you will find an avenue to actually work on a game.

    What's the biggest record (score wise) that you guys have set (on the tutorial level)?

    Probably me, but I have no idea. It's my levels, the first one we ever made so I played it so many times, I can almost perfect it blindfolded.

    I want to have that score and put it on the site. See if anyone can actually beat it.

    Twitch recognises it as a streaming thing now, you can type in Breaking Wheel and you'll find some ...


    You'll find some terrible videos of my Australian friends playing it where I make fun of them relentlessly for sucking. It recognises that, so we'll probably definitely be streaming at some point. We'll be like, "Watch the Devs, make fun of them or beat their times", stuff like that because we suck at our own game. I play Big's levels and I want to cut my face off. I'm never going to play without God mode on, because I'm terrible at this crap. I think it's the best part about the game is that it's challenging but when you screw up, when you get killed, when you die, when you hit a trap ... The second time around, some of them we sneak in there, we make things that you're not going to see the first time you play a level, you explore it.

    Once you start making the mistake again and again, it's your fault. A lot of things we see when people play it, they actually don't get mad at the game, they get mad at themselves for being bad at the game because it's relatively simple. We've gone away from relatively simple games and we play with aim assists on most games now with the progressive targeting. We think we're better because we're head-shotting people, no scope, but you're actually getting a slight help from the game engine because nobody's going to be doing that, right, with a controller or even a mouse and keyboard for the most part. I think we've dumb down games from a skill level a little bit with some of the stuff we do.

    Back to the scores thing. If you want, we can get you some scores set by the team and then we'd love to see any video of someone beating our internal high leader board.

    Right, so to conclude I just want you to let us know where people can follow the game. Can you give us the web address and ...



    Let me just say that on the website, you find the Dev Blogs, like we mentioned before and I'm looking to get a site going where you can learn more about the game like in-depth descriptions of the mechanics of some of the traps and NPCs and maybe a little bit of tongue and cheek back story of the game.

    We actually really would like to push our Discord pretty heavily for people to come and hang out with us, because we do really enjoy talking to people as they play the game and just ...

    The thing I really love about Discord is that you can join multiple Discord servers and have them all in your browser, all in the application at the same time. You can just flip between stuff.

    Yeah and if people ... If you're a YouTuber out there, with I don't know how many subscribers, we'll throw you a free copy and also mod authors. By the way, crap I forgot to mention that. Hopefully, we'll get Terrorfox to put something up on the mod author forum. Any mod author who wants a key, talk to Terrorfox and we'll get you a key for the game on Early Access. You can do with it what you want. You can bloody resell the one key we give you if you feel like it. You can use it for the game. I don't want any established mod author to have to pay for this, so we're handing them out to them for free.

    Wow. That is generous, generous. Well, thanks ever so much.

    Generous, but it's also in our self-interest.

    Yeah, it'd be brilliant if we have a load of mods appear on the site for this.

    And yours right? Your mod Judge, you're going to make?

    Yeah, yeah. Damn right, damn right I will. I'll try and bang out a level. I think I've got the Unreal engine downloaded anyway because you need it for the new Unreal tournament, don't you?

    Yeah, but you have to download a previous version too. They're at 4 .13, our game works on 4.12. Unreal has a drop down box that lets you just select what engine you want to run.

    Awesome, I'll go and grab that then. Well, thanks ever so much for talking and I wish you all the best with the game.

    Thank you.



    Thank you.

    So there you have it, if you like what you've heard then go check out the game now on Early Access.

    You can also follow the team at any of the links below: 

    IMG Discord: