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The first batch of XCOM 2 mods have been uploaded! The addition of these mods marked the launch of our new XCOM 2 Nexus Site which includes file, image, and video shares as well as a forum for anyone looking to talk about XCOM 2 modding.
One of the great things about modding is the wide variety of additions that authors create and these mods are no exception:
Free Camera Rotation by wghost81 is a retooling of her excellent and well implemented mod for Enemy Unknown that unlocks the camera rotation and is configurable via .ini edits.
Witcher Character Pool by DzjengisKhan provides the first character replacement mod, featuring Geralt and friends from the Witcher! So. Awesome.
The folks over at Long War Studios, known for their expansive and heavily praised mod XCOM: Long War, were given early access to the XCOM 2 SDK that has enabled them to bring us three mods on launch day:
SMG Pack adds 3 new sub-machine guns to the game. Great for close encounters, when a pistol just won’t cut it.
Leader Pack adds new perks to the Guerrilla Tactics school, allowing leaders to buff their entire squad.
Muton Centurion Alien Pack brings a fearsome new class of alien mid-campaign, that features the classic Enemy Unknown ability “War Cry”.
Additionally, thanks to 2K’s consideration and of course, DuskDweller’s tireless efforts, Nexus Mod Manager now supports XCOM 2, effective immediately! This of course includes one-click downloads, intuitive mod management and more. You’ll be prompted to update next time you start NMM. If you haven’t tried this powerful free tool yet, learn more at our download page.
Those of you looking for more information about creating XCOM 2 mods can start by downloading the SDK from steam, found by selecting “Tools” in steam library search bar. Documentation is included the folder: Steam\steamapps\common\XCOM 2 SDK\Documentation. For more direction visit our forums where graciously, Amineri, long time Nexus member and part of Long War Studios is offering her expertise.
Given the quality of mods for the past XCOM titles, it’ll be very exciting to see how quickly things develop for the XCOM 2 modding community. Not only files, but contributions to our forums like Amineri’s will help ensure the community thrives.
Thank you for your continued support! Have a great weekend, Commander!
I still play XCOM: Enemy Unknown and despite it’s age, it still feels fresh to me thanks to thoughtful design and mechanics, classic sci-fi setting, white-knuckle tactical action, and of course mind blowing mods like XCOM:Long War.
2K has apparently done it again! XCOM 2 has been in the hands of reviewers and word on the street is nothing but praise. It seems they’ve taken the beloved formula of mixing global decisions with explosive tactical action to new heights that include procedural environments, stealth mechanics, and so much more.
This time around the folks at 2K really seem to have kept us modders in mind throughout the development process as the new title has been designed to be extremely moddable. This isn’t hyperbole, either. In fact, they’ve teamed up with our friends at Long War Studios (who, by the way, have begun work on their own game), to offer fully functional mods day-one. See their announcement here: https://xcom.com/news/en-long-war-studios-preparing-three-xcom-2-mods-for-launch
Needless to say, we’re super-excited! We’re prepping a new XCOM 2 Nexus Site to discuss and share your creations that will launch soon. Likely shortly after the game is released, Friday.
In other news...
=== ATTENTION MOD AUTHORS ===
This likely doesn’t affect many, but some of you may remember. Long ago, we relied on a webserver plugin to help manage large file uploads. We don't know exactly when this plugin stopped working on our servers, but we believe that it hasn't be functional for quite some time. As a result, several mod authors who've wanted to upload very large files have been struggling.
To put it bluntly, at the moment we cannot guarantee files that are ~2GB or larger in size will successfully complete the upload process. This can result in uploads never finishing or files not appearing after what seems like a successful upload. Even if the website does report that the file has been successfully transferred there is still a chance that the file is corrupt. You can usually confirm this if there is any discrepancy between file sizes.
I know. Annoying, right! So, we’ve started some research to resolve this issue in earnest. We hope to A) get a solution in place quickly, and B) provide more flexibility for large downloads. We’re not sure whether we’ll custom build a solution or implement an existing package, but know that we’re looking to fix this problem sooner rather than later. I’ll keep you updated.
For the time being, as a temporary work-around, Paul (our lovely Director of Content) has graciously offered to “hand-deliver” any large files (~2GB+) that need to be uploaded. There will be some logistics that’ll need to be worked out, such as delivery methods, descriptions, categories and such. However, by providing him with your file, he’ll be able to inject it into the site without issue. He can be reached as BlindJudge on the forums or firstname.lastname@example.org. Thanks, Paul!
Phew. Now that that’s out of the way, I can get back to preparing for XCOM 2 by authorizing the “interrogation” of a particularly pesky Muton in my latest ironman run in Long War. Wish me luck! ;)
The Fallout 4 1.3 Update is officially out of beta and is now available for mass consumption. There's a fairly healthy list of new features, fixes and improvements even more comprehensive than the beta patches.
More info can be found at the official Bethesda site:
The update will be applied the next time you start the game if you have automatic updates turned on.
At first glance mods seem to be working fine, but only time will tell how this update will effect each mod individually. Again, no issues reported so-far but feel free to comment below if you have general thoughts or concerns about this patch. Authors of mods that have specific issues should be contacted directly or via their file comments.
Additionally, users of F4SE may want to be sure to keep up with the latest release in case there are any updates: http://f4se.silverlock.org/
Thanks, Bethesda! Happy Monday!
The Dragon’s Dogma mod community has hit the ground running. In just a matter of days since the game’s launch, we already have 40+ mods and counting! As a result, we’ve added support for the game to Nexus Mod Manager.
For those of you who don’t already know, NMM takes the guesswork out of installing and managing mods for some of your favorite titles with features like one-click downloads, profiles, and more. Dragon’s Dogma marks the 20th game to be supported, with more being added all the time. Learn more about it at the NMM download page: http://www.nexusmods.com/games/mods/modmanager/
If you already have NMM installed, you will be prompted to update the next time you open the software. Alternatively, you can press the “Update Nexus Mod Manager” button near the top-right corner of the interface.
For more information about the new version, please see the full release notes:
Should you run into any problems or issues, please submit a bug report:
Important info for mod authors:
To ensure compatibility with NMM, your archive should be packaged to include the /nativePC folder (or one of its direct subfolders). If for whatever reason you are unable to package your mod this way, please ensure that you click the “Remove download with manager" button in your file attributes and explain the installation process for your mod in detail. Thank you!
Enjoy! And as always, thanks for your support!
Public Service Announcement. If you've been dealing with unusually long
load times in Fallout 4, this fix may be for you. We can confirm it has made a significant impact for some people.
Dragon’s Dogma, originally released on consoles back in late 2012, is an action-heavy, party-based RPG that has a compelling visual style and solid combat mechanics that won the praise of many players and reviewers, despite its apparent flaws. The game was later re-released with the sub-title “Dark Arisen”, which includes all previously released add-ons. This fully-realized version has finally made it’s way to PC so we’ve launched the new Dragon’s Dogma: Dark Arisen Nexus Site!
As always, this Nexus Site includes file/image/video repositories, as well as new forums to discuss the playing and modding the game.
Though Capcom will likely not support the game with any official mod tools, the game itself is based on MT Framework 2.0, which is known to be open to community driven modification in other titles (Resident Evil, Lost Planet). As a result, there are a few mods available already!
Epic story, solid mechanics, dragons, and the potential for modding? Color me interested!
So what do you guys think? Let us know if you’ve spent any time with the game or have any experience with other MT Framework mods over at the new forums. See you there!
For more information about the game, visit the official Dragon’s Dogma homepage:
Bethesda has just released the Fallout 4 1.3 Steam Beta Update on Steam. New features include new graphical effects, new settlement menus and more. It also contains a fairly long list of fixes and optimizations as well. Excellent!
Remember, you have to opt-in to receive this beta update.
More info can be found in the patch notes on the Steam Fallout 4 news page:
CD PROJEKT RED just announced a modding contest for all of you designers out there. Create a holiday themed outfit for your favorite Witcher 3 character and you could win a real Witcher 3 sword! So awesome!
Head over to the official contest page for more details:
Be sure to fill out the form on the contest page and tag your creation with "Witcher Mod Contest" so that everyone can find it!
We can't wait to see your submissions. Good luck! (I'm already jealous of the winner...)
Yesterday Bethesda released a patch for Fallout 4 which disabled mods from being run by resetting the plugins.txt file that contains all of the .esm/.esp entries for plugins that you had active. It had no mention of this in the release notes so people quite happily had Steam update their copies, only to find that when they went to boot up it said that the game had changed since their last save.
Today we have released NMM 0.61.3, this release will once again allow for you to run Fallout
4 directly from NMM with all your mods and build order intact. Big thanks to our elite developer Fabio for all the effort he put in to get this up and running so quickly (when he was meant to have a day off may I add!).
If you discover any issues, then please make sure that you make us aware in the feedback thread on the website and we’ll do our best to get it rectified as soon as possible.
Enjoy your time back in the Wasteland...
I promised I'd update you all on the possibility of a database breach on Nexus Mods that I announced yesterday morning and I am here with relatively "good" news.
I am now in possession of the database dump, that was first reported on Reddit, via university security networks, and I can confirm several things. First, the database dump is "old", with the last member in the database having registered on July 22nd 2013. If you're one of the 4.2 million users who registered on Nexus Mods after this date, your details are not included in this database dump and are therefore considered "safe". Second, the database dump isn't a complete database rip. The dump contains user IDs, usernames, email addresses, hashes and salts, and that's it. It does not contain cracked passwords i.e. anyone with access to the dump would need to attempt to crack the hashes and salts themselves in order to get any sort of use out of them on the site.
From this we can conclude a further two things. Firstly, that it's relatively safe to assume that whoever made this dump no longer has access to our database. Why? Because if they did, they'd have released a much more up-to-date dump of our member database. It would make sense they no longer have any access, considering we've patched up a lot of holes, applied countless security updates and switched to a far more secure database cluster system since July of 2013.
Second, if you've updated your password since July 2013, your account on the Nexus sites should be safe and secure, as they will not have your new hashes/salts/password information. If you have not updated your password recently, please do so now as I am now personally confident that there have been no recent breaches of our network or databases. Similarly, if you still use the password you were using in July 2013, or before that date, on any other sites or services you should update them immediately.
I would like to thank the HPE Security Research team who have personally helped me with this investigation and who securely provided me with the database dump as part of this investigation. Their help has been invaluable.
My previous news post also mentioned three compromised mod author accounts that had uploaded a suspicious file in place of legitimate mods on the site. I have been in contact with one of the owners of the compromised accounts personally, along with another individual who I know was compromised recently, and both were using extremely simple passwords. Passwords that would take a simple cracker mere seconds to crack. This helps to confirm that whoever is using this information is going for high-profile, but extremely easy accounts to crack.
To my knowledge, we have not seen any further suspicious activity in the file database at this time.
The malicious file that was uploaded, "dsound.dll", has been sent away to the malware research team at HPE Security Research to find out what it does and, hopefully, spread the word so it can be flagged by anti-virus software appropriately. Once again, a big thank you to the HPE Security Research team. They've provided an excellent service.
While we would like to force everyone to update their passwords so we can be completely in the clear when it comes to this breach, the only way we could force a password update is to make everyone's password invalid on the site and force you to do a password recovery via your email address. While that might be OK for our newer members (who this doesn't even affect), I imagine there are thousands, if not hundreds of thousands of users on this site who have signed up with email addresses they no longer have access to and would, instantly, become completely locked out of their accounts with no way of gaining entry back. So we have a bit of a conundrum in this respect, and I'm not entirely sure what to do.
In spite of the fact we think that we're "in the clear" on the possibility of a recent breach, we're not going to sit back and pretend like we couldn't be doing more. This scare has given us a real kick up the backside, so we're putting aside our work on the front-end for our NMM Profile Sharing at this time so we can focus on some improvements.
In the short-term, we've already begun work on more verbose logging of user actions on the site, especially in regards to logging the IP addresses you login with and use when performing major actions, such as uploading or removing files to the database. This should allow us to more easily analyse and spot suspicious activity on the sites when it occurs. If someone who previously used a static IP address for years starts making wild changes to all their files using IP addresses traced back to TOR, it's safe to say we're going to find that suspicious and will react accordingly.
We're also working on a system that will allow us to notify you, the users, when something as important as this comes up again. As it is, we have the functionality to send "full page notifications" to individual users when we want to make sure a user gets a message. Imagine a Private Message, but one you're forced to view and tick a box saying you've read the message, before you can browse the site again. While we can send these to individual users, we can't send this en-masse to every user of the sites, so we're going to modify this system so I can send out site-wide alerts and notifications for these important matters. You'll know when this system is finished because you will receive a notification (hopefully in the next few days) with information contained in these news posts and a reminder to change your password.
Following on from that, beginning next week we're going to bring forward work we had planned for the middle of next year in regards to our forum system. We aim to devolve more functionality away from our off-the-shelf Invision Board forums and into our own custom coded system that will allow us to have complete control over the member database and login security. Essentially, transitioning away from account security being controlled via the forums to account security being controlled via our own custom coded systems. Not only will this mean you no longer need to visit the forums to change your details, but it will also allow us to implement much stronger encryption of user data, Two-Factor authentication (no details as yet, but right now we're leaning towards Google Authenticator that will allow you to generate secure codes from your smart phones) and lots of our own custom touches that should make things a lot more secure in the backend. Idea being that even if the worst were to happen and another dump was released to the public, we'd make it absolute hell for anyone looking to crack the data.
And lastly, I'd like to thank you all for your response to this mini-crisis. Your words of understanding, support and encouragement, both publicly and via the outpour of private messages I've received have helped to stem the horrible feelings of disappointment in the announcement of this leak and provided me with added resolve to work my absolute hardest to get this sorted. I've said it plenty of times before, but I'll say it again; it really does make a massive difference when the people you're looking to do good by are as understanding and supportive as this community is.
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