MORROWIND

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  • 17 July 2016

    Email issues

    posted by Dark0ne Site News
    Update:

    We believe this issue was fixed at 2am this morning (since then our mail server has sent over 6,000 emails). Please contact us if you do not think this is the case.



    Original news post:


    Hi folks,

    This is a quick update to let you know we're aware of an issue affecting our email delivery at the moment. A quick check of our stats shows our external mail provider (Amazon SES) has delivered no emails over the past 24 hours. We send emails for registration activation, private message notifications, tracked forum topics and so on and so forth. This will likely be related to recent security updates we've installed on our servers.

    We're working on getting this fixed up (not least because it means no one can register a new account on the site until this is fixed), so please be patient.

    I apologise for the delay. I've been travelling up to and then subsequently at a friend's wedding all day so I haven't been able to read the myriad (over 1,000) support tickets people have sent me on the issue. Due to the sheer amount of people who have sent in tickets, I apologise but I won't be able to personally respond to each one. Hopefully you can appreciate why!

    Either way, we'll get this fixed up as soon as possible.
  • 07 July 2016

    Forums opened for Morrowind Construction Set and Fallout 3 GECK

    posted by SirSalami Game News
    Apologies, Morrowind and Fallout 3 mod authors! There was a bit of an oversight when we moved the mod author's forums to their new public homes (http://www.nexusmods.com/skyrim/news/12820/?). This resulted in Morrowind and Fallout 3 mod authors not having appropriate places for discussion. This has been resolved with the addition of two new forums.

    Morrowind Construction Set and Modders Forum:
    https://forums.nexusmods.com/index.php?/forum/3955-morrowind-construction-set-and-modders/

    Fallout 3 GECK and Modders Forum:
    https://forums.nexusmods.com/index.php?/forum/3960-fallout-3-geck-and-modders/

    These forums are already open, so get in there and get posting! But remember, they are intended for only for the purposes of discussing mod creation. Mod requests and troubleshooting questions should be posted to the appropriate forums.

    Again, sorry for the delay. Enjoy!
  • 03 July 2016

    Interview with Nicolas Lietzau - Project Lead for "Enderal"

    posted by BlindJudge Game News
    One of the most exciting developments in the world of modding is soon to be unleashed upon the community in the form of “Enderal”, a total conversion mod for Skyrim. Expected to contain between 30 and 100 hours of gameplay depending on the whether the user runs through or checks out all the side quests, the mod itself has been in development for over 29900 hours (beginning prior to Skyrims release) and has produced an incredible total conversion.

    We have been lucky enough to talk to Nicolas Lietzau, the Project Lead on the development team and find out some of the obstacles, challenges and milestones they have faced.



    You began development even before the release of Skyrim, did you have an idea in your mind following the release of your previous mod ‘Nehrim’?

    Not really. Truth be told, after Nehrim we were fairly certain we’d never do something comparable again, simply because it had been so much work. However, once Skyrim’s release closed in (and we had had some time to  “recover”), it pretty quickly become apparent that we didn’t want Nehrim to be our last project. The first concepts of Enderal were created around September ‘11, two months prior to the release of Skyrim.

    So what was the inspiration for Enderal?

    That’s hard to pin down - even though we always had a fairly clear idea of what we wanted Enderal to “feel” like, the game grew into what it is today over the course of the development. Story wise, we actually drew a lot of our initial inspiration from the writings of C. G. Jung, strange as it may sound. For Enderal as a game, we simply wanted to create a game which we would like to play ourselves. As challenging as non-commercial development is, the creative freedom it grants you is priceless.



    Can you tell us a little bit regarding the story arc of the game (without giving away any spoilers)?

    The story of Enderal takes place two and a half years after the events of Nehrim. For an unknown reason, wars have started erupting all over the world and a peculiar mental illness called the “Red Madness” has started infesting the minds of man and animal alike, causing them to become extremely violent. The player is a refugee from the civil war tearing apart the southern parts of Nehrim. Haunted by strange and disturbing nightmares connected to his past, he (or she) is looking to start a new life on Enderal, one of the few countries still at relative peace. After some peculiar things happen, he begins to get involved in the “Holy Order” - the order who rules Enderal, who, with the supposed death of their gods, are themselves torn apart internally - searching for the reasons behind the Red Madness.

    Will the races from within Nehrim (the Alemanne, Normanne, Half-Aeterna, Aeterna and Star people) be making a return and which ones will be playable within the game?

    Only the Half-Aeterna. The other three available races are Half-Qyrean, Half-Kiléan and Half-Arazalean.

    You have a team of 14 people involved in the development process, where have they been based and how have you managed to organise those involved?

    Actually, the core-team was even smaller - there were only 7 people who were in the team from the very beginning until the end though, we gained some very dedicated and loyal members with the Alpha. Most of us are located in Germany (around Munich), whereas two of us are from the States, and one of our artists is from Italy. Since we were so small, we did not have to spend as much time managing the team as larger teams do. We held daily contact via Skype (or, for those in Munich, in person) and yearly team meetings, where we met for a drink and discussed the process. We also had detailed project schedules (particularly for the localization) and game design documents, such as an art bible, a GDD, or a level design bible, but due to the noncommercial nature of our project , we had to compromise more often than we would have liked to - it’s really hard to plan properly when team members suddenly disappear, something the core team had to make up for with hard work.

    Could you tell us a little bit about who is on your team?

    We’re quite the diverse group - while most of us are between 22-30 yrs, of age, we have people of many age spectrums and nationalities. And while our individual motivations for why we have invested and still invest so much time of our lives in Enderal are different, I daresay that what we all have in common is our love of creating memorable, one-of-a-kind  experiences with as little means as possible. There were so many people who kept on telling us that doing something as ambitious as Enderal is impossible, that it would never see the light of day (and, of course, that our work is rubbish), that at one point, we had all developed this insane drive to prove them wrong. But all in all, we mainly did what we did because, despite all the challenges, we enjoyed it.

    What about day jobs, what do you guys do for a living?

    Well, some of us are students, some of us work in the video game industry, whereas others do something else entirely. :)



    What did you find the most enjoyable part of creating a mod that is the equivalent (in fact superior) to many a AAA title?

    For me, it was definitely the creative freedom. A lot we did in Enderal, particularly story-wise, could be considered “experimental”, and - while there certainly are exceptions! -, I’m not sure these scenes would have been greenlit in a commercial production.

    What tools did you use in the creation of Enderal?

    Apart from the Creation Kit (Shock of shocks :-)), we used 3DSMax, Blender, Photoshop, Substance Designer, the Quixel Suite, Articy Draft, Cubase, Audition and a lot of precious community-made tools such as NifSkope, NifMerge, BSAExtractor, MultiXWM and many, many more. Huge thanks to all the devs of these!

    What has been the hardest part of the development process and how did you overcome them?

    Definitely the volatility of the team outside of our core group. While the modding community is full of amazing, talented and dedicated people, there are also a lot of people who, for whatever reason, don’t stick to their commitments. Planning a massive project like that without having any means of “motivating” people to finish what they started was a nightmare and the main reason we had to cut out so much content.

    What do you think will be the most appealing parts of Enderal for players of Skyrim?

    That’s hard to say. I personally enjoy the feeling of the story (which couldn’t be more different from Skyrim), as well as the overhauled game-play and the versatility of the landscapes. Being a huge fan of tropical settings, I always loved the idea of exploring a tropical coast in a game like Skyrim. In Enderal, players can do that: We have European forests, heathlands, frosty mountains, deserts and a lot more.

    How will Enderal differ from Skyrim and Nehrim?

    Again, that’s hard to say. Even though we hope that people who loved Skyrim will enjoy Enderal as much, the two games provide for two very different experiences. Compared to Nehrim, Enderal definitely has a different feel to it’s narrative - while both of the games dealt with “heavy” themes, Enderal is by far more polished and mature in many aspects. What both Nehrim and Enderal have in common, is the - as we hope - compelling game world and the detailed level design.



    Once released, do you have any plans on adding more additional content to the mod or will you begin thinking towards your next project?

    We’ll see. Right now there’s still an entire quest-line which needs more QA and will be added soon after the German release. We will definitely fix bugs, but we’re also involved in other (non-SureAI) projects which require a great deal of our time after Enderal is out.

    Do you have any advice for the aspiring mod authors of today on how they should get started?

    Good question! Firstly, be ambitious, yet realistic. Many mods don’t ever see the light of day simply because they are too massive. Secondly, try to be respectful and stick to your promises. I can’t stress the latter enough.

    How can fans help you now or in the future?

    Enjoy our game and spread the word! The more people learn about Enderal, the better. Also, if you’ve played and enjoyed it: You can donate to us on our website. Even though it’s a pro-bono project, we had and still have some costs to cover, such as server maintenance or studio cost. We’re thankful for every support we can get. :)

    Enderal is expected to release in German between the 1-3rd July. When should we expect the English version?

    Soon after that! We’re still editing and implementing voices, but the localization is close to completion. Just know that we’re not holding anything back on purpose.



    Thank you so much for taking the time out and answering our questions, especially so close to the release of the mod. Certainly exciting times. We here at NexusMods wish the mod exceptional success.

    You can grab the German Pre-Load for Enderal here on NexusMods...  The English version will follow shortly.
  • 28 June 2016

    Nexus Mod Manager focus group needs more help

    posted by BlindJudge Site News
    This is a quick and easy news post asking for a little more help with the Nexus Mod Manager focus group. The team has been hard at work doing updates, bug fixing and adding new features to provide the most stable and reliable platform for modding your games. This is going to be one big release!

    We touched on it before, but the big addition to this release will be the Backup and Restore functionality. Following feedback from the users involved in the existing focus group, we have added a complete local backup facility. This allows you to take a 100% complete “snapshot” of your game mods, ready to be restored in full, at any time.

    Another big part of the upcoming update is Profile Sharing which allows users to share their own profiles and allows one-click installation of other's profiles. This enables everyone to share their modded experiences easier than ever.

    The combination of these two systems enables you to then try out other builds and profiles that have been uploaded to the site with ease and peace of mind. If you don’t like the downloaded build or want to just return to your previous configuration, then it’s as simple as a few clicks.

    The possibilities this opens up are pretty endless. We have already seen in the focus group an  amazing diversity of people’s profiles, each one changing your game to become a new and unique experience. Any combination of new looks, quests, abodes, armors, or gameplay mechanics can now be installed and replaced with ease - this is a very exciting addition.

    The focus group has been exceptionally busy and have helped us in finding and quashing a number of bugs through the use of the Github bug tracker and we are most grateful for all the help they have provided, but we now need more people.

    So here is another call out to ask if anyone would either like to be a part of the focus group or knows of someone that would. If so, please drop an email to paul.buttle@nexusmods.com and I will invite you to join us in our company communication tool ‘Slack’, you will be given access to the upcoming releases of Nexus Mod Manager. What we ask is that you spend some time testing each feature of the software, especially the new ones that will be detailed within ‘Slack’ and report back any bugs that you may find.

    Many thanks

    Paul
  • 20 May 2016

    File Front archiving in progress

    posted by Dark0ne Site News
    Back in the middle of 2015, FileFront.com quietly shut the doors to its various gaming hub sites (which were much like Nexus sites for game mods back in their hayday in the early to mid 2000s). Over the past few years File Front was extremely out-dated, slow or outright broken in many areas, lacking some TLC that it needed despite still having an active contingent of core users who still frequented their forums.

    While File Front hadn’t really been updated properly in years with most games supported being released before 2010, it contained tens of thousands of files for lots of great (but now) old school games. While File Front had closed, GameFront.com, their parent site continued to operate. The Game Front site contained all the files previously located on their File Front properties, plus many many more. Unfortunately, the Game Front site was in even worse shape than the File Front sites were, making it an extremely poor archive of the File Front sites and absolutely horrible to navigate. Game Front file pages lacked any file images, poorly parsed file descriptions and no details about the author of the file.

    Finally, Game Front announced they would be shutting their doors at the end of April, thus condemning hundreds of thousands of files to the void of the internet and all but removing any traces of tens of thousands of very old mods for some classic games from the internet forever. As a result of this announcement many people, sites and communities have been scrambling to save as many files as possible from the soon to be defunct Game Front community. Indeed, the best example I’ve found is at Gamefront.online, which seems to be an exact copy of the Game Front site before it went down, complete with downloadable files.

    When we first heard about Game Front shutting its doors we knew that the files would be in safe hands inbetween an Archive.org team who were working on a full archive of Game Front, and members of the original Game Front community who were working on archiving the forums. However, the File Front sites, including their files, file images and category structure, were not going to see the light of day again in any reasonably usable format.

    As a result, we’ve been working to save as many files from the File Front sites as possible and finding the best method to port them into our Nexus system. As File Front sites were largely like Nexus sites are now in terms of structure, we felt that focusing on the File Front files side of things would be in everyone’s best interest. The focus wasn’t just on not losing the files, but on saving the category structure, screenshots, file descriptions and author information that is actually what made the original File Front sites usable and easier to navigate for the games they supported.

    With help over IRC from some of the archive team working on the Archive.org backup of Game Front and the help of certain original staffers from File Front and Game Front respectively we think we’ve managed to do that.

    We’re currently working on importing our finished archive work from Game Front into our Nexus infrastructure, and some of the games and files are already available on the Nexus network for you to browse right now including the archived files for the original Star Wars: Battlefront, Supreme Commander and Unreal Tournament 3, among other games.

    We don’t expect these sites to be popular or demanding on our servers, but I couldn’t sit and idly watch tens of thousands of mods for games I grew up with be lost to the internet forever. Games like Soldier of Fortune, Battlefield 1942, Unreal Tournament 2004, Return to Castle Wolfenstein and Warhammer 40,000: Dawn of War that are long since past their prime, but are games I grew up playing and downloading mods from File Front for back in the day. I am extremely pleased to be able to archive these mods on the Nexus to keep them safe for the foreseeable the future.

    Our archiving work continues, and will likely continue throughout the weekend and into next week at the current pace. If you have any problems or issues you’d like to report with the archive work please email us at fileissues@nexusmods.com or use the usual reporting methods on the site if you’re a Nexus member.
  • 11 May 2016

    Change of Ad Provider

    posted by Dark0ne Site News
    While I wouldn’t normally divulge such information publically in a news post due to the “unsexy” nature of talking about advertising, and because most of it happens behind the scenes anyway, I thought I would be remiss if I didn’t update people on this topic.

    A little under two months ago we announced and released our new ad reporting functionality. The idea was to provide a very easy method to report bad ads that might come up on the site. Most importantly, for us, it was a way of gauging just how bad a problem bad ads were on our provider. Bad ads being defined as ads with auto playing sound, redirects, pop-ups or, worst of all, malware or viruses. I had an inkling, but I had no official figures to back it up.

    Over 8,500 reports later on 115 specific ad placements (in under 2 months)...I have a very, very good idea. I was abso-bloody-lutely livid when the extent of the problem was revealed and sent regular emails expressing my disgust to my provider. Here’s just a snippet:

    QUOTE
    We're a part of the problem! We're the reason more and more people are turning to adblockers to secure themselves against this crap. And I think what annoys me most is it's taken me having to waste my coder's time creating an ad reporting system...to even know there was a problem in the first place! It's diabolically bad, and I'm ashamed I'm serving these ads to my users and ashamed I've let it go on for so long.


    While I won’t go into the internal politics that happened behind the scenes that involved me exerting pressure to try and improve the situation, I’m writing this news post today to let people know that as of this Saturday, we will be moving to a new provider. It is my hope that moving to this new provider should provide higher quality, more targeted advertising that is far more reliable and safe for users of the Nexus.

    We’ll rework our reporting system to work with the new provider’s system and I will continue to monitor the situation closely. If it doesn’t work out, we will move again (and again, and again, if necessary) until we find a provider we can truly rely on. Even if it means taking a hit on our ad revenue to ensure the security is correct.

    I wanted you to know that this stuff is important to me and I take it extremely seriously. We work hard to secure our site as much as we possibly can, and it frustrates us that our work is undermined by external attack vectors outside of our direct control that we rely on in order to survive.

    So, from this Saturday, it is my utmost hope that the advertising situation improves considerably. I will update you accordingly, especially in regards to the new “tiered membership” incentivised system I mentioned in the earlier news post linked at the beginning of this article.

    Once we’ve gauged the reliability of the new ad provider we’ll be in a position to launch that system and provide some benefits to those of our users who help to support the Nexus by turning their ad blockers off (or not using adblockers at all) on the Nexus.
  • 06 May 2016

    Changes to our file uploader and large file uploading fix

    posted by BlindJudge Site News
    As you are all probably aware we have had an issue for many, many months now with our file uploader not being able to process large file uploads (typically files above 300MB in size). During this time we’ve been working with mod authors to manually upload large files to our database for them. Obviously this isn't ideal for either you or for us, so we've also been working diligently behind the scenes to get a new uploader coded for the sites. We've finished work on this new uploader and it’s now live and available to be used on the sites.

    This new uploader brings with it a number of new benefits over the old system, on top of providing support for large file uploads again (we've tested with files up to 3GB in size, so far):

    • All users will now be shown a progress meter, showing how much of the file has currently been uploaded
    • Uploads can now be paused and resumed
    • If you close the page by mistake or you are disconnected for whatever reason, you can now reopen the page and begin the upload exactly where you left it (24 hour time limit on uploads, however!)
    • Your file will not have a working download link until the file has actually propagated across our Content Delivery Network. It can take up to an hour for this to happen. This will stop people complaining about your file being corrupt or only partially downloading before it breaks when they try to download your file too soon after you’ve uploaded it

    You no longer need to email or direct message me with your files. Just upload them onto the site as you normally would via your file page admin areas.
  • 26 April 2016

    SSL Testing on Nexus Mods

    posted by Dark0ne Site News
    Hi folks,

    Just a quick heads up that we're currently testing out the implementation of SSL security across the Nexus site (not the forums, yet).

    The switch has been flicked and you should be seeing a nice padlock in your URL bar while browsing the site. Some pages aren't showing a green padlock yet due to links to the non-SSL side of the forums.

    While initial testing has been positive, we'd appreciate it if you could let us know if you notice any errors, issues or anomalies browsing the site today as we cannot extensively test every single last nook and cranny of these sites as effectively as a few hundred thousand of you folks today!

    Thanks for your time.
  • 21 April 2016

    Wanted: NMM Testers and Focus Group

    posted by BlindJudge Site News
    We’re currently in the process of adding new features into Nexus Mod Manager, Robin covered it briefly in a previous news post, so I’ll try and expand a little more.

    What we are aiming for with NMM is a piece of software that will make the installation, management and visibility of mods incredibly easy and open. You see a mod you like on our site, you click ‘Download with NMM’ and have it seamlessly downloaded, unpacked and placed in the right location with minimal fuss. Don’t like the file, then click to uninstall and NMM will go through and ensure that all remnants of that file are removed and your game functions exactly as it did previously. We’ve not really scratched the surface of advanced modding techniques yet, but we’ll get there once we’ve sussed out the simple stuff!

    The thing is, with a bare-bones team behind the scenes here at the Nexus, testing and bug finding is a very long and tedious process, and we often miss things that an extended team might pick up on. So we are looking to find some current users of the NMM to join Robin, myself and the team in testing the future builds and helping us develop a concise and user-friendly bit of software.

    You will be added to a closed focus group that will be dedicated to the NMM platform and be able to try out new test builds before we publish the new version to the masses. It’ll be your job to try and break the test builds and inform us of the problem so we can fix it.

    If you fancy joining in then either drop me a PM through the site or an email to paul@nexusmods.com and I will send you an invite through a piece of software called ‘Slack’ We have once again had such a huge response that this group is now full... Thank you so much to everyone that has volunteered!

    Here we will have a number of channels where you can discuss bugs you find for a particular build, ideas you have for improving the software or even just to chat about the weather. Within the group you will have direct access to Robin, Tom, Dave and Myself along with the NMM developers and with all of us working together we’ll move the NMM platform onwards and upwards.

    Our current tests involve the new ‘Profile backup and sharing’ functionality. Here a user can save their mod profile and have it backed up on the Nexus Mods site. This profile can either be kept as a personal backup, available only to yourself, or it can be shared with other users, allowing them to download any mods they’re missing from your profile and have it setup exactly how you have it (including scripted installer options, installation order and load order). The result being they can play their game with the exact same mods and options as yourself.

    In addition, we'd like to invite those of you interested in directly helping us with the development of NMM to the new repo we've opened on Github. Though NMM has always been open-source, we're hoping that the well-known Github interface and functionality will inspire even more collaboration. We're always on the lookout for new and better ways of doing things as well as expanding NMM's feature-set. So, if you're familiar with modding and software development, your contributions will undoubtedly go a long way in helping us offer a better modding experience for everyone.

    Thanks to everyone for their assistance

    Kind regards

  • 18 March 2016

    Downloading issues

    posted by Dark0ne Site News
    Update: This issue should now be resolved.

    Hi folks,

    We're aware of some issues with our download mechanism today which certain users are experiencing on certain files. The problem stems from our current work trying to get the sites switched over to a fully SSL secured system -- a complex and costly procedure we've been working on for some time now to better secure our sites and your user data.

    Because the way this is affecting the CDN, this issue is likely to get worse before it gets better as the CDN cache begins to empty out. We obviously hope to get it fixed as soon as possible, but it could take some time. Hopefully hours, rather than days!