• 17 May 2017

    Staff Picks - 17th May 2017

    posted by BlindJudge Feature
    This week we have some cracking picks for you all to take a look at. SirSalami has found an incredible dodge mod for Skyrim that not only adds an ability for you to dodge attacks, but also your enemies. I have a Star Wars based mod from nubyplay that I have had great fun checking out (frazzling enemies with lightning or sending them skyward never seems to get old), Terrorfox1234 has multicolored torches with a variety of uses, and Robbie922004 has come through again yet with a great pick and write up for 'Revenge of the Sleeves' for XCOM: Enemy Unknown.

    We love to hear the communities picks so keep them coming by using this 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 our community members 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 personal picks. That said, hopefully, you'll find something you may not have seen before.

    Submitted By: Terrorfox1234
    Game: Skyrim
    Mod Author: CrEaToXx
    Mod: Torch Varieties

    I’ll keep it simple this week. Torch varieties adds six new torch variants to Skyrim. Not only does each option have a unique color, but they also produce different buffs and attacks.

    For example the Blue Torch does Frost damage when you bash someone with it. Likewise it provides frost resistance. The Green Torch has similar attributes, related to poison. My personal favorite is the Void Torch. While it does health damage and provides damage resistance, like a couple other torches on the list, it also has the added bonus of putting anyone hit by it into slow motion. That comes in very handy when dealing with large crowds and trying to prioritize specific targets.

    That’s it! There is not a whole lot to say about this mod. It adds some variety to the game and makes torches useful for more than just lighting dungeons.


    Submitted By: BlindJudge
    Game: Skyrim Special Edition
    Mod Author: nubyplay
    Mod: Use the Force Skyrim

    Even in the wonderful world of Skyrim, there's no getting away from Star Wars. Use The Force Skyrim is a cracking mod that beautifully realises some of the force powers that we witness both the Sith and the Jedi using throughout the Star Wars movies. In order to gain these powers (spells) you need to craft holocrons at a blacksmith forge, the requirements for each holocron are neatly weighted dependant on the force power you are trying to gain and means that you can't just immediately start wiping out enemies with Force Destruction.

    Due to the fact that I wanted to try the mod out fully for my Staff Pick I did cheat in the requirements, but when I get a chance to do my next run through of the game I will definitely be adding this mod and trying to gain the necessary components legitimately.

    Running around and using your force powers instead of weapons is great fun, whether you just use Force Push to barge someone out the way and continue your quest, or send them sailing off a cliff/ledge with Force Push II it really does put a smile on your face. Force Whirlwind will send them sailing straight into the air and on a number of occasions I lost where they went and carried on my merry way. If you are feeling particularly vicious then turn your attention to the more Sith/Dark Side orientated powers and begin by frazzling your enemies with linked lightning attacks before truly wiping the floor with them with the almighty Force Destruction spell. The Mind Trick powers are great if you want to bamboozle your enemies into thinking you are somewhere else, or changing the alliegance of NPCs.

    Of course, if you want to take the experience to the next level, then you can combine this with Jedi Sith Light Armour by Alduin78 (uploaded by Kursan). Now you can not only use the powers, but also wear the robes! Check them out and if you like them, remember to give the authors a big thumbs up endorsement.

    Submitted By: SirSalami
    Game: Skyrim Special Edition
    Mod Author: ShikyoKira
    Mod: The Ultimate Dodge Mod

    Now available for both Skyrim and Skyrim Special Edition, Ultimate Dodge Mod adds new evasive options to vanilla combat. Perhaps like many of you, I've used several similar mods in the past but I'm always eager to see if any advancements are made in the art of evading. So, how does this one stack up?

    First and foremost, mods of this sort need to be responsive. I'm happy to report that after a brief initial setup process, this is the most responsive evasion mod I've tried, personally. I'm not sure if it's a result of the non-scripted animations that the author has implemented or some sort of other dark-magic, but dodging with this mod feels good and more importantly, always feels consistent.

    If you think that this sounds "OP" though, think again. By design, there are no invincibility frames and no animation canceling, forcing the player to make wise tactical decisions in combat. Additionally, dodging will drain your stamina appropriately, which is customizable in-game. Perhaps most importantly though, NPCs can now dodge too, making combat livelier than ever. A pack of dodging Forsworn can be quite intimidating, believe me.

    Ultimate Dodge Mod comes in two flavors based on your movement preferences, so be sure to read the description. While I prefer style 2, both styles make dodging quite intuitive by allowing you to use the sneak (or jump) key to initiate the dodge based on your movement and weapon states. In addition, you can customize your keys during installation.

    Currently, this mod features a rather dramatic rolling animation akin to The Witcher or DarkSouls which I quite enjoy, though the author has mentioned the possibility for alternate animations in the future.

    So is it really the ultimate dodge mod? Only time will tell, but I'm definitely enjoying it. Check it out and let us know what you think below.

    Submitted By: Robbie922004
    Game: XCOM: Enemy Unknown
    Mod Author: Peasly Wellbott
    Mod: Revenge of the Sleeves

    Revenge of the Sleeves has been one of the most popular mods for XCOM: EU/EW since its release. Enemy Within added an awesome gene mod system, but a big frustration was that for some reason, modifying a soldier prevented them from using standard armor variants. As you might guess, the gene mod armor was all sleeveless. Since this only affected aesthetics and not stats, users became annoyed when the general consensus was that the sleeveless gene mod armor didn't look nearly as nice as the bog standard.

    Enter Revenge of the Sleeves. It does something simple: It lets you keep use the standard armor on modified soldiers, without losing the tactical advantage or custom class symbols. XCOM: EU is a game with no mod support, and as a result, making mods for it is extremely challenging. It requires a great deal of trial and error. Once the author figured out how to make it happen and released it, it became an instant classic. The proof? It hasn't left the hot files since the day it released. Even for a game that only gets a few dozen, maybe a hundred mods a year, that's impressive.

    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!
  • 10 May 2017

    We have a name! And a Q&A session with Tannin regarding the new mod manager.

    posted by Dark0ne Site News
    It's been awhile since we mentioned our work on the new mod manager. For a quick recap of "recent" events, back in August 2016 we brought on Tannin (of Mod Organizer fame) to head up work on a completely new mod manager for Nexus Mods. He's been working on it along with the two original NMM programmers ever since.

    Tannin's remit is simple on the surface, we want a mod manager for Nexus Mods that can handle modding for as many games as possible and that can be both simple for newcomers to use while containing (or supporting) all the advanced functionality users have come to expect from mod managers for games like Skyrim and Fallout. Simple on the surface, not so simple when you get down to it!

    Tannin has been given a very wide berth to decide the how and the when of things. My thinking is that Tannin was able to make a great piece of software in his spare time while also working a full-time job, so I really don't need to tell him how to do things -- he knows how to do things. And I'm certainly nowhere near as qualified to make the choices he's making for the good of the mod manager. So, Tannin is most definitely the project lead and I just comment on (and argue with Tannin about) UI related things. Something I'm sure he can attest to!

    Since details about the new mod manager are thin at the moment (we're simply being tight-lipped as we're not ready to talk about too much yet -- we'd rather work on it than be constantly answering questions or doing PR!), I thought we could do a little Q&A about the things we can now talk about as we head towards a closed alpha of the software.

    What I can tell you now is that we have agreed (this week!) on a name for the new mod manager. It's taken us a long time to come up with one mainly because I was looking for some particular criteria in the name. I wanted a single word name that was interesting, marginally relevant and "brandable". While this might sound odd, I also didn't want a name that was specific to mods. Who knows what this software will become in 2, 5 or even 10 years time. For example, I'd like at some point to provide a cloud save game storage service to members of Nexus Mods so they can easily backup and restore their saved games. At such a point, we've gone past a mod manager and the name is no longer relevant. I'd rather just have a more generic software name now, than have to "rebrand" in the future.

    I vetoed things like Nexus Client (though it was a fallback!), Nexus Mod Manager 2 and Nexus Mod Organizer because they're either boring, cumbersome or both. Instead, we took up a suggestion from the last news post we made about NMM from users in our community. I asked around a little and most people polled liked it, so...done!

    I can confirm that the new mod manager at Nexus Mods will be called Vortex.

    We'll begin working on a logo soon.

    With that out the way, I've already done the introduction to Tannin, so without further ado let's get on with the questions and answers…

    Robin: So first things first, Tannin, what would you say are the key differences between your goals and your ethos working on Mod Organizer compared to your goals and your ethos working on Vortex?

    Tannin: When I started Mod Organizer, the virtual file system software that made it special was already mostly done. I had created the vfs for a separate purpose and when I played around with mods for Oblivion it occurred to me that this tech could be applied to that problem.

    I never really expected a lot of success and for the first year or so I didn’t have any. I was always in it for the technical challenge and my attitude was, "This is what I have, if others like it I'm happy, otherwise they have alternatives". It was never my goal to create the best possible mod manager for everyone, I was happy in a niche.

    Now with Vortex that has changed of course. We're making the official mod manager for Nexus Mods and it has to be accessible and trouble-free for everyone.

    Robin: I think we both know the biggest questions we've received around Vortex have been in regards to virtualisation and how Vortex will handle and store files on people's hard-drives. Is Vortex going to use virtualisation?

    Tannin: Yes it does.

    I know people have - often very strong - opinions on the topic so I ask that you please read my reasons before you go to the comments and vent.

    In the initial release of Vortex, virtualisation will be implemented using links (symbolic or hard links), similar to NMM v0.6. We've left the door open so we can implement different approaches (i.e. the usvfs library from Mod Organizer) but at this point I don't think there will be a "no virtualisation" option.

    Robin: Can you explain why Vortex is going to be using virtualisation and why it's preferred to using the old method of simply extracting mod files into the game directory?

    Tannin: I'll try to be brief!

    Managing mods without virtualisation is slower, takes more space on your hard-drive and has a lot of hidden complexity that makes it more error prone as well as more work to implement (this translates to "fewer features per time" for those of you who don't care about a programmer's pains) and harder to understand.

    It's best to work with an example to demonstrate. Imagine:
    • You install mod X that contains "spider.dds" and "bear.dds"
    • And you install mod Y that contains "spider.dds" and "dragon.dds"

    You expect "spider.dds", "bear.dds" and "dragon.dds" to be in your game directory and "spider.dds" can be either the one from mod X or the one from mod Y, depending on the order of and choices made during installation. Let's assume it's from mod Y.

    You then decide you don't like it and remove mod Y.

    You now expect "spider.dds" and "bear.dds" to be in your game directory and "spider.dds" should now be the one from mod X.

    To make this happen, a mod manager that doesn't use virtualisation needs to keep a manifest of where files come from and which files have been overwritten so that it can know there is another "spider.dds" in mod X and how to restore it.

    Once this mod manager knows "spider.dds" exists in mod X it has to open the archive from which you originally installed it and extract the file again. This manifest is hidden in some database or xml file, probably invisible or unreadable to you. Most users will not know what information it contains or how it's used. You may not be aware you need to back it up together with the game directory, but the content of the manifest needs to be in sync with the actual installed mods.

    This is a hidden complexity to the mod manager that you may not care about until it breaks.

    If you restore a backup that contains an older manifest but not the mods or the other way around, your mod manager will no longer be able to correctly disable/remove/change the order of mods. And this is unrecoverable.

    The same is true if you manually install a mod or remove a file from the game directory that the manager was tracking in its manifest. If you do this you're invalidating the manifest and forcing the manager to guess what has happened. It may guess correctly 9 out of 10 times, the other time you will get an error.

    The manifest also needs to be migrated. Every time we change the manifest format we need to develop a migration path from the old format to the new format. If that migration code has a bug or can't deal with an already broken manifest it's potentially breaking the mod installation for thousands of users. Errors in the manifest can remain lingering until some day the manifest migration fails.

    It also means you have to keep the archives for all installed mods around and if you delete one file for that mod, it can't be restored.

    Similarly, extracting from an archive can be very slow, especially if it was heavily compressed to save space and bandwidth.

    Finally, if you have modified "spider.dds" from mod X prior to installed mod Y those modifications are going to be lost. Whoops!

    On the other hand, mod managers that use virtualisation, like Vortex, don't have to track individual files. They just need to know what mods you have (which is obvious since they are a bunch of directories on your disk) and how to prioritise them.

    The "deployment" of files to the game directory is then simple, using the list of enabled mods and their priority at that point in time to reliably determine which files should be there. There is no need to know what happened in the past. When installing mod X and mod Y, it deploys the files from both mods to the game directory, the "spider.dds" from Y overloads that of X. Everything is as expected.

    When mod Y is removed, it also removes all the files that mod Y deployed to the game directory (which it can detect without the need of a manifest because the links themselves tell us where each file came from) and then deploys a new. This time mod X gets to deploy "spider.dds".

    Everything is as expected - without a manifest, without extracting files and as an added bonus, if the file was modified in mod X, those changes are still going to be there.

    Therefore (and TL; DR) virtualisation is actually simpler, quicker and also saves space as you don't need the mod archives after installation (you can keep them if you want but it's optional).

    Robin: That wasn't very brief. Why not make virtualisation an option that users can pick from?

    Tannin: We may, at some point. However, to be honest, virtualisation is objectively superior and to implement a "no virtualisation" installation method is a lot of work both to develop and to maintain (for the reasons mentioned above). Without good reasons, it's just not a good use of our time when there are so many other useful features we could be doing right now.

    Robin: You've already said that the virtualisation system Vortex uses will be more like the one NMM uses than the one Mod Organizer uses. You and I both know there are a lot of MO users who swear by their clean install folders and are likely to be upset by this. Can you explain your reasoning behind choosing the NMM way over the MO way?

    Tannin: Well first of all, providing the "MO" vfs as an option at a later time is not off the table for Vortex. But there are a few reasons why having the MO vfs as the default option for Vortex wouldn't be a good idea.

    Firstly, the way the vfs is implemented is more error prone. In particular, it's more likely to encounter incompatibilities with different applications. This was acceptable (to me) with MO where only a handful of games were supported with a few tools for each, but even then we had frequent problems with tools not running/producing odd errors that could take weeks to fix.

    With Vortex, we want to support as many games as possible and fixing the vfs for each game and each tool for dozens of games would be a maintenance nightmare.

    Secondly, the heuristics of virus scanners frequently (and incorrectly) tagged MO as a virus because the technology used to implement the vfs is similar to what some malware does. Again, this was ok when it affected a few percent of a few thousand MO users who tended to be more tech-savvy than the average user. However, Vortex aims to be accessible to all users and we really don't want bug reports about AV errors from 5% of 6 Million users…

    Thirdly, I'd like to point out that when I initially started developing MO, the vfs technology (the 32-bit variant) was already mostly done as I had created it as part of my diploma thesis and merely rewrote that. So, really, I had a solution and was looking for a problem to solve with it.

    MO was my experiment to see if this technology could be used for that problem. My goal with MO initially was not to write the most user-friendly Mod Manager I could. If I'd had the time I would have added a link-based option to MO2 as well...

    While a clean game folder solution isn't possible right now with Vortex, there will be a "purge" feature which will remove all links installed by Vortex reliably and quickly so you shouldn't ever be more than a button-click away from a clean game directory.

    Robin: Is there a performance cost to using virtualisation?

    Tannin: For hard-links: no, none, zero.

    For symbolic links: practically none. I doubt you could measure it and I can guarantee you won't be able to notice it.

    Robin: Some users have reported and complained about their custom mod backups being twice the size they should be due to virtualisation. What's the solution to this?

    Tannin: Get better backup software. Seriously, there is no excuse for a backup solution to not handle links properly.

    But as an alternative, let me again refer to the "purge"-option that un-deploys all mods. You can do that before creating the backup, then just have Vortex re-deploy afterwards. This is a safe operation and will probably take less than a minute.

    Robin: Moving forward, what are your release plans for Vortex? Will there be an alpha? What time scales are we talking here?

    Tannin: Giving concrete dates is always difficult because one almost always underestimates the amount of work required to polish stuff towards the end.

    My current plan is to have an early alpha build in the hands of a limited group of test users within a month, maybe 6 weeks.

    Depending on their feedback we should expect somewhere between 1-3 months to fix bugs after which I think we can release a public alpha.
  • 03 May 2017

    Staff Picks - 03 May 2017

    posted by BlindJudge Feature
    This week they are all picks from within our Bethesda games. Terrorfox couldn't decide on just one mod, so has actually chosen 4 from the same author, all of which add additional beasties or variants of into your Skyrim game. I have chosen a mod that I think really adds a bit of variety to an otherwise annoying (but necessary) part of gaming - fast travel. SirSalami has also addressed one of his gaming pet-peeves of only being able to save a game from retiring to a bed by looking at a mod that allows far more diversity in save locations. Finally, our community member iMACobra has selected a mod that will add a bit more 'realism' to necromancy according to the lore books.

    We love to hear the communities picks so keep them coming by using this 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 our community members 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 personal picks. That said, hopefully, you'll find something you may not have seen before.

    Submitted By: Terrorfox1234
    Game: Skyrim and Skyrim Special Edition
    Mod Author: opusGlass

    I simply could not choose just one mod this week. Well, I mean, I could have… but these are 4 mods from the same author, released at the same time. What’s more, they have the same intent: to diversify and increase the number of things that want to chew on your carcass in Skyrim. It seemed silly to mention one and leave the others out.

    Splendor - Dragon Variants:
    Skyrim SE
    This mod deserves the first mention in my opinion. opusGlass has mixed and matched vanilla dragon assets to create entirely new dragons. There are 56 visual variants with this mod, all made without creating new meshes or textures. That makes this mod highly compatible with other dragon mods, with a specific recommendation to be used alongside the next mod on my short list…

    Diverse Dragons Collection:
    Skyrim SE
    Unlike Splendor, this mod does use external assets. By combining resources from 13 other mod authors, DDC adds 28 new dragons to Skyrim. The other main difference between this mod and Splendor is that, while Splendor adds a multitude of variations based on the vanilla dragon designs, the dragons from DDC look entirely unique. These beasts really stand out from the crowd.

    Diverse Werewolves Collection
    Skyrim SE
    This mod adds 25 werewolf and 13 werebear variations to Skyrim, and distributes them across levelled lists (11 ranks) for a total of 418 possible werebeasts. Any time a werewolf spawns it applies one of the variant skins at random. Simple as that. The only issue is that werewolf spawns are few and far between in Skyrim. Werebears are non-existant! To solve this issue, and ensure that you get a chance to see all of these new werewolf variants, opusGlass created…

    More Werewolves:
    Skyrim SE
    The title says it all. This mod adds werewolf spawns across Skyrim. It places them in cages in dungeons and adds roaming packs. Optionally, you can also increase the chances of being attacked at night and during full moons.

    There you have it; four mods that will make you wish you stayed back in Whiterun and settled down. For those of you that believe “variety is the spice of life”...Skyrim just got a whole lot spicier. I hate that I just wrote that. Enjoy!

    Submitted By: BlindJudge
    Game: Skyrim Special Edition
    Mod Author: tonycubed2
    Mod: Fast Travel Ambushes and Consequences

    Don't get me wrong, I'm all for fast travel in games. With some game worlds now sprawling on for hundreds of square miles, there is no other real option, but with this, you can loose your sense of immersion, or realism and it just feels a bit like cheating.

    This is where a mod such as 'Fast Travel Ambushes and Consequences' comes into play. Now you have to begin to think about where you are fast travelling to and if you have the right amount of provisions for the trip ahead. Not having enough food can give your character penalties such as carry weight reductions, reduced stamina and more. You may end up being ambushed by a range of different characters or even pick up some weird and wonderful diseases. Of course, some people might like the idea of needing to carry the appropriate amount of food but not want to pick up diseases along the way - well the good news is that each factor is customisable within the book menu, including the percentage chance of being ambushed.

    At the moment there is a slight glitch to how ambushes occur, in that you arrive at your fast travel destination and then get a quick glimpse of a location before being teleport there, but this isn't too much of an issue and is a limitation of the game more than a problem with the mod. Apart from that this mod actually makes Fast travel seem part of the game, rather than circumventing it. All in all a fantastic mod that adds a bit of variety to that boring (but necessary) part of a game that is Fast Travel.

    Submitted By: SirSalami
    Game: Fallout 4
    Mod Author: JackRob
    Mod: Waiting Saves

    The Commonwealth is a harsh place so sometimes it's nice to just kick your feet up for a while. This is especially true in Survival mode where increased damage, injuries, starvation, dehydration, and fatigue add to the countless existing threats of everyday life. At this difficulty, the game becomes unforgiving and requires a ton of planning, but every step you take becomes more meaningful and ultimately more satisfying when things go well.

    When you do inevitably bite the bullet though, it can be a real drag as survival mode in vanilla Fallout 4 limits saving strictly to sleeping in beds. In combination with restricted fast travel, this limitation creates a lot of painful back-tracking when you die. I like the idea as it deters save-scumming, but in practice, it feels a bit too limited. Especially if you get called away from the game often.

    By auto-saving when you sit and wait in fairly common furniture such as chairs and sofas, this mod effectively adds many more "save spots" in the game while still limited in a manner reasonably consistent with the survival theme. Status effects remain unaffected when waiting in furniture though, so finding a bed for a proper sleep will still be necessary at times.

    Appropriate to the theme and intuitive, this mod adds just a touch of much-needed convenience to the otherwise rigorous survival experience. So give it a try. Take a load off and have a rest. You deserve it.

    Submitted By: iMACobra
    Game: Skyrim
    Mod Author: mojo22
    Mod: Corpse Preparation - True Necromancy

    The mod offers a more immersive approach on the path to become a true necromancer. Players learn a spell and are able to raise dead bodies on the go? No. Necromancy is not that easy. It takes dedication and actual learning to be able to raise a fresh corpse. Based on lore books, one has to start off raising skeletons and, even then, the aspiring necromancer requires materials to strengthen the body in order to keep it from falling apart.

    Further down the path, the player can resurrect zombies with diseases, wraiths that can only be killed by magic based damage and weaponry and even mummies that are embalmed and strengthened to be able to sustain more damage. Necromancers also commonly deal with the Ideal Masters, first seen in Battlespire and mentioned in the Dawnguard DLC, for powerful abilities that will aid them down the dark path. Based on the book of the same name, Corpse Preparation takes a more realistic and immersive approach on the dark path to become a real necromancer to be loathed and feared.

    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!
  • 19 April 2017

    Staff Picks - 19 April 2017

    posted by BlindJudge Feature
    We’re back and have some brilliant mods for you to take a look at. SirSalami goes back to try out a mod for Morrowind, I check out Elianoras latest Fallout 4 abode, and Terrorfox… well, he just wants some kind of freedom within his Fallout 4 world, our community pick this week adds a lot more content into Skyrim and looks like a great expansion.

    Remember, we love to hear the communities picks so keep them coming by using this 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 our community members 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 personal picks. That said, hopefully, you'll find something you may not have seen before.

    Submitted By: TerrorFox1234
    Mod: Everyone Is Killable
    Game: Fallout 4
    Author: Armi88

    One of the best aspects of earlier Bethesda games, in my opinion, was the complete freedom of choice. This included being able to kill anyone, regardless of their importance to a quest line. You could, if you wanted, kill literally *everyone* in Morrowind. You would get notifications upon killing a quest related NPC that the quest they were tied to had failed and that was that.

    This mod changes all the “essential” tags on NPCs to “protected”. When an NPC is marked as “essential”, they simply can’t die. Mini-nuke directly to the face? No problem. They’ll just walk it off. Bethesda wants to make sure you don’t accidentally break a quest. How sweet of them.

    Bah! Away with that nonsense! When an NPC is marked as “protected” it means that, while other NPCs can’t kill them, you sure as heck can! FREEDOM!

    If you value freedom of choice, to the extent that you are willing to break important quests, this mod is for you. Time to fire up my “evil karma kill everyone” playthrough.

    Submitted By: BlindJudge
    Game: Fallout 4
    Mod Author: Elianora
    Mod: Sanctuary Bunker Player Home

    I know, I know, it’s from a well known mod author and yes, I have featured a mod by Eli before. But I had to choose it as my staff pick as I fell in love with it the moment I saw the images.

    If you have been on Nexus Mods for a while you will have probably download and used one of Elianoras house/abode mods before. They are all beautifully realised and truly show how much love and time has been spent on them. This is one of the first I have installed into my Fallout 4 world though and it is something special.

    No matter how much I tried, I could never get Sanctuary to feel special, preferring to spend my time in Red Rocket purely because I found it more aesthetically pleasing. But when I saw this appear on the site I installed it immediately and jumped straight in.

    The bunker is just gorgeous and the more time you spend in this humble abode the more little nuances you pick up. The shelves for Bobbleheads, the terminal and even the addition of all the useful benches.

    If you are in the lookout for your own space within Sanctuary, free from the hustle and bustle of the other settlers, then I recommend you check out this mod.

    Submitted By: SirSalami
    Game: Morrowind
    Mod Author: Candlemaster
    Mod: Curses

    Sorry, no. This isn't a profanity mod. Rather, Curses by Candlemaster adds unidentified and cursed weapons to Morrowind using a system that will be familiar to old-school CRPG and especially roguelike fans.

    After installing the mod, you'll begin to find 'unidentified' items which are denoted with a question mark (?) after their name. When equipped, these high-level items will reveal their true nature, often in the form of one or several debuffs applied to the player. More concerning, when equipped these weapons become viciously bound to the character, preventing it from being unequipped.

    Equipping a cursed weapon isn't the end of the world though. For a nominal fee, the player can have the curse removed by visiting a healer or a shrine. As the author implies, these costs are intended to be a bit of a money sink for the rich, and are intended for high-level characters. Additionally, you may find some scrolls that can accomplish the task of removing a curse when on the go.

    It's not all doom and gloom, however. Rarely, these cursed items can also impart beneficial effects on the character as well, making these new weapons quite mysterious and enticing. What hidden powers does your shiny new weapon contain? You'll have to try it on to find out!

    As this is a very new Morrowind mod(!), the author has several ideas on how to expand it, including more weapons and extending the system to include armor and shields. I'm very much looking forward to seeing how this one evolves. Keep it up, Candlemaster!

    Submitted By: Aireal2
    Game: Skyrim
    Mod Author: i73fi
    Mod: Northern Encounters

    I absolutely love Northern Encounters, it's made it's way into my permanent load order. It add's both places and NPC's. N.E. makes having a "Northern Explorer" fun and more than worthwhile. It add's many a story line and they are most certainly NOT handheld ones, they are also not all easy to find. You see a new person, talk to them and they give you a quest or hints to go and start a quest. Find that "new" fort, house, dungeon... explore, and find that not only is it a new place, it might lead to a new quest. New enemies! Encounters you have not done 1/2 a million times. I've had this mod on every character since 9/26/15 and I know I have not found everything, then again I am not that person that want's to find everything on one character! Combined with certain other mods.. Say Frostfall.. awesomely hard! Sea of Spirits.. even more thing's to see, enemies to encounter! To my mind it's a really spectacular mod for Role Players.. and a challenge for "completionists".

    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!
  • 12 April 2017

    Staff Picks - 12 Apr 2017

    posted by BlindJudge Feature
    We have some cracking mods again for you this week. Terrorfox1234 has gone back to his chill out game of choice and found a mod that will really appeal to those of you who have played modded Minecraft, SirSalami has a mod that now enables the use of shields to block those heavy attacks and I have found my perfect Red Rocket Settlement mod. Our community still continues to provide us with great choices, this week we have a pick for a fixed UI within FONV and a quest mod with an awesome name. Check them all out.

    Remember, we love to hear the communities picks so keep them coming by using this 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 our community members have below). We have had a lot of submissions that we cannot use due to the lack of description, please try and fill this out explaining why you like it and what it adds to the game.

    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 personal picks. That said, hopefully, you'll find something you may not have seen before.

    Submitted By: Terrorfox1234
    Game: Stardew Valley
    Mod Author: Pathoschild
    Mod: Automate

    For you Minecraft players familiar with droppers/hoppers and the automation that they allow, this will seem a familiar concept. This mod allows you to place a chest next one of your production machines and the machine will pull raw materials from the chest to refine. When it’s done it will push the processed material back into the chest.

    Fill a chest with iron, leave it next to your smelter, and come back to a chest full of iron bars! You can connect multiple machines to a chest allowing you to expand your operations. You can even connect different types of machines to the same chest if you want to consolidate your operations.

    This seems, to me, like one of those things that should have been in the base game. Maybe not at the start, but as an unlockable ability later down the line it would have made sense.

    In any case, this mod should greatly improve your time management in Stardew Valley (no more daily collection/restocking routine!) and allow you to focus on other aspects of the game. You’ll have a fully functional auto-farm in no time! Down with JojaMart!

    Submitted By: BlindJudge
    Game: Fallout 4
    Mod Author: javawalk
    Mod: Red Rocket Companions Home

    Red Rocket has always been my favourite settlement within the Fallout 4 world, I began my first settlment there by building stairs onto the roof and placing my humble abode up there. Then I tried experimenting with making the forecourt a market place and the garage my home/workplace, next up was a refugee camp at the front and the roof of the garage holding all my defence mechanisms. It just felt like my Fallout 4 home. So when I saw this mod, I jumped at the chance to try it out.

    Wow... to be honest with you all, it truly blew me away in terms of it's finish and attention to detail. Yes, I know there are quite a few required mods that you need to have and just as many optional ones (I recommend you get them all), but it just goes to show how well this has been pieced together, taking incredible mods in their own right and combining them all with their own to make a Red Rocket settlement that I can finally leave as is and get on with the crux of the story.

    Like I mentioned earlier, the affinity between the mod author and the characters can be seen through how much attention has been focused on each and every characters abodes, they are like fine tailored suits that show off each and every companions personalities. I spent the first hour just looking around at how everything has been laid out for each individual. Truly incredible stuff from a very talented mod author.

    Submitted By: SirSalami
    Game: Witcher 3
    Mod Author: ScoutBr0
    Mod: Shields

    ScoutBr0 has already made quite a few contributions to the Witcher 3 modding scene but this time, he and a small team of collaborators have really outdone themselves with the newly released "Shields" mod. Don't let the simple title fool you however, as it represents quite a large addition to the game.

    Featuring both unique and existing designs that reflect the various in-game factions the shields that have been added (40 and counting!) are not simply cosmetic, but functional as well. "Shields" adds a new layer to The Witcher 3's combat mechanics by providing resistance to heavy attacks and the ability to block arrows without using a skill slot. Just make sure to watch your back-side.

    Customization is possible directly via the game's main menu allowing you to adjust stamina requirements and more. Additionally, shields can be visible on horse back or when climbing ladders too, when paired with Better Torches. As if this weren't already enough, the mod contains numerous other pieces of apparel including some very cool hoods, cloaks, and armor sets as well.

    Given Geralt's combat proficiency and the Blood and Wine expansion's more 'traditional' medieval setting, these numerous additions fit right in with the game. From both an artistic and mechanical standpoint, this mod is an easy one to recommend. Great work!

    Submitted By: darthbdaman
    Game: Fallout New Vegas
    Mod Author: Ladez
    Mod: Better Pickup Prompt

    An absolutely amazing quality of life improvement. The prompt that appears when the player hovers over an item to pick it up has been expanded with additional information, that dramatically improves the looting experience.

    When looking at a stack of multiple items, the total value and weight of all the items is displayed, instead of the values for one unit. If picking up the item(s) would cause the player to exceed their weight limit, a small icon is displayed, and the weights text color changes to warn them. Some smaller changes regarding text wrapping and the number of decimals are also changed, making the prompts easier to read, and providing the player with the information they actually need. Items with very small weight values will actually have those values displayed, instead of reading as 0. This alone makes the mod worth installing.

    An excellent mod that is compatible with all major UI mods. There is absolutely no reason not to use it.

    Submitted By: yourenotsupposedtobeinhere
    Game: Skyrim
    Mod Author: Merte
    Mod: The Cheese of Ages

    The Cheese of Ages is a terrific quest mod by Merte that in my opinion is underrated. It has a very fun and creative story-line. The characters in the mod are overflowing with personality.

    Of all the quest mods for Skyrim, I would say that The Cheese of Ages is my favorite. It's story, characters and miscellaneous items has inspired me in my endeavors and the mod author is also very nice, which is a huge plus. To anyone looking for a fun quest of any character build, The Cheese of Ages is definitely worth a go. Don't forget to endorse it!

    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!
  • 05 April 2017

    Staff Picks - 5 Apr 2017

    posted by BlindJudge Feature
    Welcome to this week's staff picks, today we bring you a number of different companions, another way of organising your settlements, a mod that allows you to finally buy items that you can see within a shop and some awesome community picks that will extend your game time. Check them out and let us know what you think.

    Remember, we love to hear the communities picks so keep them coming by using this 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 our community members 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 personal picks. That said, hopefully, you'll find something you may not have seen before. 

    Submitted By: Terrorfox1234
    Game: Fallout 4
    Mod Author: timtimman
    Mod: Fault-Tec Favourites System

    I’m honestly surprised this hasn’t gotten more attention. This mod allows you to save specific items in their own list for quick access later on. This is especially handy if you own all the DLC and have added craftable settlement item mods on top. If there are specific items you know you work with a lot, this mod can expedite the process of digging through workshop menus to get to the right items.

    During my brief testing, I had no issues. The controls to target an item are a bit odd, requiring that you grab the item you want to save, quickly cancel, and jump. Once you get used to it, it’s not so bad, but it might be nice if there was a simpler way to bring up the favourites menu options on a selected item.

    In any case, aside from that one minor complaint, the mod does what it claims to do. To be clear, I personally find the whole settlement building thing to completely detract from what I look for in a Fallout experience. I have Minecraft for building. Fallout is about exploration and setting, to me. Any mod that helps me cut down on the amount of time I spend in the workshop menu is good in my book. While I’ve turned to Transfer Settlements and Sim Settlements for most of my settlement needs, this mod will certainly come in useful for those times when I want to adjust things by hand.

    Submitted By: BlindJudge
    Game: Fallout 4
    Mod Author: Zazuban
    Mod: Dogmeat - A True Companion

    When I first started looking at this mod it wasn't in the hot files, but such is its popularity that since I chose the mod it has now taken pride of place within those most fabled of mods. Anyway, I digress.

    Dogmeat has always been my favourite of the companions, I had a German Shepherd and having Dogmeat alongside me in the wasteland is pretty cool, he doesn't get shirty or miserable at me, he doesn't bark orders or requests at me and he just works tirelessly to protect my scrawny ass from all manner of the Fallout world baddies - without a single iota of care for his own personal safety. With the help of this mod, Dogmeat is now more badass than ever - with nearly twice the health and a big damage boost he can now tear a Mudcrab apart. My favourite part is the fact his speed has been boost to be more akin to a real life dog. Watching him sprint up to that pesky raider always leaves a smile on my face.

    If you enjoy playing with a companion, then I recommend giving this mod a try.

    Submitted By: SirSalami
    Game: Skyrim Special Edition
    Mod Author: ErianDragonborn
    Mod: Immersive Merchants - Buy what is on display. Really

    Here's a mod that does exactly what it says on the tin. By simply highlighting and interacting with any item in a shop, you can now purchase it at fair market value rather than defaulting to stealing the item. You still have the option of stealing it though, by simply sneaking before interacting with the item, in case you're feeling grabby. Convenient, intuitive, and immersive? You betcha.

    Thankfully as it's a script based mod, it probably has very few critical compatibility issues so it's likely to compliment most load-orders. So, if you're like me and wondered why you could never simply purchase the sweet rolls on the counter or a sword directly from the display rack in vanilla, give this one a try!

    Submitted By: HeavyEavy
    Game: Fallout 4
    Mod Author: LlamaRCA
    Mod: Heather Casdin - A Unique Companion Experience by llamaRCA

    Heather is a brilliant companion! Her Enhanced Sneak mode of combat is nothing short of fantastic! I run a high sneak/sniper build and she never breaks cover and won't engage until your hit or stand up. Her quests are terrific and will take you across the Commonwealth. Her perks have to be worked for and are worth the effort. For the "lone wanderer" in survival, she's a real must have! IMHO the llama had done it again!!

    Submitted By: DjinnKiller
    Game: Fallout 4
    Mod Author: Thuggysmurf
    Mod: Outcasts and Remnants - Quest Mod Plus

    As a "mod" this goes far beyond what in my mind a mod is. This is a complete DLC with a storyline, quests, assets and voice actors.

    The design of the of the interiors, the awesome humour and attention to detail is staggering. Never mind the technical proficiency of the creators. Not to divulge any spoilers but the use of the mem pods to create little adventures in themselves, and what happens at the end of the main quest is proof that these guys have technical capabilities, creativeness and a great love for the game.

    If you read the terminals you get added content, both in the FO-universe, but also tie-ins to current events in RL, and cultural references to movies and other.

    Several hours worth of high-quality gaming and they don't even want donations. That, combined with the helpfulness, always answering questions in a friendly way, and documentation on the mod page (FAQ, known issues etc) make this a professional package.

    This one is even better (IMHO) than their Fusion City release... if such a thing is possible.

    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!
  • 22 March 2017

    We're Hiring: Web Developer Positions

    posted by Dark0ne Feature
    We're happy to report that both positions listed in this article have now been filled. As such, please don't send us your CV unless you are interested in us keeping it on record for when we are next looking to hire.

    We’re looking for two mid-level to senior web developers to join our team at our new office in Exeter, UK. The ideal candidate will be multi-skilled with experience working on high traffic websites.

    The Role

    You’d be joining our established web team which currently consists of 3 programmers whose primary responsibility is the Nexus Mods website and everything around it. Our stack consists of a mixture of technologies - Linux, Apache, NginX, PHP, MySQL, APC, Redis, Ruby, Rails, Bash, Git, Puppet, Vagrant, Javascript, Jquery, CSS, HTML and everything in between.

    We’re currently hard at work on the next iteration of the Nexus Mods website and we have a long list of features that we’d like you to help us realise. We work as closely as possible to an agile project management scheme and every team member’s input is highly valued - we’re looking for people who can constructively discuss ideas in our programming meetings.

    You’ll need production experience with PHP/MySQL and be comfortable with all related technologies.

    Ultimately, we’re looking for people who are keen to learn and flexible in their approach with a strong web background.


    • Working as part of the web team to maintain the Nexus Mods website, fixing bugs and adding new features.
    • Participating in team meetings, keeping track of your workflow using project management tools.
    • Working with everyone at Nexus Mods to shape the future of our platform.

    Requirements and Skills

    • PHP
    • MySQL
    • Javascript & Javascript Frameworks
    • CSS & HTML5
    • Strong communication skills both verbally and written (English).
    • Right to work in the UK

    Bonus Skills

    • Comfortable using Linux
    • Sysadmin / Devops experience with LAMP
    • Ruby / Rails
    • Experience with code testing
    • An understanding of games modding and knowledge of Nexus Mods
    • A sense of humour
    • A love of computer games

    Other Information

    • We will offer a competitive market rate salary dependent on your level.
    • We will provide high spec hardware for you to work from in the office.
    • For the right candidates we may be able to assist with relocation expenses and logistics. 

    To Apply

    In order to apply, please send an email to [email protected] with your CV and why you’d be suitable for this role.
  • 22 March 2017

    Blog Piece: We're getting an office, and we're hiring

    posted by Dark0ne Feature
    Hello! long time, no...boring you with my long blog pieces.

    We're about to post up a news article about us looking to hire two new web programmers. Unlike our previous hire-calls, however, this one is different because it comes with the caveat that the job is based in Exeter, in the south west of England. Why? Because we're setting up an office. Our first office.

    Revealing such news comes as bitter-sweet to me. For the past 15 years Nexus Mods (and the names it previously operated under) has been run from bedrooms, dorm rooms, campus computer rooms and home offices. It's been a success story up to now, an example that you can build and run a complex, high profile website, community and heck, business, from home. It's had practical uses too, allowing us to operate with smaller running costs and freeing up money to be spent elsewhere (like on more staff or hardware). Finally, it has allowed me to maintain the image in my head that we're still a small, niche "garage run" site despite the sheer size of the site (silly, I know).

    This is an image that I am loathe to lose as it can affect thinking, specifically, my thinking. In moving certain aspects of the business into a formal office setup I fear that illusion I have in my head is going to dissipate and with it, the strong memory I have of running these sites as a middling teenager foremost as a hobby, as something I did to give back to a community I was so excited about and appreciative of before and after Morrowind's release. Such strong memories have been a driving force for trying to maintain that starting spirit of Nexus Mods, of a community that was created to service a bigger and most excellent community at the time.

    My passion for the video game modding community coupled with the success of Bethesda's games and the modding support they've graciously provided with each release since 2001 has fueled a steady (and sometimes explosive) growth in Nexus Mods that has been hard to keep up with. Similarly, my vision for a community that transcends Bethesda modding in to modding for all games has seen us go from supporting a mere handful of games to over 400 games, and counting. While Bethesda games still make up the bulk of the reason why people visit Nexus Mods, last year we saw an 80% increase alone on file downloads for mods unrelated to Bethesda games (and a 50% increase on file downloads for Bethesda games). As such, there is a growing demand for modding for any and all games on Nexus Mods rather than just for Bethesda Games.

    Ultimately, success brings its own stresses often with little or no respite. The cliched "victims of our own success", if you will. To say that one man (or woman) cannot do it alone would be an understatement.

    I hired the first Nexus Mods employee back in 2011 before the release of Skyrim. Axel is still with us today, working from his home in Scotland almost 500 miles away from where I am in Exeter. Since then, we've added a further 8 members to the Nexus Mods team to fill a diverse range of roles with people in south west and south east England, Italy, Germany and both the north and south of the United States. It's safe to say that we're pretty spread out with a...diverse...range of geographically related opinions to match! Over the years it's been hard to avoid riling each other up with our national stereotypes which has provided a good amount of comic relief, if not dubious legal positions related to employee relations and "discrimination" in the workplace. I won't lie, it's normally the Italians' fault.

    While the Nexus Mods team remained relatively small, 2-5 of us, things were fine. Managing 2-5 people, even remotely across great distances, is a sinch. Provided the individuals involved have good personal discipline it's perhaps even better than having a small office setup as it's more comfortable. More free flowing. More flexible. People can be left to get on with things in the comfort of their own homes without the stresses placed on them from an office environment.

    In a 2-5 man setup each person is typically handling a different area of the sites, whether it's the site programming, NMM, the hardware, support, the community and so on and so forth. The team jigsaws together fine because, ultimately, they're not actually working on projects together, they're instead working on their own projects and conversing with the other departments to make sure everyone is aligned and on the same page. However, once you begin to add one or two more members of staff who are going to be working in the same area and working on the same projects as each other things become a lot more difficult.

    The internet is awash with SaaS applications designed to help in this regard. Slack for communication, Pivotal for task tracking, Vagrant, Git, Google Docs, Appogee, and so on and so forth. They're all designed to help teams work together towards common projects and goals. However, from our years working in these environments it's begun to show that while this software can help immensely in that task, it's not a bonafide 100% substitute for real face-to-face interaction. The type of interaction you get in an office setup.

    Over the past year we've been trying to stop-gap this shortfall with regular Google Hangout meetings (webcams and everything), team programming and screensharing sessions and so on and so forth but after a while you begin to realise that all these applications designed to replace or replicate "the real thing" just aren't as good as "the real thing". Inefficiencies creep in. 30 minutes here. An hour there. Someone's come to the door unexpectedly. Someone's taken a late lunch without letting the others know. One person is waiting for a response from another person in a different time zone. A message has been missed. Someone didn't get a notification about a meeting. The list goes on.

    None of us at Nexus Mods are unaware of the fact that we started our redesign process for the sites all the way back in September 2015 when we sent out a news article looking for a UI/UX designer. Mockups were created and we began coding work in earnest back in February 2016, over 13 months ago. It's been a rocky ride and a trying time as we've come to terms with the serious technical debt we'd accumulated over the years while trying to transition from a team of just 1 web programmer to a team of 3, and reworking a lot of our framework to accommodate the changing dynamic of the way we were working. It's my personal belief that, were we in an office setup, at least some of the issues we've experienced over the past 13 months would have been mitigated somewhat and we'd have made faster progress to the ultimate end goal of releasing this new design.

    To me, setting up an office is a logical progression towards not only increasing the efficiency of people working at Nexus Mods but also improving my ability to understand, appreciate, relate to and manage the team moving forward, and this is why we are setting up an office. Logically, the office is in Exeter because that's where I live, and I'd like to be there managing it.

    In the past when we've sent out hiring calls we've posted them in the community here first. It's my thinking that the best people for the job are going to be the ones who know this site, who like this site and who use this site regularly. They're going to be the people who have the most relevant and the best ideas. They'll also be easier to bring up to speed. Everyone currently working for Nexus Mods was hired from within the community itself, with the exception of Paul and Tom, who I knew personally already.

    Naturally, enforcing that new staff work from Exeter in England limits the pool of available applicants in this community somewhat drastically and I understand that. However, I still feel it prudent to announce and highlight this hire call on the site on the off chance that there's someone out there that is either local to Exeter (while it's only a small city of 127,000, I've met plenty of people who've used the site in and around the city) or who is open to a new adventure in their life. If you're willing to relocate to the city, we're willing to help out however we can to make it a possibility. Heck, I'll even put you up in my home and cook you some dinners while you get on your feet if needs be (subject to satisfactory hygiene levels!).

    So there you have it. We're getting an office, and we're looking for staff. The hire call article will be posted up following this blog piece soon.
  • 22 March 2017

    Staff Picks - 22 Mar 2017

    posted by BlindJudge Feature
    This week we're back with some more staff and community picks. I am really pleased to see a submission for a game other than those from the Bethesda series with Minqmay picking one from Legend of Grimrock. SirSalami has this week turned his attention towards a really nice armour mod, Terrorfox1234 has chosen one to help with your sometimes incredibly stupid companions and I have gone back to my childhood and chosen a mod to put posters on the walls.

    We love to hear the communities picks so keep them coming by using 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 our community members 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 personal picks. That said, hopefully, you'll find something you may not have seen before. 

    Submitted By: Terrorfox1234
    Game: Fallout 4
    Mod Author: Greslin
    Mod: Companion Heal Thyself

    This is one of those “quality of life” mods I love so much. It simply gives your companions the ability to heal themselves with Stimpaks in Fallout 4.

    As the author explains, on normal difficulty downed companions will get back up after a period of time and keep going. On survival difficulty, they will remain on the ground until you heal them with a Stimpak. This can become very tedious and you may not always be in close proximity to your companion when they go down.

    Besides the inconvenience and tediousness of having to play doctor, it’s also a bit silly that these people don’t have the cognitive ability to just heal themselves. Seriously… how did the human species survive without The Lone Wanderer for 200 years? I mean really, you’ve got a Stimpak in your inventory, you’re on the ground in need of a Stimpak, but you’re going to make me cross the battlefield (and risk my life/save progression) to give you your shot!? Nope. You’re a big boy/girl/super mutant now. Pick yourself up.

    Submitted By: BlindJudge
    Game: Fallout 4
    Mod Author: mindkiller316
    Mod: Proper Flyers and Posters

    The subtlety of this mod is one of the features I love about it. The fact you can install and activate it and it just makes your whole experience that touch better is great. I don't have to worry about choosing a plethora of options, nor do I have to tweak any settings.

    Running around the wasteland can often feel a bit empty, so I have been looking around for mods to bring that little 'something' back. This mod by mindkiller316 is just one that helps alleviate that problem by replacing the torn paper look that adorns many of the walls with realistic looking and lore friendly posters. This fantastic mod adds a stat point to that all important one people look for in these games - immersion.

    The more I play Fallout 4, the more I want to tweak the little things rather than huge game changing mods and I'm over the moon that I stumbled across this one.

    Submitted By: SirSalami
    Game: Fallout 4
    Mod Author: m150
    Mod: Jagimet

    Lately, I've been realizing that my weekly picks tend to be very focused on gameplay related mods. In fact, in the several months we've been running this feature, I've neglected to choose from one of the most prominent categories of submissions in our community. Well, that changes this now with my first armor pick, Jagimet from the amazing m150!

    As loving tribute to the character Jagi from the manga/anime Hokuto no Ken (Fist of the North Star), even if you're not familiar with the series, these menacing looking accessories fit right into Fallout's similarly mad-max inspired, post-apocalyptic world. Featuring massive spikes on the pauldrons and mouth-guard, this set makes any character a more intimidating while the rusted materials and subtle markings ensure that they maintain a rather realistic appearance that's not too garish. So even though these seem tailor made for someone supermutant size, they'll look great on any character that might find themselves in need of some more noticeably sharp attire.

    The author, who simply goes by "m", has created many other varied and wonderful creations for Fallout 4 and Skyrim too. You should be sure to check those out as well!

    Submitted By: minqmay
    Game: Legend of Grimrock
    Mod Author: Phitt
    Mod: The Mine of Malan Vael

    The Mine of Malan Vael is an adventure with superb original artwork and puzzles. The new models and textures fit the game perfectly; the ensemble feels remarkably professional and complete.

    It is short, with only five levels, but there's no filler content; every challenge and puzzle is unique, and there's even a climactic final boss fight.
    There are no obtuse puzzles or unfair traps; anyone who's played the original Legend of Grimrock can and should dive right into Phitt's masterpiece. Just remember to bring a torch - or a magic Light spell.

    Submitted By: Acacophony
    Game: Fallout 4
    Mod Author: Slevin4Mods
    Mod: Chems and Alcohol Visual FX

    I cannot play a game without this mod. It is something that feels like it should have been there from the start, and in all previous fallout games, and just fits seamlessly into gameplay.

    Although it is simple, it enriches the experience of the game by making chems something more than just a stat boost. Some of the visual effects are strong enough that they actually can impair you in combat, which makes it feel more realistic and makes chem use a little more tactical. You can't just take one and turn into a god for a few minutes, the trade-off is that combat is a little harder because you can't see your enemies as well.

    The effects really do change the mood of the game and give a better sense of what your chem trip is like. DayTripper feels light, active and euphoric with bright vivid colors that make you want to explore and see everything, whereas Buffout feels more stark, intense and makes you want to just curl up and stay inside until it passes.

    This mod also has a "light" version with less dramatic visual effects, which keeps the tactical aspect but is easier on the eyes because of lower contrast.

    Alcohol also now blurs vision, which is a modern gaming staple and should have been there from the start. If I could only play with ONE mod, this would be the one I would choose. It is a must-pick for any character who uses chems, or alcohol.

    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!
  • 19 March 2017

    The Sunday Discussion - Robbie922004

    This week I got to chat with Robbie922004, a mod author who primarily creates mods for Skyrim, though has been known to tinker in Fallout 4. Robbie started his Steam game collection even before owning a gaming PC and began creating mods, like many, to fix things that he discovered weren't quite up to his taste in the vanilla game.

    Hey Robbie and welcome to the Sunday discussion, would you mind letting our community know a little bit about you?

    Thanks very much for having me. Unsurprisingly, my name is Robbie. I’m 24 years old, and I’m from Maryland in the United States, on the East Coast for foreigners who might not know. I like to play music, and I play games probably a little more than I should.

    Do you have any hobbies and interests outside of gaming?

    I’m a musician, which is without question my biggest hobby outside of gaming. I play guitar and piano mostly, but I’m also addicted to the ukulele and play that a lot. I can play a little bass, and I have an old full electronic drum kit lying around (never got very good at the drums!). My go-to instrument is a 12-string acoustic guitar. I play lots of classic rock (Beatles, Queen, Elton John, Clapton, Billy Joel, you name it), though I’ll learn any song I enjoy from any genre or artist. I like to record from time to time because I have the equipment. On the digital side of things, I use Propellerhead Reason when I need to emulate sounds from other instruments.

    I’m also currently a part of two writing projects collaborating with one of my friends, although it’s nothing that’s ready to share, and mostly just for fun.

    It seems we have a lot of musicians within Nexus Mods, our Terrorfox1234 loves his music and FadingSignal last week gave us a link to his SoundCloud (which I now use as my go to Gym music).  Do you keep your music private or do you have a Soundcloud page or a link to a band that you would like to share?

    Haha, nothing worth sharing. They say that art is never finished, only abandoned, and I’m very much guilty of never finishing anything I start when it comes to music. I have dozens, if not hundreds of recordings that I start, and then get excited about something else, and never go back to the last one. It’s a habit I should break, but in my heart, I’m more of a player than anything. Recording only occupies a tiny portion of all the time I spend on music.

    Would you say music is your go-to activity to chill-out and relax?

    Yep, it’s playing music, definitely. The first thing I do every single morning is either sit at the piano or pick up the guitar to wake myself up. I do that for fifteen or so minutes and then either eat, or exercise then eat, and that’s how I start my day. It’s a great hobby for when you’re feeling down, tired, or bored. It’s deeply rewarding so long as you’re willing to put in the time, effort, and dedication.

    In addition to that, my group of friends and I like to get together to play games whenever we can, usually a few times a week. Different time zones can make this challenging, but it’s been many years, and we haven’t given up yet.

    And as seems to be becoming pretty popular these days, I’ll sometimes go on a binge-watching spree when a TV show catches my attention.

    Playing games with your friends would entail a lot of multiplayer/co-op games, what would you say is your go-to multiplayer game at the moment?

    Overwatch was definitely our most played game of last year, but it’s finally coming to a close and we’re going back to other things. Right now we’re on For Honor (go, Samurai! NIPPON!!!) or Rainbow Six Siege when we have a whole group. We went through a Tabletop Simulator binge thanks to the Heroscape and Eldritch Horror mods, plus some tabletop RPGs, and I recently played through about a 16-hour Civ VI game with one of them. A few of us really enjoy Stellaris. Rocket League was a big hit, and I still play doubles from time to time with one of my friends. As you can see, we have diverse tastes and can get into a lot of different games and genres. It’s good because we can constantly switch it up when we get bored of something.

    Any game that someone in the group suggests, we’ll all try to get and play at least a little bit. Steam or GMG sales are big for us because we can all suggest something or gift it to the others, and we’ll all get to try it.

    I’m very much looking forward to the multiplayer update for Stardew Valley. That was my GOTY 2016, and I can’t wait to play it with my friends.

    Also, binge-watching TV is pretty popular. I know a lot of us here at Nexus Mods like a good TV series, anything you can recommend us at the moment?

    I finished up Tom Hardy’s Taboo last night, and Mob Psycho 100 a few days before. Obviously two very different series, but I enjoyed both of them to pieces. I’m super into the Marvel films and movies so I’m anxiously looking forward to Iron Fist, (even if the critical reception is bad!). I’m also really enjoying the new 24 spin-off, mostly because I was a fan of the original. For 2016, I watched Westworld, Stranger Things, Mr Robot, Better Call Saul, The Strain, Luke Cage, and a few others.

    My favorite show in years has been Westworld, though. Everything about that show was great. And the Fallout 4 parallels didn’t hurt for the Bethesda fan in me.

    If you wouldn’t mind, please can you tell me how you got started in gaming? At what age did you have your first PC/Console and what games did you play?

    The original Playstation was my first proper console, although I think we had an NES lying around in a closet somewhere, and a Sega Genesis (Megadrive for those outside the US) that we played a bit but didn’t have many games for. I had just turned six years old when me and my siblings got the PS1 for Christmas, and I was hooked pretty quickly. Most of the games we had when we got it were licensed games like movie or TV show tie-ins, and it wasn’t until later that we learned the difference between those and “real” games. The only iconic game we had when we first got it was Twisted Metal 3, which we played tons of.

    The series of games that seriously gave me my interest in gaming was the Spyro series. That series of games were the first I played that me, and my brothers could tell were just... better than the other games. I think those games have aged wonderfully and I still like to go through them from time to time. I can remember thinking “Wow, I wish more games were like this” even when I was very young and still discovering what my tastes were and what good game design was. Even if I couldn’t put it into words at the time.

    What first brought you to Nexus Mods? Did you come as a mod author or mod user?

    User, initially. This was in the Oblivion days. The truth is that I didn’t have a PC capable of playing Oblivion at the time, but I bought the game anyway and had a list of mods I wanted to use. I was heartbroken when I found out my family’s PC couldn’t handle it, and I didn’t start PC gaming properly until 2013 when I finally took the plunge and built my own machine. As a matter of fact, my mom surprised me with the Elder Scrolls Anthology the day after I built my PC (I’d just spent my whole budget on the PC, and my plan was to wait for the then-upcoming Steam Winter Sale to buy more games!), and as soon as I installed it, I ran to the Nexus to finally start using all the mods I always wanted to.

    Ouch, having to wait all that time must have been excruciating, but what a nice gesture from your mum. What PC did you end up getting and is it still going strong?

    It wasn’t so bad because I had accrued a bit of a Steam library from promotions and friends over the years, so I had a lot of good easy-to-run games ready to play.

    Still running like the day I built it. My CPU is starting to show its age (AMD FX 6300) but I recently got an 8GB 480 to replace the 2GB 7850 I had. I was worried my CPU would be a significant bottleneck but I played some notoriously hard-on-the-CPU games and I’m getting 60FPS on high/ultra, so I’m feeling good. Other than that it’s just 8GB RAM, two 1TB HDDs (one was added later), a 600W PSU, and an ASUS mobo.

    When did you decide to create your first mod and what was your inspiration?

    The primary motivation for every mod I’ve made: No other mod exists that does what I want mine to do. I build mods for my use first and foremost and then consider how they can be improved for a public release.

    The first mod I made was “Linear Smithing Tree”. I just didn’t want to have to waste so many perks on Smithing just to craft armor for my companions! I had absolutely no idea how the kit worked but was committed to learning, and it took much longer than it should have for a mod so simple.

    That was soon after I installed Skyrim. I didn’t want to have to always add the perks via the console, and I wanted to learn to mod anyway, so I took a stab. The implementation was okay for what it was, the first attempt.

    After looking through all the mods you have produced, I like the sound of ‘Equippable Tomes’. How did you come up with the idea for this?

    I have peculiar tastes about magic scaling/perk mods. I’d never found a magical damage scaling mod that was really up my alley. The absolute biggest thing I feel is missing in Skyrim when playing a mage is a sense of equipment progression -- As a warrior, you’ll be getting new armor and weapons throughout a whole playthrough that changed your effectiveness. With magic, your equipment only affects how much it costs to cast, not the damage. This can lead to a sense of stagnation for me.

    My inspiration for Equippable Tomes was the idea that the tomes could function like magical weapons. You’d get new versions of them as you progressed, and your damage with spells would increase accordingly, much like finding new weapons with a warrior.

    When I felt like I might want to do it, I asked Dragten of Bandolier fame for permission to use his book-on-belt mesh/textures. He said yes, and I felt obligated/encouraged to start straight away, so I did. Everybody should be thanking him, or there would be no Equippable Tomes.

    Taking a mod such as either ‘Mainland Stalhrim’ or ‘Equippable Tomes’, can you let us know how long mods like this would take you to produce from start to finish? How many hours would you say you have put into them?

    Mainland Stalhrim was made in a morning when I was bored, maybe three or four hours all told (with plenty of idle time). It was a really simple thing that just required a wiki tab open to a list of Nordic Ruins so I could consider which spots would be best for Stalhrim to be added to the mainland.

    Equippable Tomes was actually only a few days of real development. I hadn’t worked with meshes or textures before so as soon as I got a handle on that (which took a few hours spread across a few days) I set out on making an actual mod of it, and it was mostly a lot of what I like to call braindead busy work, that involved copying and editing dozens of records that were all somewhat similar, then tweaking values or copying conditions as I needed.

    Extended Stay took probably a few days, but that was for a different reason: Lots of trial and error in figuring out how the vanilla inn rental system worked and then mimicking it. Surprisingly small amount of info on that available, so it was a little challenging for me.

    And Patron Gods was about a week of development after about a week or so of thinking up various ideas for each buff, although the initial goal was a weekend challenge mod. Couldn’t make the deadline, though.

    Just taken a look at Witchhunter, they are awesome spells that you have added to the game and what a fantastic mod! My personal favourites being the freeze time and lightning speed (very Matrix like to me). Where on earth did you get all your ideas for these spells and how much time, effort and research went into that mod?

    I just wanted to play an arcane archer character a la Fable, but there’s no good way to do that in Skyrim because you’d have to switch between weapon and magic constantly. A few mods already existed to alleviate this, like Smart Cast, but I wanted something that had a focus on synergizing with weapons, rather than casting existing spells. It was originally only going to be spells that augmented your weapons with powers like elements or paralysis, but grew from there. I’d learn to do something accidentally in the kit and then realize that I should include it, and it just spiraled out of control.

    Witchhunter took me the longest of all my mods by far. That was probably about three months of off-and-on work, and it was the first “real” mod I made. Most of that time was learning the kit and following tutorials. I bit off more than I could chew, and as a result it took a lot more time learning than developing. There are quite a few things about that mod I’d do differently in hindsight, but it’s mostly backend. It might be rough on the inside, but I think it works pretty well all-told.

    The prayer spells in Witchhunter are where Patron Gods came from. A friend said the prayers were cool, but he missed the patron deity angle from old RPGs or tabletop games, and said I should do that. I didn’t feel like it fit with Witchhunter, but I kept it in mind for the future and then we came up with all the ideas for Patron Gods together.

    How did EPO (Efficient Perk Overhaul) come about, it's a very good idea, was it one of those epiphany moments where you just thought to yourself “You know what, I just don’t like how the vanilla game operates”?

    I sometimes feel like I’m the only person in the modding community who is mostly okay with the vanilla perks. Big exception is that I don’t like how big of a perk sink crafting can be, and I don’t like the “base perks” that just give +20% effectiveness to a skill. I was tired of wasting so many perks points on boring perk sinks and not having enough left over for the more interesting perks.

    So my remedy was to make it work a bit more like Oblivion. If you level the skill, your effectiveness is increased to the point of viability. I’ve literally played a character where I had almost 100 Block, but my blocking was still bad because I put my points into other skills and had none left for Block. It was crazy to me. Maybe I wouldn’t be a master shield-bearer without the perks, but it shouldn’t be as useless as it was.

    Then the crafting trees were just rebalanced for fewer wasted perks. Crafting feels almost mandatory to me, and it never made sense that you’d have to sacrifice so much from your other skills for it. Plus, you can be a master Daedric Smith, but can’t work with glass unless you’ve gone down both branches of the tree.

    I’d say EPO is my most niche mod, and I wasn’t even going to release it because I felt the interest was low. Although it’s not popular, the people who do use it seem to like it a lot, which I feel means I found some people within that niche and provided exactly what they wanted. In a way, it’s kind of cooler than a mainstream hit like Equippable Tomes. Fewer users, but the ones who are around are very pleased.

    Your mods are (from what I can gather) mostly aimed at the Mage class, is this the role you like to play Skyrim?

    This might surprise some people but no. I mostly play warriors! If anything, I’d say my mods that pertain to magic are directed at battlemages or hybrids, at least for my use. Making magic more useable/accessible for non-mages. And even then, the only two that I’d say are fully about magic are Witchhunter and Equippable Tomes.

    I’ve played many hours of Skyrim over the years for both console and PC. I’m not one of those guys who mods for a million hours and then only plays once. In all that time I’ve only done one pure mage character, compared to probably a dozen other characters that were warriors or thieves, and only two battlemages. Even so, I like to use my mods because it seems like every character I play uses at least a little bit of magic, even if it’s just healing. Witchhunter was designed specifically because I wanted to play an arcane archer build, for instance, but it was still an archer first and foremost.

    Do you ever create mods that are solely for yourself? Ones that you don’t put onto Nexus Mods?

    Sometimes. There’s maybe one worth mentioning. I wanted to have one of my characters have a pet Snowy Sabre Cat, so I have a little mod that uses a summon power to permanently call a custom sabre cat called “Nym” (ASoIaF references!) that levels with the player and has damage that scales based on level as well. Then she can also be dismissed with another power. I was going for a “when Nym’s not hanging out with me, she’s out hunting” vibe so I only called her while outdoors. Not really good for release, but it was fun for me.

    I do make a lot of edits to mods I download for my personal use. So many that I’ve considered throwing a “Robbie’s Miscellaneous Patches” page up on the Nexus just in case anybody wants similar edits to popular mods for convenience, bug fixes, or minor changes.

    Is there any game that you would like to learn to mod that you don’t currently do?

    XCOM 2 and Civ V/VI, definitely. They have amazing mod communities, and part of me regrets not getting in on XCOM 2 modding during the height of the hype. The toolkits are huge, though! They include all the uncompressed game assets when you install their development kits, so whenever I feel like trying I remember the 65GB size and feel a bit discouraged. It’s also quite a different experience from modding Bethesda games, because all work requires direct editing of code and text. One of these days I’ll finally give it a go.

    Small shoutout to our very own GrimyBunyip of SkyTweak fame, who created and maintains one of the most tremendously popular mods for XCOM 2, Grimy’s Loot Mod.

    And I recently did a mod for Tabletop Simulator, a full scan/stitch of a game board and all the pieces. That was a fun process, and it was mind-blowing watching something go from an old board game I have lying around in real life to being available digitally for everybody. I could see myself doing more of that.

    You mention other communities that you think are amazing - are you a member of these and is there anyone in any of them that you would like to give a shout out to?

    Absolutely. Although I’m only an author within the Skyrim community, I love to use mods for many different games.

    I already mentioned XCOM and Civ, which have huge and thriving mod communities.

    For Civ, there’s so many it’s hard to choose what to mention. I love the Mass Effect civilizations mod, whose author was so committed making it perfect. The Elder Scrolls civilizations mod is great too and would be something many Nexus users would love. There’s also a really great Song of Ice and Fire mod that really fits the Civilization gameplay and setting. Plus tons and tons of smaller, quality of life mods.

    XCOM is no slouch, either. XCOM 2 has crazy mod support, and that’s a direct result of a famous mod by the name of Long War for XCOM: Enemy Unknown/Within. Those authors formed a studio to create their own game, now called Pavonis Interactive, and even worked directly with Firaxis during development of XCOM 2 to help create the mod support for the game. Then 2K commissioned them and spent good money for a series of semi-official mods, which are frankly better than the official DLC! And that mod support is only possible because Jake Solomon and Firaxis were such huge fans of the original Long War, going so far as to say "We're basically a 20-hour tutorial for Long War, and that's okay.". The humility from both the developers of XCOM and Pavonis is inspiring. In many ways, I almost feel like this is where the Bethesda modding communities might go someday. Modders contributing directly to the game, working with the developers.

    Going back a little bit, the Sith Lords Restored Content Mod (TSLRCM) for KOTOR II is hands-down one of the most brilliant mods for any game, ever. Some backstory is that the game shipped very unfinished because of a publisher rushing the development, but Obsidian left the cut content on the disc, unfinished, in the hopes that modders might someday restore it. It took years, but they did it, and the results are a game that became one of the finest and most complete RPGs ever made. All possible because of mod authors. Chris Avellone personally acknowledged them for their hard work, and encouraged everybody to use the restored content mod.

    I mentioned Tabletop Simulator. The Heroscape mod is superb, complete with dozens if not hundreds of 3D models that take so much time and effort, but the author does it anyway out of love of the game. Then you have mods like Eldritch Horror that are a little more straightforward and involve scanning lots of cards rather than many 3D models but are no less impressive.

    And finally, I even discovered that the Zoo Tycoon modding community is still active to this day, sixteen years later, albeit on mostly private sites, when I installed it last year for some nostalgia.

    Modding communities never cease to amaze me with their dedication and fantastic work. It’s astounding. The gaming world would truly be lesser without the mods for all these different games.

    If you had to only choose ten mods for your next run through of Skyrim, what would they be and why?

    That’s such a hard question. I don’t run crazy huge load orders like a lot of folks, but I have so many QOL mods that it would be hard to give up my content ones for. If I had to guess, it would be something like this:

    Immersive Armors
    Immersive Weapons
    Cloaks of Skyrim
    A Quality World Map with Roads
    The Notice Board
    Moonlight Tales Overhaul
    True Storms

    Quick Loot
    Can I cheat a little and count my holy trinity of magic mods, Apocalypse/Lost Grimoire/Phenderix all as one?

    I love weapons and armor mods for two big reasons: Variety, and helping you achieve a look for your character that you like and identify with. I think armor goes a long way for RP. Immersive Armors and Cloaks of Skyrim are my two favorite mods for Skyrim, ever. Immersive Armors because of the high quality of included armor, expert implementation, and crazy customizability (thanks Hoth and Eckss!) and Cloaks because it’s something that we always dream about being included in the vanilla game, and is done to a very high quality. Add Immersive Weapons into the mix and you’ve got so much extra variety compared to the vanilla game.

    A Quality World Map is such a great mod; I don’t think I could live without it. Roads being marked goes such a long way.

    The Notice Board is my favorite quest mod. It’s everything that’s good about the radiant quests and is in my mind unmatched as a “bounty board” type mod. Great way to delve into dungeons you’ve missed/never done, and plenty of variety.

    Moonlight Tales Overhaul is, bar-none, my favorite lycanthropy mod ever. It gives me everything I want out of a werebeast experience, and it’s all customizable.

    True Storms is honestly the only weather mod I use. It’s just what I want. It’s simple, to the point, and works perfectly. I was initially sold by the sound effects and heavier rainfall, but what ended up being my favorite feature is the interior rain sound. It’s just perfect in every way.

    With Warmonger Armory, what I like the most is the Dragon Priest masks that you can wear on the belt. The armor sets are great too, but there’s something satisfying about beating a Dragon Priest and then strolling into town with his mask on your belt. This was also a big inspiration for Equippable Tomes!

    Quick Loot is a perfect Fallout 4-style loot menu that I really feel weird playing without now. Absolutely amazing mod.

    And finally, the magic mods… I know, I cheated a little bit, but it’s too hard to pick! All of them add so many cool spells that extend the utility of magic in such a big way; it’s impossible to pick just one. They all go well with each other, and they’re all great in their unique way, and I’d never play with one of them but not the other two.

    And if I’m allowed to name one of my mods as a bonus, I find it very difficult to play without Efficient Perk Overhaul (EPO) these days.

    This is such a sadistic question because I have so many favorite mods that I’d love to sing the praises of, but if I did that we’d be stuck here all day and I’ve rambled too much as it is!

    All, bar one, of your mods is for Skyrim. Did you play through Fallout 4 and if so, what has stopped you modding more for that particular game?

    I adore Fallout 4. But the truth is that I only get inspired to make mods just before or during a playthrough. My most recent mod, Mainland Stalhrim, came one day after I started a new character, for instance.

    I binged Fallout 4 hard right at launch, and then took a break and wasn’t feeling terribly inspired to make mods when the Creation Kit rolled around. It’s more exciting when you’re about to play through, I think. Considering how to customize the experience that you’re about to have, or how to add something you’ve always wanted to play with. Just yesterday I was playing catch-up on all the amazing Fallout 4 mods that I’d missed and feeling really into doing another playthrough soon. I have no doubt that when I go back to Fallout 4, there will be things that I want a mod for, but no mod for it exists yet. When that happens, I’ll probably make some more mods.

    I did have a perk overhaul mod planned right near launch but finding out you couldn’t freely rearrange the perk chart was a huge bummer. You can’t even move the icons that already exist because they become misaligned in the chart without some knowledge on editing .swf files.

    How about Skyrim Special Edition? I can see that you have added a few of your mods to the Nexus Mods Skyrim SE page, do you have any plans to transfer anymore?

    I ported everything I felt was good enough to be ported or that I wanted to use myself. The ones that I haven’t ported are ones that I feel are unsupported, namely Linear Smithing Tree and Simple Enchanting Tree (they’ve been superseded by EPO). And the Slow Time bug fix, because that’s now included in the unofficial patch.

    When you play Skyrim now which version do you tend to use, Skyrim SE or Oldrim?

    OG Skyrim. SSE is missing a lot of my favorite mods, and I don’t really use any graphical mods at all, so the added performance isn’t something that has any effect; I get 60FPS regardless because I’m running the game with vanilla visuals, and my hardware can handle vanilla just fine.

    It’s a matter of choosing whether to play the old version, which still has my favorite mods, or giving some of those mods up for enhanced visuals. For me, I’d rather have the content and excellent work of the mods I love than the visuals of SSE.

    The #1 SSE-only mod that I’m missing out on is the newest edition of True Storms. I’ve played a bit of SSE, and the blizzards from Fadingsignal’s latest update are insanely good. I hope the update finds its way back to OG Skyrim someday. The mod page indicates that it will. It’s a top-notch mod, absolutely love it.

    Are there any mod authors that you look up to or have helped you out in the past?

    Dragten helped me out big time with Equippable Tomes. He made the book meshes/textures and then gave me permission edit/release them. Also tueffelachtein, Oaristys, stoverjim, and Blary for their excellent resources.

    Two of my non-modder friends helped with some mods. One with ideas, balance, and concepts, and the other with technical work in Papyrus (he’s a real programmer by trade, unlike me who just fakes it until it works). Thanks to Marshall for the ideas and Journal of a Reveller. Thanks to Jordan, for the support. Couldn’t have done it without you.

    The authors I look up to the most are ones who both make great mods, and are positive influences within the community.

    Chesko comes to mind here. He’s always polite and willing to lend a helping hand, and always goes above and beyond. He’s really one of the very best authors in the community. Great content and a great guy. His frameworks and documentation are second to none, and they’ve enabled me to make Campfire add-ons for a few of my mods. Thanks Chesko!

    Fadingsignal, Hothtrooper99, Eckss. Darkfox127 for his great tutorials. Gopher for both his mods and his Youtube content. IsharaMeredin is very active on the forums to help with questions and obstacles in mod development.

    I love Steelfeathers’ work for both Skyrim and Fallout 4. His creature cage overhaul for Fallout 4, Beastmaster, seems like it was torn directly out of my dreams for what I wanted beast taming to be in Wild Wasteland.

    Elianora, Expired, Verteiron, meh221, Brevi, GrimyBunyip, opusGlass, the list just goes on and on.

    And finally, the Skywind team over at TESRenewal is one of the greatest corners of the community. The quality of their work is extraordinary. They’re still making breakthroughs five years later. They recently figured out custom animations and skeletons without the use of FNIS, which is something the community had written off as impossible long ago. I’m proud to say that I’m every bit as excited for Skywind as I am for the next Elder Scrolls game.

    There are so many authors who do such great work. I know I’m forgetting a fair few just because of a lot of talented people who are part of the community. Hope that answer wasn’t too long, but the community has so many great contributors it’s easy to get carried away.

    What would you say are the best resources out there for learning how to mod?

    Darkfox127’s tutorials on Youtube were the biggest thing for me when I was purely a beginner. They’re great, and if they didn’t exist, my mods might not exist. He covers so much in a very approachable way. They still help me from time to time when I’m stuck.

    The Creation Kit wiki is go-to for syntax, but also good old-fashioned googling for example scripts and forum posts (which are usually from the Nexus). Can’t tell you how many problems I’ve solved by googling “best way to do X with papyrus” or “how to do X scripts” and following the Nexus forum links.

    If you could give any advice to a new modder, what would it be?

    Start small. Always start small. If you have big goals that involve many areas of the kit, you need to learn each area so you can implement everything to a high standard. I think many modders might be familiar with biting off more than you can chew, and it’s a problem that’s worse when you jump straight into something huge instead of starting small. I know, because it happened to me.

    Thank you so much for agreeing to talk to me, it’s been a pleasure. Do you have any mods in the works that you would like to plug? I for one am definitely looking forward to seeing what comes next from you.

    Thanks again for having me, it’s been fun. I don’t have anything in the works right now that I’m fully sure will see the light of day, but something tells me that I’ll be revisiting both Skyrim and Fallout 4 in the future with a few ideas I have in mind.