Something I've been wanting to do away with for a while now is the need for a multi-part upload system for files that are larger than 1Gb, or for people who have unstable connections and can't upload large files before getting dropped.
Following the successful roll-out of our new code on all the Nexus sites (we're almost there, just 3 more sites to go!) Axel is going to be continuing work on a new upload system. This upload system is going to support upload resuming and pausing. Much like download resuming this means if you upload 75% of your file and then get disconnected for whatever reason you'll only need to upload the remaining 25% of the file when you come back to uploading your file. Really handy if you've got unstable internet or if you get disconnected at 99% when uploading huge files. You'll also be able to pause your upload, so if you're halfway through uploading a 5Gb file and you want to hop in to a multiplayer game, you can simply pause your upload and resume it later.
In preparation for these changes all the Nexus sites now support file sizes up to 5Gb. So while you won't be able to resume your uploads yet if you get disconnected, as long as you've got a stable connection you should be able to upload super large files now without having to split your files in to separate archives. Once Axel's new upload system is in place we'll do away with the multi-part upload system completely and work on combining all the archives that people have uploaded as multi-parts in to one single file.
For the month of March, Brumbek took home the File of the Month championship with his mod, the Static Mesh Improvement Mod, or SMIM. I had the opportunity to conduct an interview with Brumbek, which you can read below. Be sure to vote this month to see your favorite mod featured here on the site news.QUOTE
Q: So, Brumbek, tell us a bit about yourself. How did you get into modding?
A: I'm just a guy who likes to play really immersive games, games I can live, not just play. To paraphrase Sir Francis Bacon's famous quote about books, I like games that can be digested, games to play wholly with diligence and attention.
Anyway, way back I started designing levels for various FPS games like Quake II. Then I had big FPS mod ideas like "Prozac Run" where Brats and Old Fogies fought each other in order to gather and horde pills from the Prozac Tree (still need to make this game...). So out of necessity I learned how to do 3D modeling and texturing by reading huge books and various online tutorials. Years later I played Morrowind and Oblivion and started making little improvements here and there.
Q: For those of us who don't know, what is SMIM all about?
A: SMIM creates a more consistent visual experience for Skyrim in order to maximize immersion. SMIM does this by editing some of the ugliest 3D models in Skyrim to increase detail, fix errors, or otherwise remedy oversights. A detailed world is a believable world, and believability is the foundation for immersion, or so my latest fortune cookie said.
Here's a more technical answer. Skyrim's characters, armors, and weapons are generally excellent, but these great assets are often placed in locations full of blocky and blurry assets. This is jarring and breaks immersion. Think of a 1080p screen. An NPC may make up 25% of the screen pixels when up close. The other 75% is floors, walls, fixtures, and clutter (and so on). Yet Skyrim devotes large 2048x2048 textures and roughly 6,000 polygons for NPCs but only 512x512 textures and roughly 500-1,000 polygons for most walls, fixtures, and clutter. The result is inconsistent visuals. The good news is modern PCs can push an order of magnitude more polygons than vanilla Skyrim without issue. For proof consider Trine 2, which pushes upwards of 600,000 polygons per scene. Or just look at SMIM, which in some scenes (Riverwood) increases the polygon count by 250,000 with zero FPS hit for modern PCs.
Q: What was your inspiration for creating the Static Mesh Improvement Mod?
A: My inspiration was the table in Alvor's house that you sit down at about two hours into the game. I sat down and was literally disgusted at how blocky and ugly it was. Before Skyrim came out I told myself I wasn't going to mod Skyrim until I played through it. I didn't want another Oblivion situation where I never really played the game until 5 years after release, but that table made me ask the age-old existential question: "Is a world worth saving if it doesn't even have nice tables?" So at that point something snapped in my brain. I realized I was going to have to fix all this ugly stuff before I continued to play. Thus began the process that would later be known as SMIMification.
Q: What are some of the challenges you've come across and how have you dealt with them?
A: The biggest challenge is dealing with the mostly undocumented proprietary, .nif (Net-Immerse Format) 3D model files. Every artist hates wasting time fighting their tools. I must massively thank the entire NifTools team and TheFigment, specifically, for creating the 3DSMax plugins. Without these guys, my mod would never have happened.
Even with the tools, it has taken hundreds upon hundreds of attempts to get everything working. I pity others who are new to the .nif format. They have so many hurdles to overcome. I do plan to write down all the things I've learned since it has taken me literally years of working with .nifs to get a solid understanding.
As a side note, it would be so awesome if Bethesda would take a few hours and write down some documentation on the .nif format. Moreover, if we did have access to their tools, I could be so much more efficient. If NifSkope was integrated into the CK, efficiently would go way up. I often wonder if Bethesda has this functionality internally. If I worked there, I'd beg/threaten the tools guys to improve a bunch of this stuff. But anyway.
Q: What was your favorite part about creating the mod?
A: Seeing my new and improved 3D models in-game is an amazing experience. Where there once was ugly, now there is lovely. I claim SMIM is life-affirming, and that is no lie, friends. There's just something transcendent about a gloriously detailed 3D model. But anyway, I really enjoy the detailed 3D modeling work where I improve the model. I used to play with LEGOs as a kid, but 3D modeling provides so much more freedom.
Q: What are some of your favorite games besides Skyrim?
A: I was raised on the classic JRPGs like Secret of Mana and Chrono Trigger, so I love games that create emotion and memories like the best JRPGs do. I also love competitive FPS games. I love knowing it all rests on me to win or lose - skill versus skill alone. Quake II was nigh-perfect. I also love Modern Warfare 2 & 3. The original Infinity Ward guys are world class designers, technically and artistically - MW2 still is the most polished FPS ever made.
Basically, I love well-made games where a love for design is mixed with technical mastery. Deus Ex: Human Revolution is a perfect example - it has immaculate art and great design. The Last Remnant for PC is a monumentally under-rated modern JRPG that combines fantastic gameplay with world-class artistic design. Metro 2033's atmosphere blew me away.
Q: How long has it taken you to get SMIM to where it is now?
A: I worked many, many hours since about mid-December 2011, devoting nearly all my free time to SMIM. I'm sure I could have completed the game several times already if I wasn't modding.
Q: Are you working on any other mods at the moment that you can tell us more about? Or do you have any new features planned for SMIM?
A: SMIM is the only major mod I'm working on. I helped a bit on Better Dynamic Snow, too, but hit engine limitations. SMIM has a never-ending to-do list. If I could work full time on SMIM, I'd have everything improved in no time at all, but since I just work here and there, SMIM will keep me busy for a long time to come. Maybe in 3 to 6 months I'll get SMIM to a state where I feel it covers all the really important stuff. Then I play the game in full, I hope.
Q: Do you have any advice for aspiring mod authors out there?
A: Study. Use Google to find tutorials. Read books. Modding is tough, especially since you not only have to learn the base skills like art design or programming but you have to figure out all the game-specific quirks. Don't ask for help until you have Googled your problem for at least 5 minutes (which I find to be good advice for every life endeavor).
Q: And finally, do you have anything else you'd like to say to our readers?
A: I never thought I'd have a popular mod. SMIM started as a personal project, but I decided to share it just in case someone else cared. I really appreciate everyone who has supported SMIM. It is great to know I'm not the only one out there who wants consistent quality. And a big thank you to all the Nexus staff for creating such a tremendous site. Between the Nexus, the modders, and the users, we'll keep improving Skyrim for years to come. Lastly, thanks for reading my first interview ever!
Earlier today, the Bethesda Blog announced that a FREE update to Skyrim on Xbox 360 will give support for Kinect! It is supposed to be released this month, and will feature more than 200 Voice Commands, including Dragon Shouts!
So, now we can cross out another feature on the list from the Game Jam. ;)
In addition to Dragon Shouts, Kinect offers voice commands for Hotkey Equipping, Follower Commands, all Menus (Items, Magic, Map, Barter, Container, Favorites, and Skills) and even saving and loading! It also adds new functionality, like special map functions, additional hotkey options, and the ability to sort inventory items by name, weight, and value. The entire list will be revealed later on.
ThuuMic provides voice commands for all Dragon Shouts, follower commands and some special powers. (Requires ScriptDragon!)
On a side note
BGS are working on the first set of add-ons for Skyrim that will be released exclusively for the Xbox 360, then after one month, it will be available for both the PC and the PS3 as well. This additional content will add new quests, locations, features, and much more to Skyrim!
A couple of days ago, you might have seen here on the news that the original Fallout was free for a limited time on GOG. In that article, I stated that the first Fallout was the game that started it all-- when in actuality the game that the Fallout series can first be traced back to was called "Wasteland."
Wasteland was created by founder of Interplay Brian Fargo, who is also known for games like Baldur's Gate, The Bard's Tale, and yes, the original Fallout. Wasteland was published in 1988 and has enjoyed much success throughout the years, but plans for a sequel ultimately fell through the cracks when Fargo resigned his position at Interplay and founded his new company, inXile Entertainment.
That is, until now.
Recently, Brian Fargo made a comeback when he began his Kickstarter campaign to raise money for a sequel to Wasteland. Since the beginning of the project, the people over at inXile Entertainment have raised over 2 million USD, well over their original goal of $900,000. By reaching this goal, it means that Wasteland 2 is definitely in the foreseeable future. I highly encourage all of you to help fund this project, especially if you enjoyed the original Wasteland. $15 gets you a copy of the game on release date as well as a special ingame perk, and the incentives go up from there.
So if you want to see a sequel to the game that really started it all, head on over to Kickstarter and pledge a bit of money to help the project. There are 9 days left, so act quickly if you're interested.
The original Wasteland is hard to find and play on modern PCs, but I managed to get an old copy that I found at a garage sale working... I encourage you to try it out for yourself!
Yoba333: brutally pummeling diseased animals since 1988.
We drowned in a river.
For 48 hours only, the original Fallout game is free on GOG. If you're a newcomer to the Fallout series and have only played Fallout 3 or New Vegas, this is your chance to see how the series got its start. You can download the game here.
If you're expecting a game that is similar to Fallout 3, you're looking in the wrong place, however. The original Fallout was developed by Interplay, whereas Fallout 3 and New Vegas were made by Bethesda Game Studios, a different company entirely. The original Fallout is a CRPG, a turn-based game that is much different than the modern Fallouts.
Despite it's differences, I highly encourage you to head over to GOG and download the game that started it all. It is only free for 2 days, so do it quickly.
I released an extra video this week in honour of a truly brilliant mod: The Asteria. This unique player home rocketed into the Nexus hot files recently, and is now a worthy contender for the File of the Month. Join me as I take my first tour of this incredible mod.
Here is the part 21 of the Skyrim Mod Sanctuary video series. In this episode we look at mods for archers.
3rd Person Animation Tweak - Run Forward with Bow
Casual bow animations
Proper Length Arrows
Closer Quivers and Longer Arrows
Arrowsmith - Reupload
Realistic Ragdolls and Force
Incremental update 1.5.26 is now live for all Steam users. (Latest SKSE Release), (Latest ScriptDragon Release)
Bug Fixes (Same as the beta...)
- Fixed issue with frequency of first person kill cameras
- Underwater effects now display properly
- Fixed crash when loading certain plugins (PC Only)
- Fixed issue where sun would not appear properly after fast travel
Can't launch the game after updating? Try these steps:
- Delete the SkyrimPrefs.ini and Skyrim.ini in your "DocumentsMy GamesSkyrim" folder. (Be sure to backup your old .ini's)
- Delete SKSE/ScriptDragon or update to the newest versions. (Make sure you delete files from the old versions!)
- Disable all mods, including texture/model packs (easily done in NMM, not as easy when installing manually...).
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