Naturally when problems occur on the Nexus they don’t occur at 9.30am just as we’ve showered, eaten and gotten to our desks. They always occur at 1am just as we’ve gone to bed, leaving a good 8 hours before we know there’s anything wrong.
In true Nexus fashion we hit a rather comical problem in the early hours of this morning whereby we’d reached the maximum number of registered accounts as set by the forum software we use, Invision Board. I’d never thought to check up on whether there was a maximum because, well, why would there be? Oops. So for most of the day our registrations have been either broken, spewing out some ambiguous database error (of course, rather than saying we’d reached the maximum it simply gave a generic error), or deliberately taken offline by us so we could sort it out.
We think we’ve sorted it now. It required a lot of altering of some rather huge database tables, hence why you might have witnessed a few slowdowns or 500/504 errors today, but we should be back on track now.
If you’re one of those people who registered between the hours of 12am and 12pm today please check if the details you registered with work. If they don’t then I’m afraid the only fix will be to make a new account. If you’re one of those users who paid to become a Premium Member as you were registering during that time then please, please get in contact with me via the Contact Us link at the bottom of the site so I can sort it out for you.
We’re so close to finishing our work on the centralisation we can almost see the light. We’re putting the final touches on the code and running mock runs of the merging work we’ll need to do to centralise the separate databases so that the down-time the centralisation will cause will be as minimal as possible.
As I mentioned way-back-when, one thing I wanted to add to the sites before we finalised any centralisation work was an update to the moderating tools available to mod authors. It’s something that has divided opinion among mod authors over the years; some wanted to be able to directly control what posts were and weren’t allowed on their file pages while others wanted control to remain with our moderation team. Each school of thought has its pros and cons. While I’ll always skew towards the latter school of thinking, once we open up the Nexus to all games and, potentially, a lot more files I think keeping a strict moderating stance among a small, close-knit group of volunteer staff will be an untenable situation.
Today we’ve updated all the sites with the new functionality for all uploaders who are within the mod author group. A reminder, in order to be in the mod author group you need 1,000 unique downloads across all your files for a single game. 500 + 500 unique downloads on 2 Skyrim mods? You’re eligible. 500 unique downloads on Fallout 3 Nexus and 500 unique downloads on Fallout New Vegas Nexus? You’re not eligible. The script is run once a day to add you to the mod author group and at the time of writing this article there are over 15,000 users in this group. This functionality is not available to people who are not in the mod author group at this time.
The new functionality is two fold. To begin with mod authors can now delete comments from their file pages. There’s no delays, no moderator review and no crowding your comment topics with lots of notifications informing you about posts that have been moderated. To you, and other users, once you delete a post it’s gone. What actually happens is the post becomes hidden to everyone except the staff. We’ll retain a copy of all posts deleted by mod authors to ensure that the feature isn’t being used for nefarious means. Examples of what we consider “nefarious means” would be things like getting into a flame war with a user and then deleting all your posts while leaving the other user’s posts to try and make the other user look worse. This system isn’t being put in place to allow mod authors to cover up any indiscretion, it’s there to allow mod authors to keep their file comments clean and tidy and ensure the discussion going on in their file page comments is to their liking within the boundaries of our terms and conditions. Having said that our terms of service are still going to be enforced to the fullest extent. If you’re a mod author who doesn’t mind users treating your file page comments like it’s a 4chan thread then tough luck, our rules still apply to the fullest extent.
When you go to delete a comment you’ll be presented with an easy to use text field to report the comment to the moderators. This doesn’t affect the actual deletion of the user’s post, that will be gone straight away, but what we most definitely don’t want happening is mod authors deleting posts and blocking users from their file pages and not actually reporting the members who they think are breaking the rules. We want to get rid of any members who aren’t following our rules properly rather than just hiding what they do out of convenience. Deleting a user’s posts and blocking them does not remove the root cause of the problem; the user, and simply allows them to go off and do the same thing to another mod author. So please use the report feature if you think user’s are breaking the rules when you’re deleting their posts.
The second new feature is the ability to block a user completely from your file page or all your file pages. We’ve also added in a convenient link to the pre-existing forum page that allows you to block specific users from PM’ing you. This functionality should be pretty self explanatory; if you have a problem user who won’t leave you alone and you no longer wish for them to be able to access your file pages then you can block them entirely either from that specific file or all your uploaded files. Note that this doesn’t just block the user from commenting, it blocks them from your entire file page; they won’t see a single thing or be able to download your files and they will be presented with an access denied page explaining that you, the mod author, have blocked their access to the page.
A new page has been added to the “User area” where you can view the users you have blocked and remove the blocks if you so wish.
As far as the staff is concerned I’m not planning for the moderation team to get involved with this aspect of moderation at all. If you’ve blocked a user from your file pages then that’s that. We’re not going to deal with the justified and/or petty squabbles between mod authors and blocked users in this regard so if a mod author blocks you from their files do not come running to the moderation team about it because we’re not going to be removing any blocks. In the same vein this new functionality presents a whole new dimension of potential issues, e.g. you block a user, they PM you with hate. Naturally we’ll jump to the defence of anyone who is being abused through the PM system but you should be aware that blocking people from your pages will open you up to potential abuse and you should harden yourself accordingly to that eventuality. We naturally speak from experience on this subject. We have put a warning on the access denied page informing the user that if they PM you and they’re anything less than amicable in their message they’ll probably be banned instantly. Still, some people are really stupid. So as I said, harden that back-bone if you’re going to use that feature. Or block the user from PMing you entirely. Your choice.
Lastly, with the help of the moderation team here at the Nexus I have just updated our terms of service with a completely new rewrite. These new terms of service incorporate as much information as possible about what we consider acceptable, what we ban for and how we operate. For most of you who are familiar with our old terms of service and how we operate there really isn’t going to be any surprises for you. These new terms of service simply get in to writing a lot of the “unwritten rules” that we’ve enforced but never properly described within our terms of service. For example, the fact we ban pirates dumb enough to speak about it in public isn’t anything new to most people here but it was never obvious within our terms of service. Now it is. If you’re confident you know our rules then you’re probably absolutely fine but, if in doubt, there’s no harm in reading them. I will say that if you’re a regular user of our Image Share section then we’ve clarified quite a few of our rules in regards to what is and isn’t allowed within the normal (non Supporter) Image Share section, including a detailed image of what exactly we do and do not consider acceptable in terms of visible flesh and body parts. That might be worth a look at. Remember our moderation of the Image Share section is not retrospective, meaning we don’t go back through all the images in the database and delete images that no longer apply to our rules, so the “he’s done it so why can’t I?” excuse is right up there in the list of excuses that we moderators really, really despise.
An epic battle using lot's of great mods. Tyrannicon brings 'THE AVENGERS: Age of Ultron' to Skyrim.
I will try to add links for the mods later, but for now you will have to use the search function :)
Skyrim Avengers by Doc117
Iron Man Marvels Avengers Mod UNOFFICIAL by burke228
Brhuce Hammar - Legacy by Team Brhuce
Spiderman Suit by Iceburg
Halls of Dovahndor by OKIIR
Dragonplate Helmet Fix by Shodan44
Bandit Eyepatch by Ceekay9
Better males - by Chris57 and FavoredSoul
Scout Armor by DoODABoOM
Better Females by BellaGail
Flying Mod Beta by PorroOne
Spiderman Web Shot by Daren
Camera by dogtown1
Storm Call Plus by Zipzod
ApachiiSkyHair by Apachii
Pinup Poser by Halo's Mods
JoO Sith Lightning by JackoO
DWISS Eyewear - Glasses and Spectacles - final beta by Dwiss
Puppeteer Master by JohnB
Midas Magic - Spells in Skyrim by Xilver
Project Parallax by Osmodius
AOF HD Tree LODs by AnOldFriend
Darksiders 2 Death Scythe by AthenaX
Killmove Control by MrDomino
Ghost Rider by Newermind43
Midas Magic Evolved by darealslenderman
Static Mesh Improvement Mod - SMIM by Brumbek
Skyrim Visual Immersion by Matso
Apocalypse Spell Package by Enai Siaion
Artillery - Death From Afar by Madrilous
Captain America Costume by Decolbster
Scout Armor - Black by Gunvarian and doodaboom
Female Body Mod Big Bottom Edition -CBBE- by Caliente
Ultimate HD Fire Effects by BuzzDee84
Review Studio With Green Screen Rooms by KahjiitRaj
The Avengers Hawkeye Arrows and Bow by Quechus13
X Rebirth, the next iteration in Egosoft’s popular space pew pew series, came out on Friday. The X series has always been highly moddable and I’ve always been a big fan of it (indeed, I helped a friend to maintain a fansite for X2, X2 Source, for several years back in 2004-2006). I’ve had a lot of people ask me if I’d be willing to run a Nexus site for the game and while I know many of the modders in the community are quite set in their ways in using the official Egosoft forums there’s no reason why both cannot be used. A Nexus site to host the files and the official forums for publicising and critical feedback would synergise quite well, to be fair, much like the synergy between the Elder Scrolls/Fallout games, Nexus and the official Bethesda forums. We’re not mutually exclusive.
With that said I’m happy to announce the launch of X Rebirth Nexus. I will be monitoring the community closely over the coming weeks to assess how things are progressing and whether there’s any demand (or possibility) to integrate the game into NMM. In the meantime I hope people are enjoying the game.
Thanks to the bug reports from brave souls testing our alpha release of NMM 0.50 yesterday we have released an update today for people testing the alpha. You can find this latest version by clicking here. Here's the fix list:
1. Bugfix: NMM failing to create file links when the program wasn’t run as administrator with some Windows’ UAC settings.
2. Bugfix: File link overwrite prompt not showing the file owner.
3. Bugfix: Rare crash while migrating the install log.
4. Bugfix: Fixed a missing file link issue with some fomod mods for fallout games.
5. Bugfix: Fixed an issue with Category and Readme Manager setup windows.
Please remember, only install this version of NMM if you're willing to accept the presence of potentially game stopping bugs (until we fix them). Please also remember that the news comments aren't the best place for bug reports! The best place to report bugs is using our Bug Tracker. It's tied to the forums and allows us to converse with you, and others experiencing the issue, so we can fix the issue as soon as possible. Please remember to provide as much information as possible including the steps you took that caused the bug to occur and what operating system you're using! Thanks again guys. As you can see, your help is helping us to make NMM better.
Ok, it’s ready for testing. I mentioned a couple of months back that we were putting the finishing touches on the next build of NMM that will become 0.50.0. This latest build features a new feature, mod profiling.
Profiling is the ability to create and manage multiple different playlists for each game we support so you can switch between your playlists before running the game.
What’s the point? Well, if you’re the type of person who likes to do multiple different playthroughs of your game then it should make managing your specific mod lists for each playthrough that much easier. If you like to roll a warrior, a mage and a thief, for instance, you can create different profiles for each of your characters with mods specific to that character’s playthrough, as well as mods used by all the playthroughs.
Because this new functionality has required an extensive rework of how your mods are stored both within NMM and within your respective game folders we are releasing this build as an alpha of our beta. That means that, unlike our normal release method, we are not going to be instantly sending out an update notice to all users of NMM and we aren’t updating the download links on the NMM download page. Instead the direct download link is in this news thread.
It’s our hope that we can get a small group of brave and willing individuals to install this alpha build and let us know if they run in to any errors or glaring mistakes, and what those errors are, so we can get them fixed before making a general release. We’ve extensively tested this update ourselves on our own systems but we just cannot test for every single eventuality possible across all the thousands of mods available and across all the thousands of possible hardware and software combinations there are in the PC world. We need your help for this, because if we don’t get some help then we’ll release it as part of the beta and THEN people will be sorry if there’s major bugs we couldn’t find that break things! If some users are particularly helpful then I will chuck some Premium Membership time their way to say thank you.
If you’re ready and willing to test this build there’s a few things you should know. First of all you should hope for the best but plan for the worst and be accepting of this possible fate. The worst case scenario would be losing your ability to use NMM at all in the short term (hopefully a maximum of a few days before a hotfix can be sent to you). Next, because we’ve completely reworked the mod installing method NMM needs to completely deactivate all your current mod list and attempt to reactivate them one at a time. That should be fine for unscripted mods but any scripted mods you have will have to be reinstalled again (i.e. go through all the scripted installers as they pop up and choose all the available settings again). NMM will prompt you for each scripted mod you have. Everyone is going to have to do this anyway once we finalise this release and send it to the masses so this isn’t a special step for the alpha alone ergo the choice is really whether you want to do it now or do it later (or never update NMM again).
We’re hoping that this profiling system is pretty intuitive for the average user of NMM and that isn’t not going to need too much explaining. We’ll assess user feedback on this matter and work on documentation if necessary.
But without further ado and with ample amounts of warnings and gratitude the direct download for this alpha build can be found here.
I have not covered nearly enough player homes in my videos and so I am going to try and fix that starting with a great player home with a lot of very cool features.
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