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  • 26 March 2012

    Skyrim beta update 1.5.26

    posted by Zaldiir Game News
    A new beta update is available for Skyrim now. This beta updates your game to 1.5.26.0.5. (SKSE for 1.5.26)
    QUOTE

    BUG FIXES
    Fixed issue with frequency of first person kill cameras
    Underwater effects now display properly
    Fixed crash when loading certain plugins
    Fixed issue where sun would not appear properly after fast travel

    Note: As we recently said in the latest Bethesda Podcast, the latest Creation Kit update resolves reported issues with navmeshing. Recently we’ve discovered a change made to 1.5’s executable for support of the navmesh fix caused CTDs for users loading mods. As a result, we’ve removed the executable change in this beta update.

    If you’re experiencing CTDs as a result of Tuesday’s 1.5 release, we recommend opting into the 1.5.26 Beta Update. And for the navmesh fix, the team is currently investigating the issue.


    How to join the beta
    1. Log into Steam
    2. Click on Steam in the upper menu
    3. Select Settings
    4. Under the Account tab, go to the Beta Participation section and select Change.
    5. A drop down menu will appear. Select Skyrim Beta.
    6. Select OK.
    7. Steam will now restart. After Steam restarts, Skyrim will be updated to the Beta version currently available.

    If you opt into the Beta, be sure to back up your saved games or simply be careful not to overwrite your existing saves. If you decide to opt out of the beta program, your old saves will still work with the current release of Skyrim on Steam (v 1.5.24).

    If you decide you don’t want to run the Beta anymore, redo steps 1 – 4. At the drop down, select NONE – Opt out of all beta programs. Let Steam restart, and Skyrim will automatically update itself back to the latest released version.

    ---

    For those who downloaded the new SKSE for the little hiccup-update Bethesda made, but don't want to participate in the beta, roll it back.)
  • 20 March 2012

    Skyrim update 1.5 now live!

    posted by Zaldiir Game News
    Update 1.5 is now live for all Steam Users! All you have to do get it, is to log onto Steam.

    Release Notes:
    NEW FEATURES
    • New cinematic kill cameras for projectile weapons and spells
    • New kill moves and animations for melee weapons
    • Shadows on grass available (PC)
    • Smithing skill increases now factor in the created item’s value
    • Improved visual transition when going underwater
    • Improved distance LOD transition for snowy landscapes
    • BUG FIXES
    • General crash fixes and memory optimizations
    • Fixed issue with Deflect Arrows perk not calculating properly
    • In “A Cornered Rat,” the death of certain NPCs no longer blocks progression
    • Fixed issue where Farkas would not give Companion’s quests properly
    • Fixed crash when loading saves that rely on data that is no longer being loaded
    • Followers sneak properly when player is sneaking
    • Fixed issue with weapon racks not working properly in Proudspire Manor
    • Arrows and other projectiles that were stuck in objects in the world now clean up properly
    • Fixed issue where “Rescue Mission” was preventing “Taking Care of Business” from starting properly
    • Fixed issue where certain NPCs would fail to become Thieves Guild fences
    • Fixed issue in “Diplomatic Immunity” where killing all the guards in the Thalmor Embassy before starting the quest would break progress
    • In “Hard Answers,” picking up the dwarven museum key after completing the quest, no longer restarts the quest
    • Killing Viola before or after “Blood on the Ice” no longer blocks progression
    • Fixed issue where Calixto would fail to die properly in “Blood on the Ice”
    • In “Waking Nightmare” fixed occasional issue where Erandur would stop pathing properly
    • Fixed issue where letters and notes with random encounters would appear blank
    • Fixed rare issue where dialogue and shouts would improperly play
    • Lydia will now offer marriage option after player purchases Breezehome in Whiterun
    • Fixed issue where if player manually mined ore in Cidhna Mine, jail time would not be served
    • Fixed rare issue with skills not increasing properly
    • Fixed issue where the Headsman’s Axe did not gain proper buff from Barbarian perk
    • In “A Night to Remember” it is no longer possible to kill Ysolda, Ennis or Senna before starting the quest
    • Fixed issue with the ebony dagger having a weapon speed that was too slow
    • Fixed issue with “The Wolf Queen Awakened” where backing out of a conversation with Styrr too soon would block progress
    • The third level of the Limbsplitter perk now properly improves all battle axes
    • Fixed a rare issue where Sanguine Rose would not work properly
    • In “Tending the Flames” King Olaf’s Verse will no longer disappear from explosions

  • 19 March 2012

    Bethesda Podcast - about modding, Steam Workshop and the Nexus

    posted by Zaldiir Game News
    A new podcast was released today, where Valve's Dave Sawyer and Bethesda's Joel Burgess talk about modding, Steam Workshop and the Nexus.

    30 minutes of talking about the history of modding, the future of modding, how the Nexus have affected Elder Scrolls modding and even how Steam Workshop will affect the Nexus and vice versa, as well as new features coming to Steam Workshop.

    Listen to the Podcast here.

    At about 24 minutes in, they talk about addressing Creation Kit issues, including the NavMesh bug! The editor will get other fixes as well, and it will even get new features that the developers are using to make DLCs!

  • 17 March 2012

    Skyrim Mod Sanctuary - Part 19 : Cloaks and Colors

    posted by Gopher Mod News

    Here is the part 19 of the Skyrim Mod Sanctuary video series. This weeks video covers some great mods and introduces you to a number of other interesting video channels focusing on Skyrim mods.
  • 17 March 2012

    An Elder Scrolls MMO and you

    posted by Dark0ne Game News
    It's being widely reported across the internet that Zenimax will be announcing their work on an Elder Scrolls MMO next month.

    First of all if you weren't expecting an MMO announcement, where have you been the past four years? Most had expected a Fallout MMO, but some of us had our heads to the ground and heard the whispers about an Elder Scrolls MMO yonks ago!

    Now I know your initial reaction to the news will more than likely be "awww pish!", but I just wanted to make one thing clear.

    This MMO has been in the works for over 4 years now. Zenimax, the owners of Bethesda, setup a new department called Zenimax Online to act as their MMO specialists and this department is separate from Bethesda Studios. So the important thing to take from all this is; an Elder Scrolls MMO being in the works hasn't, and won't, detract from the games Bethesda release. Skyrim is proof of that. So if you're worried an Elder Scrolls MMO means that Fallout 4 or the Elder Scrolls VI will be delayed or cancelled, don't worry. Of course I'm not speaking with authority on this, but that makes logical sense.

    Personally I think an Elder Scrolls MMO is a nice little side game that I can play while waiting for the next single player Elder Scrolls and Fallout games to come out. It can serve as a distraction, in a world filled with lore I already partially understand. And I think if Zenimax Online are clever, they'll have designed the game to be as good single-player as it is multi-player so it can catch all you folks who are sworn off MMOs to part with a fee each month.
  • 15 March 2012

    Skyrim beta update 1.5

    posted by Zaldiir Game News
    10 days ago I posted about the 1.5 beta update for Skyrim, which was posted, then deleted on BethBlog. Well, now it is really here! (SKSE is also updated for 1.5 now)

    Watch the new kill cameras!


    RELEASE NOTES

    Spoiler





    How to join the beta
    1. Log into Steam
    2. Click on Steam in the upper menu
    3. Select Settings
    4. Under the Account tab, go to the Beta Participation section and select Change.
    5. A drop down menu will appear. Select Skyrim Beta.
    6. Select OK.
    7. Steam will now restart. After Steam restarts, Skyrim will be updated to the Beta version currently available.

    QUOTE
    If you opt into the Beta, be sure to back up your saved games or simply be careful not to overwrite your existing saves. If you decide to opt out of the beta program, your old saves will still work with the current release of Skyrim on Steam (v 1.4.27).

    If you decide you don’t want to run the Beta anymore, redo steps 1 – 4. At the drop down, select NONE – Opt out of all beta programs. Let Steam restart, and Skyrim will automatically update itself back to the latest released version.

  • 15 March 2012

    World of Tanks Nexus Launched

    posted by Dark0ne Game News
    You might have noticed I've been a bit busy recently releasing some new Nexus sites in to the fold. These aren't really part of any plans of massive expansion, but have merely coincided with one another out of coincidence! I'm thinking that this will be the last one for a little while at least as we focus on rolling out the new site code and features, but don't hold me to that! But anyway, on with the announcement...

    Following on the heels of the newly released Mount & Blade Nexus and Neverwinter Nexus, two awesome RPG franchises in their own rights, I'm happy to announce a site that has very little to do with role-playing. That is, unless you like to pretend you're a tank (like me). World of Tanks Nexus is a Nexus site to help support the English speaking World of Tanks modding community.

    Never heard of World of Tanks? This is normally the part where I chastise you, but I'll let you off this time. I can't forgive you if you've never heard of Mount & Blade or Neverwinter Nights, but World of Tanks is in a different genre of game, and a relatively new one. In World of Tanks, you are a tank (I'm not joking), and your job is to work with 10 - 16 other team mates to destroy the other team's tanks or capture the enemy team's base by sitting in it for about a minute without being shot.

    It's described as an MMO, but not to be confused with an MMORPG; there aren't a few thousands tanks roaming around hills and cities trying to sell their wares or loot the same monsters with slightly different colour schemes like World of Warcraft (except the tanks part..). So what makes it an MMO? First of all, it's online only. Second of all, it's multi-player only. When you want to play, you pick your tank, click the "Battle" button and the game instantly matches you with other tanks of similar tiers to you and away you go. I should note that matchmaking is almost instantaneous; you will never have to wait more than 5 seconds for a match to be ready for you, and they're always full, which is an impressive feat and a testament to how many people play the game which is regularly in the 60,000+ online at any one time range. So if you're the kind of person who likes to play solo and doesn't play multiplayer games much then don't be put off by World of Tanks if the concept interests you; I've been playing this game for almost a year on my own, without any friends (woe is me) and I'm really enjoying it.

    Battles follow the Counter-Strike concept, in that once your tank is blown up (dead) that's the end of the round for you. You can carry on watching your team mates who are still alive, or you can leave the battle, jump in another one of your tanks and have another battle. It's this aspect of the game that is so appealing; you're never sat around waiting for a battle to end, even if you die very quickly.

    Similarly appealing is the persistent nature of the game. Each battle you fight in provides you with credits and experience depending on how well you did. You can use credits and experience to upgrade your tanks, and once fully upgraded you can move on to the next tier of tank. There are 5 types of tank; SPG/Artillery, Light tanks, Medium Tanks, Heavy Tanks and Tank Destroyers and each has a different role to play on the battle field. Light tanks act as scouts for artillery and other larger tanks, medium tanks are nippy tanks with bigger guns, Heavy tanks have big guns but are cumbersome and Tank Destroyers sit on hills and camp all day. Each class of tank has its own tiers, and you need to research these tiers by using the experience you gain in your battles in order to work your way up the research tech tree to bigger and better tanks. On top of that there are four countries each with their own tanks. American, Russian, French and German tanks all feature, but you don't have to stick to a specific faction of tank and you play with mixed nationalities when you battle. It sounds very complicated, but it's not really, though the game has many, many tanks (most from the WW2 era) so there's always something to work towards. On top of that RPG "levelling" type concept, your tank has crew inside it that also gain experience, making them better and giving them better abilities like repairing damaged components faster or putting out fires faster.

    The best news of all is that World of Tanks is completely free to download and play. It has a micro-transaction system that gives you certain benefits, but you don't need to think about that until you've been playing for quite a while (at which point it becomes beneficial to pump a bit of money in to it). So you can definitely try before you buy.

    So what can be modded in the game? Typically speaking MMO's can only change aesthetics on the user's own computer like skins and user interface elements, and it's the same for World of Tanks, though some mods can provide really nice benefits over the stock game. New cursors, tank skins, mini-maps and so on and so forth can be modified and added to the game to make a better experience.

    I'm aware that up until now the Nexus has mainly focused on RPG's, so it's nice to have a break from the norm and support a different type of game. Plus I've been playing this game to death for the past 10 months (3,500 battles and counting!) so it's always good to support a game you're regularly playing! If you're looking for me, my name is iPokeTanksWithSpoons. Hit me up in game some time. God know's I'm on it enough.
  • 14 March 2012

    Neverwinter Nights complete (both games and all expansions) available for £5, today only!

    posted by Dark0ne Game News
    While I don't normally like to do cross-site advertising across all the Nexus sites unless it affects all of the sites, this offer is just too good to pass up, and links up nicely with our recent launch of Neverwinter Nexus.

    Today only, and in fact as of the time of writing for only 9 hours more, the complete Neverwinter Nights series of games is available on Gamer's Gate for £5 (that's about $7.50 USD). This package includes both Neverwinter Nights games and all of their official expansions. That's a big 75% saving on how much it normally costs, and Steam doesn't have the original Neverwinter Nights for sale (from what I can tell), and NWN2 costs £14.99. So it's a real bargain. You can grab it here.

    If you've never played the series, lost your copies, or planned to play the series but were waiting for the right time I think you'll find this is the best time to buy the games. Heck, pick them up and save them for a rainy day, just make sure you buy it within the next 9 hours. The Neverwinter Nights series is one of the best RPGs to grace the gaming world and you really should have a part of it.

    Now, back to your originally scheduled programming.
  • 11 March 2012

    Neverwinter Nexus launched

    posted by Dark0ne Site News
    A few weeks back a couple of individuals from the Neverwinter Nights modding community contacted me about the possibility of starting a Nexus sites for the veteran series of games. While I was sceptical about the prospect at first because the games have always been dutifully serviced by the Neverwinter Vault site, unfortunately it's also common knowledge that IGN are starting to wind down their fan site services and some are already falling in to disrepair, and the worry is that losing the Vault would decimate the Neverwinter community.

    After talking it through with the modders over on the BioWare Social Site it became apparent that interest in a Neverwinter Nexus was high, and that it might help to provide stability and even revitalise the community in some areas. While the series has not had a new game in over 5 years, and is unlikely to see another since BioWare created their own IP in Dragon Age to remove their reliance on licensing the D&D universe from Wizards of the Coast, supporting this great community seemed like something I had to do out of duty. And that's why I am happy to announce the launch of Neverwinter Nexus.

    If you've never played either of the Neverwinter games then stop what you're doing and go buy them. Where have you been these past 10 years? The series is arguably one of the last bastions of quintessential cRPGs, where your character build and the story telling play a more important role in the game. Remember when levelling up your character meant putting points in to your attributes like strength, dexterity, agility and so on and so forth? Remember when you could pick from lots of different classes, feats and abilities and you could literally spend hours planning your character build before you'd even started playing the game (and enjoy doing it, as well)? Remember when storylines were at least half interesting and slightly less clichéd and generic? Remember when developers didn't think you had the attention span of a five year old? That's Neverwinter Nights (and Icewind Dale, and Baldur's Gate...).

    Neverwinter Nights (NWN) has a very mature modding community, as mature and large as the Morrowind and Oblivion modding communities respectively. The types of modifications for NWN are slightly different to Elder Scrolls mods, however, and mods tend to be released less often, but are much larger and content filled than their Elder Scrolls counterparts. So while Elder Scrolls modding has lots of small tweaks, texture patches, weapons and armour and so on, Neverwinter modding is more about the large expansions, conversions and additions. It's a nice balance. Case-in-point, a mod has just been released for NWN2 that is a complete remake of Icewind Dale, 3 years in the making. The entire Icewind Dale game from start to finish, remade for NWN2. Brilliant.

    If you're from the NWN modding community and new to the Nexus community of sites then welcome. We're a 3.5 million member strong community of mod authors and mod users for various games, focused on providing as top-notch, stable, easy and efficient modding experience as possible. I understand that learning a new site interface and working out where everything is can sometimes be quite daunting, especially when you're so used to using one site for so long, but hopefully you can work it all out eventually. If you are struggling then you might find some of our Wiki articles are worth a read to get your bearings, or alternatively you can always ask on our forums for help or guidance.

    Many mod authors have already uploaded their mods to the site, and I'm sure there are plenty more to follow, and it's really great to see a modding community so enthusiastic about modding the games even 5 years on from the last game release. My hope is that over the coming weeks and months I can work more closely with the community to get some spotlight features out, including some interviews and reviews of some of the content that is on offer here and elsewhere, because we all know that the Neverwinter Nights community already has lots to offer.

    But for now, let me just welcome everyone to this new site, and I look forward to seeing the great mods this community has already created, and will create, being show-cased on another Nexus site.
  • 09 March 2012

    Nexus donation system for users

    posted by Dark0ne Site News
    Up until today we have had a policy of not allowing users to request or receive donations from other users on the Nexus sites. This has included things such as mod authors asking for Pay Pal donations in their file descriptions. This policy stemmed from a long running rule on Bethesda's official forums, dating all the way back to the launch of Morrowind where asking for donations, or even talking about the prospect of donations is not allowed. The reason is very simple; it's a legal grey area. In between EULAs and contracts, no one really knows the full extent of the law in this regard and it's been better for everyone that the matter is just kept a closed book so we don't open pandora's box.

    It's never been a big issue on the Nexus because, as the largest source for Oblivion and Fallout modifications we helped to ensure this policy remained intact, so Bethesda have never had to look too deeply at the matter. In essence, we enforced the policy because our relationship with Bethesda, and ensuring modding isn't more hassle than it's worth for them (so they continue to release SDK's for their games), is more important than mod authors receiving donations. And I'll stand by that thinking.

    The truth of the matter is that I coded a donation system on the Nexus many months ago, before the launch of Steam Workshop, in anticipation of any changes that the integration with Steam Workshop might bring. There's a 13 page thread in the private mod author forums, where I discussed the various options with mod authors that I started months ago as proof of this. Those changes were put on hold until we could tell whether Bethesda's policy or endorsement of mod author donations changed with the Steam Workshop integration. Steam Workshop did not offer any direct donation or payment methods, however, with the launch of Steam Workshop several mod authors have questioned recently why Bethesda/Valve were allowing mod authors to request donations on the Steam Workshop in their file descriptions, but we weren't. I assumed that, actually, Bethesda weren't allowing it, but instead were just unaware that mod authors were doing this. So this seemed like the perfect time to rock-the-boat a little and enquire further on this matter.

    So I fired off an email to Bethesda this morning and we had a conversation on the matter. It was good to know that Bethesda and I are on exactly the same page in regards to this subject. However, I have now received a confirmation that if users want to ask for donations on their page then that should be fine. Which is good news. The worry is in the further ramifications, like mod authors trying to offer their services, support or files for money in any shape or form and that's something I agree with absolutely.

    It's great to know that Bethesda do not have a problem with mod authors receiving voluntary donations from other users (and they used the analogy of a tip jar) but we need to make sure that's all that donations are used for. Voluntary donations are fine, but let's list some of the things that aren't fine so we're completely clear:

    • Asking for donations in exchange for password protected files or additional content e.g. offering your own kind of DLC for mods in exchange for donations. All mods must remain completely open, and completely free. You cannot offer additional content for donations.
    • Asking for donations in exchange for updates for your uploaded files e.g. saying "for every £10 I receive I will update my mod with new fixes and features".
    • Asking for donations in exchange for help or support e.g. saying you won't help someone to install or fix problems with their mods unless they donate to you.
    • Offering incentives for people who donate to you
    • Anything that isn't just a straight forward, voluntary donation, in exchange for nothing



    We have to be strict on this because there are bigger legal ramifications at stake when money is being exchanged. Because of this, and because I don't want file descriptions to be spammed full of "PLEASE DONATE TO ME" messages, we are going to enforce a rule of absolutely no donation solicitation on the Nexus. That means you cannot ask or talk about donations in your file descriptions, profile pages, comments or private messages. And we mean that. We have updated our Terms of Service accordingly.

    I have coded a donation system in to every Nexus site that you can now configure in your preferences area. First things first, the donation system is completely optional and you most definitely do not have to use it. It's completely opt-in, so if you want to accept donations you need to fill in the required fields in your preferences.

    When you fill in your donation preferences you can set where you would like donation links to show. At the moment you can set them to show on your profile page and/or all your file pages and it's a simple toggle to turn that on or off. Once on, new links will show on the pages you selected, with a donation button and text reading "Like what this author does? Consider donating money to this user through Pay Pal to help support and encourage them.". That's it. All donation links on all files are in the same place, so if a user wants to donate to you, they will. So remember the no solicitation rules in regards to donations.

    I hope that this new feature within the community will be used, because god knows mod authors deserve any support and encouragement you're willing to give them, but I hope it's used properly and not exploited. We'll be monitoring the situation very closely to ensure that's not the case.