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  • 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.
  • 07 March 2012

    Interview with Tytanis

    posted by yoba333 Game News
    Tytanis is one of the more prominent members of the modding community here at the Nexus family of sites. He has recently won our File of the Month contest and has one of the most endorsed files on Skyrim Nexus. "Tytanis - The Ultimate Mod" has been around since the very beginning of Skyrim modding, and continues to be one of the most popular mods. So without further ado, I give you an interview with Tytanis himself.

    QUOTE

    01. So, tell us bit about yourself. What are some of your other interests and hobbies besides gaming?
    To put it simply, I'm a jack of all trades. Some of my interests or hobbies include programming in various languages, custom built PCs, military, history, quantum physics, the universe, working on my car, producing music such as Drum'N'Bass and recently Dubstep...and so much more!

    02. How did you get the idea to create Tytanis - The Ultimate Mod?
    When I first bought the game and started playing, I was sad that there were no elemental arrows. That's how it began! I created the arrows as a personal project without the idea or knowledge that SkyrimNexus existed. After I ran around in game shooting arrows into people's kneecaps, I started looking for a Skyrim modding community. Bam! SkyrimNexus was first on the list. Before I released my arrows, I had created a "silly" mod, a couple "cheat" mods and messed around with Skyrim's UI. The feel of the community was amazing to me, so I had updated the arrows a little more before I released them with new content based on the mod requests section of the forums.

    03. How long has it taken you to get the mod to where it is now?
    A lot of sleepless nights!

    04. What was the most challenging aspect of creating this mod?
    The most challenging aspect is keeping up with the bugs, as so many players use the mod, they really get in-depth of what the mod can do and where it bugs out. Another is the ideas by players! There's tons of very creative people! I try to tangle with your ideas and put them into practical use.

    05. What was your favorite part of creating the mod?
    I would have to say, accomplishing what I didn't think could be done at first. After many failed attempts are certain parts, a victory is the best feeling you can get!

    06. Despite having so many features already present in Tytanis, what other ideas do you plan on implementing in the future?
    The ideas for future content are limitless. A new idea of mine pops up every hour and user ideas pop up every few minutes! There are many new features that are in progress and a lot that are in queue. Listing all of them would be spoiling, I'd like to keep the surprises coming!

    07. Is this your first mod? If it is not, what was your first mod and how have you progressed from it?
    I have been a modder for other games, publicly originating never done before mechanics in games such as CS:S and TF2 (I have heavily modded a ton of other games but that's a long list!). Some people may know me by my previous alias, Cr(+)sshair.

    08. How did the issue of not having a proper Creation Kit impeded your progress? Or were able to get past those issues?
    I was able to find workarounds for some issues, such as new mounts. But having the Creation Kit increased progress and new content.

    09. Do you have any advice for aspiring mod authors?
    If you're having an issue doing an idea, just think of the problem logically! If you feel like giving up, get some sleep and you'll figure it out within the next day.

    10. Finally, do you have anything you would like to say to our readers out there?
    Keep watching the mod! We plan to take Skyrim to a whole new level and hopefully gain Bethseda's attention and endorsement.
    I personally appreciate everything SkyrimNexus and it's community has done for the mod!
    We are always seeking individuals with talent or the drive to learn! If you know or want to learn how to code, model, create new textures or content; please apply at www.tytanis.com!


    Special thanks to Tytanis for agreeing to do the interview. You can download "Tytanis - The Ultimate Mod" here.
  • 06 March 2012

    Nexus site beta ready - help us help you

    posted by Dark0ne Game News
    Over the past 10 months we have been working behind the scenes on a completely new Nexus site code. Because my code was not up to professional standards the premise was really simple, I've hired on 2 great programmers, and in order for us to make the most of the quality of these coders we needed to rebuild the site code so we had a strong base to push off from. We haven't added any new functionality or major changes, in fact, by the time we're happy with the code we want the site to look and behave exactly the same (apart from one or two bug fixes and small improvements).

    Think of it like you would a house: You have a house. It has 2 bedrooms, it's old, decrepit and falling apart. You want a better house, with more rooms, an extension, a conservatory and lots of mod cons on the same patch of land. You can try and build on and extend your old house, but it's likely that at some point all the new extensions and additions you make to the house will make your old, decrepit house fall in on itself from all the load and burden you're placing on it. You don't want your house to be held together by sticky tape and band aids, or be afraid of it falling down at any moment! So what you do is demolish the old house, reset the foundation and rebuild the house brick by brick to your new specifications. That's what we've done. We've rebuilt the site brick by brick, but better, and with massive room to grow.

    Before we roll-out this new code we would really love your help in testing it out. We want you to jump all over it, and try out all the features on the site to make sure they work exactly like they do right now on the Nexus sites, because as much as we test it, there are things that you do that we don't! And it's impossible for us to test every eventuality. To that end we have setup a Beta Site which is a mock-up of TESNexus. It is using completely dummy, test data. This means all the data on the site, and anything you add or change will NOT be live on any Nexus site and you're safe to test things with test data without having to worry about affecting the general operation of any of the Nexus sites. Feel free to add, upload, modify and delete to your heart's content because it will not affect any of the content available on the Nexus sites.

    The beta site should look and behave exactly like the current sites. We haven't made any major changes to the looks or functionality of the sites, so it should be practically like-for-like, and if it isn't, it's a bug which we need to squash! If you find a bug then please use our bug tracker to let us know and we'll get it fixed ASAP! So please, take 15 minutes out of your busy schedule to help us beta test the new code, because the sooner we roll-out the code the sooner we can start adding some really awesome new functionality to the sites.

    This beta test is important as it enables us to iron out bugs before we roll out the code to the sites. If we don't know about a bug then we can't fix it, and you'll come across it on the live site (which might have worse implications!), so help us to help you!

    So hurry up and help us ensure the transition is as smooth as possible by using every feature you can think of on our beta site.
  • 05 March 2012

    Skyrim beta update 1.5

    posted by Zaldiir Game News
    Today, BethBlog posted some information about update 1.5, which will include new features, like new killcams, specifically killcams for ranged combat and spellcasting! They also say that they are planning to add new features in upcoming updates... Skyrim is starting to look like the never-ending Elder Scrolls game at the rate they are spewing out updates and features!

    Update: It seems that BethBlog have removed this article from the blog for some reason, most likely because the beta does not seem to be up on Steam yet. But whatever the reason, it will probably be up again soon. (To anyone following BethBlog, they do send out mails where you can read the blog post.)

    Update Monday 22:00 GMT: Still no beta on Steam.

    Update Tuesday 16:00 GMT: Still no beta on Steam. (Only a Steam beta, not a Skyrim beta.)
    When asked about the article on BethBlog, GStaff replied this: "Sorry, that was an early draft. When we’re ready to post something, we will."

    QUOTE

    Today on Steam we've released a new beta update that gives you a first
    look at what's we'll be bringing to PS3, 360, and PC in the
    forthcoming 1.5 update.

    In addition to a number of new bug fixes, we're now using title
    updates as an opportunity to add new features to the game. Included
    in this update, players will be able to enjoy all-new kill cameras,
    including ones specific to ranged combat and magic.

    Sound familar? That's probably because they had a cameo in the Game
    Jam video [1] shown during Todd Howard's DICE keynoteTodd Howard
    presented at DICE.



    ---

    And while we're at it, they also posted about new features in the workshop, specifically a feature that allows you to follow your favorite mod authors. Hm... are they spying on Dark0ne?
  • 05 March 2012

    Farmville meets Skyrim in upcoming Tytanis update

    posted by Dark0ne Mod News
    Ever wondered what it would be like to own a farm? Ever played Farmville and thought to yourself "this would be so much better if it didn't insult my intelligence with cartoony graphics"? Me neither. But that's not the point! Tytanis, of Tytanis - The Ultimate Mod fame is currently working on updating his mod to include a wide spectrum of farming activities and the concept is too cool to not promote here on Skyrim Nexus. For a sneak peak of Tytanis's upcoming update, check out his teaser video.

  • 03 March 2012

    NMM 0.15.7 hotfix released [Updated]

    posted by Dark0ne Site News
    NMM has now been hotfixed to 0.15.8 to resolve further crashing issues.

    Nexus Mod Manager version 0.15.7 has just gone live on the release server and should be available when you start NMM (if you can start NMM) or from the download page for NMM. This is a hotfix patch to resolve the issues that 0.15.0 presented.

    A big thanks to kaburke and wrinklyninja who have worked on a Saturday to get this out for us.

    In regards to version 0.15.x of NMM it's important to note that while NMM is now using BOSS API to manage load orders NMM does not currently use BOSS's auto-sorting functionality. That means that your load order is still completely managed by you. Priority with this release has been to just make sure the load order functionality is restored after Bethesda and Valve changed it to accommodate Steam Workshop. NMM does ask you if you want to download the latest BOSS masterlist, but at the moment this will not have any effect on your load order. It will be patched in soon (you are safe to pick yes or no).

    If you are unfamiliar with BOSS then it would be a good idea to read up on what it does on the BOSS file page here on the Nexus. Here's some of the blurb:

    QUOTE
    BOSS (Better Oblivion Sorting Software) will re-order your mods to their correct positions, putting any mods it doesn't recognise after them, in the same order as they were before BOSS was run.

    BOSS is designed to assist in the usage of mods, helping mod users avoid serious conflicts. It is not a complete solution to load ordering issues, as there are far more mods out there than BOSS knows about. To properly place mods BOSS doesn't know about, a good working knowledge of mod load ordering for Skyrim is still necessary, for which some research and documentation reading will go a long way.


    Once NMM is fully integrated with BOSS you will be able to use the BOSS masterlist, which tries to come up with the best load order for your mods automatically. You can still manually manage your load order, and you can use BOSS's autosort feature to see what BOSS thinks is the best order then edit that order to your heart's content.

    At the end of the day it's about providing you with as much help, and flexible choice, as possible.
  • 03 March 2012

    Skyrim Mod Sanctuary - Part 18 : Open War

    posted by Gopher Mod News

    Here is the part 18 of the Skyrim Mod Sanctuary video series. This weeks video covers a couple of great mods and briefly discusses the Nexus Mod Manager 0.15.0 problems and how to fix them.
  • 03 March 2012

    NMM v0.15.0 issues

    posted by Dark0ne Site News
    Last night we released the Nexus Mod Manager version 0.15.0 for general download to fix the issues that Bethesda and Valve presented all the mod managers out there with the changes to the way load orders are handled. Sadly Bethesda didn't give us nearly enough time to ensure we could solve the issues they've presented us (and I'm sure they'd argue they don't have to), so I know that wrinklyninja (of BOSS) has worked at least 100+ hours in the last week alone on getting the BOSS API to a usable state for kaburke (NMM) and Lojack (Wrye) to equally spend a lot of time updating the respective mod managers.

    Unfortunately version 0.15.0 of NMM has a program breaking bug in it at the moment that is going to need to be hotfixed as soon as possible. Lots and lots of people have reported this issue so I think it's safe to assume that almost everyone has the same problem! There is a fix for this right now, however, if you are willing to do a little folder copy and pasting. Alternatively you can wait for a hotfix, that will hopefully come today, or roll-back to version 0.14.2.

    The fix is very simple. Navigate to where you have NMM installed (the default location is C:Program FilesNexus Mod Manager), copy the "data" folder from inside the Nexus Mod Manager directory, go back one folder (to C:Program Files) and paste the data folder inside the Program Files directory. NMM should now start, load, and work. If it doesn't then I'm afraid you have a different problem, and one that has likely been in NMM since before this version.

    When a hotfix gets released for version 0.15.0 you'll be safe to remove the copied data folder from your Program Files directory.

    Many apologies for the program breaking bug, but everyone involved has been scrambling and putting in ludicrous hours (especially wrinklyninja, who deserves your thanks) to get this problem sorted for you as quickly as humanly possible.