Jump to page
The Nexus Mod Manager recently passed the 300,000 unique downloads mark, which means that at least 300,000 of you are helping us to beta test the latest version of NMM. We've still got so much left to do with NMM, and I'm currently trying to see if I can squeeze enough out of the Nexus site budget to get a programmer on full-time to work on making NMM as stable and feature rich as possible. That's my hope (and if you're a C# programmer living in the UK, let me know!).
While I can't program in OOP languages to save my life, what I can do is documentation. A couple of weeks back I asked well known mod video blogger and Nexus member Gopher if he would be willing to create a video tutorial for people who were new to NMM. If you're not in the know, Gopher has a popular following of YouTubers who tune in to the regular mod review videos he publishes on his YouTube channel. I highly recommend them!
The video is now available and takes you through everything from downloading and installing NMM, getting it to work with FOMM to installing mods, managing mods and updating mods. It runs at 34 minutes, and I know some of you have ADD (among other things) and might not be able to sit still for 34 minutes, so I've taken the liberty of making a Wiki page that details what is in the video under specific headings, along with time links to the specific time in the YouTube video. So if you're only interested in learning about one area, you don't need to watch the whole thing to find it.
On the subject of the Wiki, the Wiki now has it's own NMM category and I've begun the long process of adding pages to the Wiki specifically for the Nexus Mod Manager. The hope is that in the not too distant future it will cover everything from the simple basics, to the really technical stuff like how to make those really cool scripted installers that make NMM really handy to have. Remember that you can help with publishing Wiki articles, and if you're serious about helping out then get in contact with me, I can help you learn the ropes of the Wiki (if you've never done wiki articles before) and maybe sort you out with a little Premium time for your troubles.
The backup has been restored and everything seems to be working again. This issue ONLY affected forum posts and file and image comments. All other data is up-to-date. Please note that the backup was from 10am GMT, so any posts made between 10am and 2PM GMT today will have, unfortunately, have been lost in the restore process. Apologies for this issue, but if it's any consolation, the table corruption has now been fixed! Yay!
I've been working hard today trying to fix an issue with a key database table that has become corrupted. I still haven't fixed the issue and I'm having to revert to a database backup made about 4 hours ago. This means that forum posts and file and image comments from the past 4 hours will "go missing", never to return.
I've brought the sites back online so you can still use almost all the functionality during this time consuming process, but please be aware that file and image comments will currently be blank. I'm obviously aware of this issue and working hard to fix it!
Bethesda announced on their blog today that Steam Workshop has clocked over 2 million mod downloads since it was launched, along with the Creation Kit, a week ago. Combined with the download figures from Skyrim Nexus, which are currently standing at 4.4 million downloads in the past week, that means that over 6 million mods have been downloaded for Skyrim since the Creation Kit was launched (and obviously not including download counts from other community sites!). A very impressive achievement for the Elder Scrolls modding community.
In other news, I'm aware I promised another video blog recently and I was all ready to get one cranked out with my ugly mug on it at the start of this week, but, alas, I've been in bed since the weekend with a fever and head cold, so I'm hoping to get one out by the end of this week or the start of the next. It'll take on the form of a kind of State of the Union address, and I'll try to talk about recent events, what we've been up to and where we'd like to be further on down the line while sharing some of the cool stuff we've got in the pipeline. Stay tuned on that one. I don't really want to post a video of me looking green on YouTube!
Tyrannicon has uploaded a video to Youtube showing a major battle between a force of undead and Dwarven Armour clad soldiers occuring at Fort Greymoor, near Whiterun.
The video uses several mods, along with console commands, to achieve the impressive effects.
The video uses Darksiders' Swords by drk937, Midas Magic - Spells in Skyrim by Xilver, Skyrim NPC Editor by foretrenty, and Skyrim Photography Toolkit - Weather Control and Lenses by MIND BULL3TS.
Kotaku has posted a video which shows Skyrim lead Todd Howard speaking at the D.I.C.E. 2012 game development conference. Howard spoke at length about a "Game Jam", held internally at Bethesda, where the Skyrim team were tasked with creating new content and porting it into the game, purely as a creative exercise. The results, I am sure you agree, are pretty mind-blowing.
Watch the video to see it all in action, but below is a full list of the new features:QUOTE
- Seasonal foliage and shedding leaves on trees.
- Flow-based water shaders.
- Fully animated spears.
- Magic and ranged combat slow-motion kill-cams.
- Water arrows and a Detect Life-esque "Assassin's Vision"
- Guards that re-light torches.
- Paralysis runes.
- Moving platforms and hanging structures in dungeons.
- Fast-flowing underground currents.
- Pitch-black dungeons.
- New follower customisation, commands and favoriting.
- Building of your own home (with skeletal butler).
- Combining spells for new effects.
- New Draugr
- Waygate fast travel.
- Skeletal horse mounts.
- Mounted combat.
- Dragon mounts.
- Soulbug familiar.
- Kinect-based Shouts.
- Better underwater visuals.
- Footprints in snow.
- Verlet surfaces for non-rigid objects (which means morningstars and flabby giants).
- Fire and ice arrows.
- Lycanthropy perk tree.
- Vampire feeding.
- Becoming a flying vampire lord with vampire imp minions.
- Mudcrab animation tweaks.
- A 100 foot-tall mudcrab.
PLEASE keep in mind that these are purely "experiments", and Howard states explicitly that there is no guarantee that any of these features will make it into the game, as DLC or free updates. This possibility is not ruled out, however.
For the moment, it is encouraging to see what can be achieved with Creation Kit, and in particular the Papyrus scripting language.
I think that you should be very busy right now.
A few months back some folks from Nvidia got in contact with me. They were clearly impressed with the modding community and how many awesome mods there were. Last month I joined some of them for an interview while they discussed their tweak guide in detail with famous modder, Martigen. Nvidia are now one of two sponsors in a Skyrim Nexus modding competition.
The timing is perfect. The Creation Kit(tm) has just been released opening up a whole world of modding possibilities. To celebrate the impending influx of awesome mods we've teamed up with Nvidia and iBuyPower to offer some great prizes to mod authors on Skyrim Nexus.
Because I didn't want to stifle the creativity of any mod authors who wanted to participate in the competition, this modding competition is going to be slightly different to past themed competitions that we've run. Now there's no theme at all! We're running a completely open competition that all mods uploaded to Skyrim Nexus will be able to enter in to, even if you uploaded your mods before this announcement.
Prizes include a completely brand spanking new, Skyrim branded PC from iBuyPower, and some great video cards from Nvidia.
Head on over to our competition page for more details on how and what you can win!
Hi folks. It's a great day today as Bethesda have finally released the Creation Kit for the masses to delve in to. Bethesda's servers are currently doing what I like to call "a Skyrim Nexus", in that they're down or very slow right now, but Steam and Valve's sites are fine, so if you're looking to get the Creation Kit then first ensure you have closed Steam, then restart Steam, go to "Library", "Tools" and then "Creation Kit". If you can't work it out from there, I don't think the Creation Kit is going to be for you!
While I don't want to put a downer on the festivities, I wanted to put up a quick cautionary news post about our rules and the concept of respect, because I know everyone is really excited now and might do some dumb things they later regret.
First of all the Creation Kit is property of Bethesda and they can choose to put any DRM or protective measures they want in to their software. Similarly, like the mod authors, it is their right to decide how and where they distribute the software. The Creation Kit is only available through Steam at this time and until Bethesda tell us otherwise please do not try to circumvent that and upload the Creation Kit here. As much as we'd love to host it, we're not allowed to, and I'm afraid if you upload it here you will have your files removed and your account banned. The Creation Kit is only available to people who have actually bought the game, and we do ban admitted pirates here, so be careful what you say.
I fully pride myself on the respect we give to mod authors and their right to choose how and where their mods get distributed. It's something we've championed for 10 years now and we're not going to stop. Some mod authors are going to choose to be exclusive to one site (which is never a good idea, and I've said as much plenty of times!) while others will spread their files across Steam Workshop, the Nexus, PES and others. How and where mod authors host their files is their decision, and not yours, so if you see a mod on Steam Workshop that isn't on the Nexus you do not have a right to upload that mod to the Nexus without the author's express written permission. And vice versa from Nexus to Steam Workshop. Please remember that, because mod authors spend a hell of a lot of time releasing these mods for people to enjoy, so don't upset them by going against their wishes.
As for us, we're still busy working away. Getting the Creation Kit is great, and we'll see over the coming months how the Steam Workshop integration pans out. It's too soon to tell how it will affect things! When the dust has settled I'll do another video blog to share my thoughts on the events that have happened within the community, including what we're up to as well as the Creation Kit and Steam Workshop.
Happy modding folks.
Bethesda just released the Creation Kit on Steam!
To download it, go to "View" -> "Tools", and look for "Creation Kit".
Along with the Creation Kit, they also had a surprise, which was a HD Texture Pack! (Yeah, I know - we knew that...) This pack can be downloaded by right clicking Skyrim, and then clicking "View Downloadable Content", then "View available downloadable content for this game". And there it is!
Bethesda announced on the Elder Scrolls Facebook page that the CK is on track for release on Tuesday, and also that they have a special surprise with it!
So, everyone - hang in there. It is not far away!
Update: Semi-confirmable rumours abound on the official forums, using the magic of the Steam Content Description Records that the "surprise" is an official high-res texture pack for Skyrim.
Source Facebook: The Elder Scrolls
Skyrim update 1.4 is now out of beta and is live on Steam!
Console users:QUOTEAs an update to PlayStation 3 and Xbox 360 users, we’re submitting 1.4 to the console manufacturers this week. When these updates are available, we’ll let everyone know.
As always, I will keep you updated on the SKSE!
- Skyrim launcher support for Skyrim Workshop (PC) BUG FIXES
- General optimizations for memory and performance
- Fixed occasional issue with armor and clothing not displaying properly when placed on mannequins in player’s house (PS3)
- Long term play optimizations for memory and performance (PS3)
- Improved compiler optimization settings (PC)
- Memory optimizations related to scripting
- Fixed issue with dangling scripts not properly clearing from memory
- Fixed crashes related to pathing and AI
- Fixed crash in “Haemar’s Shame” if player had already completed “A Daedra’s Best Friend”
- Fixed rare crash with loading saved games
- Fixed issue with accented characters not displaying properly at the end of a line
- Fixed issue where dragon priest masks would not render correctly
- Fixed issue where quests would incorrectly progress after reloading a save
- Fixed issues with placing and removing books from bookshelves in the player’s home
- Optimized bookshelf script in player-owned houses that would occasionally block other scripts from properly firing off
- Fixed issue where weapon racks and plaques would not work correctly in player’s house if player immediately visits their house before purchasing any upgrades
- Fixed issue where the player house in Windhelm would not clean up properly
- Fixed crash related to giant attacks and absorb spells
- Fixed issue with ash piles not cleaning up properly
- Fixed occasional issue where overwriting an existing save would fail
- Fixed memory crash with container menu
- Fixed infinite loop with bookshelves
- Fixed issue where transforming back to human from werewolf would occasionally fail
- Bows and daggers will display properly when placed on weapon racks
- Fixed occasional audio issue that would play sound effects louder than intended
- Fixed bug related to hitching between cell boundaries
- Master Criminal achievement/trophy unlocks properly in French, German, Spanish and Italian
- Fixed issue where traps in Shalidor’s Maze would not work properly in French, German, Spanish and Italian versions QUEST FIXES
- The Unusual Gem that was inside the Thalmor Embassy is now accessible after finishing “Diplomatic Immunity”
- In “Breaching Security”, the quest token is no longer required to receive a fortune reading from Olava the Feeble
- Fixed issue where Galmar would not complete Joining the Stormcloaks properly if “Season Unending” was an active quest
- Fixed issue where starting “Season Unending” after finishing “Joining the Stormcloaks” would prevent “The Jagged Crown” from starting properly
- Fixed issue where progressing through “Message to Whiterun” while “Season Unending” was still open would block progression for both quests
- In “Arniel’s Endeavor”, fixed issue where a quest journal would trigger multiple times
- In “Forbidden Legend”, the amulet fragment can no longer disappear after player leaves a dungeon without taking it
- Fixed rare issue in “Forbidden Legend” where killing Mikrul Gauldurson while sneaking would make his corpse unaccessible
- In “The White Phial”, the phial can no longer disappear if player leaves dungeon without taking it
- “The White Phial” will now start properly if player already has a briar heart in their inventory
- Player can no longer get stuck in Misty Grove after completing “A Night to Remember”
- Fixed issue where leaving Riften during “A Chance Arrangement” would prevent quest from progressing
- In “Darkness Returns”, a door in Twilight Sepulcher will properly open if the player leaves the dungeon for an extended period of time before completing the quest
- In “Revealing the Unseen”, if the player leaves the Oculory for an extended period of time after placing the focusing crystal and returns, the quest will proceed correctly
- “Onmund’s Request” will now start properly if player has already found Enthir’s staff before receiving this quest
- Fixed instance where Tonilia would stop buying stolen items and also would not give Guild Leader Armor
- “Repairing the Phial” will start properly if player already has unmelting snow or mammoth tusk in their inventory
- Finding Pantea’s Flute before speaking with Pantea no longer prevents her quest from updating
- In “The Break of Dawn”, fixed rare instance where a quest object would spawn incorrectly on the Katariah during Hail Sithis
- Fixed rare issue in “The Mind of Madness” where player is unable to equip the Wabbajack
- Fixed issue in “Pieces of the Past” where Mehrunes Dagon’s Razor will not trigger properly if player leaves the cell for extended period of time before activating it
- “Blood’s Honor” will start properly if you visited and completed Driftshade and an extended period of time passes before starting the quest.
- Fixed rare issue where “Dampened Spirits” would not start properly
- Fixed issue where player would be unable to become Thane of Riften if they purchased a home first
- Fixed issue where killing guards in Cidhna Mine would block progression for “No One Escapes Cidhna Mine”
- Fixed numerous issues with “Blood on the Ice” not triggering properly
- In “Blood on the Ice”, Calixto can now be killed if player owns a house in Windhelm
- In “The Cure for Madness”, killing Cicero then resurrecting him no longer impedes quest progress
- Fixed rare issue in “To Kill an Empire” where an NPC would fail to die properly
- Clearing Knifepoint Ridge before starting “Boethiah’s Champion” no longer prevents quest from starting.
Jump to page