In the announcement about the Creation Kit, Bethesda also shared some information about the broken 1.2 patch. An "incremental update" will be coming next week for PC (end of that week for consoles) that fixes issues such as the non-function elemental resistances (already fixed by SKSE) and backwards-flying dragons. No word on what else, if anything, will be fixed.
Bethesda also mentioned that their current focus is on "code" fixes, with "data" fixes (such as to quests) waiting until January at the earliest. You can also read their non-apology for patch 1.2:QUOTEWe all know this is a huge game, and everyone has a different experience. We’ll continue to do everything we can to make the game better and better for as many people as possible every day. We’ve also realized that with the millions upon millions of people playing Skyrim, we need to treat our updates with greater care. If we get too aggressive trying to fix a minor issue, we run a risk of breaking something larger in a game like this.
As you're probably aware version 1.2 of Skyrim is due out at some point today. Some of you might have been expecting or hoping that the Creation Kit, the SDK software that will enable the more complex mods to be created, would also be released today along with this patch. Sadly that's not the case, as community manager Gstaff comments on the Official Bethesda Blog.
We're all just going to have to be a little more patient to get our hands on the modding tools. So continue to play Skyrim and learn everything you can in time for the eventual launch of the Creation Kit.
In other news version 0.12.11 of the Nexus Mod Manager has been available for download for a couple of days now and so far the feedback has been very positive with lots of important bug fixes in place. If you've been holding off on installing it or experienced problems before you might want to give NMM a go now.
Bethesda has announced that Skyrim's second patch (1.2) will be coming to the PC (and 360) this Wednesday, November 30th. The update is already available for the PS3. The patch notes (see below) include a few PC-specific fixes including improvements "relating to remapping buttons and controls" plus a few general fixes.
Update: Bethesda has tweeted that the PC patch will be available "tomorrow [Nov 30] afternoon."
Update 2: The patch is now available through Steam.
Update 3: Ianpatt seems to have fixed the elemental resistances in the latest release of SKSE.QUOTE
- Improved occasional performance issues resulting from long term play (PlayStation 3)
- Fixed issue where textures would not properly upgrade when installed to drive (Xbox 360)
- Fixed crash on startup when audio is set to sample rate other than 44100Hz (PC)
- Fixed issue where projectiles did not properly fade away
- Fixed occasional issue where a guest would arrive to the player’s wedding dead
- Dragon corpses now clean up properly
- Fixed rare issue where dragons would not attack
- Fixed rare NPC sleeping animation bug
- Fixed rare issue with dead corpses being cleared up prematurely
- Skeleton Key will now work properly if player has no lockpicks in their inventory
- Fixed rare issue with renaming enchanted weapons and armor
- Fixed rare issue with dragons not properly giving souls after death
- ESC button can now be used to exit menus (PC)
- Fixed occasional mouse sensitivity issues (PC)
- General functionality fixes related to remapping buttons and controls (PC)
Just to let you know there is going to be some down-time early tomorrow morning around 8am GMT (which is 3am EST) as all the blades we currently used are moved and reconfigured in the data center. The hope is that this down-time will not last more than 30 minutes, but bearing in mind sods law, I'd gamble on it being closer to an hour.
You'll probably have connection issues and/or MySQL errors during this time.
Fingers crossed all goes to plan!
So we're just about 2 weeks in to Skyrim's global launch and Skyrim Nexus has reached over 1,000 mods available for download, which is pretty damn impressive without an available SDK! And for you nit-pickers out there, I deliberately waited until we surpassed the threshold of uploaded save games, so that's 1,000 actual mods and game files, not including save games.
I just wanted to post up a little something about what I, and the sites, have been through these past two weeks. Not least because I don't want you to think I've been sat on my backside rubbing my hands at some sick traffic figures!
To say that I wasn't really ready for the influx of traffic Skyrim Nexus received was a bit of an understatement, despite my 12 months of planning! The last benchmark I had to go off of was the launch of Fallout: New Vegas and the subsequent launch of New Vegas Nexus, which at it's peak received just over 200,000 unique visitors a day. So I applied some logic to these figures and thought an extra 50% (so 300,000 UV) on those figures, perhaps 75% (350,000 UV) would be a logical top figure. But no, Bethesda out-did themselves, and we've been pushing more than 550,000 unique visitors a day (and some 4million+ page views a day) since the game's launch. That's over 6 unique visitors a second (and 46 page views a second). And that's just Skyrim Nexus, not including the other sites. This traffic not only causes massive server load issues (and we're using some real powerful servers) but bandwidth issues too. The Nexus sites alone are pushing over 600mbit/second at the moment. The file servers are pushing 1Gbit. So put the two together and the network is pushing some 1.6Gbits of traffic a second (that's 205 Megabytes of bandwidth a second). So if you're wondering why the sites have been a bit slow at times, that's why.
After many sleepless nights I believe Axel and I (Axel is the site coder who's cooking up some seriously cool stuff for you all to enjoy very soon) have tweaked things in to a pretty stable state. You might be unlucky and hit a little blip here and there, but overall, things should be much more bearable now despite the traffic being pretty constant this past week. We're just now in the process of setting up a static content server with a nice, sexy, unmetered gigabit connection so we can continue to serve this stupid amount of bandwidth without it having a negative effect on the site load performance (and my wallet).
People criticised me when I put those video ads up on the downloads last year. I hope now you can at least partially acknowledge my foresight on the matter, being aware that Skyrim was coming out and that I would need the funds to pay for the ridiculous bandwidth and server bills. A note on those ads; they'll be coming off the other Nexus sites (they aren't on Skyrim Nexus) within a couple of weeks. These ads brought in much needed funds to pay for an upgrade in the site infrastructure. Prior to the release of Skyrim I had bought 2 additional super powerful servers to augment the 4 we were already using. And I've bought another 2 since then to handle and spread the load more. Folks in the EU will be getting a brand new file server by the start of December to download from, so stay tuned on that.
Over the last two weeks I also announced our work on the Nexus Mod Manager which is in Open Beta. The feedback you've all been providing has been invaluable, and I especially want to thank the vast majority of you who read-up on how we'd like bugs to be reported and have provided us with some good, detailed, bug reports. I cannot tell you how much easier it makes it for us when your bug reports are done properly! We're taking on all your advice, feedback and bug reports and working hard to get fixes out as quickly as possible. So if you're experiencing issues with one version, give it a couple of days and check back, more than likely if you've reported your problem it should be fixed in that time. There's a long way still to go on NMM and we've got lots in-store for you. Some great news on collaboration with another piece of well-known software as well, but I'll save that for another news post and another time..!
Looking on in to the new year I think I'm going to have to hire some new help pretty soon. These 18 hour days working on some sites that aren't my real job aren't really making me too happy! Hiring another dedicated web programmer and a dedicated software programmer will allow me to focus on the things that I at least kind of know, which will be acting as a community manager (and accountant, and server technician, and moderator...etc.) for you all. These sites have held up well on my code over the past 10 years, but my word I'm looking forward to moving over to Axel's stuff.
If you're going to take away one thing from this wall-of-text, it's this (aka. TL;DR:). It's been one hell of a ride these past 2 weeks and I'm glad we're all still here. I hope to continue to do good by you all for a long time to come. And watch this space, because super cool things are on the horizon.
Screenshots courtesy of PPSH-41
This Tumblr post has been tumbling its way around the web recently, and concerns one intrepid explorer's forays beyond the borders of Skyrim's lands with the use of the game's trusty "noclip" mode.
What is interesting about Skyrim is that, rather than a few square miles of LOD surrounded by infinite water, as has been the case in previous games, Bethesda seem to have included the landmass files for the province of Morrowind, Cyrodiil and even more.
The blog post contains photographs and documentation showing the process the author undertook, but what is exciting for modders is that much of the work of generating the heightmaps and landscape for other provinces, a time-consuming and painful job, has already been done for them. Some have speculated that the files are in preparation for expansive DLC, or just to provide sightseers with a glimpse of something distant from the peak of Throat Of The World. Whatever the case, once the Construction Set is released, modders will waste no time filling this empty land.
To conduct your own expedition, open the console and type "tcl" to range beyond the invisible walls of Skyrim's east and south.
Pete Hines announced on Twitter (and Nick Breckon announced on the official forums) that the next Skyrim update/patch is on the way. The update has been submitted to Sony and Microsoft for certification and "PC [is] coming too."
The current estimate is that the patch will be available the week after Thanksgiving (November 24th), meaning somewhere around the end of November or start of December.
No details yet on what, specifically, the patch will address or fix.
Another apology to make first guys. We hit a bit of a rough patch for an hour or so this evening with the Skyrim server. Every day we're hitting new traffic highs (525,000 unique visitors and 4 million page views today!) which means we're having to constantly adapt to the demands placed on the servers, continually optimising queries and config files and goodness knows what else. Thankfully we found the cause of today's issue relatively quickly and the server has been running sweet and sound since then. So hopefully we're good until tomorrow when another ridiculous amount of people come in search of Skyrim mods! I'm only getting about 3 hours sleep a night at the moment, so I'm going to need to take a holiday when this is all over!
On to happier news and Kaburke has just informed me he's put up version 0.12.6 of the Nexus Mod Manager which will contain more fixes and tweaks for users of the software.
And something really cool, Nexus user Gopher has added a really great introductory video to YouTube that brilliantly explains what NMM is, what it does, how it works and why you should be using it. It's brilliantly done and I'd recommend it if you're new to the modding scene here, don't understand why you'd need NMM or are just completely clueless! Thanks Gopher.
We have just released the latest update to the Nexus Mod Manager, 0.12.3. This is a bug fix patch that should help to resolve some of the problems that users have been experiencing so far.
If you load NMM (and can get to the mod management screen) then NMM will automatically tell you there's a new version and offer to download it for you. Simply follow the setup process and NMM will be updated. If you haven't been able to access NMM up until now, or you haven't got it at all, head on over to our NMM download page to grab the latest version.
I'd like to thank all the people who have posted up bug reports in our bug tracker so far. Not just for bothering to let us know, but for providing us with exactly the feedback we asked for so we could resolve your issues (e.g. the crashdump files!). It's great when we can rely on lots of users to provide us with useful feedback, and the more useful the feedback, the more quickly we can patch bugs and get working on new functionality.
Here's the bug fixes for version 0.12.3:
- Crash when activating Skyrim ArchiveInvalidation (here)
- Crash when a URL in a mod is not in a recognized format (here)
- Crash when a game executable is missing.
- Crash when a file being downloaded does not exist.
- Downloads not starting when the download button on the Nexus sites is used.
- Crash when the download button on the Nexus sites is used. (here)
- Crash in Windows 8. (here)
- Crash when Install Info and Mods folders are chosen to be in a UAC protected folder. (here)
It is with great excitement that I am happy to announce that the Nexus Mod Manager (NMM) has entered open beta and is now available for public download.
NMM is the product of 11 months of work creating a simple yet feature rich tool that everyone can use to download, install and manage their modifications for the games the Nexus sites support. It is the successor to OBMM and FOMM so if you're a user of either then you'll want to move over to NMM to gain continued support and features. We currently have support for Skyrim, Oblivion, Fallout 3 and New Vegas and the Nexus sites have been updated with new "Download with manager" buttons on file pages on these sites.
When you have NMM installed you will be able to click these buttons to instantly start file downloads (no ads, by the way!). Another click when the download is finished will install the mod. You can start as many file downloads as you want and NMM comes with full download pausing and resuming, so even if you exit the program the next time you start NMM it will resume your unfinished downloads from where they left off.
NMM is the successor to OBMM and FOMM, created by the programmer who took over from Timeslip, Kaburke.
Using the Nexus Mod Manager is completely optional, you don't have to install it to get mods from us, and your modding experience can remain exactly the same if you so wish.
I want to remind you that this is an open beta test which means that NMM is not a finished product. In all likelihood it will never be a finished product as we'll be constantly working on it to add new features and additional game support but right now, NMM is at it's "core" stage. That means we've added in all the important functionality that you need to download, install and manage your mods and we're at around the same level as OBMM and FOMM were, but we're in a much stronger position to really push on and make an even more awesome mod manager for you. We'll be adding in lots more over the coming weeks and months. This open beta is designed to allow you, the users of the program, to provide us with important feedback when it comes to any bugs or crashes you come across when using NMM. If the program doesn't work for you and you don't tell us, we can't fix it. So it's really important you provide us with the information we need if you come across any bugs or errors!
There's lots more information available on NMM, including information on the project, how and where to post bug reports and how you can help us with the development on NMM in our project subforums. It all uses the same user account as your Nexus user account so don't worry about that!
NMM is completely open source software. That means we're releasing all the code to the program so that you, or anyone, can look at what we have done. It's released under a copy-left GPL license that means you can help us to develop NMM, or you can create programs that work or integrate with it if you wish.
We are a modding community and we wouldn't be here if it wasn't for people sharing their work with others, be it the game developers sharing their toolsets with us, programmers sharing their utilities or mod authors sharing their work. Without people sharing their knowledge with others we would have nothing, and that's why releasing our code as open source is important to us. It means that:
- You can trust that what you're installing has no hidden files, no spyware, no adware and nothing nefarious
- You can modify and use the source code in whatever way you wish, so long as it adheres to the GPL license
- You can help us with the development of NMM through our SourceForge page, or create your own tools and utilities that work in conjunction with NMM
- Rather than only having a small team of closed developers working on the program, anyone and everyone can help contribute with their own skills and ideas
- NMM is a community-driven project based on sharing knowledge with others, rather than coveting it and using it to turn a profit
If you come across other sites and programs that do something similar to NMM, ask the authors why they haven't made it open source yet.
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