• 27 January 2012

    Nexus Mod Manager version 0.14.1 out now

    posted by Dark0ne Game News
    It’s been a hectic day today. The astute among you will have noticed we’ve done a domain move on every Nexus site to subdomains of our new central domain, Don’t worry, we’re not making any funky visual changes to the sites! It’s just better for us this way.

    In between all the crazy name server and DNS changes (and all the issues they bring with them!), Kaburke has managed to get the latest version of the Nexus Mod Manager out and available for download. Version 0.14.1 adds some super cool and much needed UI tweaks and features that make the program look more modern, and more functional!

    We’ve stuck the download manager at the bottom of the program, and it will pop-up and show you your download activity if you start a new download. You can choose to move this back to where it was before if you prefer, but I think it’s way better in this latest version! Talking of downloads you will now be able to see your download speed within NMM. Normal members are limited to 500kb/sec per file and Premium Members are able to use up to 4MB/sec per file and both normal member downloads and Premium Member downloads are multi-threaded. That basically means if you are far away from the file servers and wouldn’t normally be able to download as fast as possible, you should be able to now. And you don’t need to do a thing to make that happen.

    The UI is now much more customisable. You can move the tabs about to suit your needs, and you can even “pull” them out of NMM in to their own separate windows. You might find that handy for debugging certain things. Or if windows really rock your boat! If you make a mess of things and can’t work out how to get it all back to normal there’s a setting under the Tools icon to reset your UI back to the default, so no worries there.

    NMM is really starting to gear-up and play the part now and I’m really happy with how it’s starting to look. We’ve got lots and lots of things we still want to do and get in to the program, and we’ll get around to it all eventually. Some people have mentioned the fact that the download page for NMM is hard to find on the sites, and that’s a conscious decision I’ve made to not advertise the program too much because we are still in open beta with the program. Having said that, we’re almost at the 250,000 unique downloads mark for the program, so word-of-mouth really does speak for itself. Version 0.14.1 will mark the start of when I begin to advertise NMM on the sites so you’ll see some more visible links to the Mod Manager page and how and where to download the program on the sites soon. I think it’s time to get the word out.

    Edit: It should also be noted that for some people, the domain changes today will have caused a few glitches and errors that you might still be experiencing. These will go away within the next 24 hours depending on how fast your ISP is to update their DNS caching.
  • 26 January 2012

    Plans for the new year

    posted by Dark0ne Site News
    It's been quite a while since my last blog post, and there's a very good reason for that. I've been busy, very busy! It's not all been Nexus work, but most of it, and perhaps more than I'd like, has been Nexus work. I'm writing this latest blog to keep you all updated with what's going on right now, and some of our plans over this coming year.

    Something obvious that you'll notice coming to a Nexus site near you over the coming days is a move to a central domain at Each Nexus site is going to move to a subdomain of (so will become, will become and so on). There are lots of different reasons for doing this, some point to the here and now and some point to the future. But primarily I really want to centralise things more because as it stands right now each Nexus site is like its own island tentatively linked together by the forums. Apart from the domain change you're not going to see a change in the appearance or functionality of the site, and we're not planning to mash all the sites in to one or anything like that. What a mess that would make. Having said that your login will be global across the Nexus sites, so if you're logged in on one you'll be logged in on them all. A nice by-product of this move. The current Nexus domains will still work and automatically redirect you to the current subdomain address, so you don't need to worry about updating any links.

    And now for more exciting things. Since the site redesign back in August I relinquished my role as the sole programmer and coder for the Nexus sites as I brought Axel on board, full-time, to work on completely "professionalising" (that's what I like to call it) the code for the Nexus sites. The premise was simple; if you want to build a network that will stand the test of time your foundation must be strong. And to continue the cliché I'll refer to the parable of not building your house on the sandy land: we've got lots of plans for improving and expanding the sites, but before you build your house you ensure your foundation is rock-solid. And that's what our current work is all about. It's a phrase that I've repeated many times over the years and it's why my focus has always been on consolidating and strengthen my sites, constantly revaluating, improving and tweaking them, rather than expanding them and spreading my resources and time thinly and biting off more than I can chew.

    Naturally sites that are as complex as the Nexus sites take a long time to recode properly, and it's not just a matter of sorting out the code, but working with the huge database files and ensuring that all the data can be retained as we transition from old to new. Things have taken longer than I would have liked them to and I've had to learn to deal with delegation rather than doing everything myself. It sounds like that should be a good thing (because I'm doing less work and focusing on other areas) but when you're used to being in complete control of your work and deadlines, it's hard to push that on to someone else.

    One real advantage I've had with Nexus sites compared to others has been the ability to adapt to circumstances and react quickly. Very quickly. There's a lot to be said for having a system as far away from bureaucratic problems as possible, so when I want to add a new feature to the sites I plan it out, perhaps discuss it with the mod authors or the users on the forums, code it and then commit to the sites for people to use and test. It's a very simple process that is not hindered by the bureaucracy others might have to deal with, like the designer having to write out a design document, who has to pass it through his project leader, who has to OK it with the higher ups, who then pass it to the coder who has to code the system, thoroughly test it, perhaps pass it on to a QA team and then commit the code. It's what I like to call the "no dilly-dallying approach" to site coding. It works because you guys are pretty cool about being used as the beta testers because, I think, you're pretty confident I'll fix the glaring bugs quickly.

    I want to hold on to this sense of fast and quick site updating as we finalise our current work and look to improving the functionality of the sites again. This month I have hired on a second coder so we can get to the point where we're pushing through some super awesome new and improved functionality for the sites on a very regular basis.

    The fact is we've got lots of really cool and exciting ideas and not enough time to get it all done, and it's starting to get on my nerves! We want to get this boring recode out of the way so we can start pushing out some of the functionality I've been promising, or dreaming of, for a long time now. To list a few of these proposed plans off the top of my head:

    • We've got designs and ideas planned for improving the visibility of otherwise invisible files that get lost in the quagmire of the Nexus file databases and really highlighting some of the hidden gems that you might never have otherwise seen. Some of them quite fun and interactive.
    • We're completely recoding our file uploading and management system to be fool-proof and much more powerful for mod authors, and this will link up great with the Nexus Mod Manager.
    • We'll be completely re-doing the tracking system to make it super powerful and useful so you'll never miss a beat on the files and authors you really like. If you're friends with others on the Nexus then you might get some hints from the stuff they really like as well.
    • We'll be adding an achievement system for all users for a bit of fun. So the more you use the site the more achievements you'll earn.
    • We're going to create a complete playlist/mod collection showcasing system so users can share their mod lists with others, without trying to complicate the already bad situation of users not actually reading file descriptions/readmes.
    • Our moderation system is going to be completely reworked and much less black (you're banned) and white (you're not banned). Moderators will get lots more tools to make their job much easier.
    • Continued improvement of the Nexus Mod Manager.

    That's just a taste of what we have planned, and we hope to get these features rolled out hard and fast, as soon as this recode is done. The beauty is that some ideas I would never have been able to implement because of my lacklustre coding skills are now a very real possibility, so I can cook up some truly awesome ideas for site functionality that I could have never contemplated before.

    As we finalise the recode of the Nexus sites I'll be engaging with the community a lot more on what they would like to see from the sites. And I'm sure that this upcoming Steam Workshop integration with Skyrim will give us all some food for thought. I'm quietly confident that we can happily adapt to any changes or curve-balls that the integration might throw at us, as we have in the past, and I think that we're excellently positioned right now to not only do this, but push on with our plans for expanding and improving this community.
  • 19 January 2012

    Information on Skyrim update 1.4, Creation Kit and Steam Workshop

    posted by Zaldiir Game News
    UPDATE 3 (January 27th)
    Skyrim Script Extender have now been updated to beta 1.04.07, which is compatible with 1.4.20 (only)!

    UPDATE 2
    A new version of the Beta Update (1.4.20) is now live on Steam. It addresses the following:
    • Fixed occasional audio issue that would play sound effects louder than intended.
    • Master Criminal achievement/trophy unlocks properly in French, German, Spanish and Italian.
    • Fixed issue where dragon priest masks would not render correctly.
    • Fixed issue where player would be unable to become Thane of Riften if they purchased a home first.

    Now on Steam: Beta Update for Skyrim - Read this thread for more information about update 1.4 Beta, and on instructions on how to proceed testing it.

    The update also included unmentioned fixes, such as:
    For those wondering, Patch 1.4 contained an unpublished fix for the day-time bug where the day of the week name would not change over when it was supposed to even though the game day was.

    Bethesda just posted a new article on Bethblog about Update 1.4 and the Creation Kit and Workshop!
    The update, Creation Kit and Steam Workshop will be ready for the public near the end of the month. And as always, Bethesda is praising the modders!

    From Bethblog:
    It’s been a few weeks since our last update on Skyrim’s status, so we wanted to share details on what we’re working on.

    The Creation Kit and Steam Workshop are nearly ready. We’re currently working with members of Valve and our modding community to do some final testing, and we’re on track for a public release near the end of the month. We think Skyrim modding is one of the game’s best features, and we have the best modders of any game. It’s been a lot of exciting work for us, and we can’t wait to unleash it.

    Skyrim’s 1.4 update is currently undergoing testing on all three platforms. The update will include fixes and optimizations for the most common issues people have been reporting (see below). We’re hoping to finalize this next week, and submit it to the console manufacturers for certification, as well as release on PC.

    Our current update plan for the PC is to first release our updates as “beta” versions through Steam. This is something you’ll be able to opt into through Steam and back-out of if needed. This is an extra safety check for everyone going forward and should expedite and improve our updating process for our PC users. We’ll have more info soon on how this will work.

    Echoing what we said back in December, we’ll continue to look into issues that are being reported and subsequent updates will follow. You have all supported Skyrim in a huge way, and we’ll be supporting all of you, and continue to make the game better.

    After the break, check out the current changelog for 1.4.

    Current 1.4 Changelog (all platforms unless noted)

    • Skyrim launcher support for Steam Workshop (PC)

    • General optimizations for memory and performance
    • Fixed occasional issue with armor and clothing not displaying properly when placed on mannequin’s in player’s house. (PS3)
    • Improved compiler optimization settings (PC)
    • Long term play optimizations for memory and performance (PS3)
    • Memory optimizations related to scripting
    • 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
    • Master Criminal achievement/trophy unlocks properly in French, German, Spanish and Italian
    • 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
    • Fixed issue where weapon racks and plaques would not work correctly in player’s house if player immediately visits their house before purchasing any furnishing.
    • 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 traps in Shalidor’s Maze would not work properly in French, German, Spanish and Italian versions
    • Fixed issue where transforming back to human from werewolf would occasionally not fail
    • Bows and daggers will display properly when placed on weapon racks

    • The Unusual Gem 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 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 corpose 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 “Under New Management”, 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 Coming of the 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 woud 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.

  • 15 January 2012

    Skyrim video set in the year 2012

    posted by Lingwei Game News
    The Grosjean brothers, amateur film makers, have created a parody clip of what life in Skyrim would be like if it were set in 2012.

    It features two brothers making a trip to the store of Gregethor, the descendant of the trader from Whiterun Belethor. The clip pokes fun at the contrived nature of some of Skyrim's gameplay and dialogue as well as containing some impressive visual effects.

    The clip has already garnered over a million views despite being uploaded less than a week ago.

    You can see more of the Grosjean brothers' work at their Youtube channel.
  • 13 January 2012

    Skyrim songs sung by Malukah

    posted by Lingwei Game News
    Two videos featuring the bards songs from Skyrim have been recorded and uploaded to Youtube.

    The videos feature Malukah, a music composer for games and films, singing the Dragonborn Comes and the Age of Aggression.

    The first video has achieved over 3.5 million views since it was uploaded last month and the second video is fast approaching 500,000 views.

    You can see more at Malukah's youtube channel.
  • 10 January 2012

    Nvidia interview and tweak guide available for viewing

    posted by Dark0ne Site News
    Yesterday I let you all know that I would be taking part in a livestream today with some folks from Nvidia and well-known author, Martigen. The livestream is over (it peaked at around 2,700 viewers, which is pretty cool!) but you can watch and listen to it all

    I speak with the Nvidia folks for about 15 minutes, which starts about 4 minutes in to the video and then Martigen takes over before Nvidia take a look at some of their performance enhancing tweaks for the game later on. Let me apologise for how quiet I am and a few break-ups while I'm talking. I haven't got broadband setup in my new place yet so I'm on mobile 3G, so it went pretty well considering! I've given it a listen and it's not bad at all.

    Nvidia ask me about the community, how it started and what it takes to run it. It might be interesting for some of you. It was an enjoyable experience and the Nvidia folks are very friendly. It's nice to see Nvidia doing this sort of stuff, and working to tweak their cards for Skyrim as much as possible, as it seems all we get from ATI/AMD at the moment are excuses. It's very annoying!
  • 09 January 2012

    Skyrim Tweak Guide Livestream featuring Dark0ne

    posted by Dark0ne Site News
    If you're a sucker for watching and listening to other people play games and show you how to do things then you might be interested in tuning in to the Nvidia livestream tomorrow on Nvidia's Twitch TV Channel (it's online, not on TV!). The folks from Nvidia will be going through their recent comprehensive tweak guide in detail, and if you're not interested in that, then I've agreed to pop-in for a voice chat with the Nvidia folks during the show. Should be interesting considering I'm on Mobile 3G internet at the moment!

    The Nvidia folks will be grilling me along with Martigen on the modding community. So if you enjoy my banal twittering on nonsensical issues then tune in and have a listen! The livesteam is due to go live at 11am PST, which should be 7pm GMT tomorrow (the 10th of January 2012).
  • 26 December 2011

    Interview with Thepal, 1st place winner for Skyrim Nexus' FOTM contest

    posted by yoba333 Game News
    Rounding off our countdown to the first place File of the Month winner for Skyrim Nexus, we have Thepal with his mod, Nude Females. Thepal won with 415 votes, and graciously agreed to do an interview with us below. Be sure to vote for December’s FOTM contest so you can see your favorite modder featured here on the site news. Congratulations, Thepal!


    Q:Tell us a little about yourself. Where you are from, what are some of your other hobbies outside of games?
    A:I'm from Australia. I'm an IT teacher who specialises in teaching students how to program (especially games programming). I'll also be developing games/apps sometime in the near future. My job takes up most of my free time, and the rest is mostly spent with my wife. When I do get some extra free time (when I don't feel a need to play a game) I usually use it to get away from screens.

    Q:What was your inspiration for creating this mod?
    A:Well, I started playing Skyrim at midnight on the 11th, then went to work in the morning and came home to play it again in the afternoon. In the evening, I went to the Nexus and thought it was a bit strange noone had done a nude mod yet, and thought that maybe it wasn't possible yet. I decided to take a look and see, and within five minutes I had created the nude barbie-doll mod and knew I'd feel guilty at that point if I didn't release it. After another day my OCD nature took over, and I had to finish the job and create a proper nude mod.

    Q:What did you find most enjoyable about the creation process of this mod?
    A:It was nice to do something simple for once. Every other mod I have made has taken months, if not years. This was something I could do in five minutes, with a couple of hours to upgrade it. It let me be creative on a small level and get something out straight away.

    Q:What were some of the challenges you came across making this mod?
    A:Trying to find the right balance between quality and making the mod fit in with the game. I think I found a happy medium, where the textures look like they belong in the game.

    Q:Roughly what was the total time it took for you to put this mod together so far?
    A:Five minutes for the barbie-doll mod. Somewhere between 3 and 10 hours for the proper nude mod. It's a bit hard to say. I've spent a lot longer packaging and uploading the mod to the Nexus and other sites, so it has eaten up quite a bit of my time.

    Q:Do you plan on any more new features in your mod?
    A:Maybe. I might see about offering versions with just the top of the underwear, or just the bottom. The nipples need to be placed better as well, but the default mesh makes this kind of difficult. I may eventually release some proper high-res textures as well, but at the moment I'm happy with the way the textures fit in with the game (as are most people it seems).

    Q:Do you have other mods you are working on? If so what might those be?
    A:Most of my ideas are ways that other mods will be able to work together. I have an idea for creating a Furniture Master mod that will allow modders to easily add new furniture so that it will automatically be sold in any furniture stores added through mods. I also want to create a Companion Master mod that will allow modded companions to interact with each other, and let people create companion mods more easily. The main mod I want to make is a "companion" mod (which would actually include a lot more than just a companion), but that will depend on if I have the time to do it. I'm not working on them at the moment. I'll remain patient and wait for the Creation Kit.

    Q:What are some of your favorite games besides Skyrim?
    A:Mostly I'm looking forward to Mass Effect 3 at this point. I usually go for games with story and characters over action and flashy stuff. I play a lot of Adventure games (when I can find them). RPGs (Dragon Age, Mass Effect, etc). Assassin's Creed is good, though I haven't had time to play past the start of the second game. GTA. The Ultima series, when I'm feeling nostalgic. The Ultima and Quest for Glory series' are probably my favourites of all time.

    Q:Do you have any advice for aspiring mod authors?
    A:Choose something small and work from there. It is nice when you create something that is the first thing people mention when asked "What mods should I install?", such as happened with my Unofficial Morrowind Patch, but that takes time and you'll never get as much recognition as you hope for. Nude Females was an extremely simple mod for me, and in some ways I have gotten more back from it in a few weeks than I did from the UMP in years. The UMP is in the Hall of Fame for most Morrowind mod sites, but Nude Females is the first mod of the month on the Nexus, won a prize at A site we've had to banlist because they continue to spam mod authors with advertising links, and in four weeks has been downloaded 115,000 times just at the Nexus. But don't make mods for the love and adoration of the fans. Most mods aren't going to be downloaded by thousands. Almost every mod will receive some (or in my case with Nude Females, a lot of) negative feedback. Mod because you love it. Share it for the community.

    Q:And finally, do you have anything you would like to say to our readers out there?
    A:Go easy on Bethesda. They've given us an amazing game. It isn't perfect, but it is still better than pretty much everything else out there. Patches will come. They won't come overnight (and they shouldn't, or we'll get more v1.2 issues). But they will come. Try to remain positive. SteamWorks has a lot of people frightened, but let's just wait to see how it turns out. Whether it is good or bad, it won't really matter. We will always have the Nexus.

  • 26 December 2011

    FXAA Post Process Injector wins 2nd place FotM

    posted by Galahaut Site News
    The 2nd place File of the Month for November was FXAA Post Process Injector by Retspadez, with 351 votes. Unfortunately we were unable to reach him in time for this set of interviews. In place of the interview (for now), here is some information about the mod.

    The FXAA Post Process Injector allows you to "enhance your graphics with FXAA and a variety of post processing effects, including bloom, sharpen, technicolor, sepia, tonemap, vignette, and more." The mod currently comes with 4 presets, or you can customize the settings yourself. Many settings chosen by others can also be found on SkyrimNexus (run a search for FXAA).

    The injector is not compatible with mods that replace d3d9.dll except ENBseries. In fact, Retspadez recommends using Enhanced Shaders, which includes the ENBseries patch.

    With 351 FotM votes and over 2100 endorsements, the FXAA Post Process Injector is very popular. If you haven't already, check it out. You can see a (slightly outdated) demonstration video below; there are more videos and plenty of screenshots available on the mod page too.

    Check back tomorrow for the final interview with the author of November's winning File of the Month, and don't forget to cast your vote for December.

    Update: Erroneous information about 1.3 removed. Thanks for reports.
  • 24 December 2011

    Interview with NebuLa1, November's 3rd Place FotM Winner (Skyrim HD)

    Another of Skyrim's File of the Month winners for November was NebuLa1, with Skyrim HD - 2K Textures. Skyrim HD won with a total of 318 votes. Below you can read his responses to our interview questions.


    What was your inspiration for creating this mod?
    When I played Skyrim for the first time, I was overwhelmed of the atmosphere, but after some hours playing I noticed that the textures had a good style but they were definitely too low-res. I don’t necessarily need HD textures, but this 512px disasters just ruined the atmosphere for me. Right on the first day I tried around with replacing textures, and showed them to a friend. First of all I didn’t even planned to release anything to public or replace many more textures, but then after some days my friend told me to upload it here and within a few days the clicks were exploding! My inspiration is pushed by the amount of good feedback from people who love the game even more with my textures.

    What did you find most enjoyable about the creation process of this mod?
    It is hard to say. I think I just have fun when working on this. I also really love the “before and after”- effect.

    What were some of the challenges you came across making this mod?
    Since I got so many clicks I try to listen to the users to create a better experience for everybody. The hardest part there is to find the “average-opinion” which most of the users have. There are many users which have another taste in style, but it is hard to fit with the taste of everybody at once. Technically, the hardest part for me was matching the textures to seem realistic, but without exceeding the engine limits. I have had the experience that almost all of my texture replacements cannot be just “photographed and integrated” without editing them, because if the textures are too photorealistic without a bit of artistic style in it, they just look extremely flat. It is actually just normal mapping which makes the textures more 3-dimensional. I hope the Creation Kit or future updates will bring up more possibilities.

    What was your favorite and least favorite parts of the tools you used to create Skyrim HD?
    I mostly use Photoshop for everything that has to do with creating and editing of textures. My least favorite part of Photoshop was definitely the Price, everything else was fine. My favorite part of Photoshop is its possibilities, which helped me creating good textures.

    Roughly, what was the total time it took for you to put this mod together so far?
    Wow, that is a hard question. I do not write down the hours I put into this mod, but now with the working time for 1.2, it is definitely in the three-digit area. For three weeks I worked several hours a day on the 1.2 Update, based on how much free-time I got.

    Do you plan on any more new features in your mod? Specifically anything not listed on your mods page on the Nexus?
    My main goal is to recreate the overall atmosphere, so I try to work on everything that bothers me in the vanilla version. Even if there is already a mod for something it doesn’t mean I will not work on this. I love to give the things my own style.
    If I figured out certain things I’ll possibly mod other things than textures.

    Do you have other mods you are working on or do you plan to create other mods in a team? If so, what might those be?
    Every other mod-part I’m working on will be integrated into my “Skyrim HD” Project.
    Currently I also do not plan to work in a team with others. It is not because I don’t like teamwork, but because of the fact, that I try to create a complete mod with my style. If I would connect my work with other modders, I would need to give up a part of my style.

    Tell us a little about yourself. Where you are from, what are some of your other hobbies outside of games?
    I’m from Germany. This is why my english is not that good sometimes.
    I spend a lot of free time into music, video production, and design. Besides doing things on the computer I regularly go to the gym, cinema, club and other pretty average things. I’m not that nerdy however it may look ;)

    What are some of your other favorite games if Skyrim isn't the only game you play? Any other game genres besides the RPG style games that Bethesda publishes?
    To be honest, I don’t spend that much time in playing games. Skyrim was the first game that totally impressed me. Besides Skyrim I also sometimes play Call of Duty, Anno, Crysis 2 or some other retro games, but not regularly and mostly not for very long.

    Do you have any advice for aspiring mod authors?
    Don’t do it just for clicks! If you upload a mod and just having in mind that you want to have many clicks you will not get happy with your work. Of course everyone wants appreciation for his work, but don’t try to force it.
    And don’t forget: There will be always haters (at least a few): Just ignore them. It’s simple: If you get angry, you loose ;)

    And finally, do you have anything you would like to say to our readers out there?
    I want to thank everybody who likes my mod and supports me!
    Also a special thanks to “brandon2u” for his support and the help in the forums. Without him I definitely would have had much less time for the 1.2 Update.

    Thanks to NebuLa for participating in the interview and for creating Skyrim HD! Check back tomorrow for the interview with the 2nd place winner, and don't forget to vote for December's File of the Month (even one vote can make a difference!)