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TheWilloughbian

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About TheWilloughbian

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  • Birthday May 23

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  1. TheWilloughbian

    HDT SMP for SSE?

    Too much like work. I figure updating the appmanifest will essentially be the same thing. Just less files to mess with.
  2. TheWilloughbian

    HDT SMP for SSE?

    I've never had an issue. I keep Steam in offline mode so it generally isn't a problem. But, every once and a while Steam will force you to confirm your account to play Skyrim. This just makes it so when you go back in offline mode, Steam forgets that an update is required. This method has saved me a few times from being forced to update. I don't think the SteamBD files have the appmanifest. I think it's something the Steam client writes when the game is updated or when an udate becomes available. There's lots of ways to keep Skyrim from updating. This is just the method I've been using.
  3. TheWilloughbian

    HDT SMP for SSE?

    C:\Program Files (x86)\Steam\steamapps\appmanifest_489830.acf It tells Steam what version you are running. You set this to "read only" And set Skyrim to only update when you start the game, This way you can stop Steam from updating Skyrim unless you want it to by keeping it in offline mode whenever you start Skyrim.. What I'm wondering is if I can make Steam think I'm running the latest version by editing the appmanifest to match the latest version. This way I don't have to worry about the occasions when Steam makes me login/go online to confirm my account. Just a thought I had and wanted to try it out. I don't need the file, I just need to read the text.
  4. TheWilloughbian

    HDT SMP for SSE?

    https://bethesda.net/en/devnotes Can/would someone copy/paste the text from the new app manifest, please.
  5. TheWilloughbian

    HDT SMP for SSE?

    I say we hoist the colors.
  6. TheWilloughbian

    HDT SMP for SSE?

    In a pinch ,though, I've just just swapped the EXEs. But, yeah, you're right.
  7. TheWilloughbian

    HDT SMP for SSE?

    I've been away a while. I tried the CBBE SE when it was first released and it was my opinion that Dimonized UNP was weighted much better in the shoulders so I stuck with that. The fact of the matter is you can put just about whatever slider set you want on any mesh. I don't see why people get so worked up about it. Use what you like. I guess I'm still use to how modding was back in the early "2000s". People weren't so stingy about it. That's one of the things I miss about the old NWN modding community. It was sort of expected that assets released might show up in other mods, whether modified or not. Then again NWN is a D&D game. Imagine if Sir Berners Lee had the "It's Mine! Mine!" attitude about the WWW. We might not even be having this conversation in this venue. So yeah, I'm very supportive of opensource as a whole. Especially opensource modding. It might be a bit socialistic of me, but...……. Also, I have updates "disabled" as well. In fact I'm still running 1.5.23. Back up your EXE files, kiddies. Sucks about the lurkers. I had no idea. I might have to tinker with that one.
  8. TheWilloughbian

    Aether Suite SE

    Pretty sure this is 3.7.0
  9. TheWilloughbian

    Mods and Money!?

    As for incentive to make mod able games. Well, if you look at the download counts for games on Nexus, Skyrim has 1.4 billion. That's a LOT of ad revenue. I don't see modders getting a cut of that. I'm sure Bethesda has noticed this too. The thing that's likely too keep free modding going, is the fact that console gamers aren't making any mods... Yet.... Up until now, it's pc gamers making all the mods. That might be the next thing. Toolsets/Building Kits for console. Didn't Sony have a thing like that? "Mods for consoles" is still rather new. And I really think it's the driving force behind the "Paid Mods Movement". I'm sure people at XBOX were like "What do you mean, Free??? No. No. No. Microtransaction." It will be interesting to see how it works out.
  10. TheWilloughbian

    Mods and Money!?

    Having been around long enough to have watched the internet/World Wide Web evolve from the start, I would say the biggest reason for it's success (an understatement, I know) is the fact the creators fought to keep it non proprietary and free. The WWW is public domain. Other similar ideas failed because they tried to make their thing proprietary. The notion Sir Berners-Lee had, was to create a platform for the free and instant exchange of information and ideas that everyone could access. I've watched it change the world. That being said, it was inevitable that someone figured out a way to commercialize it. Which, was kind of sad, because an unregulated internet/WWW was a beautiful thing. I blame Metallica. Now the web is mostly a vehicle to market to people. Don't get me wrong I enjoy the convenience of being able to search and buy goods and services online. It just feels like sometime the powers that be, forget that, technically speaking, no one actually "owns" the WWW. The hardware that make up the "internet" is a different story, but anyone with the gear can set up a server that can be accessed on the WWW if they like. Now to the subject at hand. Toolsets, Creation Kits, Map Editors, whatever you want to call them, coming with PC versions of games is a long standing "tradition". The first game I made a mod for was Star Wars Galactic Battlegrounds. I haven't played any Lucas Arts games on PC for a long time so I don't know if they still come with toolsets, but they used to. The next was NWN. Then Morrowind. Unreal Tournament Mods were also popular at the time. So user mods for pc games is nothing knew, but back then it was just sort of a "cool bonus" that was done on the side to give people with an interest in gaming a crack at the tools the devs used. What has changed the landscape so drastically, is being able to use mods on the console versions of games. The hitch is that console gamers can't really troubleshoot mods. No console commands, no way to look into the guts of whatever mod isn't working right. No way to fix a mod that is "broken". The solution Beth came up with is the CC. A way to "guaranty" the functionality of mods for consoles. Whether or not that is going to be the model for how they handle mods for all their games in the future remains to be seen. If they try it, I don't see it being as successful as open modding has been. Now, whether or not people have a right to be paid for their "mods"... The way I see it is thus. Original assets, models/textures, are the property of the creator. If the creator chooses to sell these, or give them away it's their business. The question arises when these assets are placed into a "product" that can be used with a given game. If someone wants to released their work through a distributor that charges money for mods, I guess that's their right. I might be not buying, but then again I don't have too. Are there some mods that I would make a donation to the creator if I could afford it? Certainly, but one of the things that is so appealing about this hobby, is the fact that it can be enjoyed with a very small to no budget. The stance of the Free Modding hardliners is important in the fact that it does help to keep game modding free and open. If the modding community as a whole just let Steam, Bethesda, or whoever just role over us, without any resistance, we could lose a great media for creative expression, or start seeing access to it being far more restricted. One of the things I like about video games is how they bring together the various artforms and make Art something so immersive and interactive. I know I wouldn't be able to enjoy it as a creative activity, if it wasn't so affordable. Well this got way to long...
  11. TheWilloughbian

    HDT SMP for SSE?

    Groovy. Thanks.
  12. TheWilloughbian

    HDT SMP for SSE?

    I'm still running SSE 1.5.23 and SKSE64 2.0.6 myself. It's been running perfectly and there haven't really been any SKSE mods released that make me want to update. I wouldn't mind trying out OSA, but I haven't looked into whether or not it's version dependant.
  13. TheWilloughbian

    SMP Capes SSE

    Someone already did a conversion. The link is kind of buried in the SMP SSE thread. I haven't tested it yet, but here's the link.
  14. TheWilloughbian

    HDT SMP for SSE?

    thank you.
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