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Arthmoor

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About Arthmoor

  • Rank
    Horkerborn
  • Birthday 04/06/71

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  • Website URL
    https://www.iguanadons.net/

Profile Information

  • Gender
    Male
  • Location
    United Socialist States of America
  • Interests
    Programming, Modding, Gaming, Forums, XHTML/CSS, Astronomy, Movies, Politics, Conservative Values, US Sovereignty

Recent Profile Visitors

11140 profile views
  1. Undecided where to move my site

    Didn't see this before but I second the suggestion for Linode. They have some very cheap plans and should have a datacenter close enough to Sweden to be ideal for you.
  2. Oblivion BSA extraction

    Yes, everything in that document applies to both LE and SSE. It does not necessarily apply to other games. Those would need their own research to confirm.
  3. @Kelsenellenelvian See, I figured I was probably a party to the thread Anyway, yeah, I should probably add mention of that in the OP. I guess there must not be a lot of mods that have underscores in their IDs.
  4. NAM0/NAM9 Subrecords Overridden?

    We don't know if that record disobeys Rule of One in Oblivion or not. Mods changing those records are rare so there's basically no source material to go by and nobody had any reason to suspect a problem with it back in the day. That document on merged records should only be assumed valid for Skyrim (LE or SSE) and nothing else.
  5. That same registration barrier is why we have basically no issue with spambots though. Tradeoffs (we expect people to need to look stuff up btw, bots usually can't)
  6. I don't remember this about underscores, but this mod is full of them in cell and worldspace IDs. If this is the case for why it's not working when ported, then it should be added to the documentation for that, along with a reference to where it was originally discussed. And yes, I would not be surprised if I was in that discussion originally
  7. [RELz] Dawnstar

    Dawnstar has always been described as a large port city with a lot of activity. What was presented in the game didn't quite do it justice, but until recently putting one's finger on why wasn't so easy. As it turns out, Dawnstar was run by cruel heartless nobles! The miners were condemned to live out their lives neck deep in grime in the mines. Well no more! Now these poor miners have homes like everyone else, and in the process Dawnstar feels more like that larger port city we've been told about too. With six extra homes in it, that shouldn't be much of a surprise. Plus the miners will now go home to sleep, and visit the inn after their shifts are up too. So there will be some of that missing activity now too. * Each NPC now has their own home. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area, including trees, that account for the changes. My Patreon Page: https://www.patreon.com/arthmoor Download Locations AFK Mods Bethesda.net - PC Bethesda.net - XB1 Skyrim SE Nexus Installation Requirements Skyrim Special Edition 1.5.3 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Nexus Mod Manager Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure NMM has the mod activated. Installation - Manual Drop the .esp and .bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the .esp and .bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility Compatible with Falskaar - Dawnstar dock addition from Falskaar remains accessible. Compatible with Bring Out Your Dead. Will not be compatible with other mods altering the city layout. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  8. Dawnstar

    Version 2.0.0

    2 downloads

    Dawnstar has always been described as a large port city with a lot of activity. What was presented in the game didn't quite do it justice, but until recently putting one's finger on why wasn't so easy. As it turns out, Dawnstar was run by cruel heartless nobles! The miners were condemned to live out their lives neck deep in grime in the mines. Well no more! Now these poor miners have homes like everyone else, and in the process Dawnstar feels more like that larger port city we've been told about too. With six extra homes in it, that shouldn't be much of a surprise. Plus the miners will now go home to sleep, and visit the inn after their shifts are up too. So there will be some of that missing activity now too. * Each NPC now has their own home. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area, including trees, that account for the changes. My Patreon Page: https://www.patreon.com/arthmoor
  9. [RELz] Dawnstar

    Dawnstar has always been described as a large port city with a lot of activity. What was presented in the game didn't quite do it justice, but until recently putting one's finger on why wasn't so easy. As it turns out, Dawnstar was run by cruel heartless nobles! The miners were condemned to live out their lives neck deep in grime in the mines. Well no more! Now these poor miners have homes like everyone else, and in the process Dawnstar feels more like that larger port city we've been told about too. With six extra homes in it, that shouldn't be much of a surprise. Plus the miners will now go home to sleep, and visit the inn after their shifts are up too. So there will be some of that missing activity now too. * Each NPC now has their own home. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area, including trees, that account for the changes. My Patreon Page: https://www.patreon.com/arthmoor Download Locations AFK Mods Skyrim Nexus TES Alliance Dark Creations The Assimilation Lab Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Nexus Mod Manager Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure NMM has the mod activated. Installation - Manual Drop the .esp and .bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the .esp and .bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility Compatible with Falskaar - Dawnstar dock addition from Falskaar remains accessible. Compatible with Bring Out Your Dead. Will not be compatible with other mods altering the city layout. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  10. Dawnstar

    Version 1.0.0

    2 downloads

    Dawnstar has always been described as a large port city with a lot of activity. What was presented in the game didn't quite do it justice, but until recently putting one's finger on why wasn't so easy. As it turns out, Dawnstar was run by cruel heartless nobles! The miners were condemned to live out their lives neck deep in grime in the mines. Well no more! Now these poor miners have homes like everyone else, and in the process Dawnstar feels more like that larger port city we've been told about too. With six extra homes in it, that shouldn't be much of a surprise. Plus the miners will now go home to sleep, and visit the inn after their shifts are up too. So there will be some of that missing activity now too. * Each NPC now has their own home. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area, including trees, that account for the changes. My Patreon Page: https://www.patreon.com/arthmoor
  11. Translations bethesda.net upload

    If you can do a search for *.* and have that work, that's pretty cool. I didn't know that could be done.
  12. Oblivion BSA extraction

    The main reason there's no such document of records that merge at runtime is because there's not likely to be any beyond dialogue trees for Oblivion. So nobody ever suspected it was necessary to look for that kind of information. Skyrim has more systems embedded into it that came with the ability to do this. Systems Oblivion doesn't have, like the Story Manager.
  13. Wrye Bash - All Games

    I wasn't asking for it to be immediately implemented, just wondered how feasible it would be to monitor a user's tracking feed on Nexus and inform them that updates are pending. That old "Open At" feature isn't really what I had in mind, but if it could be made to do this that would be fine. And no, I am definitely not proposing any sort of auto-update. Nor am I even proposing that Wrye Bash be hooked up to the Nexus API to make that possible.
  14. Dead link

    Are you using any sort of proxy on your PC? If so it's possible the proxy has cached the old result, though that really should not happen. It's the only explanation I can think of that could account for every browser on your PC returning a bad result but your phone getting a correct one. When I refer to "offline copies" I mean the HTML documentation that comes with each of the unofficial patch downloads.
  15. Wrye Bash - All Games

    Gonna throw this one out there as a feeler for now in a future version. How feasible would it be to interface Wrye Bash with the tracking list for a user on Nexus so that it can see when mods get updated and mark them as such somehow in the UI?

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