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Everything posted by z929669
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I am unable to submit a feature request or enhancement via the bug tracker. When i click 'Submit', I am presented with a js error in the top bar: ("error":null) Applies to FF and Chrome
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wanted Donate Button/Link for Mods in MO?
z929669 replied to z929669's question in Mod Organizer Support
OK, I wasn't sure if that was the best place to do it. thanks -
Does anyone know if there is an existing feature request to add a Donate button for mods in MO (similar functionality as the Endorse button)? If not, I'd like to make such a request and add it to the appropriate queue. Rationale The late, failed, aborted pay-for mod Steam Workshop "marketplace" fiasco really brought mod-author donations to the forefront as a 'better' means for providing MAs with opportunity to earn some compensation, freely given, for their work, freely given away. Making the option to donate more prominent would be a boon for mod authors, which would reinforce the health of the community overall and provide some potential added modding 'fuel'. More importantly for MO, including a donation feature would set MO apart from the competition. It would be a great selling point to MAs as the only mod manager that provides this feature. Let's face it, attracting MAs increases MO's exposure and thus attracts MUs. It may well positively affect MO's rather diverse reputation in the modding community. Thanks, z
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I have never understood why Bethesda never approached the SKSE team (and sheson) to offer them jobs or compensation for massively extending the game and its capacity and then incorporating these mods as integral patches. Definitely will happen, but only after they get their heads around it this time ... and they will bring in key community members to help, I'll bet. THIS ... I think this should be a MO feature request if not already ... everyone go and vote that up! The community is definitely thinking about donations to contributors right now. STEP even got a spike of donations in the last few days (but we still don't regularly get the $/month we need for hosting, and I always cover the diff myself ) As I posted on his latest article ... improving the donation system and making it much more prominent will buy the loyalty of MAs who may well get more compensation freely given than via required purchase. There would be at least as much incentive to supply one's mod on Nexus same as on SW. STEP will explore some ways to improve donation rates for MAs as well. We can see about providing links to donations for accepted mods and mention donations to MAs more prominently in general. See top of forum, top of wiki main page, and top of wiki STEP guide ;) ... we also have one hiding somewhere on our Nexus page I also posted as much on Dark0ne's most recent blog post: MAs should have a structured payment system for mods that meet objective, clearly-defined minimum criteria. A pay-for system and/or a good donations system would be good, but the former needs to be implemented in such a way that it does not cause significant reactive panic and rancor. The half-baked recent attempt at implementing was just scary and probably did lasting damage for some key members of the community that probably will never again be members of the TES/Fallout modding community as a result.
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I neglected to mention that users of both systems will also be quite different: Pre-built PC users [& maybe Mac users :P] (like Steam Workshop users) will be relatively inexperienced and ignorant of a lot, thereby potentially giving SW an 'iffy name (and the guffaws of the modding community)Home-built PC users (larger modding community of yesteryear) are more technical and informed, and somewhat self sufficient. ... THIS ... not to mention that a very large proportion of mods available today would not be viable without your memory patch and Boris' work! Arguably, these 'patches' have facilitated Bethesda's ability to even make this stuff happen at all. You should be getting a 1-5% cut of ALL profits as far as I'm concerned ;)
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FYI: here is the web page that leads to much of the current and relevant information on this topic. Follow the links and read the main articles. I am starting to think that it may be possible that pay-for mods (and Steam Workshop in general) will follow the analogy of the pre-built PC versus the home-built PC ... The pre-built (Steam Workshop mods) is all packaged up and (supposedly) ready to go, but ... there is always bloatware and proprietary configuration relics that are more tailored to the provider than to the user (e.g., to decrease the support burden to the provider).Subsequent upgrades and customizations are often not possible or extremely limited .... compatibility often sucksThese are usually rinky-dink machines that on the surface look clean and professional, but underneath the hood are just a mess of garbage.The home built (open, freely-available mods) ... is the product of research and testing.Optimal configurations and compatibility are primary drivers. Upgrades are relatively easy, and the user is almost always happy and in a position to make pragmatic changes if necessary with relatively little outside helpThese are usually more powerful systems that fit the user (and the user range) beter and ultimately have much longer longevity and relevance.The Steam Workshop may have (or may acquire) a few good mods, but many of the best WIPs and customizable mods and modding utilities are (will be?) on the open web.
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Yep, Gopher gets it and so do others ... wonder why Valve and Beth didn't get it? My guess is that they just wanted to start making $ as quickly as possible that felt that it would all work out after the initial pandemonium. Never mind about alienating select MAs and MUs forever.
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The problem about pay-for mods is not that MAs want to get paid for their work, but rather the behavior of MAs and MUs, given this new information about mods being sold as opposed to being given away freely. Some MAs are pulling their mods off of Nexus to prevent a-holes from stealing them for thier own credit to make $ on Steam.Some (many?) MUs are downloading mods like crazy before they are pulled.Some MAs are sabotaging their Nexus mods (heard this about SkyUI, but not sure if it is true) or creating different versions on free sites versus Steam (as if mod versioning was not confusing enough already in many cases).Some MUs are slandering MAs for opting in to the pay system on Steam. The problem is and will be more related to outright reactive panic by the modding community. It is pandemonium, and it could change everything, albeit unnecessarily. I can't say much for the Beth/Steam implementation or timing either. This is a real mess, IMO, and the blame lies solely on Valve and Bethesda for not implementing this in a more piecemeal or controlled fashion. They should know more about market reaction than they seem to and that they could possibly taint the very opportunity that they are interested in. Very unprofessional at this point. Hope it gets cleaned up fast, but it is a fire drill right now.
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Why so much MO hate? (semi-rant)
z929669 replied to Octopuss's topic in General Skyrim LE Discussion & Support
As I posted to Arthmoor at AFK: Posting snippets from other forums out of context not only increases the rancor, but it throws both threads off topic. Let's go to the relevant communities/forums to post within context. The OP is fine but it does invite criticism here and elsewhere (particularly due to the reference to the external forum and snippets from there), so I am not surpized that the old arguments are resurfacing :P -
Just FYI, You could always download the optimized textures that I have already optimized from the Nexus site, or you could use Tony971's. Side note: OP updated
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I abhor the 'like' system, as it does not provide the functionality that the other system provides (no member reputation perk, no thread highlight), and it is more akin to a popularity contest. I am actually leaning towards either a less abuse-prone version of the current system (daily voting caps) or a positive-only system. The image and phrase on the thread highlight can and should be changed, but that is a nice feature that visually flags posts of particular interest in all forums in addition to best answer, etc. This is nice for those browsing the forums. I enabled this feature to provide an example and will see about changing the image. EDIT: I changed the post highlight using CSS. Would rather not fret about the image or the text, but could be done as well. The important thing is that it stands out without looking gaudy or 'busy' ... also, we can certainly consider opening up the system to staff; however, keep in mind that our staff do a lot of 'work' around here in addition to 'play' and 'fun', so keeping the staff morale up as much as possible is important. Adding staff to any rep system (positive or both), might be depressing ... just in terms of not having positive ratings as high as other staff or certain other members. It could also bias staff behavior to be more lenient in moderation, and we are already pretty lenient around here.
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Adding a button is not really an option, as it will not transcend skins or IPB updates (it is part of the editor interface, which will likely see an overhaul in IPB v4). This is something to post about on the IPB forums as a software enhancement. Spoilers are pretty common on all forums, and the BB code is pretty simple. We have a custom spoiler here, and you can point people to this thread (it is already in this forum, so I have pinned it).
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I like the idea of up votes = "informative post" (as opposed to "I agree with this post"), or up vote = "thanks for posting this". However, remember that people will often vote emotionally or abstain emotionally ... rather than objectively. So any system will ultimately be contaminated to some extent by +1 votes and abstinence non-votes, regardless of definitions. There is also the point about being able to remove a positive vote, which is same as current system without allowing a negative result (hard limit at zero), unless one can only remove one's own vote if previously voted (which makes no sense at all, unless it is emotionally driven based on something unrelated to the post in question). I will look and see if there is an easy way to change the messaging and the definitions in an obvious way and to what extent the built-in system can be configured. I'd like to see more votes/opinions though, so let's see what happens over the next day or two. EDIT: I also forgot to mention that you can see any member's reputation details from their profile page (see left nav bar: Reputation). This will list each post that has a vote up/down, and the total equals their reputation as seen when hovering over their user name anywhere on the boards or at top of their profile. This alone is useful for finding potentially useful content (or poking around to find drama). The IPB reputation system is either positive only, negative only, both, or the 'like' system (as FB, which I agree rather 'sucks'). What I cannot determine without making the change is if up voting under the positive only system allows removal of one's own up vote, removal of anyone's up vote or no removal at all. The current system does not allow removal, but it does effectively allow cancelling out of up votes (one reason I like having negative myself). I assume that vote removal is not possible, but I am also afraid that if I change the system, I could wipe out whatever polarity of votes are no longer allowed in the event I want to switch back (need to test in my VM if I can get it up and running). Here is some info on the built-in system. EDIT2: I also forgot to mention that one can see rep posts for given and received from the user profile. Also, I did lower the number of post up votes required to highlight the post with a tag (see example from our most splendorous member), so this addresses one of Keith's wants, I think. I also turned on the display for number of votes a post has recieved, so a bit more informative. There is no simple way to change the definitions or behavior of up/down voting though (besides up/down versus 'like' system). I could change the hover-over popup text though with some minor annoyance by changing the built-in template, but that is less than ideal.
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As a matter of fact, I have been keeping track of the rep system for quite some time, and I have noted that we have a large preponderance of posters with positive marks, a giant number with neutral or no marks, and a scant few with negative marks (all of which are quite low). Since there is no easy way to get aggregated stats via the boards, I checked using SQL ... Across all posts: Total positive (thanks) ticks = 2497Total negative (sod off) ticks = 345 (nearly one third given by a single member, whom will be addressed elsewhere)# members gave at least one positive vote = 304# members gave at least one negative vote = 42member with highest # positive votes given = 323member with highest # negative votes given = 100rounded average # positive votes per positive-voting members = 8rounded average # negative votes per negative-voting members = 8 (just coincidence that they are the same)As you can see, these numbers do not bespeak any flagrant issues other than the single poster that attributed 100 -1 votes across 100 posts (probably all in one day, as the limit is 100 votes per member per day). Many active members vote at some frequency, and the evidence is consistent with 'good' use of the system overall. This means that rep rating (as seen on ones profile page) is probably a fair indicator of the contributions of the individual as 'good', 'neutral', or 'bad'. ;) Don't forget that administrators around here think differently than members. We look at everybody as more-or-less 'members' and put out fires here and there ... we administrate. Members look over their own and others' profiles much more frequently. They look at member actions and stats at a much more granular level than we do. The persons with positive numbers both give and receive post votes (both good and bad) more frequently than other members (
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It doesn't apply to staff simply because we can easily attract lots of post 'like/dislike' (or 'thanks/stuff it') spamming. Any user can 'like/dislike' a post at any time, so rep can technically go up or down based on any historical posting behavior, but it usually applies to relatively recent posts. It definitely encourages civil posting behaviors for the most part (and also encourages helpful posting), except for a few bad apples, but that is the point. Great point about the +1 posting. We don't get much of that around here, which is highly beneficial, since it reduces worthless posting significantly as well as statistically inflated post counts. That is another good reason to keep it around, IMO.
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The user's rep appears on their user profiles as 'good', 'neutral' or 'poor', and we have several people with 'good' and quite high ratings, so I think it is a good positive reinforcement, and those users will likely not want to see it go. As an example, go to the 'members' area and sort by post count. Neo, CJ2311 and Keith have very high ratings, and hishutup is up there as well. Gyro, GraphicsJunkie and BrainFever are examples of the scant few I found with negative (red) ratings, and I think this is telling and a good indicator of behaviors and who to watch out for. Octopuss even has a positive rating, since his behavior around here as improved .... the community usually speaks accurately in aggregate, regardless of minor instances of misuse. Moderators and admin are excluded from the system already, otherwise you guys would likely have 'phenomenal' ratings. s4n doesn't like it either, but I still see no indication that the system is not accurately flagging our positive contributors as well as our very few negative ones. People with no rep, or those with bad rep will prefer not having the system, but those with high rep will like it. human nature. I am not inclined to get rid of it unless the majority of our good-rep users also don't like it (that means they have to speak up unprompted or comment on the topic without being primed or biased beforehand). Only Octopuss fits this cat so far. Let's see what we get from the community on this thread. positive rep members have proportionally more weight to add to this conversation in my mind. Here is a screen of the behavior:
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FEEDBACK Wrye Bash/Smash/Flash Patcher updates
z929669 replied to Sharlikran's question in Wrye Bash Support
SGD does, depending on plugin used.- 41 replies
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- wyre bash
- wrye flash
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(and 1 more)
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[WIP] Mator Smash
z929669 replied to Mator's question in Mator's Utilities Support (archived, read-only)
I have messed with it here and there and generally understand how it's done, but I have not worked it enough to do it fast. I did dive into localization stuff for SGD though, which is a bit of a PITA. I recently did some Git training as well, but I am not yet committed to contributing to the patches at this point. I go all or nothing pretty much, so one of these days I may take it up and train with SRB's processes. -
Looking to make an update to a STEP Guide
z929669 replied to SirGarnon's question in Other Utilities Support
SPM is a pretty good tool for assessing effects of ENBoost and the memory patch. I have used it for a couple of years now and never noticed that we had any doc on it. -
FNVEdit->Missing "001205A6" collum
z929669 replied to AyleidRuin's topic in Fear & Loathing in New Vegas
No big deal. Just locking the thread for posterity. -
If you hide a TOC on any page on the wiki, it stays hidden everywhere until you unhide it. My guess is that it is a cookie. This behavior spans sessions but is browser specific. If you hide in FF, it will remain hidden in FF but not in IE or Chrome. Hard refresh or closing/reopening the browser has no impact, and the previous setting sticks. Same goes of all of the browsers. Not sure when/if it expires though. s4n would probably know how to determine exact behavior.
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Also, why the heck are there ampersands in between the template calls on the mod pages? Also, these do not collapse as do the examples on the template page .... none of this is explained in the template doc, so need DY or someone else to illuminate.
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It is the div and the mw-collapsible class I think. Adding a style to the parent div element may do it. Otherwise, I will likely need to modify some of the skin CSS. Also need to define a modified li element.
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I was talking more about the giant horizontal space between Options (see aMidianborn), the vertical space above the buttons, and the horizontal space between the 'bubbles' and the outer borders. I will give it a go EDIT: I reverted back to DY's last version, as the spacing is better in that for now. The real issue (in addition to those I noted above) is the large spacing above the bullets. Reduce that, and the above-mentioned, and it will be much tighter without losing any readability
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I agree. We can make mention of alt3rn1ty's and Tony's stuff in the guide (not sure Vano's is relevant anymore) There is still the option of decreasing the margins/padding in that template. there is too much whitespace and wasted real estate, IMO.

