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Nico coiN

Unofficial Patch Project
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About Nico coiN

  • Birthday 07/11/1975

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  • Title
    Moby Duck
  • Location
    Wiwiland, France
  • Gender

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  1. Heya, I'm a bit sceptical about this update: Issues regarding mods disappearing from the built-in load-order tool have been reported, but I don't quite understand if only console versions are affected... So, will our PC version get a new fix/update very soon? And all broken SKSE mods authors should they hold their porting work until this hypothetical close next update? Also : All Creations Language files updated. I can actually tell that it's wrong. Only strings files from the base game, update.esm and the 4 gifted CC from AE have been updated. No other CC content was updated in any way.
  2. Haha, just look at my name here: it's made from my real short surname and almost reversed, making it an almost exact palindrome! I should add that I'm french and that, in french, "coin coin" is the onomatopoeia for the cry of the duck (you have "quack quack" in american), which by coincidence is ALSO an almost unperfect reversed palindrome for my name here! The loop is completed! I am definitely a demented duck!
  3. You either have to purchase all the new AE content, or use a mod that removes this: https://www.nexusmods.com/skyrimspecialedition/mods/58289 If you are playing on XBOX One/Series: https://bethesda.net/fr/mods/skyrim/mod-detail/4243482
  4. As far as I remember (and after 10 years playing Skyrim) this is an intended behavior from the USSEP scripts fixing the racks. They seem completely jammed, but everything goes back to normal once the cells containing them respawns. (28 days ingame I believe, but I may be wrong)
  5. In terms of gameplay all the CC content is very poor. In terms of localization (I'm a french player) the CC content is absolutely terrible. Even Google translation would achieve something better. In terms of lore-friendliness the CC content is highly debatable, but once we are talking about modding we should consider it as an assumed evidence. And should we point once more that even Beth "official" lore already has lots of inconsistencies? In terms of eye-candiness the CC has really nice things. But while I love Elianora's work (as an example), some of her meshes and textures are terribly lacking polishing/optimization. In terms of compatibility the CC contents carry their own dedicated resources and records. And for the AE generally speaking, I'd say that if it doesn't come with new CK and version-control upgrades then there shouldn't be any new problem. In terms of uninstallation, atm and on PC, if I don't like a specific content then I set the brute-force mode ON: I just delete the associated files manually and reload a previous save that never heard about this content. On consoles (and due to the esl flag) it may be another story, but I can't tell... In terms of price it is really overrated. The fact is that while the CC content is light and poor it generates A LOT of money, and Beth knows that. A continuous flow of light "low-cost" added content (please note the " ") is the key to make continuous profits with minimum efforts on a technically outdated game. Beth is not a charity organization, it's a corporation which aim is to make money. So, if they are really offering "for free" at least some partial CC content, then we should consider it as a bait intended to "open our hoarding appetite". While some of us are not receptive to these practices, we should keep in mind that the targets are mainly young people with few "financial means" and paying few attention to the real content value. There's no small profit... All speculation is only... speculation. And as Arthmoor said: "Let's just wait and see".
  6. I have updated my mod description with the following:
  7. Unfortunately, I'm 100% confident in the fact that Bethesda will NOT fix an almost 10 years old game...
  8. Hi everyone. Just a little note to say that issue #55 can now be properly fixed thanks to the latest versions of xLODGen: proper occlusion data can now be generated properly. I will point you to the pinned comment I just posted on the topic for my "Culling data glitch fix" mod.
  9. I just noticed that there's no more .SEQ file in the USSEP bsa archives. Maybe I missed something, but is it an omission or is it now useless on SSE?
  10. Ah, I see the point. That's exactly what I'm doing from the very beginning to fix all typos in the SSE french version of the game. I'm forced to stick with this now, but that was partially an error, and I'll explain why. There are pros: Fixing typos directly in string files avoids overloading the esp with numerous records, avoiding possible conflicts with other mods. It also makes dictionnaries for translation tools much lighter. When you have no Unofficial Patch translation available in your language, your game is then lightly 'polluted' with english text, I agree. But there are cons: Each new game update (I'd rather say each time Beth' adds stubs for Creation Club content, as SSE and FO4 are stable since long. Only the main exe is really upgraded with possible new code)... So, each new game update adds new entries in the string files sets. Strings from the unofficial patch would miss them and may lead to various unknown and unpredictable issues because of this. The unofficial patch would then be broken, and would require to update very quickly just in order to re-insert all the previously fixed typos in the new game strings. That's a not-so-long, but heavy and perilous task that I'm forced to achieve at each update with the automated tool included in xTranslator. I have to confess that I'm not 100% confident in doing this: I fear losing some fixed typos in the process, or completely messing string files... Being forced to push an update just for this reason is a bit time-consuming, uncomfortable, uncertain, and would ideally require an additional bit of beta testing/check, which we just can't afford. And many people claiming we ruined their game is the last thing we all want, right? The game strings files should be considered pristine, cannon and untouchable for this whole and only reason, in the same way as Skyrim.esm or Fallout4.esm. Modifying these 2 files would be highly NOT RECOMMENDED in any way. Once again, my answers may vary a lot if Beth' ever releases official, convenient, secure and reliable tools to do this.
  11. I 100% agree with Arthmoor. Releasing an esp + english string files would mean instant CTD for all other languages that would miss them. However, the actual form will (at least) always work for everyone... Making string files for all other languages would be an extremely time consuming job for a small team and would require a correct foreign language knowledge for second reading, because all translation tools are quite handy but not 100% reliable. I can assure you it doesn't consist of just a few mouse clicks achieved within a few seconds... I have to point out that I am using xTranslator and that I am myself still handling the french USLEEP/USSEP translation since day 1 (but I'm an exception) on both an external french community website and nexus. All other languages had many translators doing the job, very irregularly, and sometimes only once. Having a reliable team of translators would be the solution, but delaying a patch release if some translators are late or missing (we are all working on this on our spare time) is just unacceptable. And you have no idea of the shitstorm that I have to endure if my translation is a bit late (Hey mate, Arthmoor released a new USSEP and we still don't have it in french. MOVE YOUR ASS, OR MAKE ROOM FOR SOMEONE ELSE!!!). I doubt Arthmoor would like to see this kind of behaviour here... So, that's just not feasible. But I also agree with you on the fact that unofficial translation tools make it a lot easier for anyone willing to achieve it seriously and making a second reading! That's why all other translations will still have to rely on the good will from people outside of the UPP team. Here are my answers in the actual situation. They may be quite different if Bethesda makes the official language support available to modders and makes it less retrictrive.
  12. Just a side note: I remember seeing this issue in Windhelm and Whiterun as well: dead NPCs found below the ground (by using the 'tfc' console command). If I remember right I had Open Cities installed.
  13. Small mistake in changelog: The correct bug entry is #28943, not #28493
  14. It's quite unexpected from Sony, but at this moment (and here in europe) Journey™ and Uncharted™: The Nathan Drake Collection are offered to PS4 players. Check here.
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