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Nico coiN

Unofficial Patch Project
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About Nico coiN

  • Birthday 07/11/1975

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  • Gender
    Male
  • Location
    Wiwiland, France
  • Title
    Moby Duck

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  1. I have updated my mod description with the following:
  2. Unfortunately, I'm 100% confident in the fact that Bethesda will NOT fix an almost 10 years old game...
  3. 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.
  4. 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?
  5. 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.
  6. 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.
  7. 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.
  8. Small mistake in changelog: The correct bug entry is #28943, not #28493
  9. 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.
  10. Actually, PS4 version of USSEP adds the proper keyword to sunhallowed arrows only...
  11. GOG.com : Wasteland 2 Director's Cut is 100% free for a limited amount of time, as a gift for the "winter sales" opening.
  12. Try the direct-download link from nexus.
  13. This is an intentional designers choice. Orcs are beasts, warriors and brutes by nature. Generic/feminine gestures just don't match with this nature.
  14. @DayDreamer : I don't really know, but I wouldn't be surprised if all the animations and AI related to horses was updated for an upcoming CC content still to be announced. Something like new mounts (other than actual 'regular' horses) that would share the same assets, and/or that would be able to hide/move for advanced features (attack, ambush ?)...
  15. @DayDreamer : No new CC content related to horses AFAIK, but the latest "Skyrim - Patch.bsa" archive has new/updated horse animation files in it, and an "imperial saddle" mesh.
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