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dtom1962

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  1. As some one who joined this community before it became the Nexus. I thought I offer my view both as a mod user and author. Console Mods and Bethesda.Net 1. Allowing modders to produce mods for console users is a good thing. 2. A major games studio putting modding at the heart of its longevity strategy is a good thing. 3. Having alternative sources of mods is a good thing. As long as Bethesda.Net does not seek to be the Exclusive source of all mods, then its presence is an opportunity rather than a threat. 4. Mods for consoles will by their nature need to be packaged in a certain ways to allow them to run. Modding Piracy and Theft. 1. Regardless of legal technicalities, using someone else's work and claiming it as your own is morally wrong. There is no justification for it. Ever. 2. A mod author is entirely within his rights to withhold his work from Games, Workshop, Bethesda.Net or indeed the Nexus. They don't need to justify this. It's their work. The don't want to offer their work to console users, then so be it. You gave a number of possible reasons for this, but the most important one is "because I don't want to." End of. 3. Several authors have for various reasons moved work form this community. Regardless of the reasoning for moving, their right to do has been honoured. When others have uploaded their work without permission, Nexus has acted to remove it. 4. When third party commercial rights have been infringed, Nexus has acted pro-actively to remove the offending content. 5. Nexus has done this because without it, modders will simply stop doing it. My largest mod took me around 1200 hours to do. If i had even an inkling that my work would have been stolen by others and presented as theirs, I wouldn't have done it. Back then their were very few choice about where mods are released. My work was uploaded without permission to other sites, but they were small rogue modding sites. Some of the darker forces at work on the periphery of the modding community are the reason I no longer release mods. I still mod, but I don't release. 6. Bethesda needs to understand this. Allowing thefts to occur and doing nothing about it will lead to a reduction in large scale modding of their games. If you want mods, you need mod authors. If you want mod authors you need to protect them and their work. Bethesda games are the most modded out their. This community if largely responsible for that. Nexus has zealously protected Mod Authors from abuse and their work from theft. Bethesda needs to recognise that they have a moral obligation to do this as well or risk killing the community it is trying to nurture. 7. If Bethesda.Net does become a robust community resource, over time Mod Authors will use it. The Steam Workshop has learned lessons and is moving forward. Indeed several excellent mods have been released exclusively to that site. The Way Forward. 1. Clearly, much depends on Bethesda recognizing that there is an issue. 2. They need to establish a moderation service. It does not need to be a paid service. A group of community volunteers would gladly do the job for free. That's the thing about the modding community. We all do what we do because we love what we do. It's not about the money. One of the consequences of Bethesda's on going hands off approach to the community that mods their game is that at times its clear they don't understand us. The missteps over paid mods is an example of this. 3. Another example of this is their lack of empathy for modder's work being stolen is another manifestation of this. When their work is under threat (Skywind/Morroblivion) the call the lawyers, because that is how big companies protect their interests. It will take them time to get this right. It will be interesting to see reactions if the shoe is ever on the other foot. What would they do if a Bethesda.Net exclusive mod was uploaded to another site in violation of the mod authors wishes. 4. As a community we need to stay patient and together. As Bethesda begins to see that the truly must have mods are not being delivered to their platform due to their policy, their policy will change. They get things wrong. The paid mod fiasco being an example of this. However, they do respond eventually to criticism, the paid mod fiasco also illustrates this. 5. In the meantime, modders keep modding. I am so excited to see the big mods that the CK will make possible. As a community we need to support our mod authors. If you know a mod is on Bethesda that has been stolen, write to them and complain. All of you. Insist of a robust scrutiny and moderation process is put in place on Bethesda>Net and don't use it until it happens. As a community we can influence Bethesda, but only if we stick together.
  2. Been a member and supporter since the TESSource days. It is, and hopefully will remain the very best modding site on the net. Proud to be a life member, and would urge every one who treasures sites like this, to make that commitment. Can't even remember how much I paid, but it was worth every penny. Thank you for sticking to your principles and make all us gamers very happy folk.
  3. Hi Not sure if it helps. Lifetime Premier membership, but not recognized by site. I can access files using NMM but not sure if the slow transfer rate is due to failure to access premier servers. When I try manual down load the site does not recognize me as a premier member My profile still show I'm a premier member I was trying to download Skyrim Book Covers Desaturated files Hope you can get things onto an even keel soon Cheers Dtom
  4. Thanks for the heads up. However, As I read it, this script deposits all ingredients in a single container. I want to sort to individual containers. But I am having trouble getting the script to operate as expected I added some debug statements to see what was going on. Again I've forshortened the actual script for space but I can include the whole thing, under a spoiler tab if you wish Thats when things got weird. Scriptname DTOMSorterScript extends ObjectReference {A script to sort Alchemicals into REF jars} Int TOTAL ObjectReference property objSelf auto hidden Sound property QSTAstrolabeButtonPressX auto Ingredient Property AntlersLarge Auto ObjectReference Property AntlersLargeCHESTREF2 Auto Ingredient Property AntlersSmall Auto ObjectReference Property AntlersSmallCHESTREF Auto Ingredient Property BearClaws Auto ObjectReference Property BearClawsCHESTREF Auto Ingredient Property BeeHiveHusk Auto ObjectReference Property BeeHiveHuskCHESTREF Auto Ingredient Property BeeHoneyComb Auto ObjectReference Property BeeHoneyCombCHESTREF Auto Ingredient Property WispWrappings Auto ObjectReference Property WispWrappingsCHESTREF Auto Event OnCellAttach() PlayAnimation("Open") EndEvent Event OnActivate(ObjectReference akActionRef) if (akActionRef == Game.GetPlayer()) Debug.MessageBox("Gotto Start!") PlayAnimationAndWait("Trigger01", "done") if (QSTAstrolabeButtonPressX) QSTAstrolabeButtonPressX.Play(Self) endif If (Game.GetPlayer().GetItemCount(AntlersLarge ))>= 1 Total= Game.GetPlayer().GetItemCount(AntlersLarge) (Game.GetPlayer().removeitem (AntlersLarge,TOTAL,1)) AntlersLargeCHESTREF2.additem(AntlersLarge,TOTAL,1) Endif Debug.MessageBox("Got Antlers Large!") If (Game.GetPlayer().GetItemCount(AntlersSmall ))>= 1 Total= Game.GetPlayer().GetItemCount(AntlersSmall) (Game.GetPlayer().removeitem(AntlersSmall,TOTAL,1)) AntlersSmallCHESTREF.additem(AntlersSmall,TOTAL,1) Endif Debug.MessageBox("Got AntlersSmall!") If (Game.GetPlayer().GetItemCount(BearClaws ))>= 1 Total= Game.GetPlayer().GetItemCount(BearClaws) (Game.getPlayer().removeitem(BearClaws,TOTAL,1)) BearClawsCHESTREF.additem(BearClaws,TOTAL,1) Endif Debug.MessageBox("Got bears!") If (Game.GetPlayer().GetItemCount(BeeHiveHusk ))>= 1 Total= Game.GetPlayer().GetItemCount(BeeHiveHusk) (Game.GetPlayer().removeitem(BeeHiveHusk,TOTAL,1)) BeeHiveHuskCHESTREF.additem(BeeHiveHusk,TOTAL,1) Endif If (Game.GetPlayer().GetItemCount(BeeHoneyComb ))>= 1 Total= Game.GetPlayer().GetItemCount(BeeHoneyComb) (Game.GetPlayer().removeitem(BeeHoneyComb,TOTAL,1)) BeeHoneyCombCHESTREF.additem(BeeHoneyComb,TOTAL,1) Endif Debug.MessageBox("Got honeycomb!") If (Game.GetPlayer().GetItemCount(WispWrappings ))>= 1 Total= Game.GetPlayer().GetItemCount(WispWrappings) (Game.GetPlayer().removeitem(WispWrappings,TOTAL,1)) WispWrappingsCHESTREF.additem(WispWrappings,TOTAL,1) Endif Debug.MessageBox("Got End!") Endif EndEvent 1. I have all the ingredients in Inventory. 2. I activate the sorter. The messages first appeared in this order Start Antlers Long Bear Claws Honeycomb End AntlersSmall !!!!! Further Testing has shown that they appear in a fairly random way. The only item that is removed is the long antlers However, it does not appear in the container with AntlersLargeCHESTREF2 as its reference and set as the value in the properties window. So the AntlersLargeCHESTREF2.additem(AntlersLarge,TOTAL,1) line does not work as expected. Using Debug Messages I can confirm that TOTAL is being set to the number of Large Antlers in the Players Inventory. and that these are removed, so Total= Game.GetPlayer().GetItemCount(AntlersLarge) (Game.GetPlayer().removeitem (AntlersLarge,TOTAL,1)) is working as expected. Anyone got any thoughts why the additem line is not working as expected. The other ingredients are not touched but this might be because the additem line fails in game? This is so frustratiing. I'm sure its a really small issue, but I've been all around the houses on this one. I tried changing the (Game.GetPlayer().removeitem (AntlersLarge,TOTAL,1)) AntlersLargeCHESTREF2.additem(AntlersLarge,TOTAL,1) to a single line (Game.GetPlayer().removeitem (AntlersLarge,TOTAL,0,AntlersLargeCHESTREF2)) it compiles and removes the antlers but it still doesn't deposit them in the container.
  5. You could be right. But I like the multi container solution. I'm a pack rat and love to store.
  6. Many thanks to Xetrill for helping me with the solution
  7. Hi I'm trying to implement an Alchemy Sorter Script for Skyrim The original Oblivion Script ran somethinmg like this. Scriptname Sorter Short Total Begin OnActivate If Player.getitemcount AntlersLarge >= 1 Set TOTAL = GetItemCount AntlersLarge Player.removeitem AntlersLarge TOTAL AntlersLargeCHESTREF.additem AntlersLarge TOTAL Endif If Player.getitemcount AntlersSmall >= 1 Set TOTAL = GetItemCount AntlersSmall Player.removeitem AntlersSmall TOTAL AntlersSmallCHESTREF.additem AntlersSmall TOTAL Endif End Where AntlersLargeCHESTREF was a referenced example of a unique labelled container. (I've only shown the first two of a much longer script) I've set about translating this to SKYRIM 1. I created unique lablled containers for all the ingredients 2. I then gave each a Reference name. 3. I wrote the script below. Scriptname DTOMSorterScript extends ObjectReference {A script to sort Alchemicals into REF jars} Int TOTAL Ingredient Property AntlersLarge Auto Ingredient Property AntlersSmall Auto Container Property AntlersLargeCHESTREF Auto Container Property AntlersSmallCHESTREF Auto Event OnActivate(ObjectReference akActionRef) If (Game.GetPlayer().GetItemCount(AntlersLarge) >= 1) TOTAL = Game.GetPlayer().GetItemCount(AntlersLarge) Game.GetPlayer().RemoveItem(AntlersLarge, TOTAL) AntlersLargeCHESTREF.AddItem(AntlersLarge, TOTAL, 1) Endif If (Game.GetPlayer().GetItemCount(AntlersSmall) >= 1) TOTAL = Game.GetPlayer().GetItemCount(AntlersSmall) Game.GetPlayer().RemoveItem(AntlersSmall, TOTAL) AntlersSmallCHESTREF.AddItem(AntlersSmall, TOTAL, 1) Endif EndEvent This produced this when compiled I'm confused since the additem follows the syntax in the CK wiki. Also do I really haved to declare properties for every ingredient and Container as seems to be the case. It's such an inelegant solution. Any help?
  8. Hi, It's been a while since I posted anywhere in the forums. I just want to say, well done NEXUS on another great idea. I stopped releasing mods, although I still make them for my self and a few good friends because the reaction of a few ill informed self promoters made it deeply unpleasant to work. The most supportive people around where those who understood the sheer volume of work involved, ie other modders. Dtom
  9. hallo, just saying hi
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