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Offkorn

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    Baldur's Gate 2

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  1. In response to post #17325099. #17331509, #17333589 are all replies on the same post. I'm getting a "There was an error moving your file in to the proper directory on the server. Notify an admin." message myself. Which in many ways is worse.
  2. The only way what your describing should be possible is if the CT version were placed in an override location that were overriding JX's files, and if it's happening with that file then it should be happening with all of them. Incidentally, the above reason is while you really shouldn't have any Mod-specific subfolders within your core override folder at all. All the files in there should either be loose with no subfolders whatsoever or grouped into filetype-specific subfolders, and there should be absolutely no .erf files in there. That ensures that you will only ever have the version of a file active that you want active. The only reason the JX Mod is packed with a subfolder is because I get far, far too many people who don't understand how the DAO override system works and rely on things like Mod Managers to manage their conflictions/installations (which is an absolutely awful idea for this particular game due to the tiered override directories and .erf format), and that subfolder in most situations should ensure the JX files are loaded last. How your installation managed to load CT before JX is something of a mystery, unless you went and re-named the subfolder to something other than "zz_JX Resources" or CT is in a subfolder that comes up even later in alphabetical order. If your directory structure isn't in English, that also might play a part in how the alphabetical order is decided.
  3. This game was apparently denied. Is there a particular reason Mods for it are not allowed? Or was it just that the particular Mod I tried to upload was not allowed (a spell effect magnitude tweak)? Considering the game has a Modkit, it can't be due to lack of developer support.
  4. Nothing beyond the manifest.xml files and the .cif file need to be contained in the dazip. Everything else can be packaged however you want.
  5. I was having this issue as well. Then, just as I was going to use your fix... it played out naturally. It may be time-of-day based. As in this instance I had waited outside the palace until 8:30 AM (I arrived at 8PM), then when I entered to use the console command the event turned out to have fired on its own.
  6. In general this is a good idea, however the fact that authors can choose whatever tags they want (regardless of whether they actually fit or not) and the subjectivity of many tags raises some issues. In particular won't work very well due to two things: 1) Mods that have multiple language versions made by the same author. 2) Mods that are 'universal' and thus have all languages checked due to not containing in-game text. Block the 'x' language tag and you block out a bunch of language-neutral gameplay changes or re-textures as well.
  7. Can't see how this is a good idea. All it does is clutter things up with cross posting and make information more difficult to find by having to follow two threads per Mod rather than one.
  8. Don't know where the instigator lives, but there's currently a lively debate in the USA as to whether DDoS attacks are actually criminal since it can be considered a valid form of protest. Similar in Real Life to picketing a business.
  9. I suppose this is the reason lawyers make so much money. Even when they state something in a straight-forward manner, no one understands it until they hire their own lawyers to translate.
  10. What they actually said was: Note the underlined portions. As Dark0ne said, they have no issue with it but Bethesda has to sign off as well.
  11. Not sure if it's the same Mod or not, but there's a download for a version 1.5 over here. The site is mostly in french. 'Telecharger' = 'Download'. I got a 404 error the first couple of times, but it eventually went through.
  12. If it was truly 100% your own work, then yes. The vast majority of Mods however require the developer's game to work and are, as such, derivative works that may or may not be (which appears to be what that poster is wondering) subject to the developer's EULA. It's one of the main reasons I never understood why certain Modders are so... vehement about rights issues. If the developer has given 'you' the right to Mod their game, and 'your' Mod would not even exist without their game, then what exactly gives 'you' the right to deny others the right to Mod your Mod?
  13. "Restricted" means the author actively does not want their resources re-distributed. "Unset" means the author has either abandoned their Mod or does not care whether or not the resources are re-distributed.
  14. One of the many reasons those options should default to 'unset' rather then 'restricted'. This is basically a redux of when Tags were implemented, except in this case only the author can set permissions. Which is a huge problem for abandoned Mods (of which thee are quite a few).
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