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RadioactivatedRed

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  1. It looks like the EA CDN downloads for the DA:O toolset are no longer available. I found EA's old profile on CNET, complete with active downloads from (oof) fourteen years ago, though. Dragon Age: Origins Toolset - Free download and software reviews - CNET Download
  2. They really are great with communication, that's what I love about them.
  3. Not every mod page will list compatibility issues, sometimes you just need to hunt it down yourself. There's no guarantee that a mod author has used, or even heard of, whatever else might be causing problems in your load order. You might need to hunt through comments to see if others mention an issue, or just try running without other mods as a trial to see what happens. For every reported incompatibility, someone out there was the first to discover it. There's always a chance that person could end up being you.
  4. The author was already banned from the Bethesda site for the same thing, iirc.
  5. Just for future reference, downloading random mods that have been pulled from every legit site off an obscure site in a language you can't read is a really bad idea. Like, I'd start running a malware scan yesterday level bad idea. (and I mean that sincerely- run a malware scan as soon as humanly possible. Now. This very second. Before you do anything else.)
  6. The quick and dirty way is to just hit ~ to open the console and click on the object. Usually the first two digits will indicate which item in your load order created it (IE anything that looks like 2812345 is created by the 28th item in your load order)
  7. That's not how this works. The mod belongs to the author, unless they have given express permission or have indicated open permissions on the mod page itself, it can't be ported. To do what you're asking is a violation of the Nexus TOS, Bethesda's TOS for their mod site, and the creation kit EULA. This isn't one of those "better to ask forgiveness than permission" things, since whoever does it is likely to be banned here and on the Bethesda site.
  8. I had some similar weirdness with a different larger-settlement mod that seemed to allow settlers to start moving from one to the next. (In my case, Mr. Abernathy decided to pop over to Red Rocket and hang out there, occasionally walking to Sanctuary and back). It wouldn't entirely shock me if that was just a glitch with expanding the settlement borders.
  9. Considering that would require entirely new animations, I'd say "simple" couldn't be further from the truth.
  10. Thanks- that's super helpful!! I probably will need sub-categories, but this is a great jumping off point.
  11. Is there a super low level walkthrough for adding script-injected menus to the workshop? I've seen the demo script on nexus, but since I haven't touched a line of code since college like 15+ years ago, I'd feel a bit more comfortable following something a bit more step by step before unleashing a project into the world. (I know it isn't necessarily the best option because of user error, but my biggest mod adds so many furniture objects that the vanilla menus become mired in scroll-nightmare-hell with it installed, so this seems the most reasonable option).
  12. What's wrong is that someone made it, it belongs to them, and it's not yours to "just grab."
  13. Same. I also noticed, earlier today, a lot of mods had the a note on them saying they were still being scanned, as though they had just been uploaded- even things that had been uploaded for months.
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