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Wolfstorm

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  1. Looks like the only way was to use two water planes, switching one for the other. scriptName defaultOnActivateMoveWater extends ObjectReference ObjectReference property Water01 auto ObjectReference property Water02 auto ObjectReference property WaterMarker auto Int property WaterSpeed auto EVENT onActivate(ObjectReference triggerRef) Water01.TranslateToRef(WaterMarker, WaterSpeed) Water01.disable() Water02.enable() EndEvent
  2. I'm trying to lower water in a dungeon, after using a valve, but, while the water element go down, the swiming animation and imagespace modifier still plays in the game, like the character is still under water. Here is the code, made after a script found in the Mzark Wonders mod: scriptName defaultOnActivateMoveWater extends ObjectReference ObjectReference property Water auto ObjectReference property WaterMarker auto bool isDone = FALSE Int property WaterSpeed auto Sound Property WaterSound auto EVENT onActivate(ObjectReference triggerRef) If(!isDone) WaterSound.play(self) Water.TranslateToRef(WaterMarker, WaterSpeed) isDone = TRUE Endif EndEvent The issue is that, in Mzark Wonders, the water is going up. But here is going down. How do I get rid of the swiming animation? Is it possible to make water to go down?
  3. Or I'm doing something wrong? There are two statues, set with initially disabled. Then you have two levers, each lever enable one statue. Then you have a pull-bar, to open a gate. The gate will only open if the two statues are in place. So you pull the two levers, use the pull bar and that's it, gate opened. But Papyrus is not recognizing the IF. It just open the gate already at start, with or without the statues in place, it makes no difference. Here is the script: Removing the ( after the IF had no effect. Using "and" in place of "&&" will not compile. The SetOpen works both with a door, a gate, or a traplinker (for gates that uses movable spikes).
  4. Yes, but I was using a example from the Nexus to talk about Bethesda EULA. For the Nexus, I think permissions should be permanent. Once set, they can't be changed. And there should be only yes or no, and not "ask", because this causes anxiety in many mod authors, and anxiety is bad for mod making. In any case, you can always choose the second option, and have every port illegal. In both options, there would be no paperwork distracting the mod author and/or porter, no bureaucracy, and hence more freedom of movement for the author. Instead, what OP presented is even more paperwork than the usual, with screenshots of permissions being regarded as forgeries by default, causing even more conflict between mod authors, exposing them to public scrutiny, and of course, blocking many from releasing their content.
  5. Would not be much easier to change the EULA for the SDKs of these games, and apply mandatory open-source to every nif and plugin? Or is there a legal impediment for it? I think that would have the effect of dramatically reducing the number of folks willing to publicly release their mods...... Just make a pool among the userbase. Give them these two options: Option A: everything becomes open source (nifs, plugins, etc) as long as the original authors/providers are mentioned in the credits. In this way, there could be many ports of the same mod, but the original authors would be able to endorse one of these as a "official" port. Option B: every port is turned illegal, unless made by the original author/provider. In this way, many ports would be deleted, even when having permissions, unless the page is put into care of the original author (alongside the porter). This would be much better than subjecting mod authors to constant humiliation and anxiety. Some months ago I played a port of ORS for SE. When I turned back to the page (to check for possible updates), it was gone. The authors had previously given permission to the porter, but later revoked it, and the mod was removed. This kind of situation just shows how it is pointless to ask permission, so it is much better to have a yes or a no right on the start. But then, I'm curious about why Bethesda choose this "proprietary" model, when in every other modding scene nobody cares. Was a legal issue? Was a design decision? Why they took this decision? Back in Oblivion days parlor drama was very isolated, today it is the norm, so we can pinpoint it to the Creation Club. But now CC content is free (through updates), so why Bethesda still keeps this model?
  6. Would not be much easier to change the EULA for the SDKs of these games, and apply mandatory open-source to every nif and plugin? Or is there a legal impediment for it?
  7. Since May 2021 I only share mods in platforms that enforce a open source model. So for me this will make no difference.
  8. No, the modding community is already dead. What you believe it is a community is nothing but a collection of cliques. Bethesda only wants to sell products. Updates means they care for the new customers, which helps to build hype for the next products.
  9. OP will still have to deal with pre-emptive censorship. Search engines ignore 90% of internet content, unless you pay for "exposure" on them. So, even if he succeeds in making a website, players will not be able to find it.
  10. And it got worse in the last decade. Before you could buy a product that lasted for ten years or more, now expect five at most. My monitor from 2008 lasted until last year, when the backlight started to fail. Now I don't know how much my current one will last. I know the gradients are worse on it, when I apply high contrast. The cars you mentioned, they could last 20 years when Henry Ford was alive. Today in 2 years they are already breaking. It is even worse with buildings. You have mansions from 300 years ago standing up and doing well, whereas the modern building is already old after 10 years. The more the economy grows, the less products last. And the less they last, the more trash you have, which causes pollution. A toxic ground, then, will produce toxic food.
  11. You can do like me and launch a blog in wordpress, then store your mods in a cloud.
  12. Mod authors who don't mind having their assets used by other authors actually play the game, as they will benefit from the extra content the other authors will provide to him. Mod authors who don't play the game, by contrast, will be jeaulous of the other author using their assets in a bigger mod, hence will order takedowns, depriving players of content. OP said it is the majority, according to his findings. So the majority don't play the games they mod and are in it only for DP. It is YOUR problem if YOU can't connect two logical assertions.
  13. Citation needed. That which can be asserted without evidence, can also be dismissed, without evidence.... OP provided the evidence. It is up to you if you accept it or not.
  14. Most mod authors don't play the games they mod. They do it only to gain fame and recognition, so that they can get a job in the game industry. Hence the restrictions in relation to their assets. If someone else use their assets in a bigger work, they will not have the lights on them, even if their name is mentioned in the credits.
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