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z4x

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  1. Just realized I posted it in wrong section, if some moderator is reading this please move it to mod authors section: https://forums.nexusmods.com/index.php?/forum/380-nexus-feedback-and-talk/
  2. Title alone is self explanatory. What part you don't understand?
  3. Exactly, let me block whoever I want from MY COMMENT PAGES, just like you can block mod authors by writing their name.
  4. The functionality clearly wasn't built around "reasoning" in the first place. When "A" posts anything on "B's" comment page then "B" can block him for no reason. People abuse this system because they lose nothing, as long as they don't post on their main account no one can ever block them back.
  5. Not sure if you realize but some modders are also users, and having multi account (user, modder) is not officially allowed.
  6. I can block some other author from all of my content and still have access to all of his mods even though he can't download mine. The same thing happens other way around, its really demotivating working on mods knowing the fact someone who blocked me from his mods can still use mine. Looks like the biggest oversight in the history of this site? Possible solutions: If mod author "A" blocks mod author "B" from his content, make it automatically block author "B" from "A's" content Remove comment requirement for content blocking (currently you can't block someone if he hasn't commented in your files) Remove comment requirement for reverse-blocking only (requires you to be already blocked by other author) TL;DR: If I block someone from all of my content I shouldn't be able to download theirs.
  7. Rather than 1000 downloads make it 1000 endorsements. :)
  8. Not huge fan of these changes, navigation top bar is barely visible, notifications have no thumbnails, mod tracking is moved (couldn't even find where). I really liked that the site theme was blue for Skyrim, green for Fallout4 etc, now it's all gone and looks like mobile webpage.
  9. Good decision with one key per account! It will result in less tiny pseudo mods uploaded on separate pages for the sole purpose of DP farming and selling SkyrimSE keys.
  10. Does anyone know if it's possible to add more Top-Level dialogue topics to vanilla NPCs that have their 4-dialogue scenes defined already? And have my new topic infos to be displayed alongside the vanilla ones in Skyrim style? Especially using XDI mod: https://www.nexusmods.com/fallout4/mods/27216? which unlocks more lines? Example: 1. (vanilla) How do you feel about us? 2. (vanilla) That's all for now. 3. (vanilla) We should go our separate ways. 4. (vanilla) Thoughts? 5. (new) Some custom dialogue
  11. These are mostly cosmetic mods, why they had to update Skyrim.exe (thus breaking SKSE) for that?
  12. It's true for Fallout's version (F4SE), but SKSE is like 10-20 times bigger and can take much longer to update.
  13. If that's the case, it would be possible to set up a RegisterForRemoteEvent call on the actor.Did anyone try either of these solutions? RegisterForRemoteEvent or attaching directly to Actor?
  14. OnPackageChange() OnPackageStart() OnPackageEnd()These 3 events are bugged for me as well, definitely it's not something on your end. But I was testing them on RefAlias too so possibly they only work on Actor script (in Skyrim they worked fine on everything btw).
  15. The only thing needed is to attach this script to any armor in CK, equip it on follower then re-enter Whiterun: ScriptName OnUnequippedTest extends ObjectReference Event OnUnequipped(Actor akActor) Debug.Trace("OnUnequipped is fixed!") endEvent If "OnUnequipped is fixed!" gets printed in log, its fixed. Would check it myself, but I don't have the whole modding setup for SE (still deciding if its worth to switch).
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