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Posts posted by z4x
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Tbh I don't really understand what this person wants. You blocked someone and they can still download your content... and you don't want that? Or what?
Title alone is self explanatory. What part you don't understand?
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The mod author has wide latitude to block users because it is THEIR COMMENT PAGE.
Exactly, let me block whoever I want from MY COMMENT PAGES, just like you can block mod authors by writing their name.
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If "A" is causing problems on "B's" comment page and "B" bans "A" to put a stop to the problems, that doesn't mean that "B" was causing problems on "A's" comment page. There is no reason for an automatic reverse ban.
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.
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Because blocking is meant to allow the mod author to avoid having to deal with problematic users. It's not meant to be retaliatory, so having it automatically place a reverse block makes no sense at all.
Not sure if you realize but some modders are also users, and having multi account (user, modder) is not officially allowed.
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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.
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Rather than 1000 downloads make it 1000 endorsements. :)
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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.
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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.
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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
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Version 0.16.12 - these downloads from 0.16.5 are still here. Is there any plans on fixing this issue or we need to reinstall tens of mods one by one?
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As of version 0.16.10 the issue with downloads is still not fixed!
Additional info you may find useful:
- these downloads ARE linked to already installed mods (metadata is here)
- reinstalling (overriding) mod, from mod tab, removes it from downloads
- reinstalling 100+ mods to manually fix this issue is not viable solution
So they just sit there for some reason, but since the metadata is recreated you could perhaps loop through all installed mods and hide their "downloads".
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Didn't want to make new thread since it's related to this one and is already explained above, but installed files that were listed as "not-yet installed Downloads" are still not properly linked with installed mods ( version 0.16.8 ) and still sit in Downloads. Not sure if it was supposed to be fixed in this version though, just informing you.
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They are still listed under "not-yet installed Downloads" but it fixed the duplicates at least. Waiting for next release and full solution I guess!
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Any chance for some repair option for next update that "Queries Info" for each installed mod and re-links it with the files from downloads folder? Or we are forced to reinstall hundreds of mods and set all dependencies again on each update?
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Updated from some older versions (probably the one from september 11) directly to 0.16.5 skipping 0.16.4.
- It asked to change downloads location, I accepted default location on C:\...\Roaming\...
- then I figured out that it was C:\ and I don't want to keep mods on C
- so I changed downloads to "D:\Games\...\downloads" in app settings
After restarting Vortex all of my downloads appeared as BLUE "never installed files" in addition to the already installed ones. They don't have their meta data (download source isn't "Nexus Mods" but "none"). And "Reinstall" button on the already installed mods doesn't see these downloads.
Consider it as bug report but also feel free to suggest me if there is anything I can do other than reinstalling my whole mod list one by one?
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These are mostly cosmetic mods, why they had to update Skyrim.exe (thus breaking SKSE) for that?
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Well all i do know is that its been almost 48 hours since skyrim got updated, and usualy it takes 48 hours for a new skse to come out after skyrim gets updated.
It's true for Fallout's version (F4SE), but SKSE is like 10-20 times bigger and can take much longer to update.
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If that's the case, it would be possible to set up a RegisterForRemoteEvent call on the actor.It's possible those functions now only work on the actor with packages, and not a reference alias with an alias package.
Did anyone try either of these solutions? RegisterForRemoteEvent or attaching directly to Actor?
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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).
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Not sure if its right topic, but is there an option to change priority of mods (not plugins)? Aka what overrides what? Also if there is way to see conflicts?
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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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Does anyone know if non-player actors are still unequipping items when changing cells (OnUnload) without sending OnUnequipped event?
It has been fixed in Fallout4, I'm curious about Special Edition?
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Its much better, it shows more mods on main page and it doesn't look like 2005 site, finally.
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SKSE depends upon hundreds of addresses inside the Skyrim binary. It depends upon knowing the internal class layout of the engine code and leveraging functions from Bethesda that we have uncovered. It also needs to patch the binary and functions so that our code is invoked properly- and this is a massively different process on 64-bit. Simply taking a look at the differences in what our code looks like between SKSE and F4SE will tell you that there is a huge amount of work to do.
Hey, since you probably have it disassembled already, would you mind telling us if SSE is really FO4 engine with Skyrim assets or its just 64 bit compilation of old Skyrim with some modifications like some people say? It would clear a lot of misunderstandings we see these days.
Why mod author content blocking doesn't work both ways?
in Site Support
Posted
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/