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z4x

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Posts posted by z4x

  1. 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.

  2. 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.

  3. 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:

    1. If mod author "A" blocks mod author "B" from his content, make it automatically block author "B" from "A's" content
    2. Remove comment requirement for content blocking (currently you can't block someone if he hasn't commented in your files)
    3. 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.

  4. 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

     

     

     

  5. 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".

  6. 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.

  7. Updated from some older versions (probably the one from september 11) directly to 0.16.5 skipping 0.16.4.

    1. It asked to change downloads location, I accepted default location on C:\...\Roaming\...
    2. then I figured out that it was C:\ and I don't want to keep mods on C
    3. 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?

  8. 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).

  9. 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.

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