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  1. In response to post #47428125. #47428205, #47431185, #47432280, #47433255, #47441410, #47442305, #47450560, #47452285, #47456050, #47457055, #47466255 are all replies on the same post. While I'm not really a fan of Node.js apps, if the new manager functions well without hogging resources (as many of those types of apps do) and doesn't force font smoothing (looks horrible on some monitors), well, whatever works. :p As far as the UI goes, as long as it's modern and relatively simple to use and also implements the advanced features that MO does (hiding files, alternate urls, etc). And I'll have to add to the +virtualization votes. A lack of virtualization is a deal-breaker. I'd rather not play the games at all than have mods without their own installation directories.
  2. Not sure if they actually take stuff from the workshop but just in case, don't store ammo in it. IIRC, they won't take something they don't have ammo for. I store everything in the workshop (except ammo, which is weightless). As far as power armor goes, take out the fusion cores.
  3. Yeah, you can do it with two but then your snap is limited to whatever rotation angle your snap point is set at, which is fine for just stacking them. Personally, I prefer them to snap at 90 degree increments as I rotate them so the textures align. That requires four on top and bottom. The sphere halves are just markers. In NifSkope, they usually display as a wire frame that looks like a thumb tack outline (when you select the root of the point). Just remember that the "head" of the tack is what snaps.
  4. You need at least four snap points, named differently than the original snap points. If they're named the same (or derivatively) they'll snap to the other snap points and you don't want that. - Increase the count to 9. - Name the four new ones something that won't allow them to snap to the original points. Say, "P-Stack-Floor". - Put two on the bottom, on opposite sides with the "flat" part of the marker pointing out. (The horizontal leg pointing in if you have NifSkope's green wire frame for a marker). - Put two on the top, same as above but instead, put the "flat" part of the marker pointing in (the leg pointing out). The flat parts will on these four will now snap to each other when stacked. Couple of notes: - As mentioned above, the "flat" parts of the snap points are what snap together. - If you want to be able to snap-rotate the floor (have the floor snap into place every 90 degrees as you rotate it), you'll actually need eight total points (4 on top, 4 on bottom). - Always click the rotation input to Euler. It's easier to deal with. - Don't rotate the points to a vertical position or else the objects will free rotate and won't snap their rotation to each other. I just did something similar, but with some stack-able cabinets. Works pretty good, though the "draw" on the stack snaps tends to feel a little stronger than the edge snaps.
  5. Again, there's nothing inherently wrong with wanting to be rewarded for what you do. "If you're modding to make money, you're doing it wrong" is really not that difficult of a statement to grasp. It merely means that if your only motivation for creating mods is to make money, you probably shouldn't bother. That's not what a modding community is about. As I mentioned before, a system where the modding sites reward authors or even a donation button/page is more than reasonable and sufficient. Of course, this is assuming Bethesda even allows it.
  6. Don't get me wrong, if you make a mod, you ultimately get to decide how it's distributed. If that distribution includes compensation, that's on you. My comment wasn't meant to imply that one's good works don't deserve compensation, but rather if your reason for modding is to make money, you're doing it wrong. Not sure if Nexus could do something similar, but Curse uses an "author rewards" program where they basically split up a portion of the subscription revenue and give it back to the authors. Not sure how the algorithm works exactly, but it's pretty fair.
  7. Going to have to disagree with this. Sharing a mod with users implies no obligation whatsoever. "Paid Mods" always have been and always will be a bad idea. If an author is creating mods to make money, they're doing it wrong. That's not to say that there's anything wrong with authors having a donation button/page, as long as it's optional. As both an author (other games) and user for decades, I will never put a mod behind a pay wall, nor will I support or recommend any author that does. If you want to make money, go make a shitty video on you tube and flood it with ads. :tongue:
  8. Hoping that they're on the brink of releasing the 2.0 update. Ethreon would probably know, but we'll have to wait and see.
  9. Not using anything that affects settlements, as I didn't want to screw up my save game until I'd finished the game and DLCs.
  10. I tried that as well. The Nuka-World settlement doesn't appear in the list while in the Commonwealth. :/ I wish that were the case, but I don't think it is. There's no lag or delays when doing anything else in regards to assignments. I'm starting to wonder if perhaps my killing the raider leaders has perhaps failed to trigger some flag that identifies the settlement as a Minutemen settlement rather than a raider outpost or something. Thanks for the replies. :)
  11. I've run into an issue that I can't seem to find a solution for. I've completed Nuka-World by killing the raider leaders and then turning on the power, managed to (finally) get some settlers at the Red Rocket in Nuka-World but when I try to set one up as a provisioner, the "Send To" list is empty. I've also tried it with an Automatron (as per one suggestion) and encountered the same problem. Anyone have any suggestions or perhaps something I may be missing? Thanks in advance. P.S. I tried to post this on Bethesda's forums but they seem to be the antithesis of "user-friendly". Nothing seems to work there. :/
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