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About drmmrdude22

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Steam and Bethesda remove paid modding from Skyrim Workshop
drmmrdude22 replied to Dark0ne's topic in Site Updates
In response to post #24750659. #24751234, #24751479, #24751989, #24752184, #24752194, #24752214, #24752369, #24752499, #24752619, #24752624, #24752694, #24752819, #24752834, #24752854, #24752944, #24753079, #24753134, #24753249, #24755354, #24755649, #24755674, #24755734, #24755859, #24756679, #24756804, #24757029, #24757049, #24757199, #24757929 are all replies on the same post. Modders don't have any legal right to claim they should get compensated for their work. I think this point has been raised quite a few times, but to reiterate: they are using Bethesda's IP - w/o Bethesda's say so no mod author would be legally allowed to charge for their mods. This is ENTIRELY different than say, a musician, or an artist, or some other creative type. The scenario mentioned about painting something and selling it on the street is entirely different than a modder creating something and trying to sell it - the painter OWNS THE PAINTING BECAUSE ITS THEIR INTELLECTUAL PROPERTY. They, therefore, have a right to sell it. If someone isn't willing to pay for it then they don't get it. Honestly, maybe its just the goggles of nostalgia but the Nexus and modding Bethesda's games were so much better back in the days of Morrowind and Oblivion. Usually communities become better when diversity is brought in but there are so many viewpoints now (some of which are completely against what the Nexus was originally created for) have made this community become quite toxic. 10 years ago (and still to this day) I would never charge or even accept donations for a mod. And its entirely against what this community was founded on to do so. -
I agree that the ramifications about collaboration and sharing would need to be worked out. I want to hold out on the principle that modding is "a labor of love" (Emma), however I don't think that Valve (and this Bethesda) are now of the mindset that this principle can remain. Once they've got those dollar signs in their eyes, I don't see them changing their minds. As a community we will probably only be able to accept this new system as it is, or accept a place in a middle ground. Thanks for your input, i appreciate it! I want more than anything for this whole stupid system to eradicated; just want to be sure that's clear.
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Hey all, I'm gonna copy in a post I made on Reddit giving a suggestion about how Valve and the modding community can meet in the middle. I'm a firm believer myself in that the modding community should always remain moneyless, and that it should even get rid of the donation button entirely. My PERSONAL opinion is that I would never (and have never) mod for financial gain at all, under any circumstance. But, I know that is an opinion, other people probably WON'T share it, and I've accepted the fact that this is not what's best for almost anybody. However, I think this proposed solution might be a really good common ground for all parties involved: mod users, mod authors, Valve, and Bethesda. If it gets enough attention, I think they would take notice and this might be the start of how everyone can benefit. Anyway, without further ado, here it is: I initially thought of this when I was skimming through Areanynamesnottaken's comment here! and he mentions something along the lines of voting for mods, and if enough mods get enough votes, they become eligible for being a paid mod. I feel like this satisfies a number of concerns that I personally had (not all, but certainly more than the current system). It alleviates the issue of purely cosmetic cheapskate mods becoming the driven factor for profiting, it allows a community-based oversight system that was pretty much already around anyway (for anyone using the Steam Workshop), and it will still help Valve and Bethesda (and the modders) get a share of any money they want to be entitled to. So, what do you guys think? Does it suck? How could it be improved? Should we disregard it completely and only accept an all-or-nothing policy?
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In response to post #24639104. #24641969 is also a reply to the same post. This is exactly right. I respect everything you've ever done, Dark0ne. I've been here for a LOOONNGGG time. Some of my most cherished memories of childhood have been finding great mods for Morrowind/Oblivion and using them to expand my game time by thousands of hours. And to be honest, I'm pretty okay with the idea that Bethesda can take a small cut of any mod I download - they have fostered the modding community since the beginning, but I don't agree that Valve should necessarily get a cut of it. Valve is trying to "fix" a system that was never broken. Back in the days of modding Oblivion and Morrowind, I can't think of a single author (that I downloaded from, anyway) that would have said he modded because of the potential for financial gain. I know I've never modded for financial gain. It destroys the spirit of modding. And yet, here we are. Dark0ne mentions how the slippery slope from DLC, Season Passes, microtransactions, etc. all started with a simple single gesture in one game and got blown into the proportions it is today. But yet doesn't realize that it is EXACTLY what will happen once paid modding becomes a thing. I don't need to have a degree in Economics to realize that all a company has to do is look at the history of these other systems and BAM! Why would they ever support free modding again? To continue supporting a community they've helped developed for 20+ years? When money's on the table, you really expect a company to do the altruistic thing? It would be different if it were Todd Howard himself who made that decision. But its much more complex than that and in the end, rarely does altruism breed in a corporate environment. Just my two cents. I've probably exaggerated on the statement from Dark0ne but I feel like I need to get this point across to people that are watching an oncoming tsunami approach and feel that they have the power, resources, and volition to do anything about it when its at their doorstep. Now is the time to fight for this. Not later. NOW. EDIT: I guess what bugs me more than anything is that people have principles. Companies don't. Principles make something honorable. I have principles: like that I would never ever request nor accept money for doing something as a hobby. Then its not a hobby (to me) anymore. But a company...why would a corporation care about the feelings of a community? Its sole purpose is to make money for someone(s). It doesn't feel things...community's do. People do. I do.
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In response to post #23596219. #23596384, #23596664, #23597949, #23599274, #23599649, #23600629, #23601894 are all replies on the same post. I think Forli has an interesting point: the idea of crowdsourcing mods to develop a UGC (love this term, btw) economy and help give financial support to authors that could really use it. This system would need to be REALLY fleshed out, and I know crowdsourcing is a point of contention for many people (I definitely don't see it as the end-all-be-all myself), but for a modding community I think the concept could carry real weight when compared with the proposed alternative. This would be especially true if Bethesda and other mod-supporting developers supported this idea and didn't make mods a strict pay-all-or-nothing system. Now that I think about it though, I can't really think of any benefits a crowd-funding system has over a purely buy-to-play but I do think the concept warrants consideration as an alternative.
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Script help, need Form Type ID
drmmrdude22 replied to Deleted3507349User's topic in Oblivion's Mod troubleshooting
The information close to what I believe you're looking for is buried in this code: <xbuttony> <ref src="cont_button_haggle" trait="clicked"/> </xbuttony> This line I'm sure delegates the "Y" controller button as the shortcut for the haggle button on Xbox. The problem I'm having, and perhaps you now as well, is determining if this line of code can be replaced to referencing a keyboard key instead, but I'm not sure a) if it can be done, and b) where to go to find out how it could be done. I'm not an expert at XML myself, but I think I have enough of a grasp that I know this is what causes the Xbox version to function like it does, because I've been able to adjust various other UI elements assuming that philosophy and the effect was just as I expected. Digital - you mentioned you want to be able to navigate the UI without needing to use the mouse. Let me try to set you up with my entire /menus/ folder; go through the message_menu, container, map, inventory, and dialogue menus and look at what I have done. I am using DarN's interface so a lot of his remarks are in there. Also, feel free to compare it with the Stock Oblivion XML's which I'll also put in. I guess I'll try to put in a shared Google folder - one will be my /menus/ folder and the other will be the stock ones. https://drive.google.com/folderview?id=0B40O3mUV0uACaklmYkFBSEg4WU0&usp=sharing Basically, the lines you should be interested in that allow you to navigate the UI without the cursor are the lines that look like this: <xleft> <ref src="cont_tabs_prev" trait="clicked" /> </xleft> xleft and xright are buttons that the PC version of Oblivion understands even though they appear to refer to DPAD left and right on an xbox controller. So, simply find the command you want to assign a control to and assign it. The only issue is that you can only assign the 4 directional buttons to any menu command so far. For instance, if I wanted to use the haggle shortcut like on xbox, I would have to make the line I posted earlier that referenced haggling like this: <xup> <ref src="cont_button_haggle" trait="clicked"/> </xup> This assigns the up arrow to the haggle shortcut button. In addition, you could change the trait="clicked" portion to trait="mouseover", and that will allow you to just mouseover that option instead of clicking it like a shortcut. The problem with this approach however is that you want to be able to use the up and down arrow/direction keys to scroll through the item list in a container, as detailed in this line of code: <!-- This element is a list item. If it gets an input command it doesn't know how to handle it will defer the command to its parent. The xlist trait set to true triggers this. --> <xdefault> &false; </xdefault> <xlist> &xitem; </xlist> <xup> &prev; </xup> <xdown> &next; </xdown> <xscroll> <copy src="me()" trait="listindex" /> <sub> <copy src="cont_scroll_bar" trait="user8"/> <div> 2 </div> <ceil> 0 </ceil> </sub> <add> 1 </add> </xscroll> That is sort of a template method of doing item cycling in containers using the directional buttons of a keyboard. It is consistently used across all the interface xml's with each using some different variables for src's depending on the context of the menu UI. I believe the parent file that heads all this information is master_menu_file in the stock Oblivion XML folder. I gotta peace out ATM but let me know if you are able to get anywhere with this, or if I'm on completely the wrong track in trying to help. I'm currently working on getting Skyrim's controller functionality up to par - especially when it comes to interfacing the controller with SkyUI's MCM tool. Otherwise I'd be all over this. -
Sup community!? So I'm going to just copy the message I sent to user @digitaltrucker who is also working on a controller support mod: http://www.nexusmods.com/oblivion/mods/45646/? Also, let me explain what I have so far: I am actually using this with an XBOX One controller (just love the feels of it over the 360)I am using DarN UI's interface modHowever, I am using modified XML interfaces of his. I'd be more than happy to share my XML's with the community once I have made them functionalI can use my controller to navigate through containers, look around the map (including dragging the map and mousing over it), navigate through the inventory (dropping is a simple 2-button click), cycling through messagebox menusI can basically cycle through everything, just don't have the shortcutsPartially functional analog movement (see below for further explanation)Here's what I don't have: Fully functional analog movementXbox button shortcut key behaviors I've been having really good success in JoyToKey. I've discovered that I get functionality of my xbox controller both with and without the iUseJoystick setting active. My results have been that with the joystick disabled, my game can behave in the way I expect it to for a PC, i.e. no analog support for movement. I really love the analog movement adjustment on the console versions though, so I have been trying to figure out how this could work. What I've found is that with the joystick activated, I am able to get an analog movement speed in the game, but the effect is really wonky. Depending on whether I've toggled on always run the analog behavior performs as expected up until I have the movement joystick pushed fully in a cardinal direction (i.e. up, down, left, right). The character doesn't change his animation to fit with this though, so it looks awkward because tilting the joystick enough for a walk speed, in reality my character just looks as if he's performing a slow motion run. I don't care about that much about how it looks, the functionality is excellent but again, only up until the stick is shifted fully in a cardinal direction. I haven't figured out why this is yet. If the joystick isn't toggled to always run, the joystick behaves in a dual-nature way: joystick angle from 0 to mid-high results in character walking, but an angle from mid-high to full results in running. This is not a bad combination either, though it still is not the full analog support I'd like to have. I'm sure the explanation for why I'm getting these behaviors is within the pudding, but I haven't found it yet. The keys I've mapped to the controller in JoyToKey are pretty standard, i use the directional keys for the joystick movement (which also allows me to navigate menus and interfaces), and have the right joystick mapped to cursor movements (and acceleration is also featured in my profile too, which is really nice). All the other keys I have mapped to their standard buttons on the keyboard and controller, and they work just fine. My other main issue I am dealing with though is navigating the UI. I'm trying to edit and work primarily with controls in the UI part of the game (e.g. navigating the dialogue menus, book menus, inventory/containers, etc.). I'm having extraordinarily good results I think with simple navigation of the messagebox menus, cycling through items in containers, and even the dialogue menus. But the XML code for many of the menus make references to buttons on the console version of Oblivion. For example (and I'm sure you may have seen this yourself), in the book menu, there are controller directives for xbox controls: 1.<xbuttonlt> <ref src="book_prev" trait="clicked"/> </xbuttonlt> 2.<xbuttonrt> <ref src="book_next" trait="clicked"/> </xbuttonrt> The xbuttonlt and xbuttonrt refer to the left and right triggers of an xbox controller, and is consistent with what I know the console version uses. My question then is can these references be replaced with directives for a keyboard key? If we could do that, then that key can just be mapped to any of the controller buttons, such as using the right bracket and left bracket to replace right and left triggers which would make the navigation of books perform just as the console version. I don't know that there is a way to route around the xml directives without scripting. I really hope there is, and if anyone capable is interested in helping me, I'd appreciate the guidance. I'm not a whiz in xml, but I'm pretty good in other languages and modding so I should be able to handle the actual work myself. Hope to hear back from the community on this, thanks for participating! NTB EDIT: With joystick enabled, if I have always run toggled off: the effect isn't just 2 speeds. The character does actually walk according to the analog stick feed, and once the stick reaches a large enough tilt, the character breaks into a run. I'm still investigating what works if I have the joystick disabled.
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Thanks @anterun! You saved me a lot of hassle that I was about to go through... Anyway, if you're having an issue with auto-exiting out of crafting tables, tanning racks, weapon-improvers (forget what they're called haha), enchanting tables, alchemy benches, etc.... Check and see if you have Immersive beds running. It was the issue for me and after uninstalling, I no longer had any of the above issues. Thanks again! Now to figure out how to get Immersive beds out of my MCM menu. I heard that MCM updates menu files after periods of time, so I'll try waiting first... ninja edit*: indeed, waiting 24 hours did the trick, I am BUG FREE BABY.
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Blog Piece: Nexus plans for stability and infrastructure improvements.
drmmrdude22 replied to Dark0ne's topic in Site Updates
This site has done phenomenal things, and I definitely hope y'all keep it up. I'm sure you guys have probably already thought about it, but as it seems you'll be looking for new servers to replace the old ones, might I suggest: once you get done doing the file transferring, perhaps selling the old servers (especially considering if you've invested in their upgrades and thus made them worth more), I'm sure it would help fund the purchase of the new servers. Kind of like a server auction! Considering the interest many have in this site and its well-being, I think this would be a huge win-win for all parties involved in such an auction. Other than that, y'all keep doing what you're doing! And for the record, I've literally never experienced any hiccup or problem with the site; and even if I did, I'm more than patient enough to wait for y'all to fix it, given the 100% service I've had thus far. P.S. I respect you as a business owner more than I respect 99% of the businesses out there today, and appreciate your efforts for maintaining your current (lack-thereof) business model! -
Just kidding guys, I figured it out. Honestly though, someone (probably will be me eventually) needs to go and fix half the articles on the wiki, they are straight wrong and completely misreading.
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Hi everyone! I was hoping someone out there may be kind enough to give me a pointer on why Papyrus HATES what I'm trying to do. Now, I'm relatively new to programming, but if you talk slow I'm pretty sure I can keep up. What I'm attempting to start off doing is simply create a function that adds 2 integers (floats, eventually), and return that value. Then, I want to take the return of that value, and assign it to another value. Scriptname Trials extends ObjectReference int Function AddTwo(int a, int b) global return a + b endFunction int x = AddTwo(2,2) Bonus points if you can help me figure out how to do this with using the RandomFloat() function. I truly appreciate it guys! Happy Modding!
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Hey guys! First post on the nexus forums... I tried searching for a mod that did this already, to no avail (if you've come across one feel free to help me out!), but I am attempting to fix Bethesda's goof-up with the bullseye perk. Now what it seems to be to me is that for the perk itself, the effect it has issued whenever its called is the PerkBullseyeParalyze -- the problem with this effect though is that its contact only. It appears as though that is the only type of effect (out of contact/aimed/ranged/etc) you can issue into a perk ability from my tampering. The problem with this then - for those of you who haven't experienced it yourself - is that this means that those archers that have the perk, upon shooting an enemy, the enemy actually falls into paralysis before the arrow hits them. Now to me, I firmly believe that this is obviously the effect of the fact that the BullseyePerkParalysis effect is a contact effect - meaning the game thinks that the effect should occur instantaneously as if your character were within contact distance from your target, rather than if it were ranged, it should occur at event of the arrow hitting the target. So, my proposed solution(s) are: 1) if feasible (I am not a guru in the creation kit, yet), find a way to edit the form data that can be pulled down in the 'edit ability' form within the perk options. 2) find a way around the constant effect constraint by making a script or creating an overriding command from that perk to a new ability/perk altogether, that can still be unlocked using the skill tree. the related suggestion to the latter point would be that, if the perk ability MUST be contact, then perhaps there is a way to script the paralyze effect spell that is hooked to the perk, to be "attached" to the arrow (i.e. rather than player-to-target contact, it runs on arrow-to-target contact, but again, I don't have the know-how to know if this is possible or how to do it.) Thanks for reading my post, and thanks in advance to any tips I could use on this matter. Happy modding!