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Alexander_Q

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  1. I've done a thorough search and can't find a script to control zombie looting behaviour. I'd like to make zombies unlootable (search option doesn't appear) or perhaps reduce the chance to about 1%. Can anyone point me in the direction of loot control?
  2. I've blocked those addresses in my hosts file and confirmed that my browser can't reach them, blocked incoming and outgoing connections to my exe in windows firewall, and checked the exe with resource hacker to confirm that my changes to defaultgamecore remain, however, my changes fail to be applied to the game. Please advise.
  3. They seem to be part of "Unique Region Names"
  4. Please assist. I have included my load order and BOSS log. LOAD BOSS RECOGNISED BOSS UNRECOGNISED
  5. In addition to a "search and destroy" package, how about a "freak out and take cover while looking around in every direction to see where shot came from" package. Also, when you obliterate a group of raiders with a fat man, the default package of the survivors should be "run the hell away".
  6. I got notepad ++ but it fails to launch. I'm running Windows 7
  7. Cool, I'll start using it. Can I write scripts in FO3Edit? I've noticed that the GECK script editor is unforgivably fail.
  8. He he he. I had a feeling that would be the reply :P Oh well, I'll have to deal with harsh reality. Cheers.
  9. The EditorID of MGEFs doesn't appear in the File Details, so I don't know which to delete. Is this normal?
  10. Cheers for answering my questions twice :P
  11. I'm making a cooking menu for a hunger mod, and want my menu to have a condition to display every cookable item as a menu button, of which there may be 30 or so. What is the maximum limit of menu buttons in a message form?
  12. I've seen various ways to attach scripts to aid and apparel items to make things happen when they are clicked in the inventory (such as launching a menu), but can't come up with one that works for misc items. Misc items cannot have effects attached to them, and also cannot be equipped. Is there some way to make clicking on a mis item have a script effect?
  13. When I delete something in the object window, it never seems to go away. A 'D' appears in the count column, but even this disappears next time I load my .esp. Is this intended behaviour, or is there a way to actually delete things?
  14. Ha ha ha. I agree with you on the first part, but not on the second. The certification rewards them if they succeed, but does not punish them if they fail. There is nothing to stop 40 mods being posted per day as usual. Absolutely - I envisioned this as an "award" rather than anything that would be enforced. It would simply draw attention to those mods that have taken the time to meet the standards. Please add your suggestions when you're ready. I really dig CALIBR, CRAFT and similar - such projects should definitely find their way into the certification process. I really have no idea, but if it can be done, I think it would be of fantastic benefit to the modding community. More than one stuff. I agree, and much of the certification standard should include doing just this. Perhaps uploading as FOMOD would be a good standard. I will, for starters. Who's with me? How things like this usually work, is as follows: we judge and certify a few popular mods, and then afterwards, people apply to -us- to be certified, we don't have to go looking for them. And also, if the developer fails to provide this information, they fail the standards. "Clarity of description" is one of the standards. Thanks for the feedback guys. It's all welcome.
  15. I've seen various efforts to reduce incompatibilities between mods, in the form of patches and mod "templates". I'd like to propose the idea that the community arrange a list of requirements for "Nexus Certification" or other award, that draws attention to those mods that meet these requirements. --- Some standards that I would like to see met: -Many mods have options that are accessed through various in-game items (this varies between AID, MISC and even APPAREL). I've seen at least one mod that places these options in the ESC menu (DUI Mod), and this is far superior. I'd like to see a generic "mod options" item in the ESC menu, and have all mods that have options appear in a list here. Perhaps a template could be released to show people how to add themselves to this list without interfering with other mods. -A readme standard, for that which appears on the nexus and within the mod archive. This would include the description AT THE TOP. It would also include a list of affected areas to highlight areas of possible incompatibility between mods. -Mods should be directed to only affect specific areas/categories unless they carry the "compilation" tag (like overhaul mods would). -Non quest mods should not add information to the quest log. Only notes should be allowed. --- If this or a similar idea has been proposed before, feel free to flame me and direct me to the appropriate threads. What do you all think? Any other standards you'd like to see included? Peace.
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