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Everything posted by SirRomin
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The new dark skin (Underground?) is much easier to read and more ascetically pleasing than the previous one was - to my baby blues. Good choice! Preferring the white up to now, I now prefer the dark (life is change yeah?). Evidently, the image/avatar controversy reflects a permanent change to the images on the forums and not a bug/issue which remains to be mended. As I received a message that I'm not authorized to change my avatar when making the attempt from fo3nexus, it's unclear to me at this point if the Nexus sites will follow suit when all is said and done. If so, I guess I'll have to conjure up a new single image to cover both due to my animation not functioning properly at the reduced size. Meh, it didn't turn out as perfectly as I had hoped anyway.
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Blog piece: Ads, Supporters, Endorsements and Bandwidth Throttling
SirRomin replied to Dark0ne's topic in Site Updates
I found this blog to be very enlightening. I truthfully had NO IDEA that ads on Nexus were of any significance whatsoever because evidently I've had them blocked for so long that I was unaware they even existed, and have only recently had the time to become more active than I have hitherto since joining in '09. Apparently, I had incorrectly divined that Dark0ne must be independently wealthy, and that the Moderators must be earning... oh, at least a six figure income for their labors here. I'm quite serious - please don't laugh ok? Years of fighting 'the good fight' to keep my computers healthy and on-line reluctantly compels me to agree with those here who have advocated leaving all protections enabled. For to not do so would be tantamount to removing all one's body armor to face the most challenging of adversaries (I hate it when that happens!). I do know that java programming language itself can be an indispensable tool for some, or a formidable and intrusive scalpel for those of the less scrupled ilk. For what it's worth, a minor experiment (by yours truly) revealed that completely disabling AdBlockPlus on fo3nexus allowed me to view mysterious darkened boxes where ads are obviously meant to appear, although there were no ads visible. Which in turn lead me to surmise that potentially dangerous scrips may be an integral part of the ads currently being displayed on Nexus sites. I say 'potentially' because, although I implicitly trust the Nexus sites themselves, and have whitelisted them in both NoScript and AdBlockPlus, I really do not have the tools or the skills to ferret out which ads may or may not be a threat to my aging peecee. It would probably be too dynamic to keep up with in any case. Long story short; as the cost of becoming a supporter seems uncommonly reasonable to me, I plan to contribute in that way at the very least, if not to a higher degree, when a doable PayPal payment option becomes available. In the meantime, I'll continue to leave leave Nexus sites whitelisted so that if/when safe ads (according to AdBlockPlus/NoScript) do become 'par for the course', I will be able to view them in all their radiant glory. Oh joy. Also, although the bandwidth changes probably won't affect my download speeds (hey, I have the fastest service available in my area already), I feel that the proposed changes will have a positive effect in regards to the low endorsement ratio because: I've recently come to believe that the low endorsement to unique download ratio is at least partly due to members not understanding, or otherwise being confused about, the way the 'Endorse Me button' works (I'm serious!). Especially new members. I base this on the fact that I've personally had several complimentary 'comments' (before locking comments due to spoiler queries) and similar personal messages about my player house mod, and yet the very same members never endorsed it for some reason. How does that even make sense otherwise? I ashamedly admit that I was similarly dazed and confused myself when I first joined. In fact, as I recall, the words "Endorse Me", and "Vote For Me" were a bit intimidating at the time. I believe this was because I had apparently lost my 'Nexus primer' [sarcasm - sic] somewhere along the line, never used the forums much, and thus hadn't correctly divined what either button actually was/did. Anyway, I realize that it's not as simple as just putting up buttons that say "Like" or Dislike" either. The very words 'Endorse Me' connote a greater sense of responsibility (which I personally take to heart), and are words which apparently are meant to be custom defined by each member. Furthermore, I'd like to suggest that a new category covering 'the most endorsed files by download ratio' be added to the 'Top files' links. Because (to my way of thinking) these mods more than qualify as being some of the 'top mods' on Nexus. Certainly as much as do ones which have been up for years and have amassed a whopping number of downloads and endorsements (although not necessarily the highest quantitative relation between the two). The advantages of course would be that budding and experienced mod authors alike, as well as mod users, might benefit significantly because of the increased visibility a category like this would provide. Thus making it easier to locate very good mods, regardless of the popularity they may enjoy due to the type they are, that may have otherwise been buried in the annals of antiquity which comprise the nearly abysmal cornucopia of files posted on the collective Nexus sites. This function (e.g. 'Endorsed by DL ratio' - or whatever) could also be added to the 'field options', which at this time do not provide a choice between quantity and quality when sorting by endorsement. Thanks to all who read this wall of text, and especially those who managed to do so without dozing off. :thumbsup: Possibly applicable and somewhat humorous famous quote: "The length of this document defends it well against the risk of its being read." ~ Winston Churchill -
Wizard! Much appreciate it. I'm wondering if this change will impact the image which shows with the small description. I've tried before to change it through image arrangement but had no luck, and I'm a bit apprehensive about trying again.
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Collision problem with Static Dog model
SirRomin replied to SirRomin's topic in Fallout 3's Mod Troubleshooting
It worked! :woot: Thanks very much! It's alway sort of bugged me, but I got in the habit of just ignoring poor ol' Scapper and forgot about it until a couple of users mentioned it to me. -
Can someone please tell me why it's possible to walk right through the static dog I'm using in my mod. He's supposed to be a "pre-war electronic guard dog" whose batteries went dead, and has no purpose other than I thought he looked cool when I built the mod. I've checked the "obstacle box", and I'm using collision geometry. I've tried bounding box, filter, and ground (just to see) but he's still like a dead body that can be walked through. I figure maybe somethings missing in the model, but I'm not proficient enough with NifScope or Blender to know one way or the other. I don't think he's causing any real problems - it's just annoying. Thanks for any help or advice.
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All Newbies Read This Before Posting
SirRomin replied to Switch's topic in Formal Warnings, Bans and Takedowns
Would it be a breech of forum protocol to request of someone who has posted a spoiler comment that they remove it? Last time I "reported" a spoiler comment posted in the comments for my mod nothing happened. Yesterday when I was attempting to upload an altered ReadMe file (included with the main file), I did something wrong and everything got deleted. Everything! Usually, there is a button to upload a new file - but not this time. So, I had to upload everything again. Now, a few hours later, someone has already posted a thoughtless spoiler comment. :wallbash: I did report it, then got to thinking about the possibility of requesting that they edit it themselves option. Thanks. :smile: By the time I finished writing this and then checked my description page the offensive post was GONE! Wow! I don't know what to say. I'd still like to know the official standpoint for possible future refenence though. -
cant start the pitt stuck in tunnel
SirRomin replied to cerebus179's topic in Fallout 3's Discussion
I've never personally experianced any trouble with The Pitt (that I remember), so this is sort of a shot in the dark. So, for whatever it's worth, I HAVE experianced numerous problems with doors opening, getting quest stages started, etc., etc. when I'm using a slower than the default time-scale of 30:1 (via the console). Also, I believe there are mods that can alter the time-scale too. Good luck. :thumbsup: -
By the nine! What blasphemy is this? LOL. Seriously, if I understand your question correctly, you're perhaps referring to heaven and hell as in the fictitious places that exist in earthly mythologies? Although many religions seem to have similar basic concepts (from what I can tell so far), I've played Oblivion for hundreds of hours and have never noticed any mythology that closely resembles any of the religulous mythologies from Earth. :D
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help: wanto reverse show all map markers
SirRomin replied to nisen's topic in Fallout 3's Discussion
I personally wouldn't even try to edit an ".fos file" (save file) myself, but if you're seriously curious you can open one with Notepad, Notepad ++, or IrfanView (with a plugin) to take a look for starters. I guess I'd make a copy somewhere and open that just to be on the safe side. There's also some info here: http://falloutmods.w...FOS_file_format :thumbsup: Happy Holidays! -
help: wanto reverse show all map markers
SirRomin replied to nisen's topic in Fallout 3's Discussion
whats the point of this reply other than saying you dont know a workaround? and whats with the dramatic opening as if you think im an idiot for asking, or for having the problem? Mabye you were trying to be helpful but i already know the basic method to restore the old setting this thread was to ask if anyone knows how to do it without going back to a previous save, perhaps editing the current save file, even if someone just has some pointers Well first of all I wasn't trying to be "rude" or imply that you're an idiot. I was trying to edit that "second" post, and actually don't know how it happened to get posted at all. My bad I guess. Unfortunatly, much like MANY console commands, mistakes HERE aren't always "reversible" or deletable either. So, I apologized for it with my "second post", which somehow got posted first. Thirdly, since I suspected, although was unsure from your reply to Oubliette's reply, that you were aware of the "reloading a previous save" method, my reply (the one that got posted first) was only meant to confirm what Oubliette has said. I actually WAS just trying to be helpful. So, except for reloading a previous save, the only other option might be to edit the unicode of the save files [ e.g. FO3SAVEGAMEZ ]. Good luck. :biggrin: -
I don't really understand why anybody would NEED a hundred or more game saves in the first place. Are you seriously contemplating going back 70 or 80 saves and replaying everything from there? :rolleyes: Game saves are humongous in FO3 compared to some other games I've played, and they increase exponentially the more time you have invested. I don't personally know of any mods that would change this, but for whatever it's worth (maybe nothing), I myself usually only maintain a grand total of about 20 saves at a time, overwriting the oldest one but keeping the one right before exiting vault 101 for future replays. The only reason I would have to go back farther than 2 or 3 saves in the first palce would be to check out something in my mod, or in case of game-save corruption. I'm on level 30 in my third play-through, and have been for months (game time), run a lot of scripts, use quicksave very frequently (each quicksave or autosave overwrites the last one anyway), and yet the total size of my game save folder is consistently only about 150 mb. My FO3 game does crash and/or freeze occasionally (not frequently), but then so do most of the other games I play. I guess it's just a peecee thing.
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The game is designed so that you (the player) can take any number of divergent paths and likely end up at a similar, if not the same final destination. The learning curve is a little high, but not so much as TES4 in my opinion. The sense of discovery and adventure is what makes an RPG fun in the first place, and not playing the game according to someone else's point of view or experiance. Since it's impossibe to follow all paths at the same time, it gives the game an amazing amount of replay value compared to a lot of games that are more linear by design. The first time I played FO3, I nearly gave up because I was getting killed too much, and that isn't really much fun is it? Go anywhere you want, do anything you want to do! Play a bad guy, play a good guy, play a middle of the raod guy - doesn't really matter - it's your game, just do what you feel. Just, you know... try not to get killed too much dude. You should learn a lot in the process and have that knowlege available for subsequent play-throughs. :wink:
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help: wanto reverse show all map markers
SirRomin replied to nisen's topic in Fallout 3's Discussion
Seriously nisin? Just SAVE first, and then reload the save when you're done. :wallbash: -
help: wanto reverse show all map markers
SirRomin replied to nisen's topic in Fallout 3's Discussion
Not reversible per se. Just save first, then reload when finished. Sorry about the redundant posting thing. Screwy thing doesn't want to edit right. -
Ok, I think I get it now. But that wouldn't be "sneaking", it would be "standing" - LOL. You're probably right, it may not even be possilbe. I had thought you just wanted to have a stealth-field effect whilst standing. Sort of like a permanent StealthBoy. For what it's worth: Although a full-blown stealth-field (Suit of 100% Chameleon for instance) is fun for a while, it's gets too easy to just chop 'em to smithereens, and hence the getting really, really bored part sets in rapidly. Based on my limited knowlege of scripting - I'm just guessing (key word) that it WOULD BE very possible to script a menu using a "token" that would give you a stealth-field effect, and the detection messages, but probably not the actual "sneak" with all its inherent benifits. You could always consult a true Script Wizard like Cipscis if you haven't already. Just in case you haven't: http://www.cipscis.com/
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My follower wont go into buildings? (look in here!)
SirRomin replied to DrPepper715's topic in Fallout 3's Discussion
I've never used the FONV GECK, and I'd most likey be totaly lost. I'm no script wizard either! I wrote some simple scripts for my mod, but pulled most of hair out in the process, so now I have to wear a hood. :biggrin: Good luck with the mod! -
I couldn't say what happend to it, but for what it's worth I tried it once, and if memory serves it seemed to have some problems so I stopped using it. If you couldn't even find the author to contact about it, then he/she probably took it off for some reason.
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My follower wont go into buildings? (look in here!)
SirRomin replied to DrPepper715's topic in Fallout 3's Discussion
Do other followers go into buildings with you? If so then you may have missed something. Have you checked all your activated mods with FO3Edit for compatibility issues? I've never actually created a follower in FO3 GECK, so I don't don't know what else to say except... good luck. -
If I divine your question correctly (and I'm suspicious that maybe don't), and you're referring to the FO3 GECK as opposed to the FONV GECK (which I know nothing about), then it would easy enough to enchant any piece of apparel with a permanent stealth field. Just make your own enchantment, give any condition available, and apply it in Object Effects for the apparel of your choice. As far as making a "stealth switch" goes - it sounds feasible but a little complicated, and would require some scripting skills to implement. If nothing else I'd suggest reading the scripting tutorials on the FO3 GECK Wiki for starters. You do realize that a mild stealth effect such as on Chinese Stealth Armor isn't really going to help much standing anyway. On the other hand, if "Sneak" is at 100%, then a 5% stealth field is sufficient to make you nearly invisible, plus you can benefit from the damage bonus of the "sneak attack". If you're aiming to have a full Monty cheat item similar to a suit of 100% Chameleon, then that too is a very easy thing to do with your own custom enchantment in FO3 GECK. For what it's worth, when I made my Quicksilver Armor for my mod I chose to enchant it similar to Chinese Stealth Armor (so it would still be mostly "balanced"), and I can still easily sneak up on a DeathClaw and slap him to smithereens. As long as I don't move, enemies can run right into me and usually never detect me, but there's still that element of chance that I'll get my head knocked of if they do. Good times! I hope this will help a little. "Whew, I'm glad that's over with."
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All Newbies Read This Before Posting
SirRomin replied to Switch's topic in Formal Warnings, Bans and Takedowns
Many (most?) of the games supported by this community are rated "[M]" or "17+", or whatever designation your local authorities assign to ones for adults. So saying "my mod is no worse than the vanilla game" doesn't mean it shouldn't be restricted. When in doubt - tag as containing "Adult Content" and you'll be fine. :thumbsup: Actually, after reading the 15 certificate guidelines it's fairly clear to me that the content in my mod would be at least equivalent to content in the game itself. What I'm just beginning to comprehend is why content on par with the game itself needs to be restricted on Nexus. Please correct me if I'm in error, but from what I can divine, although the site is initially open to everyone, you don't want 10 and 12 year olds viewing, or otherwise having access to content that they wouldn't have any use for if they were playing by the rules in the first place. While viewing and downloading non-adult onlycontent they shouldn't have any use for in the first place IS acceptable because at least Nexus will not be liable for contributing to the little rascals delinquency. Yeah, alright, I guess I get that now. Just out of curiosity, has anyone ever considered allowing mods without any objectionable images or other content on their Nexus viewing page to be examined by everyone, but having download restricted to members only? Just a thought. Maybe it would be too complicated or whatever. The only reason I brought this up at all is because my mod seems to be flying like a bird with an injured wing. I summarily attributed this to the limited audience factor. I for one used to browse a lot, only logging in to download when necessary. Being the first mod I've ever actually uploaded, maybe I was just expecting too much in the first place. I suppose it doesn't really matter all that much. Thanks for the prompt reply, it was very helpful! -
All Newbies Read This Before Posting
SirRomin replied to Switch's topic in Formal Warnings, Bans and Takedowns
I've posted a shorter version of this query in a forum thread but have not had any reply at all. If I'd been smart enough to read the rules first I would have discovered this thread and never have started the other one in the first place. Then again... maybe two threads are better than one. That being said, I'm wondering if there is a way to get an official ruling on the "adult only" content status of my mod. I'm not talking about obscene images either, just some tongue-in-cheek sexual reference content in the back story. No more "adult" than what's already in the game - to my way of thinking anyway. And one instance of potential graphic violence (actually an animation that's in the GECK and probably in the game too). The rules seem a little confusing in this case. So excessive violence by Nexus's definition means exactly what? I can't even imagine anything much more violent than what I see everytime I play the vanilla game! Maybe a chainsaw guy animation similar to the one in RE4 or something like that? Anyway, I would like to change the mods status for the obvious reasons, but also do not want to break any rules. I'm new at this and haven't even figured out how to contact a moderator yet, or if that's even possible without clicking a "report" button. I did send an "contact" email but that was probably a little hasty too as in retrospect, I suspect some people have better things to do than answer questions that could have been addressed elsewhere. My bad. Any feedback/advice on this would be much appreciated. Thank you. -
This may sound more like an opinion than a soulution since I can't fathom why anyone would want to do such a thing in the first place. Be that as it may, since President Eden has been blown to smithereens, and if you're serious, you might try making a mod that puts a backup Enclave Radio station somewhere. One that plays his Greatest Hits over and over to your hearts delight.
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Given that using the console in a situation like this is acceptable, the first thing I'd try is maxing his disposition towards the Lone Wanderer. For what it's worth, I've attacked and nearly ghosted several Caravan Merchants just to see what would happen. They always mellowed out and were willing to transact business after only a few minutes. Go figure.
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Transfer FO3 with mods to another PC
SirRomin replied to coprofago's topic in Fallout 3's Mod Troubleshooting
Are you serious dude? First of all you must realize that you would have to install the game in the new peecee even if it was running XP x32 before attempting to transfer any other files (mods, game saves, etc). The fact that you're going from 32-bit to 64-bit architecture might be enough to screw the pooch no matter what you do anyway. You might try installing the game in the notebook and then transfering the othes files, but I couldn't speak as to what result you'll get. -
No idea why Outcast Brotherhood are hostile now.
SirRomin replied to VGI's topic in Fallout 3's Discussion
I noticed the same thing after becoming an honorary member Lyons Pride. Figures, they are different factions and sworn enimies after all.