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AeonsLegend

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Everything posted by AeonsLegend

  1. UFO4P is not necessary. I tried it, but it changes things in the game I do not want to change and it causes extra bugs. That plus incompatibility with some other mods. I play the game without it and it's fine.
  2. I apologize for breaking that rule. As I mentioned before; I consider modding a type of art and only thought of it as a commission. Commissions are payment for services rendered and not donations. Bethesda doesn't allow people to make money on mods for their games which is why the rule exists. Even donations are already crossing the line. If Bethesda wanted to they could shut it all down. They're "allowing" it.
  3. I wish to just leave the settlements as they are. For example the small farm north of Bunker Hill, Finch farm, or tarberry farm (the ghoul settlement on may to asylum). I like having some life there. B I see, well easiest way to accomplish this is to relinquish control of the entire settlement then. Go to the work bench, open console, click on workbench and make sure it is targetted. Then type: callfunction “setownedbyplayer” false And hit enter. Should do the trick.
  4. What I do is I simply move the settlers to another settlement when they arrive. Don't put up any beacons or whatever. Once you claim a settlement one or two settlers always arive, but afterwards they do not come anymore. Empty settlements only show up in your list, but they will not be attacked nor lose happiness. They stay empty as well. Nothing happens to them. It's the simplest solution. I do this all the time and works like a charm. You can even use them as a connection hub for provisioners. As long as the provisioners belong to other settlements. I use Red Rocket next to sanctuary as a connection hub for instance. No way. Sim settlements has the buildings construct themselves, but you need more time investment into settlements than with Vanilla to actually manage them. You're better off building a few houses with beds, food and water yourself. Way faster. I quit using Sim settlements since it was far to time consuming.Sim settlements has a setting for pre-established cities once the mod is activated. You literally push a button to do that after loading the mod settings. So you don't have to put down plots and power them and then assign people and then take hours of your day making sure the settlement keeps running? I may have missed this in the configuration options. Was kind of like a frikking bible worth of options. I couldn't find an option that let settlers actually do everything themselves without me needing to build a single thing.
  5. What I do is I simply move the settlers to another settlement when they arrive. Don't put up any beacons or whatever. Once you claim a settlement one or two settlers always arive, but afterwards they do not come anymore. Empty settlements only show up in your list, but they will not be attacked nor lose happiness. They stay empty as well. Nothing happens to them. It's the simplest solution. I do this all the time and works like a charm. You can even use them as a connection hub for provisioners. As long as the provisioners belong to other settlements. I use Red Rocket next to sanctuary as a connection hub for instance. No way. Sim settlements has the buildings construct themselves, but you need more time investment into settlements than with Vanilla to actually manage them. You're better off building a few houses with beds, food and water yourself. Way faster. I quit using Sim settlements since it was far to time consuming.
  6. The only time I've ever seen this effect is when I've killed an enemy with a freezing effect and then come to that same area later and they spawn frozen. I can still kill them, but afterwards I cannot loot them. Could be Unofficial Fallout 4 Patch or Realistic Death Physics - ALL DLC as those either edit NPC's or physics. You could try playing without them. Although if it is the same bug, perhaps caused by something else, then you can't fix NPC's already affected by it.
  7. Aw she's not the Japanese version with the hilariously bad engrish.
  8. Good to hear you found the issue and thanks for reporting back. May help other players with this issue.
  9. It's not an easy mod to make and frankly if any modder would want to make it then it probably would have already been made. Like thebigmclargehuge said it's niche. Most people wouldn't use this.
  10. How strange. I've never heard of this bug before the way you describe it. If you post your mod list we can have a look.
  11. Looks like a mashup of some of vtaw's mods and perhaps some other things.
  12. Do they spawn in this state? If so then have you killed these ones before with a freezing effect? The cryolator and Freezing legendary weapon effect are known to cause this bug. Cannot be fixed after it occurs as far as I know.
  13. Did you install the extra skeleton requirements like ZaZ extended skeleton or CBBE Knee fix? I'm using the latter.
  14. Becoming a broken record here. Try disabling the UF4P
  15. I would first try to disable anything that changes the NPC or the interior cell of the area. Could be a general mod that affects interior cells, but it could also be a specific one. Could also be Unofficial Fallout 4 patch. That one causes more issues than it fixes imo.
  16. I would say unofficial fallout patch. Try playing without that one. I'm not familiar with the tool you just used. Not sure what LOST means before the mod name, but this may be mods you've uninstalled and are now registered as missing or something. But that's an assumption.
  17. Trying to wrap my head around how this works. My settlers scale at 10 HP per level, but my manually built NPC scales with 5 HP per level and I have absolutely no idea where this is coming from. Endurance is not taken into account with NPC health scaling so it must be a derived stat from some other place. Can anyone shed light on this?
  18. Found the issue. For those interested. I had a reference to another NPC template which was fixed at level 70.
  19. Care to actually elaborate on that? I think it's obvious, but here we go. If you reference an NPC it's not stealing it. This is because you're not including the NPC in your mod. If you would copy the asset into your mod, then yes you would be taking someone's asset. But simply adding a master to your mod and adding a reference is not. The reason here is because without the original mod this does absolutely nothing. All you did was add the meta data. While the meta data is from the other mod, it has litterally no value on it's own. In this case it's not derevative work. And that's really how this works. The only claim the other of the other mod could make is that he doesn't want his mod to be used in conjunction with another mod. Even if that claim may hold some value, it's still not derevative work. Modding is not illegal on it's own. It's only illegal as far as the eula states it is. A modding tools eula such as the CK eula has no value to the mods made to the game, only to the assets the modding tool supplies. The game itself has a EULA which describes what you can and cannot do and where the rights of the assets lie. Bethesda allows modding in terms of add on mods with some restrictions such as that you cannot make money or making illegal or scandalous content in the mod itself. In fact it is in no way is it illegal to use assets of the game in your mod as long as you require a full registered game to use the mod. On top of that Bethesda indirectly owns the rights of all mods. You have some copyrights over what you have created but you cannot lay claim to it because your work is derevative. But it is derevative to the original game, never to another mod. And since you cannot claim the mod legally without breaking copy right laws towards bethesda all we have is "good conduct". Which is, like I said something you should ask permission for. Not because you legally have to, but because you should.
  20. Yes, it would make automation of such things without permission / license illegal (which they already are via game EULAs, but that's neither here nor there right now.) Why do you think we need to sign an End-User License Agreement when we install the Creation Kit? In part to obtain permission to create and distribute mods (and force us not to sell them, natch). Yes, in part or in it's entirety is the key bit there. Take my character-snatching Game.GetFormFromFile example up above. You aren't touching anything about the other mod... just using a specific NPC from that mod, which is without question intentionally stealing the character. I'm sorry you're simply wrong about all of this.
  21. So I built a mod with some NPCs and outfits and weapons and such. NPC I originally created was at level 70. Had the fixed value in the level property set. I made a copy of this NPC and now no matter what I do the level of this NPC refuses to be anything other than level 70. I set it to 1, 20 50. Auto calculate with max value of 50. It doesn't matter, this NPC spawns at level 70. I'm ready to give up, not sure what I'm missing. My test player character is level 19 by the way. Current config: ACBS Flags: none XP Value Offset: 0 Level: 1 Calc min level: 0 Calc max level: 0
  22. A mod dependent upon another mod is creating a derivative work because the 2nd mod is dependent upon the 1st mod to function properly. If there's something I'm missing here, please, enlighten me. Talk about fair use, if you want. Maybe the concept of de minimis. But simply stating "you do not need permission" as if it is fact isn't going to fly, unless there's something in the Nexus Mods ToS that I somehow missed the last time I read over it. Edit: I've come to the realization that I've been a bit of an a**hole in this thread. It's not meant as an excuse but I've been doomscrolling too much lately and obviously it has me on edge. I don't take back anything I've written because I think I'm correct (natch), but I definitely shouldn't have been posting when I was in such a sour mood. I apologize for my not-the-nicest behavior in this thread. As recompense, check out this video of Dave Grohl and Nandi Bushell rocking out: https://www.nytimes.com/2020/11/09/arts/music/dave-grohl-nandi-bushell-drums.html But by your definition all modding, scripting or anything else that automates something on top of something else is then illegal. But that's not the case. As I stated in my post on the previous page. As long as the mods don't interfere with any of the programs value this is ok. I mean in your example Bethesda could be sued by Microsoft for making a program that uses their operating system to work. The original Modder could be sued by Bethesda for making their mod as well. All of this is not true. The key part here is interfere or compete with, devalueing or making money/profit off of it is what would make this illegal. In fact the whole donation system on the Nexus is already walking a thin line if anything. Derrivative work is using another piece of work in part or in it's entirety. This is not the case here. No part of the work is used in the mod, only the Editor ID is present. In court mods aren't considered licensed work either as they cannot hold any value other than the work that was put into creating it. Putting any actual monetary value on the work a modder makes and make a claim on it immediately makes that work illegal.
  23. Of course it is using the other mod author's work. Why wouldn't it be? Simply because it is made super-easy by the Creation Kit doesn't mean it is legal. Copyright law exists for this exact reason. As a quick example, if I write a book and post it up online for people to read, that gives zero justification for someone to take that text and put it into their mod, unless I've given permission for that particular use. But it is ok to write something and then reference something someone else wrote. There's no law against that. It's even ok to quote pieces as long as you mention the original work. On top of that there's plenty of case law on this matter where people use someone else's product and get away with it as long as it doesn't interfere, compete with, lessen, devalue or affect the original work. You can for instance do a movie review and show parts of the move to comment on. I mean 99% of youtube are vids of things someone else made. Of course not all of those are legal, but most will not go to court regardless of the work simply because of how the product is used. Like I said, I would still check with the owner of the mod, but in truth making a reference to another mod is simply adding a name of the EditorID in your mod. I wouldn't call that taking someone else's work. The EditorID on it's own has 0 value.
  24. Don't think it's possible to create a mod dependency without referencing a part of that mod in your own work. I would play it safe and ask the mod author. Some mod creators are very relaxed and some can be extreme pricks about their work. I wouldn't worry about the law here as you're not actually using their work and there's no loss. Even if the mod author makes money through donations. Officially mod authors aren't allowed to make money off of the content they create even though they use patreon or some other means to gain money. If a mod author would take me to court and use revenu loss as an argument they're royally screwed because then they'd make money by using Bethesda's assets and admitting to it. That's far worse imo.
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