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NorthWolf

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Everything posted by NorthWolf

  1. Two things: 1. I wouldn't assume that there's no way to repair a "corrupt" save provided you can load the save. At that point the real question is figuring out what causes the problem. If deactivating all your mods suddenly enables you to enter that area then you know the source is a mod. Selectively enable mods until the game breaks again. Then you have the answer as to what's wrecking your game. If it's a problem that only exists in that one area regardless of mods then you might be able to fix the save by figuring out what specifically in that area is causing your crash, possibly by selectively disabling assets. That's not as easy... The problem usually comes down to this: if you have a modest amount of experience with using the console to hack up your game you can often manage this purely on intuition, especially if you have some experience modifying Bethesda games. Otherwise you're often times stuck trying to find out through FAQs and other sources what the possible problem is. So this may or may not really help you -- sometimes it take take two or three hours to figure out the problem, which is bad enough that it's just better at that point to start the game again when you're only two or three hours in. Sometimes you never figure it out. Whether or not taking the time investment to fix your save through the console is worth it is entirely a matter of personal opinion. 2. Due to the very nature of the game it's basically impossible to do what you're suggesting. Your save game does not hold the entire world. Your save game is more like a record of the changes you've made to the world. What you're asking for is something to detect a broken ESM/ESP or a broken combination of ESM/ESP files, something that Bethesda would no doubt implement if it was possible to do so in a reasonable fashion. But there's a reason Bethesda games are kind of notoriously buggy: there are just way too many potential interactions to predict what's going to break and what isn't. And when it is possible to predict what's going to break it's much better to, y'know... just patch out the problem in the first place. So someone might be able to do this in a trivial way, i.e. checking if a handful of known, common problems exist for your game, but it would be hard to do it in a meaningful way. TL;DR: Sometimes you can save your game using the console if your problem is common enough or you know enough about using the console to try to figure out the source of the problem on your own. Disabling/enabling mods might also save you from problems. The actual request you're making, however, is significantly more complicated than your realize and de facto impossible due to the nature of games like Fallout 4.
  2. Yeah, it should be viable to do exactly that (the above post describes how to in technical terms that might not mean much if you're not accustom to modding). I'm going to see if any of my experience editing models in Fallout: New Vegas can carry me through to actually doing what Aether describes and post the results if I get any. Unfortunately my experience from F:NV was mostly just re-aligning iron sights on weapons in mods so there might be a whole lot of learning new tools ahead of me.
  3. Yay. I can confirm that the PowerArmorPerk seems to be the primary token that Fallout 4 uses to determine the player state in regards to power armor. If your proposed implementation works then an actual working version of this mod should be entirely viable through the following: Modify ActionPipboyOpen in the idle animations to either have no logic on the powerArmorHUD node or to use "g_PowerArmorHUD" on the pipboyOpen node. The only step after that is to make sure the Pipboy (21b3b for reference) able to be unequipped (playable flag, I think?). You could even get "fancy" in the logic on ActionPipboyOpen and instead of having the powerArmorHUD check for the PowerArmorPerk you could have it check if the Pipboy is equipped, letting the player basically equip the Pipboy if they want to use the Pipboy menu. You would probably want to keep the HasPerk check, though, to make sure the system doesn't act strangely when you equip the Pipboy while in power armor. I've replicated the behavior I think you'd see without it -- it doesn't crash, but it removes the ability to see any of the UI menus, so it could get you locked in an annoying state. TL;DR: Should be viable now, I guess!
  4. Yeah, no worries. I had made some attempts in the last few weeks to try to figure out a way to implement exactly this idea but never really found whatever toggle they're using for the HUD. I might try to sit down and put in some serious time dissecting the actor values on the player to see if it's hidden in there. If I figure something out I'll try to remember to respond to this post.
  5. Zanity: The Nexus Edition of Tinker Tom. Also, man, even as somebody willing to be fairly forgiving of the console crowd I find the the content of that screencap pretty detestable. I guess they're really sticking it to "the man." The man being a bunch of unpaid hobbyists. Raw, raw, fight the power. Or something.
  6. If it gives you a place to start from: I've read that the "tactical" version of the power armor headlamps aren't detected by animals or feral ghouls. This is according to the Fallout Wiki, so whether or not it's true is unknown to me -- I haven't tested it. You could see if there was something accessible through Papyrus or the CK in general to give you a way to work the feature in using the vanilla implementation of that feature as a reference, though there's a distinct possibility it won't be viable without using some complicated custom-built F4SE plugin.
  7. It's not as easy as you think because (unless someone else has determined this) it's not particularly clear what Fallout 4 uses as a token to determine which UI to use. If someone has figured that out I would love to know.
  8. Have you attempted to do so yet? To my knowledge there's really no reason a mod with modified SWF files wouldn't work just as well on console as on PC, though I'm basing this on the assumption that Scaleform would abstract away any real differences on the console platform. Since the interface files are already stored in a BA2 I can't think of a reason that there would be any issues with packing them in that format, either, but I haven't actually tried doing so and as such my advice is probably of minimal use. If you do try I would be interested to know if there are any snags you run into.
  9. Settlement Keywords is no longer supported by its author. You should be using Settlement Keywords Expanded or Settlement Keywords Independent instead.
  10. No, you don't understand. He's appologizing for enjoying this application. I'll be here all week, folks.
  11. Taking a guess that you're using mods. If so, please post them.
  12. I have a really strong bias towards Fallout: New Vegas as it's the game that really enthralled me into the Fallout lore, not so much Fallout 3. But maybe my point is still meaningful: I personally find Bethesda to be pretty hit or miss on the world building in regards to Fallout specifically. It's interesting most of the time, which is good, but sometimes it's so blatantly senseless that it kills my suspension of disbelief. I.e. why is there a bunch of skeletons sitting in this woman's home/shop that she's clearly inhabited for a long period of time? Why are these people putting mannequins and teddy bears in humorous position when they're living in total piles of filth? Why is this settlement mostly made of rotting plywood with walls that could have been assembled better by a one-armed blind man trying to recreate abstract art? Some of this makes sense if it's a unique location with some explanation behind it. But this is literally all over the place. Fallout 4 has a lot of the problems that Fallout 3's world did in terms of internal logic, and it's one of the reasons I loved Fallout 3 as a game but didn't actually care about the setting. When I heard the plot to Fallout: New Vegas it sounded even more ridiculous and I went into it with a sour attitude due to being bitter with some of Obsidian's previous titles, but it ended up actually seeming more believable by far compared to Fallout 3 and even subsequently Fallout 4. The funny thing is that I would say that Fallout 4 is a huge leap forward with Bethesda's writing (which I've always found really weak). I even appreciate the risks they took with the main plot even though I'm not sure they panned out. But I kind of find that I greatly preferred Fallout: New Vegas's world because it held a better internal logic and made me actually feel like "hey, this place could exist." When I look at Fallout 3 and Fallout 4 I find myself feeling "hey, this is a cool video game shooting gallery" or "hey, this is a funny visual gag." The other outcome of this is that when I found something cool in Fallout: New Vegas it felt really cool. In Fallout 4 there's too much... it ends up feeling like background noise. But that's down to personal preference and what you're trying to get out of the game, I guess. I do kind of wish they'd let Obsidian have a crack at doing another Fallout sequel inbetween now and Fallout 5: The Refallening or whatever.
  13. Personally I find Marcy Long constantly keeps sleeping in my bed (no matter how much I ask her to stop and sleep with her husband) but then shuns me in the morning. I mean, seriously, Marcy, you're giving me really mixed messages. Though I think I've personally been disappointed by the settlement building because it's not enough of a game in and of itself. It's something cool you can do in the game, but I was kind of hoping for the settlements to be a major feature of gameplay instead of a sandbox to make cool things in.
  14. Yeah, this is an actual, viable solution that makes sense as far as I can tell. Hopefully they actually carry through on the second part of doing this and actually have quick moderation of the content.
  15. I would like to point out that there aren't enough varieties of chairs in the workshop packs to make this at all like The Sims. They need at least 20 packs dedicated mostly to chairs and at least one of those packs needs to be backed by a furniture company and another needs to be backed by a celebrity. Not even close. 7/10 not enough chair packs.
  16. I don't actually disagree that it will reduce the volume of mod theft significantly. I just don't think it will get as close to solving the problem as you may think. I don't doubt that if modders start sticking "mod DRM" into their stuff it'll cut down numbers significantly, but it doesn't take a wide community to do this sort of thing. It takes a handful of people willing to keep doing it ad nauseam. Since I've kept my personal opinions to a minimum and seem to be coming across as supporting both sides, I guess the next post is appropriate... This is close to my personal opinion. The real problem is that Bethesda is the developer of Fallout 4 and as a result they owe it to the community to have been more responsible with their launch of Bethesda.net. Since one popular talking point is legalities, I'll clarify: they don't legally owe it to us, no, but if they only ever pay attention to their legal obligations they'll quickly end up with a disillusioned and greatly diminished consumer base. It's not an unreasonable expectation that a reputable company like Bethesda would run a reputable website, and if there's one thing about this whole fiasco that upsets me it's this: Console mods are a good thing for the modding PC gaming community because it means the chances of developers and publishers supporting mods is greatly increased. The chances of getting a bad PC port are diminished because suddenly PCs and PC gamers are the ones generating new content that helps sell their game on consoles, and thus alienating the PC community becomes unproductive (even moreso). Let's be honest: there is a smaller market for PC titles, but suddenly PC titles become valuable and even give console players an incentive to get a nice PC that can run their favorite moddable game so they can make mods. The advantage for consoles is equally obvious: suddenly you have content that can keep a single game interesting for years. It was (and still is) something that could really make things better for both sides of the community and even the developers/publishers, but... Bethesda decided to be the first company to leap, which is great, but they decided to do so with their eyes shut. Bethesda has been dealing with the modding community for nearly two decades now (maybe longer?) and were fully equipped to add features to their site to prevent this. Not just fully equipped, but entirely capable of being aware of the pitfalls they could run into. Making a reporting system is disgustingly easy from the standpoint of web development and getting an active moderation staff could not possibly have been that financially straining to Bethesda compared to the possible advantages. Instead what we got was a giant mess that's needlessly stirred up a sentiment of "PC vs. console, come at me bro" when in reality mod theft has been pandemic for a very long time. It's also inspired people to genuinely feel the need to have these DRM systems -- I do totally understand why they're upset -- that won't really help make mods better (and will probably make them worse if commercial DRM is any metric). And that's the problem: instead of this being a really cool thing all around, Bethesda's lack of foresight has made it a huge debate with a lot of dissent towards the idea. Instead of its introduction showing us all of the cool benefits it could have on both ends, it's just showing us all of the disadvantages and few if any of the advantages. At least this, to me, seems like a step forward for taking responsibility. Edit: Do the forums really hate when you copy+paste quotes or am I just going crazy?
  17. You're comparing two things that only have minor similarities. Reverse engineering a compiled binary requires genuine technical expertise because you're dealing with assembly code. These are often binaries that have a DRM solution provided by a professional company that focuses entirely on developing DRM solutions. On the other hand? Reverse engineering a mod requires a few hours on some tutorials and FO4Edit, at most maybe something to decompile Papyrus files. At most the mod (theoretically) might use a custom DRM solution or one provided by the modding community. So being able to do "mod cracking" doesn't require you have extensive technical expertise that would take years to learn, it just requires a few hours and enough motivation for even a non-technical user to gain the skills needed. By the very virtue of the medium most mods will be significantly easier to crack. The only mods that will even get close to being difficult to crack are ones that are mostly entirely dependent on a custom F4SE plugin. TL;DR: Comparing reverse engineering compiled binaries with baked in professional DRM to reverse engineering mods that are in a largely easy-to-modify format with some DRM tacked on isn't really sensible. They're similar in concept and nothing alike in execution. Get it? It's a pun.
  18. Won't answer you specific question but it still might be useful: If you're using NMM this is usually pretty easy: if you're prompted to override the mod whose assets you want to take preference, click "No to Mod". You could also just go through the route of uninstalling the mod whose textures you want to take preference, installing the new mods, and then re-installing the original mod (in this case GRASSLAND?) and just selecting "Yes to All" when it asks what to override.
  19. I seriously hope they never try the paid modding system again. It will sound dramatic on my part but it seriously killed my interest in Skyrim and I never actually played the game again. :sad: At least with Bethesda.net I can appreciate they're trying to open up modding to consoles, which I think is a cool idea. It just needs a better implementation.
  20. I know this isn't a direct solution to your problem, but... Alternate Settlements has a system for applying wallpaper to its own walls and something like Spring Cleaning or Scrap Everything can be used to remove the uglier part of the settlements. Please note as of the time of this post the current versions of "Spring Cleaning" and "Scrap Everything" aren't working properly because of the latest patch to Fallout 4 (1.5.307). Both of those mods are a lot more powerful than they may seem in the current state of the game, so if you're underwhelmed you should wait for their original functionality to be fully restored.
  21. Never experienced that problem. You could try to see if your Steam settings are read-only for whatever reason, which tends to be the source of that kind of behavior in my experience.
  22. I've gone from finding Zanity's posts baffling to kind of enjoying them at this point. Just let it happen.
  23. And that's the worrying part. If it took 25 minutes and is easy to implement I imagine doing the reverse is just as easy with the know how. That is if it's true. It also doesn't do a damn thing for mod piracy in general as sites can still steal mods and post them all over the place. It's literally the most ineffective form of DRM. Hell, Remedy's way of dealing with pirates is more effective and that's just giving Alan in Alan Wake a eyepatch and a pirate shirt. In terms of reverse engineering, any form of DRM is just a hurdle to leap over. Furthermore, as someone who has actually been paying attention to the back-and-forth, DD had specifically said that figuring out how to detect if your code is running on a console or a PC only took him 25 minutes. That doesn't surprise me nor does it mean that reverse engineering a DRM solution from that detection will only take 25 minutes. For example, if I have a script-heavy mod and decide that I'm going to litter my code with console detection or even go as far as injecting console detection into the compiled scripts, that's going to be a pain to remove just because of the time commitment to tracking everything down and making sure it is removed properly. That's not really an invalid tactic in terms of "security features". Most security features are like that in the sense that they take a minor time investment for a developer in order to make a massive time investment for an attacker. Even your account on the Nexus here relies on that: your password is processed by a cryptographic hash function, something that takes a relatively small time investment for the developer to implement. Any malicious attacker can try to gain access to your account. If they took long enough? They could. It would just take a lot of time and resources. And before you think I'm dissing the Nexus: that's literally what every password you've ever used represents. A time investment to crack, not a sacred key that's impossible to get around. I need to kind of make this clear before I say the next part: I really don't agree with the methods some people are supporting, especially not what I'm about to talk about. However, I think you're both missing the point of what he was getting at as well. Not only can console detection create a non-trivial time investment to crack for script heavy mods but it can be used to create a situation on Bethesda.net that's too volatile for consoles to navigate using what are, bluntly, malware-style tactics. For example: you could put up a mod that has a time-delay feature that begins to destroy the game world silently without the user being aware. By the time they become aware their game is degrading they could have been playing the game for hours and could even have downloaded additional mods since then, making the source of the attack difficult for the user to determine. If you successfully keep doing this on Bethesda.net, you essentially end up with a situation where console modding is a minefield, especially when you consider the lack of ability to fix the game when using a console. And even if I don't agree with the tactic, it is a potentially effective one, partially because of some of the issues making people consider this whole "mod DRM" thing in the first place: Bethesda isn't curating their site well enough. It's not like you couldn't make an equally malicious mod for a PC, but in general I would feel safer throwing my lot in with the Nexus over Bethesda.net simply because I know this place is well policed. TL;DR: There's a misunderstanding about what DD was saying: it took 25 minutes to find a way to detect consoles. That doesn't mean 25 minutes to crack a DRM based on that detection. I don't agree with the extremes he's taking (I don't even really agree with the idea of "mod DRM" beyond however much it takes for Bethesda to actually start curating their site) but what he described is a potentially valid (but malicious) way of reducing "mod piracy." Yes, "thieving peasants" will have the ability and intelligence to reverse engineer mods. Not the majority of console users will have the technical expertise, no, but some will. Just the same as in the wider world, most pirates don't have the ability to reverse engineer game binaries to strip out the DRM, but some do. If an anecdote helps: when I was attending university studying software engineering I didn't have money to upgrade my PC, so I ended up playing Fallout 3 on my XBox 360. But if Fallout 3 had this Bethesda.net thing happen and I decided to be entitled my PC was more than capable enough of running FO3Edit which is the majority of what I would need to strip out the DRM from a mod if I had the time and energy to do so. I'm not exceptional and you wouldn't even need a formal education to do so: a hobbyist with the time and energy could also do so just as well if not better than my lazy self. I know you touch on this in your last line, but I'm blathering on for a reason: you would probably be surprised how many people on consoles would still be doing this. Even if this cut the numbers by 90%, the idea of taking legal action sounds nice on paper, but in reality I find it highly unlikely you'll actually see many (any) lawsuits over mods. The only solution I can see in the real world is Bethesda taking responsibility and actually properly curating Bethesda.net. Maybe it will take someone seriously trying to take legal action before Bethesda will do so, but it's not like people with a passion for modding are going to want to spend 50% of their time trying to hand out DMCA takedowns.
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