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Everything posted by PurplePigeon
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Self Resetting Lock Mod
PurplePigeon replied to JoeHateful's topic in Fallout New Vegas's Discussion
What's the point in having achievements if you cheat to get them? :confused: But anyway, that Cheat Terminal mod mentioned above should help you. -
Well, you could change your health with a console command, but then the game may break somewhere. Who knows what health it will give you when you level up? If it's only level 3, I'd suggest starting from the beginning or from whenever this strange thing occured.
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When I choose one of my files, then select "Manage files" in the "Admin" section, then select an uploaded file and click "Edit file", I can edit information about that uploaded file, but the Version field cannot be edited because it's not even displayed. It remains unchanged when other file details are updated. Furthermore, when the File Name is changed (maybe even when other details are changed, have not tested), version number will be ommited from the actual name of the downloaded file (i.e. it will always be named <chosen name>-<file id>.<extension> instead of <chosen name>-<file id>-<version>.<extension>). The only workaround I've found is to delete the file and upload it again. While the first issue is at least visible, the second one may be quite unexpected. This was tested on New Vegas Nexus, have not tested on other sites.
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It seems that many modders who use non-English versions of FO:NV have understandable difficulty creating mods. Namely, when they create a mod, all localized strings are copied into it and every user of the English version who uses such a mod ends up with English strings replaced with their translations into some other language. Of course, the best solution to this problem would be to come up with a way to only distribute actual changes to the records instead of replacement records. the user would then need to create a ESP/merged patch from it. That would solve a lot of compatibility problems. But since no-one has created such software for Fallout 3, nor for TES IV: Oblivion, it probably won't happen soon, if at all. Therefore, I propose an obvious makeshift solution. Upload a ESM which would contain all records with any locale-related data. Users of localized version could create mods for English version using this file by loading it into GECK with their FalloutNV.esm and creating mods using it. It would be a very large part of FalloutNV.esm, but it's better than nothing. The problem is, of course, that this would mean redistributing a lot of copyrighted content. However: As we all know, due to the way mods work, nearly every mod contains chunks of FalloutNV.esm This file would be useless without the original game and its only purpose would be to simplify creating mods for the game Since Steam allows its users to download the game in any available language for no extra charge and all releases of the game are bound to Steam, we won't be distributing anything for which people are supposed to pay extra I do not know whether or not this question has been raised already. I could myself create such a file (hopefully), but the copyright situation needs to be clarified.
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Limited Mods corrupt save/load
PurplePigeon replied to Secber's topic in Fallout New Vegas's Mod Troubleshooting
You may as well try merging them with NVEdit, this will reduce the number of plugins and you won't have to remove any content. But 225 is a strange number. I can't think of any explanation why you can't have 226 mods. -
I doubt that FO:NV can be turned into a T-rated game by disabling gore and swearing. As for parents who think it's OK if their child runs around in a post-apocalyptic world, slaughtering people, destroying towns and (potentially) siding with murderous misogynistic slavers as longs as there is no blood and swearing... Maybe this kind of parents established video game censorship in Germany. It could be a useful option but it's not like I miss it in New Vegas.
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Limited Mods corrupt save/load
PurplePigeon replied to Secber's topic in Fallout New Vegas's Mod Troubleshooting
Probably not more than 255 due to the nature of FormIDs, but maybe even less due to some additional limitations. How many do you have now? -
Well, isn't it a different issue? Because this opinion does not exclude options 2 and 3 and it does not require any changes in the Nexus' policy.
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Here we go again... Why is there no option "Modders should be encouraged to allow to use such fixes without special permissions, we don't need a whole new feature for this. If someone tries to enforce their rights over trivial fixes, moderators should settle such disputes on case-by-case basis."? Technically, there is absolutely no need in a special category. People who want to let others use their work without special permission can just set permissions appropriately. There are only three problems: some modders don't care about setting permissions for their mods (although they would let everyone use them), some modders overly care about permissions for their mods (they require everyone to obtain a permission from them just in case) and some modders really try to take down whoever "steals" their fixes, although their fixes are not really complex and usually are simply logical solutions that any other modder could come up with. The first problem should be solved by encouraging modders to spend one minute setting the permissions, because they are SRS BUSINESS here. The second problem should be solved by encouraging modders to not be so strict about their rights to such fixes, because they are not really such a SRS BUSINESS. In case they insist that they are sole proprietors of secret knowledge about fixing these bugs, they fall into the third category. And the third category, modders who insist that no-one is allowed to fix a typo in a script because they fixed it first, should be squelched by moderators on case-by-case basis. The community does not benefit but is harmed by such actions. To sum up, modders who do not care about permissions should be persuaded to set them, that's all. Maybe if a modder does not set permissions when uploading files, show them a message encouraging them to do so. And those who intentionally don't let everyone use their fixes will simply not upload mods to this new category, thus rendering proposed permission exceptions useless. By the way, a category called "Bug fixes" would be really useful. Even if not as a category with special permissions, just a normal category for bug fixes, so that they could be separated from other mods.
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No, testicles should've gone to another place, we don't have to limit surgery to brain surgery... :pinch: But that experiment failed anyway. :laugh:
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Shunned with NCR but they still dont attack me?
PurplePigeon replied to junjo75's topic in Fallout New Vegas's Discussion
I don't think that "Shunned" is enough for them to attack on sight. However, when I was shunned by NCR, I met a group of rangers who threatened to attack me if I don't raise my reputation with NCR within three days. But that time I was not ready to fight with them, so I responded politely and did Ambassador Crocker's quest in three days, thus restoring my reputation. Don't know what would have happened if I hadn't done it. -
The best way to fix this would be to do something with the image title that appears under the image. It should appear BEFORE the image starts appearing and disappear AFTER it finishes fading out completely. Then the confusion would probably be gone, as anyone would know what exactly they are about to see.
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Screw tactics. Good armor (but not anything that impedes running), some med-x, some stimpacks, some doctor's bags if you're playing on Hardcore (in case your legs get crippled). Turbo, if you can spare some. And run very quickly directly to the fence. You don't even have to get too close, they'll stop firing much earlier. Of course, Quicksave button is your friend here. I was also able to reach the tunnel entrance but it was locked with a very hard lock.
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Pituitary gland and testicles may suffice Just joking. :biggrin:
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Not requests, more surgestions
PurplePigeon replied to frank lee's topic in Fallout New Vegas's Mod Ideas
You want a female Elvis Presley wannabe in this game? Jumpin' Jesus on a pogo stick... -
GECK: Not all models showing
PurplePigeon replied to stratopwn3r's topic in Fallout New Vegas's Mod Troubleshooting
Here, for example: http://www.thenexusforums.com/index.php?/topic/249607-interiors-not-rendering-in-gecks -
Well, firstly, please use proper indentation. When code is not indented, it's hard to read, but when it's intended badly, it's even harder to read, because it's confusing. You may try Cipscis' Script Validator (http://www.cipscis.com). By the way, it shows several warning and error messages on your code. Secondly, it seems that your code has this structure: begin GameMode if myState == 1 if button > -1 ;Do something if myState == 2 ;Do something endif endif endif end Which means you have put one if-block in a wrong place where it can never execute. Or am I reading it incorrectly?
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Scripted PipBoy close
PurplePigeon replied to Hofstadter's topic in Fallout New Vegas's Mod Troubleshooting
I don't know of any methods, but hopefully someone does. What I'd suggest is this. When player activates the item, if the game is in MenuMode, display a message that PipBoy must be closed to proceed, and if it is in GameMode (or when it switches to GameMode once PipBoy is closed), perform the main action. Some popular mods also use this approach. -
GECK: Not all models showing
PurplePigeon replied to stratopwn3r's topic in Fallout New Vegas's Mod Troubleshooting
This question pops up on Nexus and Bethesda forums every day, try searching for it. -
Good browsers should be able to refill forms when you, say, go back to a page you've already visited. So clicking "Back" should help. However, I agree that restoring the form on the server side would be helpful, if it's possible. And since Nexus requires Javascript support anyway, checking fields for incorrect characters could be done on lcient side, before even submitting the form.
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Updates and NVSE questions
PurplePigeon replied to FrogDemon's topic in Fallout New Vegas's Discussion
I suppose the only thing you can do is switch to an older version of NVSE. http://nvse.silverlock.org/beta/archive/ -
Nexus permissions rules (Compilation Patch)
PurplePigeon replied to KalChoedan's topic in Site Support
Firstly, authors of these particular fixes allow reusing and redistributing them without permission if credit is given to them. So here one could just give them proper credit and use their work. Secondly, trivial fixes can hardly be anyone's property. If a fix consists of only several changed numbers and its author does not allow anyone to use it, then one could simply recreate this change, maybe even without credit. Because if someone tries to enforce their rights on something so trivial, they hardly deserve any respect, since their actions harm the community, not help it. Of course, not every mod that only changes some values is trivial. Some balance overhaul may work the same way but require extensive calculations and effort. Such mods bear a significant mark of originality, since the combination of changes is quite original. But this is not the case. -
Nexus permissions rules (Compilation Patch)
PurplePigeon replied to KalChoedan's topic in Site Support
No, no, no. All work would be completely Zenball's. Credit would go to those original authors as finders of those bugs and ways to fix them. However, since all of these fixes would be reimplemented by Zenball and this implementation would be original, this mod would be completely his own work. It would not be simply a compilation of someone else's patches. What any community would not benefit from is increased bureaucracy. And this is what will happen if these ideas about "non-protected" mods, fixes that cannot be copyrighted etc. is implemented. Because every such compilation will then cause a flame where people will discuss whether or not the fixes are trivial, whether or not modders' rights apply in this particular case et cetera. -
Nexus permissions rules (Compilation Patch)
PurplePigeon replied to KalChoedan's topic in Site Support
GPL? Wow. All Nexus sites host mods for proprietary games made with proprietary programs, with some limitations attached to them (non-commercial usage only, for example). If they were released under GPL, it would be a very strange legal case. For example, one clause in the GPL states that every derivative work must be compilable with free/libre toolchain, which is clearly not the case. Or did you mean just "free for everyone to redistribute and modify"? On topic, well, the problem is that the patch was indeed called a "compilation patch", the author listed all authors whose work was used as original authors of those patches (as opposed to, say, "finders of these bugs" or "sources of inspiration") and then quite clearly stated that he didn't get a permission. This seems like asking for trouble. Well, I think it would be a good solution, why not? If he had recreated every non-trivial script and asset himself, it would technically be his own mod. Although, of course, I cannot predict how moderators would react. -
New distribution permissions options for all files
PurplePigeon replied to Dark0ne's topic in Site Updates
Yes, I have read your entire post and I still think that it makes no difference. Your whole ESP is the New Material you create and scripts are a part of it. But I'm not a lawyer, maybe I'm wrong here. But I don't know of any occasions where Bethesda would be sued by a modder for copyright infringement :smile: .