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nisen

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Everything posted by nisen

  1. heck, i just realized how to get around the permissions altogether. but still curious about this question, but wont need to check for replies every hour
  2. Hi, if someone on heres a moderator or knowledable on the fine print of mod permissions could you answer this question Ive ported a FONV mod to FO3 and think other would appreciate it being available, plus on the FONV mod page it says "You can do ANYTING with this file. You can use it on your projects, include it in other mods, modify as you like, anything. Just give me a little credit." Buut the 'official' permissions section says its not to be ported to any other game. http://img824.imageshack.us/img824/5281/saysthis.jpg So is that a cut and dry issue, that it can never be uploaded to fallout3nexus by people other than the original author? or is it more likely one of those default settings 99% of modders forget to deselect when releasing mods. I know ive never looked at changing default permissions myself, plus this mod author mentions hes not that great with English, so might not even reply my PM, or mabye hell just think my questions stupid after he left the disclaimer on the mod page
  3. wow what a horrible thumbnail attachment format. looks completely broken that screenshot appears to show three or four mods Nuka Early DarnifiedUIF3 aHUD and or iHUD and one of the primary needs mods, think mine are included in wanderers edition, but theres several places to get them
  4. hey ive got this idea to do a mod, dont need any help with it, more that im curious if its something people want, or if theres a stable example of it allready done. The ideas very simple, like my modding skills, based on Wearable SKINNY-6 which adds the body replacer as a piece of armor instead of as replacer, i forget which slot it goes to, but is out of the way for most outfits anyway, theres two ideas, the first ideas to turn it into a full compilation of all body mods, (very similar to what FEM - Female Enhancement Mod does which i havent tried yet, but making them all available in this equipable armor format, which essentially removes all conflicts, and does away with need for complicated scripts, the problem is id have to first install every body mod inturn and compare it with my armor version, then the hassle of finding all the good outfits for each of them, and then would probably have to release it as an esp only, including instructions for downloading the original mods and how to repackage them so the second, far simpler is to turn the mod into a tattoo race replacer, allowing you to simply have a dozen or so unique texture types to put on companions and other npcs or even your own pc: it turns out its easy to add new bodies to other npcs, or your pc, even with bat files, like can click an npc, type "bat xxx" and theyre now wearing the new body, can even use the same process to unequip And its possible to make high detail icons to show which tattoo set or body mods used: eg heres my wearable skinny6 icon http://img35.imageshack.us/img35/5305/skinnyiconexample.jpg Guess a middle ground between the two would be doing it for have a limited number of body types, say the 4 most popular, and having half a dozen instances of each and letting them share the skin textures
  5. yea visibility does what i wanted, managed to finish setting it up, and even able to use three sets of screenshots :D if any o'yall still wastelandering over in FO3, it was for my map mod here, the need for visibility was firstly cause id configured the map_menu to show the map screen the whole size of pipboy display, but theyre different size displays, and with the other tweak to alter the brightness, meant i wanted 5 versions for each display,; wouldve been a mess to have them all load each time you activated it
  6. Ok have worked it out, needed to get rid of the InstallSteps bit inbetween sections. Heres a working script with visibility tags mentioned above, does exactly what i wanted the first 5 options show up if it detects the pipboy 2500 esp is installed the third 5 options show up if it detects the pipboy readius esp installed the second 5 options show up if it doesnt detect either of those btw technically the mods for FO3 im making, but has some cross over with FNV, and its a ModConfig5.0 script
  7. Had a look at the Blackwolf backpack script, doesnt seem very useful...
  8. Hi, ive got nyrb's 'guide to fomod scripts' (for the xml type) but dont understand alotof it, and know to do a basic scripts, but want it to detect other mods installed to decide which version of a an optional file installs say theres 3 sets of 5 optional files (15 files) but only want 5 options shown, so have the script decide which version from the 3 sets get installed depending on the esps detected or better yet, if it shows the specific set of 5 accociated with the esp detected (that way could have different preview pics) Havent found other xml script guides around, so hoping someone would point out the relevant sections in nyrbs guide to focus on, mabye thatd help cheers
  9. yea igot it but still playing and modding Oblivion. will probably be a few weeks before trying this out
  10. good stuff, i watched a couple youtube vids and the voice acting sounded great, and with the game guide shouldnt have too many problems learning the ropes,plus noticed gameplay uses similar 3rd person style as the Witcher which is ok with me btw was just about to start downloading and the popup said its a 25GB install so gonna put it off just yet, but wanted to ask are all the dlc huge files in their own right or is vanilla game allready like 15-20GB to start with? I was expecting it to be mabye 5GB plus a couple extra for dlc, but guessing now the bulk of its the audio files
  11. thanks, glad to hear its got a good shelf life, ill try it out, allways felt the story elements of the tes and fallout games not very immersive. cheers
  12. well i only know ME1 and 2 from the Bioware stable heres my long ranting opinion of those games
  13. Ive heard bad things generally about Bioware games and experienced the horror of getting the Mass Effect 2 dlc up and running, and saw a review mention this has been an issue with DA too, but the DA ultimate edition comes with all 9 so should be a non issue I really like the mechanics and fantasy realms of Oblivion and Skyrim but dont know anything about DragonAge origins other than its said to have heavier role playing element, but not whether its done very well. Also hows the combat in DA compared to the last two TES games, and does it also have interesting missions and alotof gameplay sorry if this' been asked a million times already, i just dont knowwhere its discussed
  14. apparently Ilians approved certain sites to host it, one of thems Dark Creations a major benefit of that is it should remain available and includes the full mod description
  15. hey all problem with this console command is the only one i know to undo "tmm 1" (toggle map markers) is "tmm 0" which just removes them all which is kindof pointless does anyone know a simple way to just restore the markers discovered before using tmm 1 other than returning to a save point before using the command, would there a mod that adds this option?
  16. this is correct for non Steam copies, with Oblivion on Steam you dont use the obse_loader.exe, just launch the game normally and OBSE works anyway, its all in the hips :)
  17. hey, i used Wyre Bash ages ago and with BOSS installed it added the little icon to say its recognized, but now BOSS doesnt install to each of the game directory, but just C:\BOSS and im guessing thats the cause but i also reciently reinstalled Steam outside program files and now FO3 and FONV arent recognized by BOSS, i think ive lauched FO3 since moving it just to check but its no biggie atm, just goes to show somethings not working right. well the only concerns when building the bash patches for Oblivion, i allways run BOSS first and have the "BOSS disable Lock Times" ticked, and it all seems to work, but still curious why Bash doesnt list BOSS with the other icons. Ive tried reinstalling BOSS but isnt any help
  18. sorry abit cofused by that one, im reading that its ok to upload edited textures from other authors without permission unless they speicifically say not to just dont wanto get banned for doing this, but guess ill take my chances, and assume the author will catch up when they read my PM and decide to tell me if they dont want an altered version here instead of just reporting it (and assume its mostly just the authors reporting this sortof thing) thanks for the help Dante update: the author did reply and gave their permission
  19. ok thanks, although the resources refer to texture replacers that ive modified which the Nexus rules also refer to. Would it still be ok to link something to a mirror if the original versions author cant be contacted?
  20. hey whats the Nexus policy on using assets from mods by users not active on Nexus anymore, who dont reply to requests. I assume PM reminders get sent to everyones email so the active/inactive question isnt as relevant, but if someone doesnt reply could mean they dont wanto be involved cause they dont play any of the Nexus supported games anymore Also if i wanto upload a mod using resources without the permission, would it be acceptable to just upload it to a mirror to work around the Nexus rules (not that id plan to abuse it if thats how to do it) and if use of resources is usually reported by the modder who made them originally, if they theyre not active anymore, would another approach be to just PM them before uploading said mod and give credit in the description, so when they next login can see whats going on, and decide what to do about it then?
  21. interesting thread topic, i also just installed it on a stable game, went to valenwood and it crashed after just 5 minutes approaching what looked like a city wall. havent stared it backup to see if it repeats but was really pissed. And also need to confirm what was going on with a massive framerate drop, even before entering the landmass. Ive got Elswyer Anequina mod and all the UL mods so have the necessary patches, ran boss after installing (dont use the german esps) and ran tes4lodgen, boss seems to understand where the esps go so left them where theyre reordered so are you saying your game just wont lauch or is it something like im getting, cause if it just wont launch you probably didnt install it properly or missing something or have the wrong load order
  22. Lanceor idk what browser your using but with FF it never asks or even shows where it downloads to; and the only way to change where it downloads is open up the options/options tool and change it in the General tab BEFORE attempting to download things, an incredibly bad system by default with FF things should save to Favorites/Downloads or mabye a subfolder if its detecting a specific fille type, another stupid system. Basically FF default download manager sucks btw the link to download Nexus Mod Manager is here http://skyrim.nexusmods.com/mods/modmanager -be careful when installing it to choose different install locations if your using FOMM allready, some of the file paths have the same names but works fine changing the default choices for NMM so they dont conflict
  23. ok have to admit the last time i looked at the pictorial guide (the only kindof howto i was comfortable looking into) it only covered the most basic steps and didnt explain exaclty how to create a bash patch or using the bash tag suggestions etc,but it looks like that guides continued into a lot more speific stuff, i should take another look to see if it all fits together.
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