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FlyingHigh10000000

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Everything posted by FlyingHigh10000000

  1. Nude mods don't in any way represent the objectification of women, though. A mod that displays Nazi symbols and/or flags and uniforms kind of represents Nazis, and thus the things they stood for. As far as I know, on its own the nude female form doesn't stand for anything in particular.
  2. If it used sound effects from the AVP movie or game, it was probably taken down for copyright infringement. Nexus has always had a policy against allowing copyrighted material, but the threat that MLB put out after the Red Sox uniform mod got some good press seems to have made things a bit more tense than usual. Nexus has never been a place for copyrighted sounds, textures, and so on to be posted, but you're especially seeing more of it removed much faster because of that recent event.
  3. I'm definitely coming around to this view, quite quickly in fact. There's already one pretty slick reskin that clearly isn't just there to offend people, and it'd be a shame to lose that, even if it meant losing the "My first texture mod is a swastika on a random bit of armor" stuff. I can appreciate art like anyone else, and when effort is put in, even symbols that represent a rather offensive regime like the Nazis can be taken on their own merits, rather than on what they call back to. The same can't be said of basically slapping a swastika sticker on something. Plus, the person that made the X-01 reskin I'm referring to even put up a disclaimer. If nothing else, encouraging people that make Nazi or other offensive sorts of mods to put disclaimers like that up in the description is a good thing, because it helps reinforce that the actual Nazis and their crimes were not good.
  4. I see where you're coming from here, and to a point I do agree, despite what I said in my initial post. I agree that censorship isn't a good thing, and I'm by no means trying to say that Nazi-themed mods shouldn't exist. When done well, the aesthetics are intimidating, and powerful. There's a reason the Nazis used the symbols, flags, and uniforms that they did. Partly because some of the symbols were used by previous German regimes, and I would assume in part because some of the stuff really is quite intimidating. Sharp, dark uniforms with eagles and iron crosses have kind of always been a German thing. The Nazis just modernized the designs for their time, and put their own spin on it. Given the reaction most people these days have to even seeing a WW2 SS uniform, I'd say their designers did their jobs well. The reservation I have, and that I've seen others echo, is that Nexus is a pretty big, diverse place, and the things that WW2 Germany is known for have a lot of emotions and imagery associated with them that are pretty...painful, for some cultures and nations, including Germany itself. I guess the real issue I've found with some of this stuff isn't even the Nazi imagery in itself. It's the lack of effort and care that some of the folks who have made these mods have shown toward the subject they're tackling. The author of the flag mod I referred to, for instance, at least makes a note that they're not a Nazi. There are a few mods where the author doesn't seem to even care that they just slapped a swastika onto something and didn't feel the need to even address it. Instead, it gives the impression that they either don't care about the subject, or worse, that they might agree with the Nazi ideals. Making Nazi mods, sure. That's not inherently a bad thing. Not taking the time to at least condemn the Nazi regime for its crimes, or even mention that you don't agree with what the symbols represent, though? That's kind of messed-up, because it indicates a serious lack of respect toward the people that what you're portraying has harmed.
  5. EDIT: Adding this bit that I put in another post, because I feel it helps clarify why I'm even bringing this up in the first place. ---------- I guess the real issue I've found with some of this stuff isn't even the Nazi imagery in itself. It's the lack of effort and care that some of the folks who have made these mods have shown toward the subject they're tackling. The author of the flag mod I referred to, for instance, at least makes a note that they're not a Nazi. There are a few mods where the author doesn't seem to even care that they just slapped a swastika onto something and didn't feel the need to even address it. Instead, it gives the impression that they either don't care about the subject, or worse, that they might agree with the Nazi ideals. Making Nazi mods, sure. That's not inherently a bad thing. Not taking the time to at least condemn the Nazi regime for its crimes, or even mention that you don't agree with what the symbols represent, though? That's kind of messed-up, because it indicates a serious lack of respect toward the people that what you're portraying has harmed. ---------- Original post is below this line. ---------- This is honest-to-gods not an attempt to start a flame war or anything like that. I'm very, very curious about something that I've noticed a whole lot of over the past week or so. Namely, the amount of mods for Fallout 4 that involve Nazis/WW2 Germany in some way. I've seen everything from German Minutemen artillery officer sound mods, to outright retextures of the Minutemen flag to the Nazi flag, and even things like the star on the front of combat armor being replaced with a swastika. What's the deal with this stuff? When did Nazis get such a large presence in the Nexus community, and how is this sort of thing allowed to keep going on? I've seen a few people say that it's within their rights to make whatever mods they want, but shouldn't we as a community discourage this sort of thing? Or shall we just go whole-hog and do ISIS flag replacements, and replace the Minutemen uniforms with ISIS gear? I've also seen people defend it with, "If you censor this, you need to censor all of the MLP and John Cena mods." No. That's not even close to the same thing. You can't just equate Nazis to bronies and wrestling fans, and act like that's in any way reasonable. More importantly, and this question is ONLY for a moderator to answer,(I won't be acknowledging any answers from non-moderators for this specific question.) does Nexus even allow Nazi symbolism in mods, and if so, what's the reasoning behind that? Isn't content that displays hatred of any given race or sexual preference against the rules? Nazi symbols, flags, and uniforms are heavily associated with a government whose policies included a whole lot of hatred, and genocide. Where is the line drawn, exactly? Is it only at a point where the hatred is directly stated in plain text/speech? Would a Stormfront-themed shirt texture somehow be allowed, despite it being a white supremacist website? I get it. The internet is a crappy place sometimes, and Nazis exist. But do we really need to let this sort of thing also flourish in a community as diverse and generally respectful as Nexus? Can't we hold ourselves above allowing symbols of bigotry and hate to sit beside every other mod? This isn't the same as allowing a nude mod, or a MLP mod, or any other mod currently out there right now. Nazism is objectively dangerous and hateful. Germany's actions in World War II led to the murder of millions of innocent people. Men, women, children, old people, sick and healthy alike, were murdered by the thousands. Nazi mods are always going to be around. I'm not suggesting that we do something dumb like try to get every place ever to remove any Nazi-themed mods. I'm suggesting that maybe a place as well-known and with as much exposure as Nexus consider what allowing these sorts of mods implies. Maybe this will get me labeled as an "SJW". Maybe I'll get laughed at or insulted for stepping up to say something about this, told that I'm too much of a bleeding-heart white knight, and that I should get out more, or get a hobby. Or maybe I'll get called a Nazi myself, because it's censorship to want to see the removal of Nazi-themed mods. But as far as I'm aware, simply having an opinion on the matter isn't against Nexus rules, and I haven't seen anyone else bring the topic up here yet. All I ask is that the community consider if this sort of thing is what they really want hanging around them, and that the people in charge of this place do the same.
  6. Copyright laws are not "BS" as you so eloquently put it. They're laws, and must be followed. If you don't like the current laws, write to your government.
  7. To be fair, Zhang and the other special soldiers are just that: special. Could always fire them, if you really don't like how powerful they are. They get the stats that they do, because they're very special people. Zhang shows just how adept he is, when he uses a pistol to kill a Sectoid as it runs behind your squad of soldiers, none of which heard it scampering around behind them. He's depicted as better than your guys, because he /is/ better than your guys. He's been in the Triads for a long time, and has seen a lot, judging by his scars, and the lines he says in battle. That's also the reason why he's just brought in on the X-COM project with no real questions. He's proven himself to be more than capable in the field. Heck, he even has unique textures and a unique voice. If he's that big of a problem, just...don't use him, maybe? It seems like a lot of work for almost no payoff, when you can just ignore or fire him, instead of trying to go in and force the game to not make him as good as he actually is. On the positive side, you wanted to keep Zhang from making the normal troops feel bad for not being as awesome as him, and by crippling his aim by setting it to an inaccurate 66, you've at least done that, though maybe not in the way that you intended. My problem is that a tough guy brought up from the streets with only gang fighting experience could detect a sectoid THAT A TEAM OF ELITE AGENTS GATHERED FROM AROUND THE WORLD WHO ARE TRAINED TO HUNT AND KILL ALIENS COULD NOT FIND! WTF MAN? Anyways, enough on why I don't like him, resume original topic now. You do realize that the Triad organizations are not normal "gangs," right? They're organized crime, much like the mafia, yakuza, etc. Their soldiers tend to be pretty well-trained, because they do a lot more than just fight in the streets like common thugs. If anything, a good triad soldier would be MORE adept at hunting and killing in an urban environment than a vast majority of people. Zhang. Is. Special. If you really hate him that much for being canonically better than the rest of the soldiers, you have quite a few options for not having him on your squad. MEC him, fire him, let him sit in the Barracks for the entire game. Heck, you can even just let him die in Friends In Low Places, and skip the entire Zhang thing. It ends up just being a cheap shortcut to tech that you shouldn't have at that point, anyway, by the time you finish the third mission. I'm trying not to just be a jerk about this, but you seem to be taking the longest route possible to fix a fairly simple problem. You seem to really, really not like Zhang, or any of the other special soldiers, but...you don't want to fire them, and are instead going so far as to delve into the UPKs to change their stats, one at a time. Why? That's like not liking one of the countries, and instead of just ignoring that country, going into the game files to remove it entirely from the game. You're putting more work on yourself than necessary. :P
  8. To be fair, Zhang and the other special soldiers are just that: special. Could always fire them, if you really don't like how powerful they are. They get the stats that they do, because they're very special people. Zhang shows just how adept he is, when he uses a pistol to kill a Sectoid as it runs behind your squad of soldiers, none of which heard it scampering around behind them. He's depicted as better than your guys, because he /is/ better than your guys. He's been in the Triads for a long time, and has seen a lot, judging by his scars, and the lines he says in battle. That's also the reason why he's just brought in on the X-COM project with no real questions. He's proven himself to be more than capable in the field. Heck, he even has unique textures and a unique voice. If he's that big of a problem, just...don't use him, maybe? It seems like a lot of work for almost no payoff, when you can just ignore or fire him, instead of trying to go in and force the game to not make him as good as he actually is. On the positive side, you wanted to keep Zhang from making the normal troops feel bad for not being as awesome as him, and by crippling his aim by setting it to an inaccurate 66, you've at least done that, though maybe not in the way that you intended.
  9. Disregard this, I'm an idiot. Didn't notice which program you have to use to install the mods.
  10. Does it still work after The Patch? It should. I haven't really looked into it much, but I did check the hex offsets in the mod file, and they point to the same bit of hex, from what I can tell.
  11. Updated the two mods that needed it for EW's first patch. Removing the pasted code, because it was making the post a bit too messy, in my opinion.
  12. EDIT: Currently putting together a new version of the mod, that adjusts the offset to the new one, thanks to the first EW patch.
  13. Ah, is this happening with the "grid" mod that allows you to bring up to six items for a single unit? Guess I won't be using that button from now on. In fact, that makes me wonder if there's a way to just make the button not function, or even disappear, that way I don't accidentally hit it while prepping, and lose items for no reason.
  14. No, I'm actually using the latest version. Toolboks appears to not change the .ini file for EW yet, though. Seems others had the same problem.
  15. Alright, pretty sure I know what the deal is here, actually. What I'd like to know though, is, if you check in the "backups" folder in the Toolboks folder, is DefaultGameCore.ini present in the backup created when you attempted the install? Edit: Did a bit more looking into it, it seems like Toolboks may not be editing the correct .ini, as it's backing up only the old EU .exe, and not the Enemy Within one, meaning it's not even touching it. Confirmed it by looking, and seeing that the Enemy Within .exe hasn't been modified in quite a while. I'll keep working on that, sorry about the trouble.
  16. Going to use this thread as a repository of sorts for the various Toolboks mods I make, as I attempt to migrate the various changes I make, both for myself and others, into user-friendly custom mods for Toolboks, that can be installed, uninstalled, and even edited, without much work on the average user's part. To use these, you'll need X-COM Toolboks, by Bokauk. (http://xcom.nexusmods.com/mods/79/) Please consider these mods free to modify and redistribute as you please. All I ask is that you mention not only myself, but anyone I also mention in each mod, in the description, if you do redistribute something that branches from what I've done. I can confirm that the abduction mod works, and Anbar provided a lovely screenshot of the Zhang mod in action:http://steamcommunity.com/sharedfiles/filedetails/?id=198231917 If you have suggestions or requests, feel free to PM me with them, and I'll see what I can do. Alternative link for the mods, in case Nexus servers get a bit weird:http://www.mediafire.com/download/chbby5uby88ph50/FlyingHigh%27s+Toolboks+Mods.zip Edit: Updated mods for EW Patch 1. Just had to adjust the offsets a bit, to reflect the changes in the UPKs from the patch. Both the attachment to this post, and the Mediafire mirror, have the updated versions.
  17. It does work. I tested with changing the value to 04, and when I completed Friends In Low Places, Zhang was an Assault. The abduction mod works as well. Managed to get one abduction per group, and it should work with two, or the default three. I read in a different thread that the UI gets a bit buggy with more than three, though, so I wouldn't advise using more than three.
  18. The number...of abduction missions per group. Seems my topic title was a bit too long. x_x Make a text file for each of these, paste the entirety of what's in each box of code,(One for each mod.) and load them through Toolboks, as custom mods. Make sure Toolboks is set to back up your files, in case you don't like the changes. MOD_NAME=Zhang is now an Assault AUTHOR=Metal_Izanagi(Thanks to Tiress for the code that needed to be changed, and johnnylump for the values that represent each soldier class.) Description=Changes Zhang to an Assault, instead of a Heavy.\ version: 1.1 UPK_FILE=XComStrategyGame.upk OFFSET=02147328 [MODDED_HEX] {Changes Zhang to an Assault. The last 02 in the line determines Zhang's class. Included in brackets are the lines for each class. Replace the hex line for the class you want.} {Sniper 03 00 00 00 01 00 8A 02 00 00 24 01 0F 35 DF 03} {Heavy 03 00 00 00 01 00 8A 02 00 00 24 02 0F 35 DF 03} {Support 03 00 00 00 01 00 8A 02 00 00 24 03 0F 35 DF 03} {Assault 03 00 00 00 01 00 8A 02 00 00 24 04 0F 35 DF 03} 03 00 00 00 01 00 8A 02 00 00 24 04 0F 35 DF 03 MOD_NAME=Change abduction mission count AUTHOR=Metal_Izanagi(Thanks to Drakous79 for the function that needed to be changed.) Description=Changes the number of abductions per "group" from three to one. version: 1.0 UPK_FILE=XComStrategyGame.upk OFFSET=04658096 [MODDED_HEX] {You can change the last 01 in the code to adjust the number of abductions that you have to choose from. It's set to one, here, though the default is three. More than three may break the UI.} {Original hex is 79 2F 00 00 0E 00 00 00 0A 00 00 00 04 2C 03 04} 79 2F 00 00 0E 00 00 00 0A 00 00 00 04 2C 01 04 Feel free to leave feedback, and if I messed up on something, please let me know here, so I can fix it. Credit goes out to Drakous79, Tiress, and johnnylump. Without their knowledge of how UPKs work, and the research they did on the functions and values that the game uses, I wouldn't have been able to put these together.
  19. This is some amazing stuff that you guys are working with. I never would have guessed that the game actually has an inventory system similar to that of the original game, just hidden out of the player's view. Makes me wonder if someday, it might be possible to allow the player direct access and control, regarding the backpack, and other slots. Probably a pipe-dream, at best, and a recipe for disaster, at worst, but I've seen stranger things, and our resident genius, Amineri, has uncovered some amazing secrets already.
  20. EDIT: If you used the initial mod that I posted, revert to your backup. I screwed up the code the first time, because I didn't insert the changed hex properly. The game will almost surely NOT function if you used version 1.0. Use version 1.1, as I've since fixed it. Sorry about any trouble that caused. This is why we keep backups, though! Here's a fairly experimental Toolboks custom mod that will change Zhang to any class you desire. Just stick the info below into a text file, and set it to any class you want Zhang to be. Any feedback would be appreciated. I'll be testing this, as well. You should have Toolboks set to create backups anyway, but make an extra backup, just in case this breaks something, instead of helping. MOD_NAME=Zhang is now an Assault AUTHOR=Metal_Izanagi(Thanks to Tiress for the code that needed to be changed, and johnnylump for the values that represent each soldier class.) Description=Changes Zhang to an Assault, instead of a Heavy.\ version: 1.1 UPK_FILE=XComStrategyGame.upk OFFSET=02147328 [MODDED_HEX] {Changes Zhang to an Assault. The last 02 in the line determines Zhang's class. Included in brackets are the lines for each class. Replace the hex line for the class you want.} {Sniper 03 00 00 00 01 00 8A 02 00 00 24 01 0F 35 DF 03} {Heavy 03 00 00 00 01 00 8A 02 00 00 24 02 0F 35 DF 03} {Support 03 00 00 00 01 00 8A 02 00 00 24 03 0F 35 DF 03} {Assault 03 00 00 00 01 00 8A 02 00 00 24 04 0F 35 DF 03} 03 00 00 00 01 00 8A 02 00 00 24 04 0F 35 DF 03
  21. Still looking for info on Zhang's class. Modifying the old DLC files in the Enemy Unknown directory doesn't do anything in EW, and the file that used to be edited to change Zhang's class isn't present in the EW directory.
  22. Amineri wrote that: The original two DLC for Enemy Unknown are still present in the XComGame/DLC folder. Oh, Enemy Within uses the old DLC upks from the original game install, instead of copying those, too? That might help things a lot. XD
  23. I reasoned along similiar lines but thats still a lot of time On the positive side, you'll be coming into the game with a lot more info than we did, regarding modding, eh? Something I did find in DefaultGameCore.ini is that near the bottom, all of the flamethrower skill's numbers are there, easily-editable. I messed with a bit, made the character do two sweeps with the flamer, and widened the radius, made the stream go further, etc. Helps a lot. I just need to make the flames stronger. Seems weird that a mech wielding a flamer couldn't just shoot it straight through a wall.
  24. You really should stop mentioning that. That stuff tends to not go over too well here. Just some friendly advice. Also, has anyone found out where the info for Zhang's class and such is stored in Enemy Within? The old file that had to be edited, "DLC_Day60_SF.upk" doesn't appear to be there anymore.
  25. In response to post #8295085. #8295193 is also a reply to the same post. Er, Oblivion's rating was actually changed to M not long after release, so you're wrong there. You can read more about that here: http://www.esrb.org/about/news/downloads/oblivion_release_5.3.06.pdf Basically, the ESRB messed up in their initial review, and missed some things that clearly put Oblivion into the 17+ category. As for the games with Nexus sites, and their ESRB ratings, here's a rundown: TES V: Skyrim - M(17+) TES IV: Oblivion - M(17+) - Formerly T(13+) Dark Souls: Prepare To Die Edition - M(17+) Dragon Age: Origins/Dragon Age 2 - M(17+) Dungeon Defenders - E10+(10+) Fallen Enchantress - RP(To be determined) Fallout 3 - M(17+) Far Cary 3 - M(17+) Legend of Grimrock - T(13+) TES III: Morrowind - T(13+) Mount & Blade Series(Three main games, iirc.) T(13+) Neverwinter Series(Two main games, expansions are rated the same.) - T(13+) Fallout: New Vegas - M(17+) The Witcher Series(Two games, so far.) - M(17+) War For The Overworld - Unrated, last I checked. World of Tanks - T(13+) XCOM: Enemy Unknown - M(17+) The breakdown: M(Mature) - 11 T(Teen) - 8 E10+(Everyone Ten and Over) - 1 Not rated by ESRB - 1 RP(Rating Pending) - 1 Now, every single one of the M-rated games on Nexus has either a Blood and Gore or something involving nudity, and in most cases, BOTH. Now, for some reason, nudity has its own flag of sorts for content, seperate from "adult" content, which is blood and gore, as one of the moderators mentioned, which, while I find it odd, I'm just chalking up to modern society's repression of sexuality, and the pressure advertisers and so on have put on the site owner, out of a desire to cater to those that would rather avoid sexuality than face it as humans have done for centuries. ANYWAY. The point is, Oblivion is rated M, and so are exactly one-half of the games supported by Nexus. Two of the other half aren't even rated yet/may not be rated, and eight of those are only meant for people that are thirteen or older. If you can't handle genitalia, or blood and gore, maybe, just MAYBE, you shouldn't play games like Skyrim, Dragon Age, The Witcher, Fallout 3, Oblivion, and so on. Pretty sure all three of those have the Blood and Gore tag in their ESRB rating, and at least a couple have Partial Nudity or Nudity tags, as well.
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