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moho25

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Everything posted by moho25

  1. "A specific modder..." You think I'm the only modder who has ever locked their comment and/or bug threads? Boy are you in for a rude awakening. Lol. My comment policy is well explained here and here. I provide a grand total of 14 separate references in that article for a player with questions to use, none of which involve my forum. Note that I didn't have to explain the recent change to my comment policy. I chose to. I also made the change in policy only after providing continuous support to BackOff and my other mods for several years. If spending literally hundreds of hours of my time answering questions, providing technical support, and fielding (mostly bogus) bug reports is your definition of "petty," frankly, I don't care. Don't like my policies? Don't use my mods.
  2. When you choose to use multiple mods together, that means you need to spend ample time troubleshooting problems on your own. We're not here to troubleshoot for you. Disable all mods, then re-enable them individually and check for the issue each time. By doing this methodically, you'll be able to narrow it down to one mod or a combination of mods. From there, you should confirm that you've installed those mod(s) properly prior to posting in their dedicated threads. For more details, read the "Gameplay Issues" section of this webpage. In addition, prior to posting in my threads, please read and follow the rest of the information on that page.
  3. @Deadmeat -- What I'll likely do since you didn't technically release projects (which all have a distinct ID) is create a single spreadsheet entry for you (per game). It will link to your Nexusmods file profile for that game, and have a short note explaining you released your mods on the old forums and not via the Projects interface.
  4. Ah, okay, we did not port forum links, specifically. We only ported projects, so that explains why they aren't listed. Please toss up a list of Nexus links to your mods in a post and I'll get them added. Thanks!
  5. ....And did you originally release your mods for ME3 as Projects on the old BioWare Social Network (BSN)?
  6. Click the link in the OP to the BSNPI. Locate each of your old BSN mods on the sheet, and insert a comment for each one that contains the link to their new page on Nexus. The most logical place to insert the comment is in the column for download location.
  7. Thanks, DeadMeat! Please insert a comment associated with each of your mods in the inventory, when you have them up and available on Nexus :)
  8. FYI, website overhaul is complete and the OP has been updated.
  9. FYI, the OP has had another small refresh. Expect one more once I'm finished updating the website -- probably near the end of this month.
  10. FYI, BSN is officially gone. No announcement anywhere as far as we can tell. Expect an update to the website and this thread OP tomorrow.
  11. The website has been up for months and the inventory is close to finished. What do you mean by "launch"? Not sure what you're waiting for. The website is very, very clear about the goal of BCN. We're an information source. No more, no less.
  12. DLC mods have been around for almost three years. During that time we've seen an enthusiastic, immediate adoption by content modders, but a much more gradual transition by mesh/textures modders. This is a good thing, as DLC mods are primarily meant for content mods. ME3Explorer staff have recently seen a spike in questions from users here and on Nexusmods about mesh/texture mods -- typically armor/clothing mods -- from creators who plan to release (or already have released) their creations as DLC mods. In almost all cases, these new mod creators are inexperienced. They lack sufficient understanding of other options and don't realize that a DLC mod might not be the best way to distribute their mod. They know DLC mods are the new/easy/cool thing, and they don't properly evaluate the pros and cons of using them. As a result, more and more DLC mods are being released for game assets that don't really warrant this type of distribution. We encourage all new and veteran modders to read this new article on the ME3Explorer wiki that explains when DLC mods are necessary, and when they are not. The contents of this article are currently being discussed in this thread on the ME3Explorer forum. Thanks.
  13. The ME3Explorer wiki is written explicitly by the toolset development team. Mostly, myself. Everything on there is 100% correct and reliable. You can consider it the official "manual" for the toolset. As the wiki explains, if you don't build DLC mods into your tree, you cannot apply textures to them. Any DLC mod file will override the changes in any base game or BW DLC counterpart.
  14. "Soon" is a bit of an overstatement (depending on your definition), but this year, definitely :)
  15. FYI, all the mods have been moved to BCN's new account :)
  16. Been awhile since an update. Hope everyone had a great holiday season :) A couple announcements: 1. Spreadsheet progress. We've been on break for the holidays like everyone else. The spreadsheet is almost done. I need to QA the DAO sheet once more and after that the Complete List will get some tweaks. 2. New BCN Account on Nexus. We've finally gotten permission for a new BCN account on Nexus, which is fantastic. The forum profile is here. All mods BCN uploads will be under this account. This includes mods already uploaded under people's personal accounts. I'll be getting a complete list of mods to Nexus that we've already uploaded and ownership will be transferred to the new account. Please don't be alarmed if you get a notification of the transfer, and certainly don't challenge the transfer. If you have any questions, please ask in this thread. Access to this new account will only be granted to a select few BCN staff due to the project's sensitivity regarding permissions. For now, it will remain restricted to myself and Tarshana. 3. New BCN Google Account. To go with the Nexus account, we now also have a Google account. I'll be publishing the email on the website, which will be one more way mod authors can get in touch with us. It also means I'll be able to transfer the spreadsheet from the ME3Explorer Google account to BCN's own account which is a much better place for it. Access will remain uninterrupted, though it's possible we might have to update links. I'll try to avoid that, if I can. 4. Andromeda. With Andromeda on the Horizon, there's a good chance we'll see an announcement about the Legacy site. Now would be a good time. Please help us monitor BW's social media sites for new announcements. ---- That's about it, thanks :)
  17. You're much more likely to get a response from a mod author by posting in the mod's thread. BO does not add any moments to lay down with Liara. My guess is you're using EGM.
  18. Uh, you are aware of https://whereisbioware.wordpress.com/, correct? And pretty much the entire BW Forum was ported to Fextralife.
  19. @Dragon32 -- Ahhhh. Now this makes more sense. The bedrolls/campfires are indeed added directly to the inventory of existing NPCs. So, it sounds like this issue is related to my saved games then. I tried a "Repair" in Wrye Mash, but maybe that doesn't fix this type of issue. So, it sounds like if I want to add any new mods that modify existing NPCs, I need to edit at least one save with the Enchanted Editor. I'm assuming deleting their record from the save will also reset their inventory to the default, so I should make sure they don't have anything I previously sold them that I may want back. I looked at Abot's guar mod briefly. The guars are mounts, but from memory, they also serve as pack animals (storage). It's an option, but my character is pretty speedy at this point, so a mount isn't a huge priority. Appreciate the suggestion, though. Thanks!
  20. The health is defined in the scripts as well as the Creature object. Most of the authors have left comments in the scripts saying both would need to be changed for the effects to work. Size I haven't figured out yet, since every single guar regardless of in-game size always has "1.0" defined in the Scale parameter of their Creature object, which doesn't make sense. Not unless they all have a custom mesh, which they don't. Either way, these are things I'm already aware of; they don't actually answer the questions I posed in my OP.
  21. 1. I'm learning how to use the Construction Set, but all the guar mods involve scripting, and that is something I have little to no experience in. I'd be just as likely to bork the mods further. 2. I already use Mlox to deal with load order. 3. TES3CMD detects conflicts and remedies them with a multipatch. I also use it to clean my mods. 4. I've already inspected the mods in the CS and MWEdit. See #1. To be clear, I'm not asking for a primer on how to edit these mods. I'm asking for insight on what I could possibly be missing in #1 of my OP (given that I've already tried all standard methods of troubleshooting) and I'm asking for the opinions of players who have used the mods in #2.
  22. Two separate questions/issues. 1. How does Morrowind handle mods that implement changes to vendor/merchant inventory? I ask because I'm an experienced TES mod user, I've tried at least three mods that add purchasable bedrolls/campfires from vendors, and none work properly. Looking at my load list, I don't think I'm currently using any mods that add new items in this manner. Here's what I experience when attempting to add mods that do this: Putting the mod at the very end of my load order doesn't workUsing a multipatch made with TES3CMD doesn't workAdvancing a day or two of in-game time doesn't workLoading only the single mod doesn't work (on an existing PT)The only way I've gotten one of these mods to work (Black Hope Camping) is by loading only that mod on a new PT. Then, the item is in the merchant inventory (on an unrelated note, purchasing this particular camping set doesn't actually remove money from the player's inventory). Is there something I'm missing about how new items get added to vendors when using these mods on an existing load order? I thought perhaps it was a leveled list thing, but UESP seems to indicate that merchants don't use these in MW. In addition, even if this was involved, the multipatch takes care of this. I also custom package every mod and install via Wrye Mash, so I'm certain there's no install error. I have no idea why none are working, and since it seems to happen with all three mods I've tried, that suggests I'm missing... something. Well, or that there's actually a problem with all three mods. Anyone have any ideas/advice? 2. Pack Guar mods. I'd really like to use one of these, and am having a hard time deciding, since all seem to have significant drawbacks. I'd like to briefly share my experience when testing and then hear from others as to which one they prefer. Grumpy's original -- The most basic of the five I tried, but the water walking has an issue and there's no way to monitor health.Custom trade dialogue is nice; doesn't use a merchant systemFlees combat, has high healthSmall guarWalks on water, but the animation for this was glitched in my testVery speedy. I like how fast it is and that it doesn't constantly start/stop; stays nice and close.Sven's -- Probably my least favorite.Uses an actual merchant menu for storage, which isn't idealCan't water walk, which is a big problemGuar seemed to immediately have pathing problems following me; not goodSpeeds up nicely when following, but is a huge guarThe seller in Balmora is a nice featureLittle Hazel -- Very similar to Grumpy's but with more features:No glitched water walking animationFollowing mechanic worked pretty well; minor problems with pathingRuns smoothly, but very slowUses a nice alternative menu to select commands"Feed" appears in the above menu, when health is below a certain levelThe "Whistle" feature is something that really attracted me to this one, b/c I can see losing the guar. However, when I tried to use the whistle, the game froze and I had to hard quit, which is worrisome.Is an ESM file, which seems unnecessaryPack Animal Merchant -- First time I tested this in Pelagiad the game crashed as I approached the vendor. It worked on the second try.Large guarUses same trade menu as Grumpy/HazelOnly has stay/come commandsRuns slow and does lots of warping to the player's location, which is a annoyingCan't water walkDark Pack Guar -- Seems to be the most complete, lore-friendly, and stable of the bunch.Medium-size guarVery lore-friendly implementationNot a huge fan of the custom indigo textures; would prefer original onesVery nice system of being able to query the guar's health/statusEngages in combat, but has less health than the othersStays in place when player levitatesWalks on water okayHad quite a bit of trouble with pathing the playerRuns too fast, so constantly starts and stops, which is annoying; lots of warping like the guar from Pack Animal Merchant, but warping was more consistentSo, it seems all of these have their own issues; none function perfectly. Waterwalking is non-negotiable, so that immediately omits two. Anyone want to share their experience, likes/dislikes about the other 3 or a different mod altogether?
  23. And Projects are back up. Very nice. I'll get the website updated today.
  24. Website has been updated. Project closure listed as questionable, and I've provided links to Tarsh's ticket and the old forum URL since it has all their social media sites listed. Took aquick look at their blog. There's been 1 post over the last two months. Sigh.
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