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Eysenbeiss

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Everything posted by Eysenbeiss

  1. In response to post #66971136. #66981371, #66983471, #66986236, #66987086 are all replies on the same post. Maybe you should a) learn to read and b) do something of worth yourself. This is not a new game, it is a conversion, meaning, that there won't be more problems than with the vanilla game it is based on. Chances are though, that there will be less problems and bugs, since atm, almost all bugs are fixed and it will only be needed to implement those fixes- Besides that, Vitz has said anything else necessary
  2. In response to post #66959346. #66961466 is also a reply to the same post. Is it the players, that are doing the conversions, or is it Bugthesda and other companies, that are against it? Don't blame the player, blame the game ...
  3. You know what ? Usually, I am finding this and that about a "statement" or "speech", "rant" or whatever it is, that makes me thing "nah, I disagree", but this time, to my absolute suprise, I can second EVERY single sentence, statement, fact, point and reason. I went ballistic on Bethesda.net weeks ago, blaming them for this crappy site/portal or whatever you want to call this trash, since it was missing elemental contents and options and what did I get ? Trash and hatred from a lot of fanboys, not able to tell s#*! from gold and that brings me to something, that is wrong on Nexus too. When I released my first mod on here, it was just for fun and not done in a very good way, but you know, you learn by doing and such. Every comment, including the critics, were welcome, just to get to know what people think and expect, but I soon noticed something, that I did not like and that's not how you guys "count" the downloads, even though I still think that there is something not working a 100 percent correct. What, step after step, week after week, pissed me off more and more was the fact, that a lot of people on here are unappreciative and ungrateful, not to mention the "wise guys" and alikes. People are abusing your "rating system" by simply not giving any response at all - I am doing, or have done, only small mods and did not expect to have a couple of tenthousand downloads or such and was very suprisend when the first one made it to 1.000 dl. At the same time though, I notices, not only on my pages, how litte endorsments, or even just comments, the mayority of people were giving/leaving. Sure, some people might not visit this site every day, or even every week, but when they do, they get notified by "you" to endorse or not and it can't be, that the mayority is either closing the window or giving a "negative" vote just out of lazyness or egoism. That SUCKS - even some of the best rated e.g. most downloaded mods don't get a mere 20 percent of responds by all the people that have downloaded the mod. Is it really that hard to hit the "Add comment" link and just leave a "thank you" ? You don't have to endorse something, that did not meet your expectations, but where is the problem in leaving a line saying exactly that, so that the author has the chance to react on that ? Seems so and at the same time, more and more idiots, trolls, self-adulated wankers and all these people, that wouldn't get ONE WORD out, if standing in front of you, are keep telling crap, telling lies and accusing you or your mod on this and that, not to mention all these idiots, that are asking the same questions over and over again, just because they are too ignorant or too stupid to read the already given answers.
  4. Just try this http://www.nexusmods.com/fallout4/mods/3687/? or this http://www.nexusmods.com/fallout4/mods/6727/? jsut took five seconds to use the advanced search ...
  5. Usually only happens if the picked up weapon is either a) more fitting her skills or b) besser in case of damage and c) both of the before. I gave Deacon and Cait the Last Chance and both always sticked to that, cause there is just no better match for them. It also helps to give the compainion only the ammunition he needs to use the specific weapon - everything else should remain on your avatar.
  6. Without the GECK; I don't think so, cause Bethesdas handling of cells within cells, or overlapping cells, is simply ridiculous.
  7. Would be possible, but too much work, cause there are too many thing you have to make sure don't happen again, like respawning Supermutants, Bloodbugs and such things, at least at West Everett Also, it is always a little risky to turn places into settlements, that aren't supposed to be one - so if someone is really going to do this, then it probably won't happen before the GECK will be available. For those other two places you mentioned, there are expansions, that are not only adding space to those places, but are also getting rid of the corners, when it comes to Zimonja.
  8. That's why am not helping anyone - if someone asks about a certain mod, I only look on how they do it and what kind of reason they have. There are too many people out there, not knowing what they are doing with this and that, but as soon as something goes wrong, they start to complain, instead of thinking about the reasons.
  9. DLC should have almost the same version ID like the last 1.4.xxx patch had, so usually everything that worked before, should still be working. Prolems might occur from mods that are adding categories to the build mode.
  10. This is creating duplicates and causing problems
  11. In response to post #35414105. Maybe because there is something called: curiosity ?
  12. Thanks, but I am not sure about my approach anymore - could be, that it was just a coincidence, that my first attempt was fitting the zone and that the overall zone results of added rectangles, but it will take some more time to find out. The main problem is, that Bethesda is using a coordinate-system, that is not really reffering to the real size of the area of the settlements - they set a center by those coodinates and then are putting one or more zones around that centre, resulting in the know cutoffs and also, the rotation they are additionally using is a pain in the ass. Since a zise of X: 5000 and Y: 5000 f.e. does not mean, that you can just substract the values from the shown coodinates, it is a way of trial and error to find out, how much the area really "moves", when you are altering the coordinates, cause you have to change the center of each drawn area (cutoff) too. Actually, I am fiddling with the Coastal Cottage, since it's workshop is really close to the area-border and both ways, that settlers or caravans are usually coming from, aren't easy to protect, at least not the way iI prefer and simply extending the area, by raising the WorkshopSandoxArea isn't enough, since this is resulting in an unbalanced extension. I think, all this is the reason, why nobody else has made a serious attempt to change the visual borders and cutoffs/lopsided borders at all ;-)
  13. You can try and change the "draw" distance, so that you need to get nearer to the "glitching" objects - in my case, this helped, since these effects are gone almost entirely.
  14. I figured out how the borders of the non-rectangular Settlements are drawn, but want to ask for help on testing how to take the "cutting" off and making the zone of the settlement "rectangular". Goal is to make the need for overlapping walls, made of concrete shack foundations, obsolete and to have the expanded area shown and not having to guess where you will leave the workshop area. Trying to explain it as simple as possible. The center of the "WorkshopSandboxArea", that's how the Element is named in the Fallout4.esm, is refering to the Workshop itself, so when you got an area of X: 4000 (width), Y:4000 (lenght) and Z: 2000 (height), you got 2000 in each direction, east/west and north/south, exept the height, which is always "one-way" from the lowest point of the buildable area ! Now, if you have an Settlement with borders, that are not rectangular, youÄll find additional entries for that settlement, like X: 1900, Y: 1800, while Z usually remains the same value, but there is an additional info, that is important, Rotation ! The value, that you'll find at Rotation defines, in which angle to the center of the zone the triangle is calculated and the borders of that triangle are the "cutzones", that are turning the usually recatangluar buildable area into a lopsided one. The Epitome of that can be found for Outpost Zimonja, having five entries to calculate the cutoff and since the triangles, that are drawn to create the cutoff, are relative to the centre and overall size (maximum area), it isn't enough to extend the values. Meaning this: if you got an original maximum of X/Y: 2000 and the length of the calculated triangle is 1800, Y:1700 with an degree of 300, and you want to expand to X/Y_ 4000, it is NOT enough to extend the triangle to X:3600 and Y:3400, while keeping the angle of 300°, since that would result in an eben bigger and lopsided cutoff You'll need to extend the length, then calculate the "negative" degree and after that extend the widht, if you want to keep the cutoff the same style Since I am away until March 6rd, I won't be able to test all that, especially if my primary goal is possible, taking the cutoff away and making the "crippled" settlement area rectangular again. Hopefully, this all doesn't read too crazy, but specific things like that aren't easy to explain, when your mother-language isn't english ;-)
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