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ShinraStrife

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Everything posted by ShinraStrife

  1. If he doesn't get back to you, I'd just open his mod up in the CK or xEdit and see what he did. There's nothing illegal with that as long as you don't copy and paste anything from his plugin/meshes/textures files and use them in yours. That's how a lot of people learn many things. I learned programming languages by downloading source code and trying to repeat what the source code did in my own projects and it's a good hands on way to learn. Although it is more 'well mannered' to ask permission first, you don't have to unless you are using copyrighted material as is (or just copy pasting) in your own projects.
  2. The 8 digit hexadecimal values you are referring to are called FormIDs and the method used by chesko's wrye bash script in his Frostfall mod (the method I mentioned earlier) doesn't merge the actual plugins together, it creates a patch that overwrites the records using a new plugin based on what weather mod's the user has installed so that his temperature and exposure system can register any new climate records that the user may have installed. Overwriting records can be made in the Creation Kit and in xEdit as well and won't do any harm if you know what you're doing. All true. It sounded like damanding wanted to automate something like making a merged patch though. Not overriding records. I might have misunderstood though. I believe wrye bash could be scripted to make merged patches of new content, but then all the stuff I mentioned comes into play. If you're only ever dealing with overrides then making a merged override patch isn't really an issue since you intentionally want to overwrite the same form id's. If I'm understanding what he posted correctly, I think he wants to merge his own plugins together so he should be able to do it quite easily since he knows what records are inside them.
  3. The 8 digit hexadecimal values you are referring to are called FormIDs. FormIDs can only have their last 6 digits changed by editing, the load order digits are automatically generated by the launcher at game start. When 2 records have the same FormID the game assumes the record lower in the load order is an overwrite record. the method used by chesko's wrye bash script in his Frostfall mod (the method I mentioned earlier) doesn't merge the actual plugins together, it creates a new plugin that overwrites the records based on what weather mod's the user has installed so that his temperature and exposure system can register any new climate records that the user may have installed. Overwriting records can be made in the Creation Kit and in xEdit as well and won't do any harm if you follow the original record type (COBJ overwrites COBJ, TXST overwrites TXST and so on) Save game corruption usually only happens when mods have been uninstalled mid-playthrough, or if the record structures in a plugin are corrupt. Record corruption is a known problem with mods made by the xSnip tools. Any reputable mod author will caution you to avoid using that tool.
  4. I have never tried to do this myself, but I know it can be done using a wrye bash script. I remember a skyrim weather mod that used a script to automate combining weather mod's esp plugins in wrye bash. I think it was Frostfall. You might try to reverse engineer that mod and see what he did to make it work.
  5. The simplest way to prevent a mod from being ported to console is to write all your scripts to be dependent on F4SE. I guess someone could decompile and rewrite the script to not use F4SE, but the people copying these mods are most likely way to lazy to even attempt it.
  6. NMM looks for 2 XML files in the FOMod folder of your mod's archive. info.xml contains information about your mod and moduleconfig.xml contains the installer. So basically you make those 2 files using the tutorial on the first page and put them in a folder called FOMod inside your mod's folder. When you go to install the mod through NMM it will realize you have info.xml and moduleconfig.xml in the FOMod folder and initialize the script. If you want me to check your XML code for errors, post the code somewhere like pastebin and I'll give it a look over.
  7. Finally a console mod thread without vulgarity.
  8. If we cant see the file you upload why would it matter what we think? Out of sight out of mind. Go for it as long as its set to private.
  9. The first one would be very easy to bypass using a debugger and a disassembler. Just put a breakpoint in when NMM starts the PC game check and then open NMM up in a disassembler and NOP out the code block. (this is the same way crackers bypass DRM and create pirated software and there is no way to stop it since the code being manipulated is client side) The second one would also be very easy to get around unless the encryption is done server side after uploading the files to the Nexus. But this method would put an immense workload on the Nexus servers. The third option is essentially paid mods which many mod authors are explicitly against.
  10. I don't understand your question. Are you asking how NMM uses the XML files to display an installer, or have you made a script and are having trouble getting it to work?
  11. As long as its for personal use and you aren't publicly distributing it claiming you are the author then I'd have no problem with it.
  12. http://66.media.tumblr.com/tumblr_m43fmnEFfl1rqfhi2o1_400.gif Yep. It's far too easy to fabricate a screenshot and say "yeah this user gave me permission, here's the screencap" or some BS. The internet is too easy a place to fabricate lies on because of the wall of anonymity you have.
  13. Sorry that this reply is a few days late but to answer your question; Yes, this tutorial works with any game that NMM can manage mods for (Fallout 3, Fallout New Vegas, Skyrim, Fallout 4, ect.) It's all good in the hood, and thanks! I just wanted to be sure I wasn't going to assassinate anyone's computer. I forgot to answer your other question *facepalm* NMM can't edit/combine plugins on the fly. There was a mod for skyrim that went about this a different way but it required users to download FO4Edit and run a script that automated the combining of plugins. Thanks! Also, old post but I did find a solution to an older question asked and I'm posting this so if anyone needs to know how to pack INI edits with their mod, they can. That tutorial was written when FOMM was still popular. NMM, as far as I know, does not allow automated executables or automated INI edits. This is probably for security measures. It would be far too easy for a troll to pack a malicious exe or an INI edit that ruins the users installation. You have to add an INI file inside the Data folder with the same name as your .esp file and the INI settings you want added/changed. This page on the CK wiki covers it: http://www.creationkit.com/index.php?title=INI_files#Mod_Defined EDIT: Updated tutorial with a link to the CK wiki explaining INI edit packaging.
  14. Sorry that this reply is a few days late but to answer your question; Yes, this tutorial works with any game that NMM can manage mods for (Fallout 3, Fallout New Vegas, Skyrim, Fallout 4, ect.)
  15. Are you using mods from the built in mod menu(bethesda.net or whatever that abomination is called) along side Nexus mods?
  16. The only mod I have on the nexus currently is Craftable Alcohol. Commonwealth chemistry expanded already has this (not the exact way my mod has implemented it but its still got craftable alcohol beverages in it) but the author of that mod hasn't caused a big stink about it and neither have I because I guess we both figure users have specific tastes. If they want whats in my mod they'll download mine, if they want whats in his mod they'll download his. I for one like seeing several varieties of similar mods because it gives the user a bigger degree of control deciding what they want in their game. They're not forced to download one specific mod because it's all that's out there. They can pick from a variety and find something specific they like. I don't care about the downloads either (if I did, I'd be an unhappy camper cuz commonwealth chemistry expanded has me beat by a long shot lol) I just make mods for me and upload them to the nexus in case other users want the same mod in their game that I do and don't want to/don't know how to make mods.
  17. Rain of brass mod forces shells from fired weapons to stick around a while after fights break out. It is kind of an immersive way to figure out where a nearby battle took place and as long as your looking at the ground in the general area of where you heard the shots you might be able to find them more easily. It would probably be easy to make a mod that highlights dead bodies if you're looking for something less subtle.
  18. I have my fallout 4 installation on a laptop harddrive and it only goes up to 5200 rpms and has a slow read/write speed and im not having problems with the CK. Your fallout 4 install might be fragmented. Try using a folder defrag program, like Contig (https://technet.microsoft.com/en-us/sysinternals/contig.aspx?f=255&MSPPError=-2147217396) To use Contig you download the file I linked and extract the .exe to your fallout 4 installation. With the folder with contig.exe open in file explorer, hold down shift and right click anywhere on the window. You should see "Open command window here" Click it and type this in the command prompt, then hit enter: Contig.exe -sNote: Make sure the command prompt window you opened is an administrator prompt (it should say "Administrator: Command Prompt" in the window title) It will take some time to defrag your files, and what Contig does that not a lot of other defrag utilities does is try to move your game's files as close to each other, and as close to the center of your hard drives disk as possible. What this means is the needle on your hard drive has to move around a lot less when reading/writing files and is therefore faster at both operations. Also a fun fact; you can use Contig on any games you have to try to get better hard drive performance. Back when GTA IV was a thing I found Contig was the only solution to fix my lagging issues with that game.
  19. Sadly there are a few bad apples around the Nexus but don't let them give you a bad impression on this site. There are a lot of helpful members on here.
  20. You can always make your own version of the mod from scratch. There's nothing in Nexus ToS forbidding it, and if you keep your mod up to date you will probably end up with more downloads than the original mod.
  21. The CreationKitPrefs.ini file in question is located in the same folder as creationkit.exe The values you want to focus on are: In [Display] iShadowMapResolution=1024 fDirShadowDistance=1000.0000 fShadowDistance=1000.0000 bSAOEnable=0 iVolumetricLightingQuality=0 bVolumetricLightingEnable=0 fMeshLODFadePercentDefault=1.0000 fMeshLODLevel2FadeTreeDistance=1000.0000 fMeshLODLevel1FadeTreeDistance=1000.0000 fInteriorMeshLODLevel2FadeDist=1000.0000 fInteriorMeshLODLevel1FadeDist=1000.0000 fMeshLODLevel2FadeDist=1500.0000 fMeshLODLevel1FadeDist=2000.0000 sAntiAliasing=FXAA iMaxAnisotropy=1 iSize H=600 iSize W=800 bPrecipitationOcclusion=0 iMaxSkinDecalsPerFrame=4 iMaxDecalsPerFrame=20In [imagespace] bScreenSpaceBokeh=0 bDoDepthOfField=0 bLensFlare=0In [Water] bUseWaterRefractions=0 bUseWaterReflections=0 bUseWaterDepth=0I have most values set to the minimal and the rest are at at least half as high as they were before (on high graphics settings) and I have pretty good frame rates and performance in the CK. You might want to tinker with the values and see what works best for you though. Edit: Also if you are using an ENB or ReShade, make sure to move any ENB files (just the .dll files that hook into the D3D window) out of your fallout 4 folder before launching because as it is, the creation kit uses more memory than fallout 4 itself, so you shouldn't take memory away from it for ENB effects.
  22. Wouldn't it be easier to copy the laser rifles entries?
  23. Why is it that every time I go to a thread, you're here being no help at all and putting members of the community down when they ask for help? Seriously, go away. We don't need your kind here.
  24. "SHOULD BE REPORTED"???? And why exactly is that- do we live in a police state? If a CORPORATION (or its PAID agents) wishes to report a mod for infringement- well good for them- but why on Earth would an ordinary user of Nexus do such a thing. And the majority of people who DO report mods do so with a profoundly FAULTY understanding of the law (like those who try to get Nazi imagery 'banned' on Nexus. "mods that look like game rips/ports, they are not allowed"??? Under what law would that be, exactly? Copying actual assets without permission is a clear violation of copyright, but a 'parody' or 'homage' that uses famililar but different assets sits in a GRAY area that is often legal in many nations of the West. In the USA, for instance, the 'rules' of a game CANNOT be copyrighted. In the USA, typefaces cannot be copyrighted. Those that love to use the 'report' button frequently have no idea of how the laws protecting IP actually work. It gets more complicated when you understand that the owners of IP like Star Trek and Star Wars have actually encouraged NOT-FOR-SALE unofficial third-party derivative works to grow the cultural importance of the IP, and thus its profitability. Look at the success of the recent (very mediocre) Star Wars movie, and connect the dots to how much George Lucas previously encouraged fans to craft their own Star Wars materials. Nexus moderators only need to be pro-active over certain kinds of possible infringement- like radio stations using very recent music, or FO4 mods using game assets from previous Beth titles (which Beth themselves have firmly stated must not happen). They should be proactive in removing ALL copyrighted material since all it takes is one company filling a DCMA takedown for Nexus to go bye bye.
  25. God yes. I find myself forced to play a female character because of how uninteresting and lifeless the male protagonist sounds.
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