Jump to content

RustyXXL

Premium Member
  • Posts

    110
  • Joined

  • Last visited

Everything posted by RustyXXL

  1. Imagine yourself as someone who doesn't know what you are working on, and then read your question. Notice anything? Well, not enough information to help you in any way. And sorry, my crystal ball is overdue for maintenance. ;)
  2. Every Radio station already has its frequency, so it's not that groundbreaking. And I wouldn't see it as an advantage either. Modern Radiostations do their best to get over their frequency via epg and such things. More modern radios (at least here in germany) also show their name rather than their frequency on enduser hardware that supports it, because for the simple reason that a human can identify much more easily with a name than some semi-random frequency-number. But if you want to have numbers, go for it and do it. There's already everything in the game, you just have to rename the stations.
  3. Yuck. Waste of screen space to try to fit everything into the little tiny area the pipboy takes up. I don't see the problem. The lower menus, like Aid and Misc don't fit in the screen either and you have to "scroll through them" to get to Ammo for example. Why shouldn't that be an option for the MCM menu as well? If it's the only way, it's fine, but I'd rather be able to see more stuff on screen at once than that While I do have to say, that I can understand that, and am partially with you, I do like the way the Holotape Menus currently already don't take you completly out of the game, as a completly seperate Menu might do (as ie. the vanilla main menu does curently, and the MCM in Skyrim did). This certainly has some points speaking for it. The question I now have is, if there would be possibly be space for some middleground. Have the standard be as a pipboy menu with the option to go to a full size menu, for mods that need more screenspace for their options? Just a spontaneous Idea.
  4. Well, I usually only need the settingsholotape once or twice, and find it annoying having it clutter my Inventory all the time. This might not be that much of a problem for a single holotape or if/when Valdacil includes a collapsible Settings Group, but usually I prefer to store such things outside of my inventory and only get them, when I need them, and keep my inventory clear for things I need while adventuring. I'm also not a big fan of the idea of forcing users to carry them with you, just because some users can't manage to keep track of their stuff.
  5. Thanks a lot. I'll change that. I'm still a beginner with papyrus, and my Programming background doesn't always help that much with it. In some parts the methology is very different from what I'm used to....but I always aim to improve. :)
  6. Yeah, really, especially because it's known that bethesda does huge patches after betas for releases...[/sarcasm] ;P
  7. Well, it's not perfect, but works quite welll, and shouldn't put to much strain on the scripting engine, as far as I can tell. One potential issue could be, if a player starts a new game with the mod installed and then uninstalls it before getting the pipboy. I'm not sure how the AddItem() under the While loop would behave, and didn't test it. I was more busy with adding functionality, but it might be smart to check if your plugin is still loaded before adding the settings holotape in WaitForPipboy(), just to be safe. Something like: Removed - registrator2000 posted a much better version below. The one in the onInit() should be fine, as it only gets called when the plugin is loaded, but as far as I understand it the WaitForPipboy() stays in the savegame until the the while loop has ended, and therefore the Function finishes, and if I understand it right, this should prevent even this potential problem.
  8. I'm using Removed - registrator2000 posted a much better version below. In my main Quest Script. Might not be the most elegant solution, but it works, and none of my testers complained about it not working. MQ102 obviously is a questproperty, pointing to MQ102 :wink:
  9. GetActorValue is a console function, not a paprus function. Regarding Actor Values you probably want to start there: http://www.creationkit.com/fallout4/index.php?title=Actor_Value You can get a pretty much complete function reference for papyrus over here: http://www.creationkit.com/fallout4/index.php?title=Category:Papyrus&pageuntil=SetDogAnimArchetypeAgitated+-+Actor#mw-pages
  10. Can you please comment on one of my files, so I can help you with not using my files anymore?
  11. Sorry, if you want to judge my work ethics, judge them when I'm working. That's why it's called work ethics and not hobby ethics. One of the biggest advantages of a hobby is, that you can choose yourself what to do, and what not to do. And sorry, quite honestly in the time I have I much prefer doing things that are fun to me. Writing descriptions is one of the most frustrating things for me. In case of my BodySlide Conversions, in the time I spent on the description, I could easily have made 2-3 more Conversions. And that is after Calyps was nice enough to help me getting it setup. If writing a description is something fun for you, and you enjoy that, good for you. send me a pm, I got some mods, released and unreleased that could use better descriptions, but until that happens you'll have to live with half-assed descriptions for my mods, that sometimes lack some information. Yeah, whatever. not enjoying writing a description, but still sharing my mods that I often spent dozens of hours on for free....you know, this attitude is the worst kind...just "gimme, gimme, gimme"...and then calling the giving hand lazy, because they don't give you all you want... Yeah, that mechanic probably worked for free, too... And again, this isn't my job. I ain't getting paid, so everything I do, is already doing more than my job, even my description looked like -> "..." <- that. And again, work ethics has no place here. this is a hobby. You want stuff for free, you get what you pay for. Because if you pay nothing, you deserve nothing, easy as that. Oh, and you know that pride is a sin? :tongue: And additionally what I think what's good enough, might differ heavily from what you think what's good enough. If mine isn't good enough for you, make it yourself. Easy as that. Good for you. You mean lazy as in spending dozens, or in some cases even hundrets of hours on the mod and then sharing it for free? Again. If you find a description lacking, contact the modder in a nice and respectful way, and ask if he needs help. But this demanding attitude here in this Thread is horrible...
  12. Will be watching this. I'm working on a project that will include a holotape menu, and will be using whatever the standard by the time is, when I release that. ;)
  13. And yet there are still very technical reasons why modding on consoles won't be the same, unless Bethesda vastly invests in their Scripting engine, Conflict resolution and lastly the Beth.net interface. apart from the fact that for many modders supporting muliple distribution platforms is simply annoying. That has nothing to do with elitism, just with bethesdas "rule of one mod" philosophy with which they seem to be developing their internal modding support.
  14. yeah, open your loadorder via fo4edit, Rightclick any plugin -> Apply filter for cleaning + wait until it's finished (can take some time, depending on your machine and loadorder) Everything that's red is conflicting in some way, shape or form. not everything needs fixing, though. Navigate to one of the conflicting records -> Copy as override into new file -> fix what needs fixing in that new file. Never change the original esps, work with overrides, this way you can always go back to ho things were, in case you mess something up. Also if the original mod updates all your changes to it will be lost otherwise... This is only a very, very brief description...play around a bit with it, and you'll probably develop an understanding over time of how things work. And that's probably how a lot of the modders here started out...
  15. fo4edit offers a bunch of search and filtering options. I am not 100% certain it is possible out of the box, but it should be definetly possible with its scripting capabilities. Maybe the Automation tools scripts made for skyrim have something that you can use for that. That's where I would start to look.
  16. No, it won't be similar. Not by a long stretch. 1. I myself have some things planned/in the works, that simply won't be possible on consoles, unless Bethesda expands on the functionality of Papyrus. Basically Beth implemented only those functions that hey needed themself. f4se will most likely lead to a lot more scripting access to a lot of the references, and those mods will not be possible on consoles. 2. I can't test on consoles, because quite simply I don't have any. As such, even if I have a mod that will work on consoles, and I decide to release it, whenever someone with reports or problems comes from a console, my answer will simply be: I can' test on consoles, and I can't even check if there are any relevant differences between the versions. Thus I simply can't support them in any responsible way, shape or form. I don't know how other modders will handle that... 3. The way the references and overriding records work, only the last mod making a change to a record will have its changes applied. The effects of these can appear in all kinds of ways. From stuff simply not appearing ingame, to crashing issues etc, because one mod set a vanila record to deleted, which another mod relies on. This already was a problem in previous games, but could be solved via merged patches, bashed patches etc. The possibilities in that regard on the bethesda.net platform and on the consoles themselves are severely limited. And to be clear, there are already mods out there which change the same leveled lists etc. So that problem is already there. The way that modding is presented on consoles, and the "ease of use" approach, will only make this matter worse, especially for modders having to deal with much more people not informed how modding in beth games works. 4. The interface is simply horrible and having to look for bug reports, request etc, having to upload your mod to multiple sites etc. is annoying. The Bethesda.net interfafe might work for smaller mods, but for bigger projects I find it severely limited, to a point, where I feel that beth expects modders to just throw their mods out there and then just don't care anymore about it. The Interface is simply putting me off and making me feel disrespected by bethesda, and as such I really have a hard time accepting it for more than "fire and forget" type of mods. Several other bigger modders have expressed that same feeling, as such it is to expected, that a lot of these mods either won't make it to bethesda.net, or will lack any kind of support by the modders, which in turn will reflect badly on the quality of mods available for consoles, leading to a much more frustrating experience for any console-users breaking bethesdas "rule of one" in short...before modding on consoles will be just halfway comparable to what it is on PCs we most likely see a Fallout New Vegas 3. Until then it's a nice gimmicky thing, but nowhere near to what it was in Skyrim or what it is already in FO4 on PC, because Bethesda failed to deliver a proper infrastructure like it already exists for PC users.
  17. It happens pretty much the same as with most other records. If 2 mods modify the same record, only the changes of the mod lower in your loadorder will be active, unless some kind of merged patch is used, that combines those changes from both mods. However, some mods use scripting to add their items to the leveled lists ie. Those are generally compatile with each other, unless some other mod removes these leveled lists or changes which leveled lists are used by the npcs. The problem is though a mod currently cannot remove only its own changes from leveled lists, without also removing all other scripted additions to the same list from other mods.
  18. In response to post #37618695. #37618955 is also a reply to the same post. Supporting/premium is for me totally independant from ads. If there was currently a way to 100% guarantee me unobstrusive, 100%safe advertisement, I would activate it even iwht premium/supporter status. But as this guarantee can't be made currently, I will use adblock and will recommend everyone else to use adblock.
  19. First let me say, I really appreciate your open words, I hope this will turn out to be an example for some other site to also rethink their advertising models. It is really needed. That said, I'm afraid my Addblock will be kept on for any site. I've seen it to often even presumably "good" ad provider having weaknesses or suddenly chane their policies, and I simply won't take any risks anymore, for nobody. I am all for supporting any site I regularly use directly or indirectly. I've bought premium in the past, and whenever my financial situation allows it I will do so again. Over the years I brought a bunch of new users to the nexus, but my recommendation will stay (not only for the nexus, but for the whole internet) "use an addblocker, and support the sites you like in anyway you can directly.". But I will continue to monitor the ad situation, and maybe someday the day comes where I can say it's safe enough for me to turn my addblock off. And when that day comes, you can say to yourself, that this decision you made here, was one of many, many neccessary steps to get there. And as such I really do mean it, when I say I appreciate your efforts you showed here, even if it doesn't change things for me immediatly. So thanks for that. :)
  20. Valdacils + Def_inv/def_ui = Everything sorted and nice icons instead of text tags all over the place for the most part. I've been using valdacils from the start, and always was happy with it, so never had a reason to look for other options. ;)
  21. Add a choice to your TERM, add a property pointing to your door in the world and call yourproperty.Unlock()
  22. Meh, so much entitlement, so much attitude. Guess what. You want grown-up software standards, you'll have to pay for grown-up software standards. You pay nothing, you get to demand exactly as much as you paid for. Good old capitalism. And for some modders it is fun to write a proper description, for others it's pure tedium and frustration. I for my part hate the interface you get when writing the desciption. It is hard to use, I always have to search everything, and have to try 20 times and then preview it to see how it looks on the final page. So you are not happy that I don't have every last bitof detail in my description, go write a better one or don't use my mods. Easy at that. Because guess what. I made the mod to 80% for myself, because I felt like it and wanted to make itand to 19.99% to share with other modders, whose work I enjoyed in the past. So guess where this leaves you as a user. You don't like that? Well guess what, go and create some incentives to care about users, other than meaningless virtual internet fame. Because I don't give a damn about that. And just to be clear. I don't hate the users, and am gratefull about constructive criticism, thanks or bug reports alike, and in general try to be helpful, but in the end I don't care to much about how the users recieve my mods. TL;DR: If you don't like the description, don't use the mod or provide a better one.
  23. These should be from the Toxic Raider Armor, as far as I can tell.
  24. I'm afraid you'll be disappointed...The Fallout4 CBBE is a completly new Body.
×
×
  • Create New...