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Stewb

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Everything posted by Stewb

  1. It took me a few seconds to click that the sun in that pic was the Nexus icon... :C
  2. In response to post #41115340. #41115615 is also a reply to the same post. They could in theory access mods that get downloaded frequently or viewed frequently and put donation links on the page, that would earn them money. Not to mention some people are just plain meanies (I have a whole vocabulary of words I could use to describe them :P) and like screwing with things for fun.
  3. If there's a section for the creation kit, will there be somewhere for PS-4 and XBox users? I recently put my FO4 mod on the console for the console users and got someone asking me if I needed a play-tester for my mods since I didn't own a PS-4 or Xbox. Wouldn't that help console modding if there was somewhere for console users to offer to help p.c modders who don't own the console to test them? It may help alleviate the worries of those modders if there was somewhere to get decent feedback from the console players :D
  4. Hey Dark0ne, can I make a request? Change the permission from "I have not uploaded my mods to Bethesda.net for console users yet, but I will at some point." to "I have not uploaded my mods to Bethesda.net for console users yet, but I MAY at some point.". It kinda feels like an obligation on how you worded it. Honestly I find Bethesda.net to be a pile of <censored>. Seriously the first comments on my only mod there were clear trolls and no button to report them :C 30-40 hours of work and I get trolled :S Dunno if I will continue to use Bethesda.net after I finish that mod. Anyway thanks for the Nexus man, I won't say there are no trolls here - but at least you team deals with them for me ;)
  5. In response to post #28561439. #28563124, #28563289 are all replies on the same post. The part Unfortunately this is something the mod authors are pushing me heavily for so I kind of need a little better wording on this one (sorry!). When you say "it's not something we can support" Where you say "When you say" it does sounds like you're quoting them. Sorry for the delay I was in-game :S
  6. Er.. Dark? You left the reply from GStaff in your second message quote from yourself, but you said you weren't showing Gstaff's replies?
  7. Other questions that came to my mind is "What if I downloaded the mod before the author then uploaded it to the workshop as a paid mod?", "Do I now need to pay for this mod?", "Can I keep for free what is now needing payment?" or "Will I somehow be forced to delete the mod until I pay for it?"
  8. My viewpoint on modding has not changed to be honest - I make mods for free and have never even bothered my butt about "donations". That said if others want money then go ahead, so long as i'm free to make mods for free I have no cares, but if others want my stuff to make themselves money then no chance would I ever give permission. Do you think we could have an option in the "permissions" setting of a mod to say "Never allowed to use in a monetised mod"?
  9. Just a question because I don't think I understood properly. There's an option to endorse the translation, but not the original. Then theres the option to endorse both, but if someone downloads the translation and thinks the original is good enough for an endorsement but not the translation can they endorse the original without endorsing the translation? (As far as I remember you have to download the file to endorse) True they can just download the original too, then endorse it - Just wanted to clarify if it was an option to endorse the original after downloading the translation? (I know I'm confusing at times so don't worry about asking me to clarify what I mean)
  10. @Kainschilde209: you could always make the endoresments something the modder does, like a modder can endorse the comment to say it was useful and if you get x many comments endorsed by modders then you get the 250Kb boost instead of by how many endorsements you make. That would probably overload the servers keeping track of all this negating the positive effect for Dark0ne though..... Just a thougt from my crazy mind though.
  11. To be honest, i'm not bothered by the endorsement system in any way. As a sort of demonstration of what i mean: If i had a mod with a 80% endorsement rate, 0 comments or only one word comments then i'd probably ignore that mod and focus on other things. On the other hand if i had a mod with 0 endorsements but a few comments of praise about specific parts or constructive critism to help me improve then i'd likely work harder on the mod. Put simply i like to know what people like in order to help me improve the mod, zero feedback means i don't know how to improve it or simply assume people like the way it is. i guess this is because i make mods for myself then stick them up when i got them working for myself, i have no real reason to change them. About the badwidth caps, i wouldn't mind a larger cap on premiums accounts if it helps with your traffic to lower costs, although i can appreciate it would probably annoy other folks. Maybe an option in the member's section to volunteer yourself for a download cap would be better way about it. Still do whatever you feel necessary for the site Dark0ne, i'm sure most of us will be ebhind you whatever you do ;)
  12. Yes HDR is what makes things like quantums glow. I think Bloom will work as well, not sure never used bloom. You have to have screen effect enabled though or no glowy quantums for you...
  13. Check you have HDR enabled? Fallout 3 Launcher -> Options -> Screen Effects -> HDR
  14. All are in the correct order, triple checked that. Whenever i checked my mods in the g.e.c.k the author always read Bethesda Game Studios, i assumed it would be the same for FOMM but if they read that way on someone else's FOMM then maybe it just FOMM's way of displaying it. Still some mods dependant on the main .esms seem to think they are not there (i checked again and some recognise the .esms as being there and some don't) I'm gonna try just re-installing those mods and hopefully that'll do something. @corocen: I'll give that a try when i get everything up and running again (i did delete everything from the fallout directory to be safe including fo3edit)
  15. So why have my mods suddenly stopped recognising the master files as actually being there, and why do the masters have those names instead of Bethesda Game Studios like they always have?
  16. Hi, i got a problem with my main .esm files - Fallout.esm, BrokenSteel.esm e.t.c. They all seem to be corrupt, whenever i look at them on the FOMM Load Order List the author is show as one of the following - ipely, jduvall or bchapin. I have already un-installed the game completely (deleting every file or registry related to fallout 3) and re-installed and they still register as being authored by one of the three above and not Bethesda. I bought a whole new game of Fallout 3 and un-installed and re-installed with it. Still no luck what-so-ever my masters are still corrupt. If it was a master file made by a mod maker then i could understand how it happened but how have my actual game master files become corrupt so they stay that way no matter how many clean installs i do? Any ideas on fixing this. I've also run virus scans too b.t.w. Geez i can never get a small bug, they always seem to be whoppers... The game runs fine without mods active, only crashes at start-up when mods are active because of this (the mods don't seem to register the .esm as the esms they are looking for, nor does FOMM's conflict manager. Any help is appreciated.
  17. Never thought about the unofficial patch not running with 1.7, will try turning it off. Thx, will look through FO3Edit sometime later if the problem remains. I did try something like that already, i turned off autosave, turned on the valve and went through the door to the memorial, tried saving and crashed right back to the desktop :') it appears to start crashing after that point. Which i why i guessed it must be something to do with the journey through the pipes causing it. Yeah, i got a habit of forgetting to remove mods i don't use anymore sometimes :( Thx for all the help from all of the responses b.t.w
  18. Yes i tried an older save and when i got back there the same thing happened. it only when i go through the pipes to the valve that crashing occurs upon saving. When i walk out the main door and tcl to the valve the problem doesn't occur. Original version not the GOTY patch 1.7 Win Xp Mods and load order: fallout3.esm pointlookout.esm anchorage.esm thepitt.esm brokensteel.esm zeta.esm unofficial fallout 3 patch.esm craft.esm calibr.esm cubeexperimental (en).esm ammo bench.esm ss master file.esm eve.esm ewe energy weapons enhanced.esm unofficial fallout 3 patch - operation anchorage.esp unofficial fallout 3 patch - the pitt.esp unofficial fallout 3 patch - broken steel.esp unofficial fallout 3 patch - point lookout.esp unofficial fallout 3 patch - mothership zeta.esp mighty mouse.esp darnifieduif3.esp duif3extras.esp missing fix pl.esp brokensteelfix-gnrannouncements.esp mzallaccesspass.esp craft - activation perk.esp dogmeatstealth.esp calibrxmerchant.esp auto aim fix v1.1.esp underhome.esp josef greys kozaburo hair style for fallout 3.esp eyesaddon.esp tomays-hair npcs eyes.esp terminaloverload.esp ammo bench - alien power cell.esp nuclear launchers.esp turret terminal re-vamp.esp ammo bench - artisan.esp ammo bench - craft plugin.esp ammo bench - calibr.esp ammo bench - car mechanic.esp skill_points_increase.esp better caravans.esp better companions ess.esp almost perfect anytime bobbleheads.esp ammo bench - old ammo-benches.esp ammo bench - toolkit retex.esp portable distilling lab.esp blackwolf backpack.esp 1animated nightvision goggles.esp cryo weapons - vanilla.esp dcinteriors_comboedition.esp ff7 materia - stewb.esp faces_of_fallout.esp tailor maid.esp tailor maid anchorage.esp tailor maid pitt.esp tailor maid brokensteel.esp unlimited death reload time.esp goat_perks.esp galaxy ipip.esp tailor maid zeta.esp weaponmodkits.esp weaponmodkits - operationanchorage.esp weaponmodkits - thepitt.esp weaponmodkits - brokensteel.esp weaponmodkits - pointlookout.esp weaponmodkits - zeta.esp eve operation anchorage.esp owned!.esp cyber-enhancements.esp ss weapon effects.esp ewe supermutant energy weapons.esp ewe load order fix.esp ewe stormfront studios load order fix.esp ewe dlc addon.esp merged patch.esp 1pipboypda.esp
  19. Hi, i noticed a really odd Crash To Desktop recently when i saved. I was in the middle of Waters Of Life quest and about to head into the blocked pipe where the Enclave show up. I had saved before entering, then when i tried to get to the bit with the valve (part in the wasteland) the game crashed while loading the cell. I then loaded the previous save and tried again with autosave off, got through and tried to save once i was through the door, same problem crashed when saving, i figured it was something to do with the cell. Loaded the savegame once more and tried going out the door to the wasteland that your enter the memorial through, rather than going down the pipe. It worked fine and i then went to where the valve was and used tcl to get into the pipe. Done the sequence and got back inside, voila the problem was gone. Anyone know what caused this in the first place? Just so i can avoid doing whatever it was again. If you think it's mod related i can give you a list of mods i use so you can see if there's any known buggy mods in it. This is only really so i can find out what went wrong and why the problem was solved that way so i can avoid it in the future or remove he offending mod.
  20. @D_V_A: Open the console and click on the door with your mouse. It's name should appear at the top like the PRid effect.
  21. Hi, recently my Fallout 3 game won't load. Everytime i launch it all i get is a black screen while the menu music plays in the background. I've tried the ffdshow bug fix, adding both fallout.exe and fose_launcher.exe to the exceptions list. Just gonna try de-activating mods, but i fail to see how they would affect it as it has run fine with them all so far. It was working yesterday fine, then i left my house for about 2 hours came back and couldn't even launch the game :( The GECK also seems unable to load, i just get the splash screen and get no further.
  22. Man i got a really creepy stalker now, i saved initiate Pek from the uglies in downtown D.C, o.k fair enough i get protection whenever im in that area now from Paladin Hoss. Fine bye me, but whenever i turn around now after entering buildings i randomly find Paladin Hoss stalking me, worst bit is i can't activate him, he just stands there like some kinda animated static... watching me.... I swear next time i see that stalker he is gonna be looking down the barrel of an automted shotgun.. It gets really creepy now as the latest encounter was seeing him in Maguerite's shack in Point Lookout... Guess i should stick to Male characters, unless he has a thing for the boys eeurgh...
  23. Could you tell us what the variable place is actually for? i can't seem to work it out. it is only stuck on the end of the script . If you want the 2nd and 3rd button to be used after placing 1 set then my guess would to remove replace ActTvs with Place and add a condition onto the message box for button 2 and 3 to only be displayed if Place is greater than 0. Something like: if ( Button == 0 ) && ( Place == 0 ) LuckyTV1REF.moveto MySelf LuckyTV4REF.disable LuckyTV1REF.enable Disable MarkForDelete set Place to 1 elseif ( Button == 0 ) && ( Place == 1 ) LuckyTV2REF.moveto MySelf LuckyTV4REF.disable LuckyTV2REF.enable Disable MarkForDelete set Place to 2 elseif ( Button == 0 ) && ( Place == 2 ) LuckyTV3REF.moveto MySelf LuckyTV4REF.disable LuckyTV3REF.enable Disable MarkForDelete set Place to 3 elseif ( Button == 0 ) && ( Place == 3 ) LuckyTV4REF.moveto MySelf LuckyTV4REF.disable LuckyTV4REF.enable Disable MarkForDelete set Pace to 4 elseif ( Button == 0 ) && ( Place == 4 ) ShowMessage LuckyPlaceTVSetToMany elseif ( Button == 1 ) Activate elseif ( Button == 2 ) return endif Edit: Sorry, indentation got screwed when i copied your script, also i think the object needs to be enabled before being moved, then disabled/enabled after moving it. (end of edit) As far as i understood it "Place" was there to enable options once the TV was locked in place. So it should also work as a variable for positioning of 4 T.Vs. If you use the condition on the message window rather than here the options will only appear if you have placed a static T.V. Although my understanding of scripts isn't the best this will probably work better for you. I also have a habit of mis-understanding what people actually want, so my apologies if i screwed up again.
  24. how about a scripted container then, if you can add a container to the player's inventory? like putting all your ammo in there and when you activate the container to take it out you get the message window? Sorry don't know what your planning so this is the best alternative i can think of. Of course it would mean a big script to account for all ammo types and to remove and add the correct amount from the locker and add to the player. Thx TG, i thought he/she just meant ammo found on the floor. My bad reading skills there :(
  25. i can think of one, but it's an annoying way of dealing with it. A perk, hidden if you don't want people to know it's there, added to the player with an "Entry Point" "On Activate" for when ammo is activated. Just add ammo to a formlist and get the perk to check if the activated item is in the list. Then it will automatically run the script when the ammo is activated, the script being the one you type in correct area of the perk window. Like i said it's annoying having hidden perks running in the background, but it's the only way i can think of to get your script running on activation of ammo. Entry Point Info
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