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mcguffin

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Everything posted by mcguffin

  1. Hi Ok so I understand that adding the correct data folder to the line "sResourceDataDirsFinal" in the fallout4.ini file like this for example: [Archive] sResourceDataDirsFinal=STRINGS\, Textures\is the way to force the game to use loose files. However I have an issue with the Interface\ folder. Here is the line, from my understanding, that should work but it's not. (i tried to modify stuff in the translation_en.txt file, just for testing purpose, and then changes are not showing in game.) sResourceDataDirsFinal=STRINGS\, Interface\I also tried to remove the interface ref in the SResourceArchiveMemoryCacheList, without success, or moving the line on top of bottom of the section, without success. Any idea? Thx
  2. thx, however, those are the english ones, but I was interested in the one you translated; just to see. The french ones at least are for sure in utf8 now. This is a good sign that all other will be too, because it's easier for an engin to rely on a single standard (but the files are a bit heavier too) In tesvt for skyrim, you have to force utf8 export, or you have to set the encoding of the destination language in the codepage.txt file
  3. yeah: I didnt found anything... However with AutoHotKey (http://www.autohotkey.com/) I have been able to do a complete rebind without issue this is working like this (since I like to play with arrows) #SingleInstance Force #MaxHotkeysPerInterval 99999 #IfWinActive ahk_class Fallout4 #UseHook up::w down::s left::a right::d enter::e [...] With this, all binding are propagated to everything.
  4. hello I have started to take a look at this but i just had the time to run some tests. http://forums.nexusmods.com/index.php?/topic/3369970-esm-string-files-translation-tool/ However from what i seen, utf8 seems to be the default encoding, now I am interested to see you files, if you can post them somewhere, to see what is going on. thx
  5. Dont expect it in the next few days however :wink: (it would be pointless anyway) I am a little overbusy at his time, but I will definitly update the tool soon also I found : -Dialogs/info datas are now stored in the Qust grup
  6. Thx for the quick ba2 tool ^^ However the 0002 version seems to not work for me. (windows7 64) It opens 3 instances of the process and nothing happens (Windows Explorer crashed one time, also)
  7. bindings are a mess... sadly i guess the config file is in the interface.ba2 archive.
  8. Some people might know my translation tool for Skyrim called Tesvtranslator. I will update it so it can work for Fallout 4. At this point I just have made quick few tests (yes I want to play :wink: ), so here is what i found so far: -Localized Strings files work exactly like the skyrim ones (same id mecanism, and same sorting and save procedure) -Utf8 seems to be used no matter what (no more regional codepage) -I tried to fully open the esm with tesvtranslator, I worked well so far, however the tool is missing a lot of string records ,around 5% at this point. Further investigations are needed for new types of "text" records. -I fully opened the fallout esm file in tesvtranslator (this mean: decompress all relevant records) and resaved it through a complete recompression process, and at this point I got the exact same esm than the original (checksum test is ok) More tests could be needed just for the sake of them but I think the records are registered like in skyrim so we wont get zlib problem this time.
  9. I didnt play yet but my favorite first mod would be a flashlight that cast shadows ( with power limits)
  10. In response to post #28851164. I agree, This update was a huge mistake, specially from guys who make usually a pretty good job, and have a pretty big experience on how people use an auto-updated tool. I mean, you know how people are, for a fact: There are thousands posts on how increase donation, or how improve community concern. And there, we have a tool, that works perfectly since *years*, made specifically to be a no-brainer, with a high trust capital, that screws a complete install in *one* click on a button labelled in a totally illogical way. It's a bit easy to blame users for that failure. So, simple solution for a start. *do not allow auto-update on this version*.
  11. In response to post #28848984. yeah, I guess that not seeing what could be wrong is just what leads to this kind of disaster. Because for sure, if you are using simple, straight forward mods, it's probably ok. But if you start to cook your own setup, with parts of mods, compatibility patch, edited esp (for fonctionnalites or translation), then beware: everything will be gone for good, you will have to start over from scratch. 4 years of trust just gone in a snap.
  12. So you just oversight the way people use tools. You also oversight the signification of 3 words: YES, NO, CANCEL., specifically, the word NO. You can't just change the definition of that very word because you are lazy to create a specific message box. Not far away, you forced a NMM install from the web site, why not this time? The autoupdate leave you there without warning. I find this update 100% irresponsible. Sorry to say that.
  13. Donation was the hypocritical answer to the paid mod system in steam. Players said, "dont sell mods, give us a way to donate." What a joke. Todays, around the internet, only containers get money: Sell devices, you get everything. Sell content, you are screwed. Not only mod, but anything: music, arts, design, movies... anything that is content is screwed. People says they can't give anything, but they have internet... and, here, a gaming computer. The reality is that most people doesnt even bother to simply says something ("thank you" or an endorsement). They just dont give a s#*! of anything They take. Period.
  14. In response to post #24748294. #24748909, #24748959, #24749014, #24749054, #24749074, #24749089, #24749114, #24749169, #24749269, #24749289, #24749409, #24749439, #24749529, #24749564, #24749574, #24749674, #24749709, #24749814, #24749884, #24749889, #24749954, #24750114, #24750204, #24750249, #24750254, #24750279, #24750544, #24750564, #24750709, #24750814, #24750904, #24751449, #24751489, #24751899, #24751974, #24752079, #24752334, #24752454, #24753799, #24754219, #24754259, #24754609, #24754739, #24754979 are all replies on the same post. @SiniVII: I don't ask for mandatory at all. But the 10% stat is quite bad, to say to least, and doesn't send a very good signal.
  15. In response to post #24748294. #24748909, #24748959, #24749014, #24749054, #24749074, #24749089, #24749114, #24749169, #24749269, #24749289, #24749409, #24749439, #24749529, #24749564, #24749574, #24749674, #24749709, #24749814, #24749884, #24749889, #24749954, #24750114, #24750204, #24750249, #24750254, #24750279, #24750544, #24750564, #24750709, #24750814, #24750904, #24751449, #24751489, #24751899, #24751974, #24752079, #24752334, #24752454, #24753799, #24754219, #24754259 are all replies on the same post. @SiniVII: you are wrong. popularity is not the point. People actually showing you they care is the point. It's perfectly possible to have a mod with a very low popularity but a strong little community around it. If nobody care, you do the stuff for yourself, then you let go.
  16. In response to post #24748294. #24748909, #24748959, #24749014, #24749054, #24749074, #24749089, #24749114, #24749169, #24749269, #24749289, #24749409, #24749439, #24749529, #24749564, #24749574, #24749674, #24749709, #24749814, #24749884, #24749889, #24749954, #24750114, #24750204, #24750249, #24750254, #24750279, #24750544, #24750564, #24750709, #24750814, #24750904, #24751449, #24751489, #24751899, #24751974, #24752079, #24752334, #24752454 are all replies on the same post. this is kind of priceless. Yesterday we have people who didnt want to give money for mod. Today we have people who dont even want to click an endorsement button to say yes. Consumers at their greatest posture.
  17. In response to post #24748294. #24748909, #24748959, #24749014 are all replies on the same post. Exactly. Mod users act actually, for a vast majority, like a *consumer*, but without paying the price. Some of them also are angry when updates take time, or when they have issues. I have seen few people saying that they have 200 mods installed, and because of that they could not afford to pay them. but when you look at their profile, you see very little amount of comments or endorsements. Most of people only leech content without caring of anything.
  18. There was a massive amount of people who said that they prefer make a donation rather than pay for a mod. So now, let see how this going ;)
  19. In response to post #24593024. #24593174, #24593264, #24593554, #24593789 are all replies on the same post. "This is still supposed to be an entirely creative hobby, free of monetary profit and greed (at least on the user and modder end)." mmh, that sounds like dogma. everybody is actually not supposed to act like *you* want.
  20. In response to post #24593024. #24593174 is also a reply to the same post. Well, money is actually a real way to show some appreciations. It's not the only one, but still. I dont think a lot a modders want money as a business model, but being able to buy new games, extensions (to mod them also) just by donation, is kind of cool, actually.
  21. In response to post #24561869. #24562264, #24562649, #24591259, #24592549, #24592819 are all replies on the same post. Well, the donation button exists already, but people dont use it, and probably wont use it much even after. In fact, if this button was used as it should be, I am pretty sure that modders never thought of getting into a paywall model.
  22. In response to post #24589239. #24590604 is also a reply to the same post. you know, this is something that already exists for a long time in music, books, etc... except that the authors, usually, don't get 25%, but 8-10% in the best case scenario. The minimum amount for getting their money also exists there. If that kind of drama could also wake up people on how authors of anything are treated in general, that could be a good thing, after all.
  23. In response to post #24570729. #24571074 is also a reply to the same post. Yes, things get unbearable, to say the least...
  24. The main problem to my eyes is that the modder community is based on something that is a kind of fair share logic. I mean... we have people who make ressources and tool, we have people who make tutorial, who share idea, raise and merge concepts, make api and layers etc... Beside the game itself and its assets, all that stuff is *required* for mod to be built. What is the next move then. Will we charge for tools, so modders will be able to sell their stuff? I mean, it's an example, but you will get the idea: I made a translator for skyrim which is widely used now for translating mod. I made it for 2 reasons: 1) I like programming 2) and i wanted to use mods translated by other people with that tool. This is what I call a fair share: I made my duty to the community. Sort of. If money come in that "chain", I am not sure the balance will be maintained.
  25. In response to post #24566989. #24567159, #24567334, #24567369, #24568009, #24568119, #24568139, #24568164, #24568744 are all replies on the same post. 75% cut is really high. I understand if Bethesda want a share, because, you know, most mods are using their assets in first place, but Valve... this feel wrong. Even Apple doesnt take that much in Itunes.
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