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Jeoshua

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Everything posted by Jeoshua

  1. This is super late, but this thread shows up #1 in DDG and Google results. I just had this error on Fallout 4 + Mod Organizer + xEdit. The error is that xEdit has some bad data in its cache folder. The cure is emptying out the cache folder so it can be rebuilt.
  2. No. It's not okay to use their PEX file and not require its source to be loaded. Period. It would be okay to make a new script that does the same thing, which honestly is probably the better option anyways as that can probably all be done without an actual script in the first place.
  3. Kind of sick that anyone actually seems to be okay with this. I am disappointed, really. Do any of you realize the damage this does to the community? It's not a joke.
  4. If you want to make something that works without DLC, you're going to have to make two versions... one which changes Automatron stuff, and one that doesn't. Otherwise, what you want to do is I suppose technically possible, but tricky without heavy scripting which may be prone to bugs (and is honestly beyond me).
  5. I really think you should find an even better name. The concept is great, the execution of course remains to be seen, but all in all I think people need to stop calling things "Immersive" in their titles. It's kind of strange, honestly. I mean, let's look at some Skyrim mods, and you'll see what I mean: http://www.nexusmods.com/skyrim/mods/15508/? - Better Fast Travel. In this mod, you actually can sit in a real wagon carriage, watch the land unfold beneath you as you immersively travel from hold to hold. Verdict: Super freaking immersive. http://www.nexusmods.com/skyrim/mods/64201/? - Skyrim Wayshrines Immersive Fast Travel. This has immersive in the name. But really, it's just some teleporters. It's cool, it's lore friendly, but ultimately? Verdict: Not really all that immersive. So basically.... don't name this immersive. Just try to make it immersive and let the immersiveness follow. The only downside is it becomes less likely MxR will review your mod if you don't name it immersive ;)
  6. Gee, I wonder where you ever got that idea... Seriously, just don't go there. It's dark and you don't have a torch. You may be eaten by a grue.
  7. Well first off, to compete at all with the initial usefulness of VATS, I feel that the low levels of Bullet Time need to be buffed a bit. 75% is hardly even noticeable in a firefight, and I found myself suffering greatly. Wait, nevermind I am thinking of a different mod!
  8. Block Chains: While a very good, capable, and proven technology, usage of Block Chains would require internet access and dedicated servers. And I have no desire to figure out how to implement that kind of thing in the Fallout4 engine without some kind of extension, on an XBox or PS4; it's just not going to be possible. It's a fantastic idea, but honestly I don't think that's in the cards for Fallout 4 mods. Mods on Console: The process for installing mods on console is identical to that of downloading and installing them through Bethesda.net for PC. There are no install scripts possible. Any process that requires an install script is not going to be possible with consoles, as that is not a feature offered through the in-game mod downloader. The idea would work, if your goal is to make a mod PC only. It would probably be as simple as requiring an ini setting of some sort to be changed in a particular way before the mod would work. However, plenty of PC users are just as clueless about how to read the instruction manual as anyone else, and thus there WILL be bug reports using that method. Trust me, it doesn't matter how well you explain the process, some people just will not read it, and they will think the mod is broken. These people somehow intimately understand the methods used to report bugs, but not the concept of a readme file. C'est la vie.
  9. Guys guys chill... she's married. And no, not to me. What Kitty is demonstrating is called watermarking. There is also something called Steganography, which is the process of replacing the low bits of information in a file with something else, in a way that cannot be detected, for the purposes of hiding information. You could use this to embed a signature, a message, or even data. And either one is capable of being used with almost any image format.
  10. Uh, hey, no. I won't take credit for that mod. I just used it. I made a similar mod for Fallout 3 and New Vegas, but haven't ported yet (due to scrapping concerns, and file format changes). Clean Deluxe was a nice mod. Really cleaned up the wasteland. Used alongside a tree replacement mod, it really made you feel that the world had 200 years to grow and change... the paper and junk strewn around made it look like the bombs dropped last Tuesday! But the method I used to make that mod? It would kill Fallout 4. Seriously kill it. Because it would be editing every cell in the game, without exception, and would steal quite a bit of usable resources for you. Sure, your frame rate would be a bit higher, and I might make it, but there would be a big ol warning on the front of the package saying USE WITH NEW GAME! NOT COMPATIBLE WITH SCRAPPING MODS, OR REALLY ANYTHING WHICH ADDS ANYTHING TO THE GAME THAT ISN'T RANDOMIZED OR IN A BOX! And that doesn't sound all that fun, and I doubt it would really be all that popular with a warning like that. And let's be honest... I'd still get 10 people a day telling me that my mod broke their game somehow, sigh... --- Now that's out of the way. I don't know if it's a good idea to use Scrap Everything, even if available on Console, to fix these problems. That mod is nice for cleaning up, but it causes more problems than it's worth sometimes. I've actually had to restart my game (for the day) because I scrapped an entire house accidentally. Or I scrapped the foundation of a house out from underneath me while trying to pick up leaves, everything else floating around me, and I can't put the foundation back. Or scraped a road and now the ground looks glitchy underneath. Yeah, I don't recommend it, actually. When that mod says everything, it freaking means EVERYTHING. And, installing it properly would mean overriding your other Sanctuary mod, and they won't be compatible, in the sense that they'll be editing the same cell and you will get another Cell Reset... only this time it'll be all of your settlements. Only use mods like that on new games.
  11. Got a solid answer. It's not a great one tho, since it sort of says "Oh hey, here's some thing you shouldn't have done, so it's your fault"... And yes... they say install a library file...
  12. Okay so maybe I was a bit harsh, and I stated as much in my post initially. This is just a really touchy subject and people don't ever seem to be in the middle, rather they're usually one one side or the other, bashing people here or there, and the only common ground seems to be people are mad. So I hope I didn't offend. And I'm just going to ignore the way too much information paragraph, there. Because reasons.
  13. I have had the same issue. Are you using any mods which add actual face customizations? They're not generally compatible with each other. Don't use multiples. And also, if you're using the LooksMenu mod (and really you should be if you're on PC) then reinstall that after removing as many face customizations (tattoos, makeup, etc) that you can stand to lose. But honestly.... you didn't give us a load order. That's just a stab in the dark, since I don't know what is actually happening in your case... that's just what worked for me in a similar situation. For me, it was LooksMenu Compilation that caused the issue when used along side several other hair, face, and makeup mods. If my above advice isn't helpful, come back with a list of plugins and their load order... also if you remember any questions about overwriting stuff when you were installing, mention those too.
  14. Well... no, not necessarily. It's more likely that files were moved around, or something was updated, and that shifted which CELL records came last and therefore made the game recalculate everything inside. Like, I updated Scrap Everything once and this happened to me in EVERY settlement. And when I realized what happened, and moved Scrap Everything back to where it should have been, it happened again. Oh! But starting a new game will work perfectly fine. Your game isn't borked. Technically it's only going to be the one reset... but whatever caused this issue may happen again. Usually mod updates do it to me... sounds like you two ran into a Steam update bug. Seriously. Go into your settings for the game in your Steam Library, and tell Steam to never update Fallout 4, and only update it when you know there is a new version out that you feel you really need for some reason. Don't just let Steam update your game, if everything is otherwise working. It leads to problems like this. I couldn't say exactly why there is an old/new mix... not sure what Sanctuary mod you're using, not sure it matters as I probably never used it. But the Cell Reset bug will set everything back to the way it was, as far as removed objects in settlements... but it doesn't remove new things added since those weren't in the cell to begin with at the start of the game. It's like... it sets everything back to default, then adds the things from your save file, too. Except, if the reset ever happens to power armor (if you CELL reset bug Concord, for example, and go look for the power armor you found there), the power armor will still be wherever you left it, but it will have all of its mods reset to default ones.
  15. Unfortunately so. We've been dealing with this on the PC side for months now. Any change to the CELL records runs the risk of resetting the cells. You'll find that includes things like NPCs and Power Armor resetting if they are originally from the same cell that was edited. The only way to avoid it, so far, is not to modify any CELL records... but of course that means no actual added content in specific places. Don't jangle your load order like that. It's likely to actually cause the issue, not cure it. If you magically find the exact plugin that last edited any cells and keep that last, you'll have no issues... but you also won't be able to add or remove anything from any cell (in-game works fine, I meant adding/removing through mods). This issue isn't going to get better unless Bethesda does something. As it stands, with the CK being released, and it being more possible than ever to add things to cells, I think we're going to see a lot more of this before it gets any better. As far as I am aware, Bethesda denies the issue exists, and I've actually seen them try to sell it as a "feature" which means people will have to make "combo mods"... as if that is a solution at all! Sorry to be a bummer!
  16. No, the mystery is not solved. NSIS is not a Chinese program, contains no dialer, and that there isn't even CHINESE! Norton reports this as a dialer, but Norton is schizophrenic and will warn you about any program which the authors have not paid protection money to them... so take that with a grain of salt. That being said, I've seen this before... just recently with a friend. It tore her hard drive apart and she had to totally reinstall Windows. Take a close look at those file names. They're not actually Chinese. That's corrupted text in several languages, Chinese, Japanese, and Korean among them... they're all just really high unicode code points, high enough to be in the CJK block. It's as if somewhere along the line the program started adding ascii characters together to get one big number, and processes that as a unicode character, instead of concatenating these letters as strings. Likely, the author has used "string1 + string2"... and that is WRONG. I don't care how Java does it, this isn't written in Java as far as I know. Either way... try to contact the author of MO. Show him my comment here. See what he says. (Nevermind, I'll do it). I bet he puts out another version to fix that, quickly. That, or he tells you that you needed some different library, in which case, he still needs to fix it because it's killed two installations of windows that I know of in a 24 hour period. And for the rest of you, don't download that file and try to see what is going on by installing it. It will kill your hard drive. Something is seriously wrong in that file, and it's not a dialer. I mean, it MIGHT be a dialer, but that's not what is killing these computers.
  17. Guys. Search google for "Fallout 4 Cell Reset Bug" This is a known issue.
  18. What the poster above me said. The files are read in the order of Fallout4.ini, then Fallout4Prefs.ini, then Fallout4Custom.ini. The last value takes precedence. This is similar to load orders, except you can't change the order by changing the dates of these files. So that last sResourceDataDirsFinal line overrode your loose files mod in the Fallout4.ini file. Switch those two around (or remove the entries from both lines after the '=' and have the game support loose files by default).
  19. So you want a roleplay friendly way to get every single thing that you need to build everything in the game without any defenders on it? Sure, I have that for you. Also, I have a bucket of fat free lard and a bag of sugar-free sugar here, if you're interested in that! What I am trying to say, beyond playfully poking fun at this idea, that what you want doesn't exist. It can't exist. If you want a cheat, there are cheats. If you want RP friendly resources, those exist too. But you won't find a roleplay friendly infinite resource cheat because infinite resources aren't roleplay friendly in the first place. That being said, look into some of the car scrapping mods. There are a few of them. Cars are very common in the game, and can normally only be broken down for steel (if at all). One of the mods I have looked at even adds the items to these cars as if they were containers, meaning that you can gather resources from vehicles that aren't even near a settlement. I find that a bit cheaty, but you might find it perfect for your needs. http://www.nexusmods.com/fallout4/mods/9407/? - Immersive Scrapping. Makes cars have various good resources like fuses. http://www.nexusmods.com/fallout4/mods/13139/? - Lootable Cars. This is the one I think you'll like.
  20. First of all, if you mean the site I think you mean, the word is "risque". Or maybe you did mean that it's dangerous to go there, I dunno. And it's not that we're attention seeking whores... Well, not all of us, anyway. We're people who want to share our works for a game we love with people who share our interests. And we don't want someone taking our files, removing our name from it, slapping theirs on, and asking for money from it. If you can't understand that, then you aren't on the same page as actual mod authors and need to just sit on the sidelines and watch, because you literally don't have any way to have an informed opinion on the matter. Sorry if that seems harsh, but I'm really tired of being called names, here, just because I think it's wrong that people are taking credit for things they didn't create, trying to get donations for what amounts to stolen goods, and that were originally shared by people who only wanted to make something fun and interesting for others to play. And then insulting people who have a problem with them being thieves. Yeah. And we modders. We're the problem. Right.
  21. I wasn't trying to call you a noob, at all, Blahblah. Just stating the facts as plainly as I can. I get taken as condescending sometimes, but seriously. Don't sweat it. I ain't even mad, just disappoint that this has never been made clear in any modding tutorial that I'm aware of. It's actually a very similar concept to keeping one's desk clear of junk when you're working on something delicate. People expect their tools to do a lot of work for them, nowadays. Everyone wants an easy button. But... any old school Nexus guys in here? Do you remember FO3MasterUpdate? Do you remember your mods being torn into pieces from people using that tool and then blaming you when it didn't work anymore? Yeah. Automatic tools are a plague. There is no easy button in life, I don't care what Staples says.
  22. Guys, there is a reason you're running into trouble, here. The CK doesn't expect you to have other mods installed. This is why you need to use a mod manager. It doesn't matter if it's NMM or MO, you have the ability to make profiles and remove all other mods than the one you're working on. That way, the only thing that will slip in is minor little vanilla things which can be quickly fixed and removed. One does not simply have 100 other mods installed and effectively create a mod that doesn't have dependencies on any of them. Also, jinx.
  23. I'm confused on your point, here. It seems like you're saying that mods may be being stolen because the CK is erroring somehow? I mean, it might explain some instances of minor resources being appropriated accidentally, but it doesn't explain the people trying to sell the works of others, or the ones who rail against the "PC Elitists" as if stealing from the Nexus was some great moral crusade of theirs.
  24. This will never work on people who are spawned through lists. For example, a random raider. These mobs are spawned from a template, which is why you will see dozens of gunners or raiders with the exact same face. These NPCs do have personalized faces in their NPC records, but due to them having a template associated with them, they will not use this information. You have to change the actual template face to make them look any different, and you can't do this with ShowLooksMenu. Cait, Preston, et al companions are permanent fixtures in the world. Basically, if you want to know before hand if this will even work, look at the FormID associated with the NPC. If it says "FF-------" then forget it. That's added by list or script, is only an instanced character and not a full fledged NPC, doesn't have personalized facial data, and won't work. Anyone else should work, whether their FormID is "00------" or "EF------" or anything in-between. Now, if you really want a solution, you're not going to find it in the console. You're going to have to make a mod changing the template. That will mean that your new face may be found on multiple people. Sometimes the template is for a single person, but usually it is shared. You have to find that face and change it in the CK, then save the mod and wait for one to be spawned to see the changes. Any characters that have already been generated will not accept these changes.
  25. Nothing will ever be able to stop a truly intelligent and capable cracker from stealing things, but the addition of something difficult to remove and hard to find makes sure that the 99% of script kiddies can't do it, and that any truly egregious theft would be highly unlikely. Truly capable and dedicated crackers don't remove signatures, credits, or any of that. They do it because they believe in some nebulous concept of "freedom of information", not to post mods on sites and ask for donations. Heck, an entire culture of underground pirates exist and no money changes hands. Those really intelligent people aren't the kind of people we need to worry about stripping the signatures off mods just because they can. No... they might repost mods, but they're not going to be doing it for fame or money, which is the really sick and twisted part of what's been occurring. This scheme isn't meant to stop people from being able to upload files or run them in a particular context. It could be used alongside such technologies, but the ultimate goal here is to inject a signature into your mod which you can prove is authentic, so you have the sole claim on being the original author of the mod. That's all. That's what we need, especially with all this talk of "you don't own your mods". Nobody cares who "owns" the mods, we care that our work may be taken, our names stripped off of it, and then uploaded against our wishes so altered and people are asking for money. That's not some kind of misguided moral crusade, that's out-and-out theft. And that is the kind of behavior this technique stands against, and has the possibility of stopping. A truly intelligent person can still get around this.... but anyone intelligent enough to do so is not likely to really care that you've put your signature on it. Hell, they might notice it and realize what it is, and give it center stage! The people smart enough to remove this are the ones crazy enough to actually care about authorship over money. The whole concept is similar to the Easter Eggs in old video games, where developers would put their names into the game in hidden areas, just so the companies they were working for couldn't deny their part. Credits where everyone from the lead developer to the janitor is mentioned haven't always been the case, and developers used to have to hide their names somewhere to get any credit. That situation has changed for the most part, but now that console modding is a thing and we're no longer just some artsy fartsy kids on the internet who like tinkering, it seems that the EULA is trying to make history repeat and take away any possibility of claiming that you are the author of anything. And it's that which Vaporware DRM is attempting to change. Also, I'd like to note that while those older games were pirated (copy protection was easy to overcome in the days of diskettes... just a piece of masking tape and you're golden), no one ever removed these Easter Eggs. Oh, sometimes they changed the whole game just for funsies. All the stuff was changed... but the Easter Eggs remained intact, always. The signatures were never removed. Stop worrying someone is going to remove your signature, that's not how this works. The idea, here, is basically a list of credits and your signature. That signature can be encoded in many ways. I recommend GPG but there are other possibilities. The key factor is just that it cannot be able to be forged, and you must keep a copy that proves you made the file. Public/Private key splits do this in an excellent fashion, but there are other ways you could sign the mods. You could even get your signature notarized in an official manner, and register it publicly, if you want to take it that far. I recommend using the open source, free option. It's just as capable, and it's free. TLDR; If you're looking for an XBox exclusive or PC-Only strategy, this technique is compatible with that, but it does not directly support or provide that. That's not the goal, here. The idea is to sign your works in a way which cannot be contested.
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