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Nexus Mods Profile
About Fee510

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Country
United States
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Currently Playing
G.E.C.K.
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Favourite Game
Fallout 3 & NV
Fee510's Achievements
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Protecting our Mods.
Fee510 replied to BreadedChickenKnife's topic in Fallout New Vegas's Discussion
I'm going to agree with Gopher on this one. Modding is a community effort. We learn from each other. There is no class to teach us, yeah there are tutorials out there but I think a lot of what modders learn is by dissecting other mods and learning from it. I hope people look at the code in my mods and incorporate it into their own. While a little appreciation is nice, I don't mod for a pat on the back and I most certainly don't do it for the paycheck. I do it because it improves my game and I enjoy it. If I can share what I've learned with other modders by them copying my code, great! If someone wants to steal my code and improve on it, awesome, less work for me. They may turn around and using what they've learned, create something new that I will enjoy and the cycle continues. If someone really feels the need to completely copy one of my mods and call it their own, what do I loose? Nothing. Now if we got paid to mod, well this would be a completely different discussion. And as far as getting a job... my degree is in Wildlife Science, I can barely write HTML, have no idea where to start with C++, yet I've been able to create a completely customizable autosorter (in Portable Tent) that can do what no other inventory sorter has been able to do (that i've seen). So if a computer illiterate like me can do that, GECK scripting can't be all that hard or impressive to employers. Now correct me if I'm wrong, but what you're saying is the user would download the mod then request a unique id key from the author. If that's the case, you're forgetting one major thing... that is way too much work for the general gamer. There are plenty of people out there who don't use NVSE, FOMM or FNVEdit solely because its too many steps to get installed or they are worried about it compromising their game. There is no way that you would get the majority of users to take that extra step in obtaining a key just to use a mod when there are plenty of other mods out there that don't require it. If your goal is limit access, don't make it public. -
Dead Money active in GECK on startup.
Fee510 replied to Fee510's topic in Fallout New Vegas's Discussion
@Quetzlsacatanango Worked like a charm, thanks! -
Whenever I start up GECK, Dead Money is checked to be loaded. I've already accidentally set one of my mods to be dependent on Dead Money.esm because of this. Anyone know how to make it stop doing that?
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Ideas To Expand the Camera "Weapon"
Fee510 replied to simplywayne90's topic in Fallout New Vegas's Discussion
In theory you could make a camera take screenshots for you. It would require NVSE, but it would defiantly be possible. You could probably even get it to remove the HUD while taking a screenshot. You may even be able to apply a imagespace modifier to get an old photo look. However, it would just be an alternative to hitting Prt Scrn and the end result would be a screenshot on your harddrive. As of right now, I'm going to say it's not possible to dynamically create photos that you can place in game. If NVSE gets developed to the scope that OBSE was... then possibly in the future it could happen. Right now, you can't dynamically create objects that persist through a save game, nor can you set textures. I know .nif files can use .bmp files as textures in nifscope, but I haven't seen it done Fallout, only in Oblivion, so it may work. Edit: I'm not even sure if its possible to choose where your screenshots get saved. In order for this to work, they would need to be saved somewhere in the Data folder. -
@David You make a good point about the "hurdles." I think an invaluable tool for modders would be a good survey of the population. However, that can't be done on this site due to the TOS. As soon as you say "I don't use NVSE because I didn't pay for FNV," you're kicked off the site. So I guess we'll never really know who our audience is in that sense.
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That's my point. Should we as modders go out of our way to accommodate people like DavidlAllen (no offense David, love your work and your comments on the forums) who have the capabilities and knowhow to run NVSE, but make the choice not to use it. Now David had said that he "doesn't need it." I can almost see where you are coming from in that a lot of mods that require NVSE are "over the top" and add stuff that is so new to the game that it can be seen as unbalanced (ex: Project New Vegas, Advanced J3X Motorcycle, Advanced Recon, etc.). But there are other mods that need NVSE which only improve things in the base game. I'll use one of my mods as an example: Collectible Canteens requires NVSE because it includes features like the canteens changing weights as you use them. Since you can fill the canteens (21 of them in v2.0) with almost anything (not un-realistic) there are over 800 possible canteens. For me to use non-NVSE code, my scripts would easily need to be 10,000+ lines of code in a single script, which isn't possible. NVSE allows me to simplify the code by using loops and formlists. Yes, its possible to have a similar canteen mod that does not require NVSE, such exist. But they can't make it so their canteens can be filled with whiskey, beer, etc. and change weights simply because there is a cap on script length. To me, when you say "I don't need it," I read that as "I choose limited mods." There are so many good mods out there that require NVSE and aren't unbalanced. Another good example would be mods that add new ammo types. Now it is completely possible for these mods not to use NVSE, most don't. But problems occur if you don't: Conflicts with other mods if you add the ammo to formlists in GECK or the default ammo being replaced if you use the command AddFormToFormList. By using a simple NVSE command, ListAddForm instead of AddFormToFormList, you can eliminate all those problems. If you can run NVSE but choose not to, why limit your mods? Edit: I'm not trying to put a negative spin on people who choose not to use NVSE. I'm trying to get a better understanding as to where you are coming from so that I, and other modders, can better choose how to tailor to the needs of non-nvse users.
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If my memory serves me right, I think there is a version of Oblivion that cannot run OBSE, maybe the direct drive version.... In that case, I completely understand taking extra steps to ensure your mod can work without OBSE.
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Who? Who are we locking out? This is the whole point of the post. So you won't use a mod on the sole basis that it runs on NVSE? Why?
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In several of my mods, I run a script to check if NVSE is running. If it's not, I may use alternate code or just make that feature unavailable while making the rest of the mod usable. I know I'm not the only one to do this, but I also know that many modders will avoid using NVSE if possible. My question is: Who are we accommodating by doing this? Who doesn't run NVSE? I've come up with four groups of people that this may pertain to: 1) Everyone after a FNV update, before NVSE is updated. 2) People who can run NVSE, but choose not to because they think it slows their system or whatever reason. 3) People who can't figure out how install it or get it to run, perhaps a language barrier. 4) Pirates. They can't run stream, thus can't run NVSE. Now accommodating group 1, in my opinion, is not a huge deal. The NVSE team has been great at getting up a patch in 1-2 days. I don't really see the point in going out the way to ensure my mod can be used a couple of extra days out of the year. Group 2 made a choice not to use NVSE. They have the know-how to use it, they may even use it occasionally. Thus if they want to use a mod, they can and therefore I don't see the point in accommodating. If people in group 3 can't figure out how to install NVSE, they probably won't read the mod description to begin with, so why accommodate? I don't think I'm alone in this... I'm not accommodating pirates. Go buy the game. Now, is there something I missed? Are there people who run a certain OS who can't use NVSE? Should we accommodate non-NVSE users?
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Thank you for making this. I was lost until I started reading comments about the Emit Mult block, then it worked just fine.
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Well, if you're sure there's no way for you to ignite the gas with gunfire and live... you got a few options, none of which are pretty. 1) Load an earlier save and do it all again but this time with the right equipment. 2) Kill Keely, You'll take a hit on Karma, Caps and XP reward. 3) Use the console to give yourself a grenade: Player.AddItem 00004330 1 If you use the console, save the game after you detonate the gas, exit to desktop then restart the game. Using the console disables achievements (and challenges?) until the game is restarted. Hope that helps
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throw a grenade at the gas then run behind the door and close it.
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You mean to say that there are other benefits of DLC besides their models and textures? They sure fooled me.
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Thank you for the quick reply. I'm going to give it another couple of days and hopefully get response, if not, this will be my plan B.
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You all have been quite clear on your stance on uploading files without the author's permission, and I agree full-heartily with you. While updating my FONV mod, I came across a mesh that I would like to incorporate from a user on FO3 Nexus. I have been unable to get a response from this user and no permissions have been noted by the author. My question is, is it wrong to have the user download the file (mesh) from the other author's mod page so it can be used in my mod?