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showler

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Everything posted by showler

  1. No, it's only mods that use scripts that rely on F4SE functions that will break and they won't need to be adjusted, they'll just need a new version of F4SE to be released and then they'll be fine. Any mod that has scripts that only use vanilla functions won't be affected.
  2. They wouldn't. In this case "delayed indefinitely" is very literal. The length of time it is delayed is entirely dependent on how quickly the Script Extender team can update F4SE, which is completely out of the hands of the Fallout: London team, which means they have zero idea of how long it will be delayed. Hence: "indefinitely".
  3. ".fos" files are the save games ".f4se" files are co-saves. They only contain the info F4SE needs, not the info the game needs. You need to have both to load the save.
  4. But if it comes to it I'd imagine Robin can afford the $750 and will remove the mod in question. Or course, they've already said they'd remove the mod in question upon the actor's request, so taking it to court would be pretty wasteful anyway.
  5. Nexus Mods has allowed mods with imitations of actor voices in the past. Nexus Mods has allowed mods with spliced dialogue made from existing dialogue in the past. Banning AI voice mods is banning a tool, not the result of using the tool. And while they have stated that the voice actors can object to the use of their voice in training an AI imitator, I'd imagine they would also remove mods where the result of using the AI voice is objectionable in an of itself. They always have the option to decline hosting any mod based on the content. But it will likely remain on a case by case basis rather than banning the use of a tool entirely.
  6. Sounds to me like the Fallout London team are only worried about F4SE based scripts. Vanilla scripts have no reason to have an issue. F4SE usually updates very quickly so I'd expect a short delay on Fallout London. Basically the wait for F4SE to update and then verification.
  7. Many game extensions are included as part of Vortex. Most are hidden behind the "show bundled" button. Some are visible because they are getting more frequent updates than usual. If the extension keeps reinstalling itself that means it is considered "part of Vortex" rather than an optional extension.
  8. What would be the problem with mods that have scripts?
  9. Do you have Fallout 4 selected as the game you are modding?
  10. Contact [email protected] Include the key so they can verify.
  11. No. Because having a mod browser built into Vortex wouldn't put that information on the Nexus Mods website. And if that information was on the Nexus Mods website then Vortex would be able to access it without any extra fluff. And lastly, any implementation of a browser in Vortex is likely to simply use your default browser in the Vortex window, which would achieve little.
  12. It's unlikely that things like the widescreen support, the bug fixes and the stability updates will be part of an optional download. That would require two different active EXE files and Bethesda won't want that. The extra content may be optional. Depends on how they feel the non-optional content in Skyrim was received. At the very least it will require a F4SE update. And that means mods that use F4SE with DLL injections will need to be updated unless they are able to use the Address Library to avoid that. Any mods that need updates will be up to the authors to decide whether to update them or not. Likely the Unofficial Patch will be updated as well in order to strip out fixes that conflict with the new official fixes. Whether that affects other mods depends on what exactly is fixed/removed. It is probably best to avoid the update until things have settled down.
  13. Ah, in that case I would suggest two things. In Vortex flip the "handle nxm links" option to off, then restart Vortex and flip it back on again. If that doesn't work check the "use Vortex (default)" entry in the file associations to make sure it is still pointing at Vortex correctly and didn't get orphaned by a Vortex reinstall.
  14. Did you try with a default browser like Edge? The most likely reason is that an extension you have installed in Firefox is interfering with the download window coming up.
  15. To clarify, the 1.10.8 update or the just released 1.11.0 beta? I ask just because the newer update just came out and the other version has been out for over a month without a report of this.
  16. Y'know, "Sim Settlements" and "Sim Settlements 2" have their own mod categories and series of tags. This isn't difficult or unprecedented.
  17. There's a few possibilities. Did you do anything that might have resulted in the mod files being orphaned from Vortex? Like copying the data folder or deleting things without purging first? Have you checked the Data folder after removing the mods to see if the files are still in there which would indicate that Vortex is no longer managing them? Do you have a bashed patch, a merge patch or anything similar which would contain the data from those mods? Or which could force those mods active again as masters?
  18. Mod pages "comments" section is no longer connected to the forums. It is also not currently searchable as it is mid-transition to a new comment system.
  19. I don't believe there is at the moment. Comments on mod pages are getting transitioned to a new system sometime this year. Features like searching and tracking of comments probably won't be possible until that is completed.
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