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DrakeTheDragon

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Everything posted by DrakeTheDragon

  1. Well, I can see your smiley :happy: just fine, if that's of any help. You mean, if you upload a new image to the Oblivion Image Share and select "Enable Endorsements: No", they're still enabled sometimes? That'd be a bug report then, maybe related to the inability of some members to store their profile settings.
  2. The members search is drastically limited to save database load. There's a limit in place, but not for the number of results but for the number of records you can search in already. This makes the whole member search more or less useless for now, as you can't even find yourself in most cases. If you're lucky, the poster made a comment or uploaded a mod him- or herself. Then you can click on the username in the comments or search for the username as author in the mod uploads. I think it was possible to follow the image poster's links to the profile back in the past, but right now I seem to be unable to, as there's nothing to click anywhere around the image.
  3. I think the reasoning is you got the numbers flipped. It wasn't 1:10 but rather 10:1 last time I checked, and cost quite a number of authors during the process already. It was turned into anonymous trolling without getting caught, and no little green number on a helpful comment from a supporter of the mod could stand a chance against the flood of green numbers on posts expressing their dislike for the mod and how much they wish the author would just go dying. Me? I don't really care. I wasn't one of the many requesting it to be removed. I was just stating it has become totally meaningless and didn't serve a purpose anymore, and as such it was only natural for it to vanish. Whatever they'll come up with next will likely be far more usefull than the old reputation system ever was. But only time will tell, and I'm not one to judge about things I haven't yet seen in action for some time.
  4. For what it's worth, the trouble with the 2nd script I see is, the "LocationObject" is initialized as an "empty" reference and never set to anything thoughout the script. The position of an empty reference will always remain 0,0,0. In your 1st script you set "LocationObject" to the reference created by PlaceAtMe. In your 2nd script it's never set to anything and remains an empty reference. What kind of script is the 2nd? Is it a Quest script? Is there a quest named "NPCDecorationLocation"? If there is, you can simply rewrite your 1st script to use the reference variable of the quest script instead, like a global variable but cleaner: ScriptName NPCSummonLocationItemSpellScript ;ref LocationObject -- remove! float PosX float PosY float PosZ float PlayerPosX float PlayerPosY float PlayerPosZ float ObjectOnAir Begin ScriptEffectStart set PlayerPosZ to Player.GetPos Z ;Setting a reference to a placed object. set NPCDecorationLocation.LocationObject to Player.placeatme NPCDecorationLocationTrigger 1,20,0 ; -- add the quest name to reference its ref var instead of a local one ;These line will make the item appear always over ground. set PlayerPosZ to Player.GetPos Z set ObjectOnAir to (PlayerPosZ + 50) NPCDecorationLocation.LocationObject.SetPos Z ObjectOnAir ;These line will get the item current position using the reference i got. set PosX to NPCDecorationLocation.LocationObject.GetPos X set PosY to NPCDecorationLocation.LocationObject.GetPos Y set PosZ to NPCDecorationLocation.LocationObject.GetPos Z ;Message for tracking PrintToConsole "GameModeObject: %0.f, %0.f, %0.f" PosX PosY PosZ end Now your quest script will already know what LocationObject is pointing to, as it was its own LocationObject you set instead of a local inaccessible one. This can be done yet cleaner, by not always using NPCDecorationLocation.LocationObject for every call, but by using a local copy inside the script and setting the quest's variable to this one at the end. But I think you can see what I'm getting at. Of course a major drawback of this approach is there can be only 1 global reference to your object. Casting the spell another time will overwrite the quest's reference with the new one. The old one will be lost inaccessible from outside its own script forever. Edit: If you want to prevent your item from being added into an inventory, add an empty OnActivate block to its object script. Or create one for this purpose, if there isn't any already. This makes it impossible to be picked up. Or you could use a NIF file which doesn't have havoc collision. Then it can't be touched either. Scratch that. You "want" to carry it around. My bad.
  5. This is exactly what I'm not getting. A meaningless "reputation down" as an "attitude adjustment"? As if they would even care. All you'll ever get in response is some "Hell, you're giving me a down-rep for this?? You really 'are' stuck up!" (at this point he would be banned by the way). They will not start getting more polite, and you will not "adjust their attitude". Maybe to you the red number looks like you did something and improved the situation, but in reality you clearly didn't and nothing has changed at all. I'm with Riven1978 on this one. It is "insulting another site member", you, and well worth a report. Let the moderators decide if it's worthy a ban or not. The least thing they'll do is remove the offensive post, and yes it is offensive, or maybe even serve some "moderator orange" as a far more effective "attitude adjustment".
  6. See? Told 'ya. There was no need to complain while they were already working on it. :whistling:
  7. Is it the obse_loader crashing before it starts Oblivion or is it Oblivion crashing after started by the obse_loader? Did you take a look into your OBSE logfiles already?
  8. Altering only Vanilla NPCs' facial structures TNR will of course not have any effect on OOO-added individuals, but I fail to see how there could be a conflict. I was, no wait, I still am using both as well, and so far I haven't encountered any oddities. Granted, I'm using the merge variant of TNR through Wrye Bash's bashed patch, but then again, who isn't is asking for trouble anyways.
  9. What makes me most curious about this whole mess is that although there wasn't even an announcement telling they're done already, still everybody and their mother keeps complaining about features "currently" (as in "temporarily") missing which going by earlier announcements are going to be re-implemented during the process anyways. Turning off the little reputation buttons was easy. Re-implementing the post-hiding feature for Premium members without it won't be. Can't you just wait for them to finish, wait for a public announcement, before you start spamming the forums with your complaints? :unsure:
  10. Hmm, it isn't NMM, as it happens when downloading manually as well. It isn't the .7z file type, as it happened with your RAR, too. It isn't the Nexus sites or servers exclusively, as lately it also happened with MediaFire and... 4Shared, was it? It isn't the browser either, as it happened with just about every browser I know by now. I'm hesitant to say it's the way of connecting to the internet (bad connection, dial-up, etc.), as it's far too rarely happening with other sites or other people. It is different from user to user, as I've read a lot of complaints by now, yet I myself never encountered any such issues with any servers in several months, nor could I ever replicate the issues with uploads of mine reported to me. This is about the most mysterious issue I heard of so far, as we're slowly running out of possible causes already by now. What makes a download abort but not tell so? Is there some weird browser plugin around I missed because I'm disallowed to update FF from v5 by work order? But it doesn't happen with the up-to-date version of FireFox from my Windows virtual machine either. We can only hope the download process redesign currently in progress will fix it at least for the Nexus servers once it's completed. Though there'll still remain other websites affected as well then.
  11. Maybe it's still related to this: http://forums.nexusmods.com/index.php?/topic/787067-mod-download-counts/page__view__findpost__p__6303211
  12. As long as there's no public announcement of the changes I'd just consider them still in progress. I don't know their exact order, but I know they apply these changes to the games' networks one-by-one. :thumbsup:
  13. Purple meshes means missing textures ("xyz.dds"), pitch black or invisible meshes means missing normalmap ("xyz_n.dds"). It depends on different other things whether it will be pitch black or completely invisible. Sometimes, although the main texture file itself is missing, the missing normalmap will superrule and display a pitch black or invisible instead of a purple mesh. Additionally, a missing texture/normalmap can also kill the rigging (purple/pitch black meshes stretching into infinity until the missing texture issue got fixed).
  14. The reputation system was told to be removed, the post hiding for Premium members was told to stay. Of course now that the reputation system is gone the post hiding has to be reintroduced a different way first. I'd say give it some time and wait for the official announcement of what was changed before starting the complaints.
  15. It will be non-existant in a while. All red and green will be gone. There's no point in getting into a fight over it now, which both sides will regret once they broke the first site rules. It's happening for quite a while now, likely earlier even than Skyrim's release, but much more prominent after. It isn't exactly multi-account abuse though. Most times when it gets really evident, it's a whole group of disturbers and troublemakers behind it, down-repping every single post of a certain member for no cause, up-repping every non-sensical or against-the-author's-wishes request post. Most people are mistaking this self-moderation feature the only purpose of which is to get rid of disturbing posts without moderator interaction (always was pretty pointless and of no real use in this regard, but it's there) for an anonymous "I agree" or "I disagree" button, so it's of course of no real meaning now. But I fail to see anything even remotely coming close to what I witnessed in the past in this regard anywhere in the comments of the mod you linked. I've seen an increase in the "why is it not compatible to NMM?" complaints as of late, if that's what you were aiming at, but people all too easily forget that a) the NMM is still in beta, and b) most mods available for download were created when there still was no NMM and their authors are not unlikely already gone and can't change their folder structures anymore now. They can either install the mod the way it is now, or not. Complaining is of no use.
  16. Missing meshes or textures usually don't have any relation to load order. If resource files are physically missing, how could rearranging some ESPs make them suddenly appear out of nowhere? I'd say check which meshes or textures are missing specifically and tell us, so we could try figuring out which installation steps you might have missed or what could have gone wrong. I see OOO and MMM in your load order, which both are mods which could have their own BSAs, as well as some others. Failure to get those BSAs loaded by the game will result in almost all their items' meshes and/or textures missing. This could be something to the cause here, but as we don't even know "which" meshes are missing, we can't be really sure either. If it's only certain items or structures, you could use the mod "FormID Finder" or something similar to retrieve information about which mods they originate from by checking them out while ingame and would know which installation has gone wrong.
  17. I was having someone with similar issues, unable to download my mod from any of the Nexus servers. It always interrupted and ended up incomplete. I was asked to split the archive and maybe host it elsewhere, so his dial-up wouldn't cause as much trouble anymore. So I did and uploaded multiple small packages to my MediaFire account. After he successfully downloaded all of them over a course of a couple days, he was still unable to extract everything. Turned out most of the files he downloaded didn't have the right size but were, again, interrupted inbetween without any error or warning. This seems to not be a Nexus-exclusive issue as of late, but over the course of the recent fileserver infrastructure redesign I can understand it's become very prominent the last months. Let's hope the new infrastructure, once completely introduced, will solve this issue as well once and for all. For what it's worth, I for one never experienced any issues coming even remotely close in numerous download attempts over the last months. Not even a single one aborted, was interrupted or failed in any other way. And my internet connection isn't exactly top-notch either. It is a very mysterious issue.
  18. How would this custom tags system work? You create a new tag, all's fine and dandy, but no mods will be tagged with it, yet. Are you going to go through millions of mods adding those new tags where you see fit, so your new filter will actually filter something? Or are you expecting others to do that for you, and everybody else who came up with some random imagined custom tag of his/her own as well? By now even the existing tags are only rarely used with most mods. There is no requirement to tag a mod when uploading, and quite frankly there shouldn't be either. There are a bunch of voluntary taggers or people who stumble across the mod, like it, and add votes for tags where they see them missing. But do you really expect others to do that for a gazillion of new custom tags everybody and their mother came up with without even a trail of explanation what it's meant for? If so, it sounds like another feature also requested a while ago would come in more handy here, a block list. You will have to edit/add every single mod that's uploaded yourself first anyways before it'll not show up on your search results anymore, so putting each mod you don't want to come up in searches into your personal block list would take exactly the same amount of work. Both solutions aren't really feasible. That's likely why the block list idea was never taken up either. I know many people have types of mods, or mods by certain authors even, which they don't want to show up in their search results, but the way the tagging and tag filter system works on this site you could as well name your tag "L9AK9E doesn't like it!", as you will have to "hand-tag" every single mod you don't want to show up in your search results "yourself" anyways.
  19. Well, actually, going by load order the OP never used BP to begin with. There was just the "compatibility plugin" for Robert's Male and BP. This was causing the eyes issue, pointing to assets from Beautiful People, while there never was a Beautiful People installed to begin with. Both plugins come from Robert's Male, but the readme instructs one to only use one of them, according to whether there is BP installed or not. It's a common mistake to keep using both of them, which "always" results in issues with eyes, especially since "activating" (installing) the mod through OBMM activates both plugins by default, and I guess similar mod managers do likewise.
  20. I guess LFact meant, if you're using Steam Oblivion, your BSA files are dated far too recently for replacement-type mods to work, Archive Invalidation applied or not. It's a common issue with Oblivion from Steam, Valve was unaware of the critical effect of file dates in Oblivion when deciding whether to use loose files or internal files. If you're using Steam Oblivion, you need to redate your BSAs to somewhere back in 2006 (or was it 2004?), either by clicking "Reset BSA timestamps" in the Oblivion Mod Manager (OBMM)'s Archive Invalidation Utilities or via a file redate tool.
  21. Not the change, rather the situation before the change: http://forums.nexusmods.com/index.php?/topic/787067-mod-download-counts/page__view__findpost__p__6303211
  22. I'm sorry, but with this particular kind of item, if you're out of slots, you're out of luck. I'm convinced you want those angel wings to be visible, else there wouldn't be much use in having angel wings to begin with. For them to be visible they need to occupy at least one of your slots. There's no way around this. If you're out of slots now but want to have those angel wings also show, you'll need to remove the slot assignment from another item, which does not necessarily have to be visible and is only worn for its effects. Removing a slot assignment from an item is easily done in the CS. If you open the item dialog for the item in question, you will see the slots it occupies right-on. They're impossible to miss. If you click an unselected slot, it will be added to the slots occupied. If you click a selected slot, it will be unselected and no longer occupied by the item. If you unselect all selected slots, the item will not display anymore, but can be worn in unlimited numbers. If you really want each individual item to be visible though, they can't remain seperate items. You'll have to combine some of them into one item, one NIF file, with NifSkope, Blender or a modeling app (=> "armor mash up"), which then only occupies 1 slot. The number of slots is limited, and as such is the number of items which display at the same time. Enchantments and script effects do still apply without a slot assigned. Such invisible "buff" items can be equipped in virtually unlimited numbers. But only items with a slot assignment will display. Those Unlimited Rings & Amulet tweaks turn every single ring or amulet in existance invisible, by removing their slot assignments. Then unlimited numbers of them can be worn, their effects will still apply and sum up, but none of them will ever be seen anymore.
  23. That's likely the cause. I guess there is no WebGL in my MacOS. I'll try it from inside my Windows VM next. I'm using Firefox in both. edit: Well, close but not quite there, yet. From within Windows I get a "Sorry, your graphics card doesn't support WebGL" error message now, but no script errors. That's what I get for running it inside a virtual machine. Means it does find WebGL under MacOS, but for some other incompatibility it still can't run. Maybe my browser version is too low. I'm forced to keep FF at 5 for some work-critical plugins to stay operational. On the Windows side it's the latest version, as I'm not using this one for work. Once they stop redesigning the entire plugin framework with each new update, maybe I'll be allowed to update my browser, too, in future. Regardless, I've given it a good read and an online showcase of 3D assets in OBJ file format really sounds like something which could come in handy in regards to game modding. NifSkope and Blender both support OBJ im- and export natively. :thumbsup:
  24. Does this need some browser plugin or something to work? If I follow the 2nd link to the example, I'm getting a "JavaScript Error: invalid arguments", and besides a nice static image of an AK47 (or whatever) and an eternal "Loading..." message there's nothing to see, or do, there.
  25. In such case it's rather not worth the "release", in your eyes anyways. Whether or not the "making" is worth it is entirely up to you and only you. I for one am not modding "for others". I enjoy sharing what I created and am listening to people's requests and wishes during the process, or afterwards. Sometimes with my bigger projects it feels like I'm modding "together with them". But whether I start a mod or not is not a matter of "will anybody use it?" or potential download counts. As a matter of fact, I don't care for downloads or users, I mod for myself, because I want to create the mod. And I'm still working on my big projects, at every free minute I can gather. I might not be making much progress anymore, but that's the case with all my free time activities as of late. No free time => no modding.
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