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Everything posted by dree74
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New mod author comment moderation features and updated terms of servic
dree74 replied to Dark0ne's topic in Site Updates
In response to post #10282114. I have the similar problem here. I tried to reply as polite as possible, but I learned it never works out in the end. It's been like that since late 2010. I come to nexus almost everyday to read what people have written on the comment thread. Most of times, people seek technical assistance which I can help easily. I tend not to. The reason is, if I start replying back on the comment section, all sorts of trolls appear and write potential baits. It keeps things nice when I stay in the shade and not say anything back. -
New mod author comment moderation features and updated terms of servic
dree74 replied to Dark0ne's topic in Site Updates
In response to post #10278861. #10278918, #10281171, #10284723 are all replies on the same post. Kudos. This pretty much sums up why the modders are getting more controls. Some people just exist to be asshats. I have no idea why. If you aren't the troll, there is nothing to fear. For all I know, the admins on Nexus are reasonable and they keep track of what has been changed including comment threads and page descriptions. -
thanks for putting Agent of Righteous Might, keep up the good work!
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I learned this the hard way with Farcry 2 in 2008.
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OP is not alone. I made a mod "Skip DLC - Dead Money" and you can find many comments such as "thank you for making this!!" http://newvegas.nexusmods.com/mods/42155 In my opinion, Dead Money has a good story telling and engaging NPCs; however, its major problem lies in "gameplay & effects". When I was playing Dead Money for the first time, the death collar, poison cloud, undeads, all these were part of challenges. Enjoyed and Finished. Unlike other RPGs, Fallout New Vegas is a game that makes me replay over and over, by the time I was replaying Dead Money for 12th times, the storylines and fascinating NPCs mattered very little, and the "challenges" were more like annoyance. Also, staring at pure red background for more than an hour would defintely sore your eyes. (ref: http://www.colormatters.com/color-and-vision/color-and-vision-matters). In my case, it took me about an hour and half until I enter the hotel in Dead Money. tl-dr: Dead Money was a good DLC, just not something to replay over and over like Old World Blues or Point Lookout.
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I selected Fallout 3/NV, but I think it is a little bit unfair to compare two games vs one game.
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[WIP] Agent of Righteous Might: Quest mod for undercover assassins
dree74 replied to dree74's topic in Skyrim's Skyrim LE
thanks for volunterring Dantanius, I sent PM. -
I am looking for male voice actors for the skyrim quest mod. (The detail of the mod is listed below). The mod is already completed (for over 8 months of work) and is in beta test right now. About the voice actors, 19 out of 25 roles are already filled, I need 6 more NPCs to be voiced. If you are interested, please leave comment or send me a PM. Thanks for reading. Remaining NPCs to be voiced: Dalk Elf / Male / Age(30-50) 48 lines Dalk Elf / Male / Age(18-30) 59 line Any human race / Male Age (any) 11 lines Breton / Male / Age(35-60) 152 lines Any Race / Male / Age(25-60) 36 lines Orc / Male / Age(30-60) 28 lines Agent of Righteous Might Description Agent of Righteous Might (ARM) is a lore-friendly quest mod for TES5: Skyrim. ARM offers player a new opportunity to get involve in the service of Stendarr, the God of Righteous Might and Merciful Forbearance. The player will be given a series of high risk missions to bring down a cult who once doomed the world of Tamriel at the end of 3rd era. The mod is built with high compatibility in mind --- other than multiple exterior cells in Skyrim Worldspace and 3 interior cells, no other vanila record has been altered. ARM will be available to download from Steam Workshop, TES:A and Skyrim Nexus. Background Story Since the beginning of 4th era, the holy knights and brave warriors united under the banner of Stendarr to eradicate the enemies of the Nine --- calling themselves Vigilants of Stendarr. The Vigilants upheld the will of the Nine by slaying any and all who show disregard for life and mercy. Many decades ago prior to the event of Skyrim, an old imperial veteran named Nirtius Pontanian and his four shield brothers joined the Vigilants and carried out the most dangerous missions. They raided encampments of witches, cavern settled down by necromancers, and fortresses crawling with werewolves and deadras. Nirtius realized that fighting them face to face results in a large number of casulities, thus he deployed a new strategy. Instead of combatting them, he disguised his shield brothers and infiltrated their enemies' hideouts --- to destroy them from inside. Nirtius and those who trusted Nirtius left the Vigilants of Stendarr and founded a new faction known as Agents of Righteous Might. Since then, the Agents infiltrated and destroyed numerous unholy factions for years. However, not everything went as Nirtius's expectation. One critical mission against a remnants of Mythic Dawn went disastrous, resulting the death of his most trusted shield brother. The years have passed since, and he regulary plotted a mission to infiltrate, but none of them were successful. Over the past years, Nirtius learned two facts: these remnants of Mythic Dawn is not an ordinary daedra worshipper like the ones he used to hunt down, they were much more organized and disciplined. In addition, there is a traitor among the Agents. Nirtius started looking for someone from outside --- someone with skills of assassin and a heart of martyr. What to Expect - Approximately 3-5 gameplay hours involving a role of an undercover agent. (16 new quests) - 5 new dunegons with challenging enemies. - 25 new fully voiced NPCs including merchants and trainers. - Fair amount of (definitely-not-overpowered) loots. - 6 new unique reward perks/abilities that can be earned throughout the quests in this mod. - The returning faction from TES4: Oblivion --- Mythic Dawn, with a populated underground hideout. Requirements - TES5: Skyrim with its latest update. Screenshots imageshack.us/a/img14/8397/arm001.png imageshack.us/a/img407/6660/arm002.png
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Add a general and game specific voice actors and/or audio sections
dree74 replied to elijahlucian's topic in Site Support
This is a brilliant idea indeed. I wanted to post a recruiting topic for voice actors, but then I realized it would just get buried. Also, I have no idea how to start since all users are spread from fallout, tes, witcher, dragon age, and etc. TES:A had a nice feature for this, but they're not popular enough to attract many modders and voice actors. I hope admins notices this thread. -
PlayMagicShaderVisuals Question
dree74 replied to Crimsonfoxy's topic in Fallout New Vegas's Discussion
ScriptEffectStart block is for effect script only. that might crash the game because you are calling pms function every frame. this is much better approach than the one above, potential problem with this is that when you load the save file, it will have GlowingOneFXShader off but doOnce is set to 1, so it won't apply the effect any more. Begin OnLoad pms GlowingOneFXShader End Try this one. This will apply the shader once when the npc is loaded. From my experience with GlowingOneFXShader, this needs to be called only once, and the shader effect stays with the NPC. -
I am guessing that this fuz file type combine both sound file (.wav .mp3, .ogg, etc) and lip file.
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Unable to regenerate Point Lookout LOD terrain mesh
dree74 replied to moirai's topic in Fallout New Vegas's GECK and Modders
have you checked the data\meshes\landscape\lod\DLC04PointLookout, and see if the .nif files are being generated? I was working on a 64 chunk worldspace and it always seems to be stopping at 4/64, but it keeps generating in the folder. -
RIP, I lower my virtual hat.
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I need some help with OpenGL.
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first uses will be college students hiding in women's dorms I totally thought this when I first saw the thread topic. Let's hope that this item doesnt fall into wrong hands.
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I guess i am not serious. but why not just ignore EA's products and move on? yes, I was a big fan of BF2 and BF2142 and BF3 was getting my attention, but with Origin's EULA, Ia m not getting BF3 or ME3. I have better things to do in my life than play games that allow EA to snoop around my computer.
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yeah, so you really dont have choice, if you want to mod FO3, use GECK(FO3), if you want to mod FONV , use GECK for FONV. In my opinion, Fallout 3 Geck is slightly better for scripters because it mentions the line number with syntax error.
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7 years ago I worked at Sam's club (walmart affiiliate) as a cashier. the work wasnt so hard. (bit physical stress while moving cat litter box and gatoray box), it was the people that I worked with were real jerks including the manager. all the physical stress, I can deal with it. I don't like remembering those days, I tried to whisteblow on one of the manager breaking law, and it eventually backfired on me and I was forced to quit the work.
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This is on their login page. I thought it is funny how the Gmod.com steals and harvest modder's hard work and dare to mention the word "respect".
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Bethesda sues Notch over the use of the word "Scrolls"
dree74 replied to yoba333's topic in Site Updates
Can Activision sue that game, what is it called "Call of Juarez" or something like that for using "Call of" in front of it? -
Vendors don't spawn theire inventory
dree74 replied to Mr vaults's topic in Fallout New Vegas's Mod Troubleshooting
1) Does the merchant have more than 30,000 caps? If you buy too much and merchant has more than 30,000, the merchant is bugged and inventory will not be refreshed. 2) Did you happen to sell load of stuff? this is something that happened to me, if merchant has too many items, they sometimes get bugged. -
Mod Files Not Working
dree74 replied to CaptainRussiaRU's topic in Fallout New Vegas's Mod Troubleshooting
So last time you played fallout was around March, we had a big patch (1.4 official patch) since then. Some mods break with this patch, and some mods do not work without this patch. This probably will be the reason why. Try to update your game and see if that makes a difference. -
I hope you are aware of what .esm files do and what .esp files do. Here is a possible scenario for your case. Let's suppose you had a load order like this. 00 FalloutNV.esm 01 DeadMoney.esm 02 OldWorldBlues.esm 03 Mod01.esm 04 Mod02.esm 05 Mod03.esm 06 Mod04.esm 07 PlugIn.esp 08 SomeMod.esp let's say, you play the game for a while, make multiple save files as you progress. and after a while, you decide to get rid of Mod02 and Mod03, so your current load order changes like this: 00 FalloutNV.esm 01 DeadMoney.esm 02 OldWorldBlues.esm 03 Mod01.esm 04 Mod04.esm 05 PlugIn.esp 06 SomeMod.esp Here is your case. Mod04 tells you to add item with command that uses mod index XX. FOMM will tell you that Mod04's mod index is 04. However, your save file will think that Mod04.esm is still 06 because even if you removed Mod02.esm and Mod03.esm they make copies of themselves into the savefile. Thus, your save file logically contain Mod02 and Mod03. This is the nature of .esm file. If mod index number is incorrect add digits (same amount as .esm files you removed), and increment the mod index and keep trying until you get it right.
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I see so many new users simply saying "I JUST INSTALLED YOUR MOD AND MY GAME CRASH1!1!!!" This is not helpful nor clear at all (honestly, when someone does this, I really don't want to help). If you are trying to get help from modders, be serious with your bug report. I will write down steps that I expect from mod users. Bug Report Format: - Describe the bug. Do you get glitched out of map? Do you get constant CTD at certain location or certain event? Something disappeared or look awkward? red triangle with exclamation mark? write it down. - What methods did you use to confirm that the bug was coming from this particular mod? (I believe this is something that most of modders want from mod users. I've seen more than dozens of people accused my mods for making bugs, but later on they come back tell me that other mods were causing the conflict.) If your answer is, "I disabled this mod, and crash disappears." This does point it out, but it is still vague. Let me show you how you can help the modder to understand what steps you went through. (In this example, let's call this mod "X": X is a simple plug-in that has mesh/texture/sound and .esp file without dependency to other .esm files). I. Load only FalloutNV.esm and X.esp. (If mod contained .esm file, start a new game with FalloutNV.esm and X.esm). - Does the problem persist? If yes, load FalloutNV.esm only and load the save file. - Does the problem still persist? If yes, this bug is coming from FalloutNV.esm. II. Learn to use tools like FNVEdit. - FNVEdit can detect errors (some are harmless, but it still show up.) - Conflict detection is the best part. If some parts of your game are awkwardly overriden, use FNVEdit-> Apply filter to see which mod override the data. - It will show you which mods are sharing a same data. Below is a screenshot after applying the filter. http://img811.imageshack.us/img811/7904/fnveditfilter.png When you nail down the problem with FNVEdit, make a screenshot and show it to the modder. III. Report everything. This is mandatory. - What official version of Fallout New Vegas are you using? - Are you using NVSE? If so, what version are you using? - What version of this mod X are you using? - Of above 3, did you try using the latest version? - How did you install this mod? - Did you install as described from Mod Description Page or ReadMe File? - Did you merge multiple mods including this mod? or created different format of this mod on your own? - How is your hardware? If the bug is graphic related, post your graphic card and other issues related to it. and mostly importantly, post your load order. Here is the fact: even if you do all those above, the modder still won't be able to help, but with information you provided, the modder may be able to help other users in the future based on what you provided. This is least you can do to contribute toward to this mod and the entire community. If you are saying "That will take 15-20 minutes, and I don't want to waste my time!". Many modders spend weeks and even months to provide mods to the community. If spending 15-20 minutes to create a bug report is too much for you, I believe you don't deserve to be helped.