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JediStudley

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  1. The issue was the change in the Terms of Service which resulted in authors not being able to delete their own work, allowed Nexus to unilaterally edit the work, etc. He and many other authors, including myself, have pulled their work prior to the deadline set by Nexus. It's not about anger, it's about disagreeing with the new ToS. Many authors are re-publishing their work on other sites with a less demanding ToS.
  2. Using vortex, I was having the same problem. reinstalled the game, reinstalled all mods, started new game...same issue. I started rolling back mods in small groups and it started working ok. I suspect an interplay between two mods in my case, as all of the disabled mods are ones I've used before. You might need to use a similar approach (reinstall game/mods, roll back some and then add back in slowly). I have heard AFT sometimes has issues, though it worked ok for me when I used it. I've been using Nether's Follower Framework for a while and I like it better. NFF isn't on this site anymore, but the author has it elsewhere (patreon?). Just google it and you can find it.
  3. he also posted it on a patreon site, in case you don't want to register an account at LL
  4. Because of the upcoming changes to the Nexus ToS, many authors are pulling their mods from this site.
  5. immersive citizens - ai overhaul is still there. I switched back to that as AI Overhaul required so much patching for NPC and Location mods.
  6. In case anyone else is looking in the future, the ESP/ESL contains a lot of information (configurations for packages, NPC, locations, etc.) Where things are grey is determining when something is trivial and when it isn't. For example, changing an NPC's hair color and duplicating that is hard to argue should need permissions. On the other hand, if that same ESP file contains the definition of a new quest, that is easy to argue it should need permissions. The mods in question here change a lot of NPC's with references to custom packages and scripts (note the packages & scripts were not being copied for the patch). From these two mods (AIO & SVOM) the copied portions are configuration of NPC's. Arguably this doesn't need permissions, but it is safer and good etiquette when things are in the 'grey'.
  7. a good point. thank you for the feedback! I wasn't sure about permissions and ESP files themselves, but it is better to be sure of even those. :cool:
  8. Thanks for your response! https://www.nexusmods.com/skyrimspecialedition/mods/21654 AI Overhaul ... indicates no using resources, but does allow for modify files with credit (which I always do anyway) https://www.nexusmods.com/skyrimspecialedition/mods/18665 SVOM ... this is completely locked down and requires permission to make even modifications. I've emailed the creator of SVOM, just in case. I think AI Overhaul is ok, from the permission settings. Patching that just affects the ESL/ESP is really a grey area for me to make a call.
  9. I was going to share an ESL (esp) that patched the differences between two other mods that I didn't write. I don't use any assets from either mod, just the ESL to resolve the conflicts. In conflict resolution, configuration values are copied from each of the mods to make the patch. Even though I'm fairly certain the configuration values are ok to use, I still wanted to ask the community first.
  10. If my mod calls functions in another mod, do we need to ask permission on that? I was checking the guidelines, and it's a bit murky. I get it if including assets like artwork or code, but calling functions isn't either of those...
  11. Ok, made some headway! The 'other' mods in question use BSA archives for their scripts. Extracting the script files into that mod's directory (as loose files) allows the CK papyrus compiler to access them. Now the errors indicate files/mods that the other mod depends on, can not be found. Is there a limitation on the CK and do I need to use the papyrus compiler on the command line? Or is there something I'm missing because it seems incorrect that the scripts need to be extracted from the BSA...
  12. The declaration for the quest property is done. The seductionRank is a local Int. The CK compiler does not recognize the type I'm casting to, "dxFlowerGirlSeduction". That's the name of the script which contains the function being called. Interestingly, I'm able to add the script with that name to my mod's quest!
  13. I'm trying to use functions on the quest of another mod and the cast is not working for me. I'm not sure what I'm doing wrong and any suggestions would be greatly appreciated! in my mod, I'm trying this line: (note "qFlowerGirlsSeduction" is a Quest property that is initialized to the quest FlowerGirlsSeduction in the other mod...which is a master to my mod) int seductionRank = (qFlowerGirlsSeduction as dxFlowerGirlSeduction).GetSeductionRank( target ) The error when saving the script in CK is: cannot convert to unknown type dxflowergirlseduction I was also trying to make the dependencies between the mods more flexible by using "GetFormFromFile()", but ran into the same problem. I'm sure it's something simple I'm just overlooking. Thanks!
  14. Thank you for the info on GetQuest('someeditorid')! The documentation on papyrus has partial examples that don't work very well, not to mention they are frequently flagged for fallout 4. for the editorid, is that the same as the FormId listed in the Creation Kit's ObjectWindow column? I know I can't use it directly in the code and need to get the objects using the Id with an API. I keep seeing the Editor/Form Id being used interchangeably in the docs and it's confusing. I'm trying to script a mod that will dynamically determine if another mod is installed and if so, use a function or set a property in it. My goal is to create a mod that doesn't require patching for each mod combination that's out there which could impact mine.
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