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Everything posted by Gruffydd
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A couple of people using my Gruffydd's Signs and Posters mod are reporting that they're getting an error when they try to install it. The paths are different depending on what drive they saved to, but the error is the same... Gruffydd's Signs and Posters - GruffyddSandP3.8 // A problem occurred during install: Access to the path 'C:\Games\Nexus Mod Manager\Fallout4\Mods\cache\GruffyddSandP3.8-9711-3-8\GruffyddS&PScript\fomod\info.xml' is denied. The mod was not installed. // Install // I have no idea what that is, how it's created, or why they would be denied. It's not anything that appears to be related to the mod files themselves. From the looks of it, it's some kind of Nexus Mod Manager file. Does anyone know what causes this issue or how to fix it?
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Settlement Building and Decorations Guide
Gruffydd replied to damanding's topic in Fallout 4's Discussion
Not sure if you're excluding it because it includes some wall art, but my own Gruffydd's Signs and Posters has a lot of signs for business, settlements, and suchlike. Adds over 300 new objects. Possibly more than 400, but I stopped counting after 300. I don't update it as often as I used to, as my life's gotten busy these past months, but I still do add new stuff on occasion.- 25 replies
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- crafting
- settlement
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They might ignore you, but Google won't. It's not as good as getting it removed from that site, but you can get that site's page for your mod removed from Google searches by filing a DMCA complaint with Google.
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- #stolen mod
- #help
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Hey, all, I've got a question for all of you experienced Blender users out there. I just started using the program, and found out that I can't export to .nif, because the plugin for .nif files doesn't work yet for the new version. All of the instructions I've found say to do your work in the new version, save as to the old version, then export from the old version, but I'm really not wanting to have to deal with two different versions of Blender. Since it's been a while since the last I've seen on this issue when I did a search, I'm wondering if anyone knows of a way other than having to install an old version of Blender that lets you get your files converted over to .nif format? Edit: Obviously that should read "without having to install", not uninstall, in the topic title... Sorry, not fully awake yet.
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Best Mod List for building settlements
Gruffydd replied to TankError144's topic in Fallout 4's Discussion
So much is personal preference that it's hard to say what a "must have" list would be, but here are some recommendations. Homemaker was the go-to mod, but I don't know if it's being supported anymore. SSEX was the unsupported mod, but last I heard it was being updated again. Either way, one or the other is probably mandatory. Snap'n'Build. OCDecorator. Settlement Objects Expansion Pack. Old World Plaids for variety in bedding and upholstery. If you like signs and posters I've got a couple of mods. Better Stores has some interesting shop counter variants and other such stuff. Functional Displays, unless all of its function has been coopted by the DLC. I haven't checked, but I think it still offers options that Bethesda hasn't added. Simply Modular Housing looks good, although the authors says it doesn't work as well as he'd like yet. I might grab it anyway, there's good stuff in there. Something to increase the build limit, like Increased Build Limit 4K or Increased Settler Population with Infinite Settlement Budget There's some good specialty stuff out there. For instance, if you're putting in a bar, Bottles Labels Overhaul is nice, or if you're putting in a pool hall, Pool Table HD Variants and Realistic Pool Balls HD are nice.- 2 replies
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- settlement
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Does it? I have yet to see it kick in. I heard they were going to link it to the steam account, but I haven't actually heard that it happened. Did they finally actually do what they said they were going to do?
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I do love that UMMF, but it's actually the reverse of that problem that I'm trying to solve. The vanilla menus are all fine, but the mod-specific menu that was injected by the script has vanished, even though the script is still active. I'm looking for a way other than removing the mod entirely, creating a clean save without it, and reinstalling the mod, because, while that would work, it removes anything that was placed by the mod. Unfortunately, I don't know how to script, but the person who made my original script has kindly agreed to create an update with something to retrigger the script and reinject the menu. Until then, though, I'm looking for anything that I can tell people that might help them get the mod-specific menu back.
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Just wondering if other mod authors have received the same feedback I have, that on both the PC and XB1 multiple users had the script-added menu from my mod vanish when Contraptions went in? I'm basically looking for a way to "reboot" the script. The person who originally wrote my script is working on an update that will add in a rebooter object, but until then I'd love to be able to provide the affected folks with a solution.
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What ads? Seriously, if you don't like the ads, buy a cheap one-month subscription, become a Supporter, and never see another ad on the Nexus again. It costs less than a cup of coffee, removes ads forever for you, and helps support this website.
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Resurrection - What happened?
Gruffydd replied to RussellCrowe4021's topic in Fallout 4's Discussion
Open source? No thanks. I've put hundreds of hours into the textures for my mod, and I have no interest in someone coming along and just taking them for their mod without even having to ask. -
I haven't seen any sign of the account linking (Bethesda.net to Steam) that was supposed to fix this kind of crap. Did that go in with the same level of success as the rest of the features of the website? Or am I just looking in the wrong spot?
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I have zero idea of if this is possible, but maybe there's a way to make the terminal have more than one holotape in it at once, so that you still use the holotapes, but don't need to switch them out? Just select the one you want to play at any given time?
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PryDecal02 (.dds, by the way, the .bgsm is the materials file) is for the various bays in the Prydwen. Were you wanting the one that says "Prydwen" and has the BoS logo (PryDecal01)?
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The only game I've played in recent years that was "a hoot from start to finish" was Saints Row 4. I thoroughly enjoyed FO4, though. I liked the main questline, I liked exploring the factions and deciding which I could get behind, and which, after second thought, weren't a good idea to have joined. I really enjoyed poking around in the wilderness, and finding little stories spread around throughout the game world with no arrow pointing to them, no quest forcing me into them, but still telling a humorous, compelling, or downright tragic tale. Was it perfect? No. No game is. Was it lots of fun? Yes, and even more so with some mods added.
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Guys one of your own is threatening to brick consoles
Gruffydd replied to HisShadowX's topic in Fallout 4's Discussion
I'll admit, I only listened to the first four minutes, so maybe I missed something after, but the four minutes that I listened to basically said that he's not going to do this, but other people could, so be aware and don't just download every mod you see without doing some research. Which is good advice. Admittedly I'm paraphrasing, but still, what I heard doesn't match your thread title nor the content of your post. -
Keep in mind that evil is somewhat subjective here. Get a decent-sized group of players together and ask them whether or not the BoS, the Railroad, and the Institute are good guys or bad guys, and you'll get a whole bunch of different answers. (And no, don't discuss that here - this is just an example, not a request to derail the thread.)
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I could have sworn that dialogue based on previous dialogue and/or events was possible. I see it a lot in the vanilla game. I thought it was just the four-answers-at-a-time that was immutable...?
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If you're adding categories, you may need to watch out for incompatibilities with other mods. With custom categories, if two mods change the same vanilla menu, whichever one loads last "wins", and its version of that menu takes precedence. So, you may want to investigate the various ways (patches, scripting, SKE/SKI, etc) that you can get around that.
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Well, the short version is this.... People are stealing mods from the Nexus and uploading them to Bethesda.net. Some authors are removing their work from the Nexus so that these thieves can't get at their mods. Because of people who can't respect modders or their work, everyone loses.
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I was never very familiar with the C64. Back when I was in CompSci in ninth grade, everyone else was always all over the one Commodore we had or the various Atari 400s (because they were all in *gasp* color), so since they were always open I started playing around on the Trash-80 model IIIs. If nothing else, at least they actually had disc drives (take a hole puncher, punch a hole on the opposite side of the disc sleeve, double your storage space!) instead of a tape drive with a speaker with no way to turn it down. And people think the noises from dial-up connecting were obnoxious.... My teacher jokingly told us that we could only play video games in class that we wrote... so I used the extended character set that included a little man, a little happy face, and some weird mushroom-with-feet looking things, got a basic compiler, and wrote Berserk. I was the only one who got to play video games in class. At the end of the year I happened to glance at the screen of his computer, which was always facing away from the class... the maze pattern from my Berserk game was burned onto his screen. I'm not a primal computer nerd (I never learned punch cards or assembled anything in my garage... I didn't get started until the PET came out), but I'm durned close. :) I just wish I'd thought of it as a career path and not a hobby.
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My thought on this is that I don't see much difference between doing that and downloading it from the Nexus. There's just an intermediate filter step to get from Nexus to the console. As long as you never, ever distribute it to anyone else, I can't see it as stealing the mod, and I'm pretty picky about that. Just remember, the stupid thing defaults to public. No going "oops, I forgot". Be sure to click Private. That said, I wouldn't recommend doing it. In many cases, the reason a mod hasn't been ported over yet by the author is that there are issues he or she is trying to resolve that are causing it to work incorrectly or not work at all on the console. So if it breaks your game, deal with the consequences, revert to an earlier save, and move on. No trying to get the author to fix it for you, no posting that it's not working, no sharing it with a friend to see if they can get it working. Also, private or not, one you authored or not, uploading any mods that violate the Bethesda ToS is a bad idea, so don't do it. If you do privately upload a mod for personal use only, though, at least have the courtesy to toss an Endorse or even a Donation in the author's direction here at the Nexus.
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What is that, Tandy color? It's been a long time since I used one, but that's what it reminds me of....
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Yeah, I had one of those underpowered Atari 2600 consoles before I moved on to a computer that could do so much more. I got an Atari 800, with the memory upgrade. It had 48k of memory. Yup. K. Lots of us old-timers lurking here, I suspect.... :)