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Revolvist

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Everything posted by Revolvist

  1. Ah, sorry, you mean someone didn't give you proper credit. A good reason to want to ban someone. I don't know the answer to your question though, have you tried contacting the guy?
  2. You don't have to ask him for permission as far as I'm concerned. It's just a simple change. No-one can claim copyright on that. Btw, this is the wrong place to ask such questions. I suggest starting a thread of your own next time.
  3. In response to post #31667815. Yes it does. If you're using the same password on other sites, change it there as well. The more difficult your password is, meaning, the less likely you're to find it in a dictionary (and things like m0nkey count as well), the greater the chance that they haven't taken the time to crack it. Reading this though, it seems that even 10-character-long random passwords could've been cracked within a week if the attacker used some serious hardware. That is, if Nexus used standard SHA-512 hashes (whatever that means). If Nexus used PBKDF2 and the attacker a regular PC, it might take decades to crack a password, according to these guys.
  4. So, since you're taking control of the member database and login security, is there any chance you'll be adding a way to change our usernames? I know this is pretty unrelated, but I figured it might be a nice feature to implement now you're working on the handling of login details anyway.
  5. I think Pthalo was referring to himself as well. No casual FPS gamer would be hailing an obscure mod maker, calling him a hero.
  6. It's not perfect yet though: "There is only one problem, when quest characters cripple their legs they don't get up anymore and there is no way to heal them"
  7. I just noticed I don't always receive a notifications when someone replies to my comments, the reason being that people often click on the 'wrong' reply link. So instead of clicking on the reply link of the comment they're replying to, they click on e.g. the reply link of the top comment. What I wanted to ask is: Does ticking 'Notify me of new comments' in My Settings > Notification Options turn on notifications for these kinds of replies? And is this option on by default? If it's not, I think it should be. People might be missing out on a lot of conversation.
  8. Depends on how far into the wasteland you go with your laser pistol. Not even kidding, if you didn't know: in Fallout 4 they don't scale enemies any more like they used to. Oh f*#@ yes! I'm also un-secretly hoping they'll introduce said Insanity Death Machine Bear Grylls Mode.
  9. Yeah it's not extremely important, but they did put a lot of emphasis on the mod system. I'm still playing around with laser and pipe guns myself and I love how modifiable they are. If you want to transfer your Righteous Authority into either a long-range sniper rifle or a short-range hip-pistol, though, it's important that mod stats are clearly laid out. At least I think so. Those text descriptions kind of bug me too. Just give me numbers, much easier to compare. I think I'll be trying to make some changes as soon as the G.E.C.K. comes out. Unless I stumble across some other tool in the meantime. I haven't had this myself, perhaps you should report this here: forums.nexusmods.com/index.php?/topic/3373215-bug-list-if-you-find-bugs-post-them-here/
  10. You're kidding, this also counts for NPCs? Man I really hope they'll fix this in an upcoming patch. Seeing the over-abundance of stimpaks, auto-healing is just unnecessary.
  11. The weapon mod system in Fallout 4 is a huge step up from previous titles, but there are quite a few things that seems strange or outright bugged. I'll try to explain what I mean, in the hope that you guys can shed some light on this pretty complicated system. 1. The Accuracy stat: what does it display, sighted or hip-fire accuracy? A combination of both? From what I've seen, it is probably a combination of both. Adding mods that improve hip-fire accuracy improves Accuracy, and adding mods that improve sighted accuracy do so likewise. This would make Accuracy a pretty unreliable stat. If this is the case I really hope a mod comes out that separates the two accuracies UI-wise. Another option is that there is a main Accuracy stat, but that it's only influenced by the two sighted and hip-fire stats. Which would mean we're dealing with three stats, instead of a combination of two. 2. I'm positive that recoil influences Accuracy as well. Just compare a laser gun's long barrel with its automatic barrel. The accuracy description's exactly the same, yet the automatic barrel is less accurate. 3. Sometimes I get the idea that a mod's stats just don't reflect its description. This might be just me being confused, and I can't find any examples at the moment, but I'm pretty sure there are some description typos. 4. What is 'better focus'? It describes the reflex sight. So, that's it for now. Anyone have any thoughts about this? Additions?
  12. Wondering the same thing! Your voice acting sounds great, I must say. I'd love to do voice acting myself but I'd have to work on my Dutch accent. Unless someone needs a character with an accent, of course.
  13. I get your drift. I hate it too when boards restrict you like that. Your original comment was perfectly fine though.
  14. Why? I was just gonna react to your original comment, so that's why I'm asking.
  15. I've seen that implementation as well. Thing is, since they're in the middle of a site redesign an all, it might be a sweet idea to give us an option to change our nicks. The fact that back-end stuff depends on a nickname is pretty silly though. I know that is probably the reason why changing one's nickname is made so difficult on many sites. Still, if I remember my database classes correctly, it shouldn't be that hard to change the key (which is presumably the nickname now) to an ID number based on, say, time of registration. I might just be talking out of my ass, though.
  16. Quoting Lao Tzu here, just for the heck of it: "Nowadays men shun mercy, but try to be brave; They abandon economy, but try to be generous; They do not believe in humility, but always try to be first. This is certain death." and "There is no greater catastrophe than underestimating the enemy. By underestimating the enemy, I almost lost what I value. Therefore when the battle is joined, The underdog will win." Anyway, I just crippled myself by trowing some molotovs while "I Don't Want to Set the World on Fire" was on and yes, limbs do de-cripple themselves... Playing on Hard here. If you're planning on making a mod that 'fixes' this, or otherwise makes the limb system more hardcore, I say go for it.
  17. Minor spoiler alert. Don't read further if you've got no idea what I mean when I say 'robot boxing match'. So that boxing match against The Champ. I thought it was pretty emotional when the coach started saying "It'll be alright Champ. Breathe, that's it, that's it!" I mean, those two robots have been in the same room for 200 years, then you pop up and punch one of the two to death. And the coach doesn't even notice.
  18. This does sound like a bug. I never walk around with crippled limbs for more than a few seconds before I use a stimpak, though, so I wouldn't really know. I'll keep an eye out the next time I get crippled.
  19. I've got the same thing. Enable Parent seems to be set like it should. I tried to find a Wild Wasteland event in GECK, but since you can only render small parts of the world, I don't see how I could ever find the right cell. The only thing I can think of is that the XMarker doesn't have a Reference Editor ID...
  20. Hey, thanks for the answers! Do you think there's a way to associate the raven with a certain body part? It is an armor item, so shouldn't it already be associated with one? Edit: So I was having trouble saving the script and installed GECK PowerUp and loaded it all up with NVSE. Now I'm getting errors saying that line 5 couldn't be parsed, things about mismatched/invalid begin/end blocks on line 5 and 8, and a syntax error on line 5. Here's my code: scn aaaCarriableNevermoreScript float fTimer Begin OnAdd Player If.Player.GetEquipped aaaCarriableNevermore != 1 Return EndIf If fTimer > 0 Set fTimer to fTimer - GetSecondsPassed Else Set fTimer to 600 + GetRandomPercent * (1800 - 600 + 1) / 100 PlaySound NPCRavenFlyAwayVox EndIf EndI can't figure out what's wrong with it. aaaCarriableNevermore is the armor item. There's also a creature called aaaNevermore, but I figured that's just for world placement. Also, why the + 1 in the timer?
  21. Hardware can just be faulty. Not all video cards (of the same model) are the same. Some can be overclocked way further than others, for example. There's always the chance your video card came with a faulty component, and that the results of that are only showing now. And you know, if you do still have warranty, you'll probably get a brand new laptop... Which is always nice, eh.
  22. So, I've finally decided to dive into modding. Yes, on Fallout 4 launch day. I'm using geck.bethsoft.com as a reference and am getting along fine, but there are a few things I thought some more experienced modders could better help me with. I'm using this mod as a base. It's basically a crow you can pick up that'll sit on your shoulder when equipped. What I want to do is the following: - Have it say "Nevermore!" every once in a while, on random intervals (yet not too often). - Make it part of the Wild Wasteland perk, and also have it play the WW sound and display the WW notification when encountered. - Make it so it'll be killed in a gunfight when hit. - When it is killed, it should remain in the inventory so it can be re-equipped at any time. Before anyone mentions it, I realise that the raven from The Raven is a raven. So, fun fact: despite the original mod's name, the black birds in the game are actually ravens, according to the sound and .nif files. Your help would be greatly appreciated!
  23. Sounds to me like a hardware problem... If the external screen works, but your 'internal' one doesn't, how could it be the software causing trouble? If you still have warranty, I'd suggest RMAing your laptop.
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