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baloney8sammich

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Everything posted by baloney8sammich

  1. Note: I originally made this as a post in the USSEP file topic thread, but something about the content broke the display of other comments on the mod's Posts tab. The only reason this thread exists is so I can link to it from there. I'd like to suggest a fix be added to the patch: I'd also like to point out an inconsistency in Dragonborn.esm:
  2. Thank you, but unfortunately now the post itself is completely discombobulated. I'll just do what I originally planned: start a thread with the original post content, and edit the post to point to the thread.
  3. Thank you very much for this. I'm sure it's been explained somewhere, but I never understood why the old URLs were just abandoned rather than configured to redirect.
  4. I made a post on the file topic for USSEP through the forum, because based on the content I felt features like spoiler and code tags would be beneficial. Unfortunately, something in my post seems to have broken the display of older (non-sticky) comments on the mod's Posts tab. If I don't get any official response to this thread in a few hours, I will modify my post to avoid the breakage. But I figured it might be worthwhile to let a dev take a look in case the issue can potentially be fixed.
  5. Is it intentional that searches* when not logged in return no results, rather than an error message indicating you must be logged in to search? * Only tested with "This topic" searches on mod forum threads.
  6. I'm not sure what you're getting at. Yes, the site is obviously a phishing attempt. The way the page gobbled up RAM was presumably intended to back up the claim of an intrusion. And bad English amuses me so I read the whole thing. But Nexus is the only site from which I see forced redirects which is why I reported it. FWIW Avast Free and MalwareBytes Free found no issues.
  7. A few minutes ago I was redirected to hxxps://cantelemblaccurr.info/en/?search=%9Fm%ADQ%98%17%82%2B%1E%A5k%5D%F1%BA%A4%DC%AE%DC%D2%A2D%7B&list=200000 At least I think that was the initial redirection based on browser history. The page constantly redirected to different versions of itself with increasing numbers tacked to the end. Eventually the browser instance was using over 12G of RAM and had to be killed through task manager. Edit to add more detail as per the pinned thread: No anti-virus etc.Exact time was 2:04PM according to historyPage: https://www.nexusmods.com/fallout4/mods/25?tab=files (I had the file contents viewer open FWIW)Yorktown, VA, USA
  8. Whether in first or third person, the jump seems changed and I can't figure out which mod could be causing it. After landing from a walking or running jump, PC rushes forward a short distance. It occurs from the very beginning of the game in Doc's house, when the message says "press space to jump". At least once it didn't happen and PC jumped normally, but I don't remember the conditions, and I don't have a save from that point anyway. * IMO it seems more like a stumble actually, but that may be because I dislike it and - even worse considering I'm a control freak - have no idea what causes it. Of the mods I'm using, Ragdolls, BLEED, and Immersive Hit Reactions seemed like the only likely candidates, but a search (description tab, discussion page, bug tab) turned up no results. Load order: Also, the following are merged into the Bashed Patch: Any ideas what could be causing it? Or am I just derping and the behaviour is normal? It has been a long time since I last played. Thanks.
  9. I'm explicitly talking about patches, not replacers. Everything was done in xEdit by "Copying as override" only the records I intend to modify, so my esp has the original esp as master. It may be the same kind of thing produced by xEdit's "Create diff patch" when fed a modified esp & the original. Even so, I share Omegacron's view that even something like this is subject to the permissions of the original mod's author. It's just that often the permissions are less than clear, sadly. I uploaded a few small mods under another account (to which I've lost access) years ago, and I could have sworn it was necessary to explicitly indicate permission for several common scenarios, one of which was something like this.
  10. Nope...I just started to modify the original for my own use. Once I got things done I was thinking about sharing it. Having said that, unless the original author gives me written permission, I am just going to keep it for myself. I don't want to break any rules or post someone else's work without their consent. Thank you for your help. Of course, that's the right call when you're uncertain. I'm in a similar situation - I made patches for several clothing and armor mods for full compatibility with VIS-G & AE - and was hoping someone more familiar with the mores around here could clear up my confusion.
  11. I see OP's load order includes NAC.esm, so I assume NAC.ini is part of the same mod. Out of curiosity, what mod is it?
  12. Because as invaluable as xEdit may be, there are still some things you can't do with it - like editing worldspace - and some things it doesn't do correctly - like handle templated Actors (at least that was true some months ago). Also, I imagine some people are more comfortable with the interface provided by the CK, and some probably don't realize how functional and essential it is despite being an unofficial tool.
  13. It's a cool idea, but I think it would be a lot of work: Medium leather armor is just leather armor with a medium armor mod attached. So given three tiers, you'd have to have three object mod forms for each material type (the Attach Point for boiled, girded, etc. mods is "Material"), each of which checks for the keyword added by the appropriate tier mod. I'm not sure, but it might also be necessary to modify the tier mods to check that no tier-inappropriate material mod is installed. And to make sure things are generated correctly by leveled lists, it might also be necessary to make modifications to the armor's Object Templates and/or various mod collections.
  14. Does a mod that contains just an .esp which modifies another mod (and therefore requires you to download and install the other mod and all its resources) require the permission of the other mod's author? By default I mean, in lieu of any disclaimer by the other mod's author?
  15. I created this script and attached it to several of the LvlRaider forms: Scriptname ChangeOutfitIfFemale extends Actor Const Outfit Property FemaleOutfit auto const mandatory EVENT onLoad() if GetLeveledActorBase().GetSex() == 1 SetOutfit(FemaleOutfit) endif endEVENTBased on initial testing it works as expected, but I was wondering if anyone with more experience might be able to point out potential problems or unexpected (by me) consequences. Thanks.
  16. It took me a while to figure out how Instantiation Filter keywords (I'll call them IFKs from here on) work with leveled items, but it's actually pretty simple. For the most part, IFKs used by leveled items work hand-in-hand with object templates. Object templates, if you aren't familiar with them, I would describe as a means of creating pre-modded versions of the base item based on IFKs. Take for example the leveled list 'LL_Baton_Shock'. It contains one item, Baton, and a 100% chance of generating the 'if_tmp_melee_Shock_restricted' IFK. The way I think of it, this means when the leveled list "generates" the Baton it will always "pass" that IFK to the Baton. The Baton in turn has an object template based on the 'if_tmp_melee_Shock_restricted' IFK, which directs it to "install" the object modification 'mod_melee_Baton_Shock'. So 'LL_Baton_Shock' will always generate a Baton with the Shock mod installed. In the base game, nearly all of the leveled lists that use IFKs are like this one, with one IFK at 100% chance. I also noticed a few other contexts in which IFKs are used: A few Leveled NPCs use them, but only ones containing robots. The outcome seems kind of similar, activating object templates to "mod" the robot.A few object mods use them, but I haven't looked into this.
  17. I know this isn't very helpful, but I swear I came across a mod recently that did something similar. It required you to have a particular item in your inventory (or maybe equipped) or the recipe wouldn't show up at all in the workbench. If I come across it again I'll let you know.
  18. xEdit does allow using an esp as a master for another esp. But most likely this would mean the second mod would have multiple masters, and the CK won't open a file with multiple masters by default (an .ini edit is necessary). And even if you make the ini edit, I'm not sure you can effectively edit the plugin in the CK; the one time I tried it spectacularly screwed up the references.
  19. Have you read all of the documentation to be sure the author didn't "disclaim" the requirement to be asked for permission in one way or another? For example, my interpretation of this: is that you're only required to notify the author, not wait for a response to the notification. I haven't confirmed this interpretation is in line with Nexus rules/etiquette, but I expect someone will point out if it's not.
  20. Thank you for all the information. After some tinkering I came up with this: Scriptname ChangeOutfitIfFemale extends Actor Const Outfit Property FemaleOutfit auto const mandatory EVENT onLoad() if GetLeveledActorBase().GetSex() == 1 Debug.Trace("female") SetOutfit(FemaleOutfit) endif endEVENTDespite what I was expecting based on the description of SetOutfit on the CK wiki, it does what I want when run OnLoad (and not when run OnInit). It's run by every reference based on all of the LvlRaider* records, and I may eventually attach it to other Lvl* records. Because of that it seemed like a good idea to make it Const based on your last post. I've done some very basic testing with it and it works as expected, but I expect it's going to have some unanticipated effects. I should probably open a new thread about that though.
  21. Thanks for the response. Your edit raises some other questions though. Aren't spawning and loading always separate events? Upon entering a small interior cell for example, I would assume actors must spawn before loading. And when loading a save made immediately after entering the cell, the actors will already have spawned but will load again. I'm not trying to be pedantic; suppose the script had to run before the actor loaded (and ideally run only once per instance), would there be any way to accomplish that? Edit: Would OnInit be the event to use in this case?
  22. Can the "OnLoad" papyrus event be used in a script attached to an Actor (NPC_ record)? If not, is there any way for a script attached to an Actor to run once when a reference to the actor spawns (or shortly thereafter)?
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