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Fistandilius

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  1. So what is the deal with the state of modding of Fallout 76 in 2023? I know Bethesda still doesn't officially support them. Rumors abound that people are banned when caught using them, yet there's a thriving community here, apparently. I hear there's a very popular chat mod, although I haven't looked for it. Are there guidelines on which mods are acceptable? How do appearance mods work with the server? Are there any tools available or is everyone using the updated nifskope and workarounds for Fallout 4 tools? I know there's no official creation kit for FO76. I guess let's start there.
  2. Is that why that "tutorial" I linked to does that .ini edit? I've never heard of that before I saw that guide.
  3. Am I overthinking this? Is there a benefit or difference to running the game through steam vs. the shortcut?
  4. So I know the script extender version of Bethesda games requires you to run the script extender .exe. I could of course change my desktop shortcut's path, but I had some questions about running it through the steam app. 1. I can of course rename the fallout4 executable and rename the extender executable to the original fo4 one and that would "swap" them. But if I do this, will Steam overwrite it if I have to use the "verify your game files" option for any reason? 2. I came across this steam guide that had an extra step I'd never heard of before. ( https://steamcommunity.com/sharedfiles/filedetails/?id=682660057 )It involves adding the old .exe to the "Loader" option in the script extender .ini. Can someone explain if this is necessary or desirable? "1) Go to your Fallout 4 folder, which most likely is -"C:\Program Files(x86)\Steam\Steamapps\Common\Fallout4\" 2) Rename the Fallout4.exe to F4.exe 3) Rename f4se_loader.exe to Fallout4.exe 4) Go to \data\f4se\ - if the f4se folder doesn't exist, create it. 5) Make a file called f4se.ini and write this in it [Loader] RuntimeName=F4.exe 6) Save file 7) Start Fallout 4 via steam and hit Play" Thank you for your time.
  5. Nevermind. I loaded up TESSEedit or whatever it's called and it's showing USSEP as a requirement for those 2 mods, so that's why they are not showing up I guess?. Pretty disappointing. I went back to the mod pages and neither lists USSEP under requirements. The one mod (Axe's) does list it in the text at the bottom.
  6. So I've been playing on the same save game file for weeks. Today I deleted the USSEP. I wasn't using it on this save and Skyrim SE's mod menu kept trying to enable it because it had an update. When I went to start my save game it said it couldn't find aAxeRSCtweaks.esp and Mage Armor Freedom SE.esp. I checked the mod list and sure enough they are missing from the list. I checked my data directory and both files are there. I attempted to reinstall them and got the same issue. I checked my plugins.txt file and they were in the list and had the asterisks denoting they should be enabled. I re-installed Skyrim SE, reinstalled the mod and I'm still having the same issue. For whatever reason those 2 files are not showing up. I checked to make sure neither is hidden or read only. I am at a loss.
  7. I would like to begin my own mod for Fallout 4 with a new area. I know TrickyVein had a tutorial for New Vegas to convert DEM information to usable heightmap. I struggled with that tutorial and the information is now dated and unsupported. I have or have access to Blender, Gimp, VTP, L3DT, Sculptris, & Photoshop CS5, along with the usual free modding tools, tesannwyn, creation kit, niftools, etc.. I have tried various different methods from the internet to try and get a usable heightmap from a dem, including TesAnnwyn methods and I have yet to get a working map into the creation kit. The closest I ever got was as an exercise I tried to take a picture of the Fallout New Vegas heightmap (screen capture from GECK) and I managed to get it to load and look right in L3DT, but then I couldn't generate a heightmap from it or load it in 3d. Any help would be appreciated. If I am able to successfully get it to work I would be glad to see that a tutorial is written to help others. I have noticed that the DEM packages from USGS and Reverb both have a number of resources in them, and I have been able to load heightmaps into various programs using a number of the different files included, but they never quite come out in 3D properly. Starting off with what is the correct files to use from the DEM packages would be a great start. Thank you for your time.
  8. Where did you come to these conclusions? The court of the internet? "anyone will tell you". Is that supposed to be proof of something? I'm going to simplify it here, and then I'm done. You agreed to their EULA when you decided to use their software. They created a piece of software (fallout 4), and they own everything about said creation. So if you create any derived products that require or work in conjunction with said software without their permission, you are in fact stealing. Because games aren't just software, they're also stories, brands, etc. So Bethesda, being mod friendly gave you permission as long as you agreed to their terms. The terms I posted above. The legalities are literally posted right there in front of you on your monitor. Read them. I'm not going to argue with you anymore. It's spelled out in plain english. Betheseda.net really doesn't even have anything to do with the Fallout 4 EULA. It's a separate program altogether designed to host multiple games and utilities owned by Bethesda. You don't play Fallout 4 from the Bethesda.net library. You're not even required to have Bethesda.net to play, use, or mod Fallout 4, so I don't know where you came to the conclusion that their terms of service would apply or trump the EULA from FO4.
  9. You tell people to "read the EULA", but have you read your copy lately? First, the Terms of Service from Bethesda.net state in Part 2, Section D states: And, secondly, the Fallout 4 Creation Kit / Skyrim Special Edition Creation Kit EULAs both state in Part 2, Section A says this: So, no, mods don't "automatically become property of Bethesda". Mod authors are made to automatically license their work to Bethesda by the EULAs, but we don't lose our ownership or copyright on what we've created. Terms of service for Bethesda.net are not the licensing agreement for fallout 4. http://store.steampowered.com//eula/377160_eula_0 And since Bethesda.net and, more specifically, the creation kit can be classified as software utilities, the are parented by the Fallout 4 EULA. Specifically, this part: "THE SOFTWARE UTILITIES, IF ANY. If the Software makes available, as a separate downloadable installer, a level editor or other similar type tools, assets and other materials (the “Software Utilities”) that permit you to construct or customize new game levels and other related game materials for personal use in connection with the Software (“Customized Game Materials”), then in the event you access such Software Utilities, the use of the Software Utilities is subject to the following additional terms, conditions and restrictions: (a) All Customized Game Materials created by you are exclusively owned by LICENSOR and/or its licensors (as the case may be) and you hereby transfer, assign and convey to LICENSOR all right, title and interest in and to the Customized Game Materials and LICENSOR and its permitted licensors may use any Customized Game Materials made publicly available to you for any purpose whatsoever, including but not limited to for purposes of advertising and promoting the Software; (b) You will not use or permit third parties to use the Software Utilities and the Customized Game Materials created by you for any commercial purposes, including but not limited to distributing, leasing, licensing, renting, selling, or otherwise exploiting, transferring or assigning the ownership of such Customized Game Materials; © Customized Game Materials must be distributed solely for free; (d) Customized Game Materials shall not contain modifications to any other executable files; (e) Customized Game Materials must be used alone and can be created if the Customized Game Materials will be used exclusively in combination with the commercially released retail version of the Software. (f) Customized Game Materials cannot contain libelous, defamatory or other illegal material, material that is scandalous or invades the rights of privacy or publicity of any third party, or contain any trademarks, copyright-protected work or other property of third parties (without a valid license); and (g) All Customized Game Materials must contain the proper credits to the authors of the Customized Game Materials and must indicate that LICENSOR is not the author of the Customized Game Materials with additional language that “THIS MATERIAL IS NOT MADE, GUARANTEED OR SUPPORTED BY THE PUBLISHER OF THE SOFTWARE OR ITS AFFILIATES.”
  10. If you're talking about a fixed home, such as the house in Sanctuary, I think you could probably remove the navmesh from the home and then NPC's couldn't walk there. Of course this would have the same effect as the faction issue and your followers wouldn't be able to enter. I don't have any ideas how you could do it with a settlement built home, unless someone built some kind of special signal broadcaster that had some sort of radius effect. That could work. But I don't know what's possible with scripting, I wonder if Perraine's faction idea could be put into effect by adding the new faction to followers?
  11. Any mods created using the creation kit automatically become property of Bethesda. It's been that way probably since Morrowind's construction kit. Mods created without the creation kit can also possibly belong to Bethesda or otherwise be in violation of the EULA if they can be classified in court as a "Custom Game Material", or otherwise involve any stories, themes, lore, etc.created by Bethesda. Read your EULA's. Bethesda can literally take almost any mod and turn around and sell it for a profit if they like and be completely within their legal rights. And if you choose to attempt to sell your mod, you would in fact be in violation of your EULA, and Bethesda can most likely take you to court for that as well. Bethesda has released video's, created documentation etc. involving their various creation/construction/geck kits, and yes the software does NOT work 100%, and yes, they know this, and no, they are most likely not going to fix it. We've been told for years by Todd Howard that these are the tools they used to create the game. The part he is leaving out is that these are in fact stripped down versions of the tools they used to create the game, because they were legally obligated to remove any third party software they don't have redistribution licenses for, or aren't willing to give away free. This whole thread smells like entitlement, but that's just my opinion.
  12. Did you listen to the whole message? I didn't trigger the next point in the quest until I listened to the whole message a few times. If that doesn't work, try popping over to the Wattz Electronics area and seeing what you can find near the bridge. You might be able to trigger it there by skipping that step.
  13. You do realize that they haven't released the creation kit for FO4 yet, so all modding is done with third party software right now. Bethesda isn't expected to release modding tools until sometime later this month.
  14. Skyrim was released in early November, Creation Kit was released in early February.... FO4 released in early Nov.. we're only sitting in the first week of March.. so a month later and it's suddenly cause for conspiracies? :rolleyes:
  15. I'm getting the same issue, but only since the new patch (1.3). I tried deleting all my saves except 3, I tried some .ini tweaks someone recommended, and the only thing I know is that it seems to be related to going indoors or outdoors. I commonly get the black screen with the load icon with an infinite load, but occasionally it's also where you get the rotating image and the facts just keep coming until you use task manager. I sent a ticket to Bethesda, but I haven't read of any fixes that take care of the problem. In fact, I haven't read a lot about people having this issue in general, which makes me think its something to do with my own pc setup. I am running zero mods, so that's a non issue. I haven't even enabled the data menu. I've got a lot of hours into this game, but I'm only scratching the surface of the main quest and I'm about ready to put it down because the load screens are exasperating. I'm getting to the point where I want to save every time I leave an area or fast travel.
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