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Pevey

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Everything posted by Pevey

  1. It's just a checksum file. Just leave it be.
  2. In response to post #25385349. #25526959, #25608879 are all replies on the same post. In my view, feature requests are totally different from bugs and should not be part of the same system. Feature requests have no business being reported as bugs, and I would just tell users that and mark it as Not a Bug.
  3. In response to post #25385349. I just mark those as "Not a Bug" and explain in a reply to that bug report that mod incompatibilities and feature requests are not bugs.
  4. Was going to say something very similar. Totally agree.
  5. If you use some sort of BSA optimizer, don't do that. Compression and music don't mix in Skyrim. That's my only guess.
  6. What is the script attached to the disabled object meant to do? My guess is that the oninit event would not fire until the objectreference is enabled, meaning the script may technically be working fine, but it's not actually doing anything until the object has been enabled because it hasn't received any events yet. Just a guess, I've never tested when exactly oninit() runs for an object reference that is initially disabled. It normally runs the first time the user loads a cell with the object reference present.
  7. If you need it to attach to an object, you could use a quest and then point to that object as a quest alias. Not sure if that's a viable solution for whatever you're looking to do here, but that's one way to attach new properties because you could attach a new script to the reference alias that will init when the quest is started, not when the object is first loaded. It's clunky, I'm just throwing out possibilities.
  8. You could still implement a skill/perk mod that doesn't conflict. You just can't show it on the Skyrim skills menu without conflicts. But you can track the skill yourself, and add perks yourself through some other mechanism than the skill menu.
  9. I use formlists in place of arrays in one case because of the ability to make formlists of formlists. It's the closest you can get to multi-dimensional arrays in Skyrim. The only trick is that you have to type every single item within a formlist when you reference it. Instead of this: HotkeyItems[i].AddForm(item)This: (HotkeyItems[i] As FormList).AddForm(item)
  10. I imagine it's what cooley said. Properties get filled on init. So if you are loading a save after whatever the script is attached to was already first loaded, the new properties will not fill correctly. You can try opening the console and using reloadscript, but I doubt even that would cause the new properties to fill if whatever the script is attached to was already initialized. Could be wrong on that, though. Worth a try.
  11. In response to post #25106774. #25110759, #25131594, #25199344 are all replies on the same post. Not a fix for IE, but just so you can work around, I can confirm it worked great with Firefox. It worked so much better than the old method.
  12. In response to post #25091049. #25111084, #25116644, #25120234, #25160479, #25163064, #25172664, #25179314 are all replies on the same post. There is already an opt-in for this. Look at your permissions settings.
  13. In response to post #25091049. #25111084, #25116644, #25120234, #25160479, #25163064 are all replies on the same post. This can already be done if the mod creator's permissions allow it. Mod creators don't set those permissions without some thought. What you have done with the patches, Sharlikran--obtaining permission from the original creator of the mod--that is exactly how it should be done. Anything else is IP theft and should not be allowed. It may be inconvenient, but that's just the way it is. I find it inconvenient that I don't have access to the Windows source code so that I can make certain "fixes" and redistribute my preferred version (all credit to Microsoft, of course), but that's just the way it is. What you're proposing has been discussed before and is a non-starter for most mod creators. If the Nexus allowed it, mod creators would revolt, which is why we have the permissions system we have.
  14. I don't know what I would do without the wiki. I am so grateful for the people who have taken the time to add all that information. I certainly have not done my share. As to the MCM, that really shouldn't be your first attempt at Papyrus. That's more Intermediate level, you need to start at Beginner. Everyone starts there. Google for Cipcis and try some of his/her tutorials first. EDIT: I did it for you, here's a link: http://www.cipscis.com/skyrim/tutorials/beginners.aspx
  15. As to the first part, the site is having some issues for some people this morning (including me). This can happen in times of heavy traffic or during upgrades to the backend. As to the second part, well, that was really uncalled for. A minority of people on this site use NMM (I do, it's the easiest IMO), and the Nexus doesn't even have a way to know or track when you make donations to modders. Sheesh.
  16. I would still suggest the method lofgren describes above. The reason is to make it more user-proof. If an user uninstalls half-way through a game, using the quest alias approach would drop all the aliases after uninstall and set them back to their default. Perfect uninstall solution. If you use the commands you found to actually change the status from the default, that will persist in the save after uninstall.
  17. EDIT: I shouldn't be snarky. In all seriousness to the original OP, you're not going to get any help from anyone who actually knows what they're doing if you ask in that way. Also, you only get what you give. Help out others with their mods and make some further progress learning to mod on your own... In short, build up a skillset you can share before asking someone with real skills to share them with you to make the mod you envision.
  18. Use Tes5Edit to open the mod first and see the form IDs of anything the mod is adding/changing. Then you can find them easily in the CK.
  19. In response to post #24896554. This same reasoning could easily support the opposite view: some mod authors are not well off at all. Some don't have the choice to work for hours on something for free, but would gladly work for hours with the option to sell their work. Lack of resources can affect both sides. We already saw some modders come out of retirement at the prospect of being paid. That's just economic reality, as you describe above. Food costs money. Again, it's about choice.
  20. In response to post #24871339. #24886114, #24887249, #24887719, #24888359, #24889504, #24889659, #24890009, #24890154, #24890484, #24890884, #24891049, #24891434, #24891459, #24892539, #24892854, #24893109, #24893609, #24894184 are all replies on the same post. Yes, sunshine, as I said before, if a mod author chooses to attach a price tag to their work, I have the choice to buy it or not. It's called economic freedom. Voting with dollars. Everyone has that choice to buy or not. So why are you so upset at the idea of mod creators having a choice to charge or not? Like I said before, we don't have to like everyone's economic decisions. We don't have to agree with or support them. But they have a right to make them. Demanding otherwise is the very definition of entitlement.
  21. In response to post #24871339. #24886114, #24887249, #24887719, #24888359, #24889504, #24889659, #24890009, #24890154, #24890484, #24890884, #24891049, #24891434, #24891459, #24892539 are all replies on the same post. And you will be missed by exactly no one. No one will even notice. That is my point. Users simply are not as important as the creators of mods. Mod creators can choose to make them or not, and soon they will again be able to choose whether they charge for them or not.
  22. In response to post #24871339. #24886114, #24887249, #24887719, #24888359, #24889504, #24889659, #24890009, #24890154, #24890484, #24890884 are all replies on the same post. Modders have businesses and families, too. And yet they contribute anyway. No one has the right to tell them they can't attach a price tag to something if that's what they choose, unless it it's Beth. Because it's Beth IP. Angry mob or not, time moves on and paid modding will eventually come to TES. Users don't get to make that choice for modders. Some mod authors will always choose to give away their stuff for free. Others will chose to charge. It's the same as someone choosing to spend time at the business instead of making mods for the community. Everyone gets to make their own economic decisions, whether we all like them or agree with them or not. If someone decides to attach a price tag to their work, I can choose to pay it or not pay it. I can't choose to force them not to be able to charge to begin with. At least not without feeling like a terrible person. Youtubers make money off of modding if they are good. The Nexus makes money off of modding because it is good. Modders should be able to make money off of modding if they are good.
  23. In response to post #24871339. #24886114, #24887249, #24887719, #24888359, #24889504, #24889659 are all replies on the same post. Modders would share with other modders. Again, that's how the community started. Leeches contribute nothing. They are not important to the community. They are important to this site, and this site will treat them well, because this site is ad-supported. Leeches == revenue. And, yes, some mod authors do seek recognition. But mostly from other mod authors. And just as many couldn't care less. Leeches are totally unnecessary to modding. Mod authors are absolutely essential. So, no, there is not equal footing. Users who think they should have an equal say and don't see that as rampant entitlement are just fooling themselves.
  24. In response to post #24871504. #24871889, #24872029, #24872299, #24872914, #24873159, #24873254, #24873374, #24873424, #24873614, #24873674, #24873684, #24875884, #24876184, #24876264, #24877939, #24878114, #24878249 are all replies on the same post. As far as I know, no one ever said the Nexus is run at a loss. Where are you getting that? The Nexus has released some cost figures, but not revenue. It almost certainly makes a tidy profit. And I think the site-runners should be able to profit from the site. Maintaining it is a lot of work. But why not mod authors, too? That door has been opened now, and it's never going to be completely shut again.
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