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Arthmoor

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Everything posted by Arthmoor

  1. If you'd seen the changelog in Open Cities Classic you'd know my pain :P The readme is huge but easily 95% of it is changelog going all the way back to version 1.0 which was before I took over the project.
  2. @Antiscamp: Why not just tack the changelog on to the end of your readme? I find that to be effective when dealing with something that's got years worth of revisions built up. Then you can upload the readme file to the site as a standard text file and all the info will be there for those who seek it.
  3. Cool feature, and I agree with the descriptions needing to be concise, and containing relevant information. I already use mine for their intended purpose. Unfortunately recreating my changelogs with this new feature just isn't feasible. I apparently generate way too many bugs for my own good :P All that info is in my readmes anyway so it's there for those with the patience of Job to read.
  4. They lied. The files have an entire user database in there for the Arkane Studios division, as well as the user hashes from Wordpress for everyone who has ever posted a comment on bethblog.com. The Arkane stuff all has encrypted passwords, so unless they're all hideously weak, those should be ok. The user hashes on bethblog.com all contain email addresses, so if you've ever posted with your real one there, best make sure your email security is up to snuff.
  5. That shouldn't be an issue as long as DR6 loads after the UOP. They're probably both doing the same thing to it.
  6. Look, I don't know what you're trying to prove by link flooding an entire page with stuff that doesn't really explain what you're doing, unless you're trying to drown everyone in an argument from authority fallacy. I've made it clear from the beginning I don't have F:NV and I'm basing everything on the content of your own description of the mod, which quite frankly sounds like snake oil. If I had the game, I'd look deeper into it, and maybe, just maybe, might be able to tell one way or the other what you're doing. I don't, so I've already said there's not much else I can comment on. Your argument about the F:NV 1.3 patch breaking a bunch of stuff wouldn't surprise me though. The Oblivion modding community went through exactly the same kind of thing when 1.2 came along and broke some stuff. The main difference there is that rather than trying to blindly shoot at the issue, people adjusted their mods when they were found to be incompatible. It sounds like history repeated itself, and someone at Bethesda didn't learn from the past. But instead of adapting to it, it seems like you're trying to offer up a scatter shot solution. I have no doubt this is why you're getting inconsistent reports from people who are using it. The new master file is what it is, and the sooner people accept this, the better. Learn from the past, don't doom everyone to repeat it. Regarding Fallout 3, this is why I reported your mod as broken - because it damn well is with stuff like this in it: http://img195.imageshack.us/img195/3800/activatorl.jpg http://img829.imageshack.us/img829/9003/activatorreferences.jpg That script you removed form the base object on that activator? Bad idea. That activator is referenced by several items in Broken Steel. With this in place, those linked items WILL NOT ENABLE when they're supposed to - in fact they never will at all. This is broken and the DLC will likely not function properly due to those references not being properly activated. The rest of it is fine, I see exactly why you're giving it a proper bounds radius and why you're telling the navmesh system to ignore them. They're like trigger zones in Oblivion and should be ignored by path generation routines. Other changes you made like setting a couple of collision boxes to ignore pathing don't appear to make a lot of sense. Why would you want a collidable object to be ignored by the navmesh code? Surely you don't want NPCs trying to walk through one of those "invisible barriers" you don't like? Some of those DO have a purpose even if it may not be entirely obvious. The change to the base CollisionMarker object? Giving it a proper set of object bounds is entirely legit looking. Making the base reference ignore navmesh filtering? That seems ludicrous because you'll end up with valid navigation paths that may attempt to go through these objects. So if you wanted to know why it got reported, that's why. The base activator record change broke that item, and the base collision marker change appears to break that item as well. Which will result in games appearing to be widely broken all around. If I've misunderstood what the navmesh filter flag means, feel free to tell me. The information from the GECK wiki indicates I'm not misunderstanding its purpose though.
  7. Well I looked at the FO3 version of the mod. Not sure how much parity there is between that and the F:NV version but it has barely 2 dozen edits that I can find. What it changes certainly looks like valid fixes to me and should have been considered vanilla bugs, but I fail to see how it would result in greater game stability. Plus, one of the two base activator records it changed also removed a critical script from it which will break a whole bunch of stuff in Broken Steel. Things that should get enabled that won't. Judging by what I can see for the FO3 version, there are no miracles being performed here, no grand secrets to uncover. No magic cures for deep errors in the game's engine code (which btw nobody here has access to) and certainly no mass removal of invisible walls or collision boxes. I'm not about to go blow $60 to find out if the F:NV version does what it says, so I guess I'll just have to let that one go. It's not worth having to deal with Steam just to satisfy a little curiosity.
  8. Couldn't tell you. I don't follow F:NV closely enough to keep track of the complaints. I do however have an interest in trying to understand what your mod does, and when the only screenshots I can see have to do with collision boxes it makes me wonder. It's not possible for me to look any closer than this because I don't have the game. And to be perfectly honest, the claims it makes sound implausible. That may be because of terminology getting mixed up or something else, but it's been my experience in Morrowind, Oblivion, and Fallout 3 that removing collision boxes makes little if any difference in anything.
  9. Something is definitely not coming through properly here. You mentioned DRM in conjunction with your mod, and I don't see how the DRM could ever have presented an issue with collision boxes in the game. Your colorful response seems to imply you're looking for some way to remove Steam from the game? Are we reading this right? If you're trying to create a mod pack, that sort of thing never goes over well with anyone here.
  10. I'm curious... what does DRM have to do with removing collision boxes from the game?
  11. Neat little mod you have there. Stuff like that are things I find most interesting, when people find clever ways to leverage the system.
  12. There was a similar encounter in Witcher 1 but I forget how long the characters said the experiment would last. I don't think it's anything more than a gag. I don't recall the experiment having any further meaning. Maybe if I'd still had my old Witcher saves?
  13. If you're after a universal save anyone can use, you don't have much choice but to disable all mods before creating it. The root thing is normal. The havok system in Oblivion is bugged and that's just how it behaves with everything.
  14. They also don't show up until you get near the end of each tree.
  15. For me it wasn't that part at the beginning that sucked so much, it was the part where you have to run under the wooden overhangs and kill a bunch of soldiers, all while avoiding being broiled alive. Zero margin for error. Extremely frustrating to the point I very nearly took the game back until I got massively lucky and had the presence of mind to save right after getting past it. Once you're past the prologue, things aren't quite so ridiculously hard.
  16. Yep, you have to bring her along, it's a scripted event. The trap isn't really worth the effort involved in getting it either. It's only good for snagging one tentacle. You still have to do the other two the normal way. Of all the boss fights in the game, this one is by far the hardest, even if your Quen sign is in good shape.
  17. Thanks. Unfortunately it seems no matter which way I go about it, I never get a diagram for vran armor. Either by using the artifact (no, game, I didn't want to reset my skills, thanks) or by killing the operator (one HELL of a battle). The best I came away with was some more vran armor enhancers and the guy's staff. If there's supposed to be a diagram I feel cheated now :P
  18. Someone posted those direct links to the developers' own site and nobody took it down, so I'd assume they're fine. They're not asking for proof of any sort through the email autoresponders either so I doubt they care.
  19. There's a quest in chapter 3 to get some kind of armor or something from a "Vran Guardian" but I've not been able to find it. No doubt it's staring me straight in the face and I'm just not registering it. The problem is, the hint guide that came with the game has no useful info on where to finish this quest off at, and it appears that nobody online has discovered it either. Or the info is on websites that are more cryptic than the guide book is. So does anyone know where to go to drive this quest onward? Vague directions like "do blah in the appropriate spot" are a bit thin.
  20. Yes, I think that sounds like a reasonable compromise too.
  21. I vaguely remember having played this. I don't know if I ever finished it though. For its time, the graphics were outstanding and as I recall it even had a good story.
  22. Yes, it's well worth it. Especially if you played the first one. I only had one single drop to desktop. Although the two free DLCs didn't work. So I'm waiting on the patch to be able to do those on my second run through.
  23. I spent a huge amount of time playing dice. It's an interesting take on poker :)
  24. Apparently a good source for info on the editor for Witcher 1: http://djinni.wikia.com/wiki/Main_Page
  25. Cool. Didn't see that one coming at all. There's no SDK for Witcher 2, no hint of one coming, but folks have managed to write up some simple stuff after breaking open the archive format. No support for the first Witcher though? That actually did come with an SDK, but I don't know how extensive the community for it ever got.
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