Jump to content

Reneer

Premium Member
  • Posts

    3671
  • Joined

  • Last visited

Everything posted by Reneer

  1. Which version of Skyrim are you working on? Additionally, this isn't the correct forum for technical questions about modding.
  2. Unfortunately no one here is going to have a definitive answer either. Your best bet would be to ask someone who works at Bethesda for the official info.
  3. You could have started by posting this without writing down the mod author's name. If I were them I wouldn't be in the most charitable mood right now. But to answer your question you could begin by trying to sending the mod author a PM through the forum system saying how you want to amicably discuss why you were banned. Note that this may not work considering the mod author might have already blocked you through the forum PM system as well.
  4. To answer your specific question, you will probably want to contact the Community Managers, either Pickysaurus or BigBizkit. What problems are you having with the mod upload process? For me it's been pretty straightforward, though there are a lot of tabs that can make it a bit of a hassle.
  5. Maybe I'm mistaken, but couldn't you simply set all script properties to none and thus clear them? It would seem that the script itself won't be unloaded though.
  6. My apologies, I thought the ad was potentially malicious. I haven't seen it myself and the info I had was from how OmenRyce described it.
  7. Yeah, pay $2 and purchase Supporter. Then you will never see those Activision ads on the site again. Alternatively you could report the ad in the Report bad ads forum.
  8. This is an excellent resource you've created. Just on a technical note, Game.IsPlayerInRadioRange() is generally more useful than Game.IsPlayerListening(), because with IsPlayerInRadioRange you don't need the player to be actively listening to the station.
  9. There is no extra scripting required for moving NPCs beyond the normal MoveTo call.
  10. This confused me too. Unless they have another account, it doesn't look like they paid for premium (maybe it expired)? Or perhaps they are using NXM links? As for queuing / resuming API downloads, it's really a client-side thing for the most part (assuming everything is going over at least HTTP 1.1) since the client needs to support range headers (though I'm assuming here that the servers do as well) and the file operations necessary to restart the file download at X bytes. All the API is doing is giving you a download link - it is the responsibility of the client to handle the download properly and keep track of it. The HTTP range header is designed to make the client responsible for resuming downloads rather than the server (as it should be), since there are only one or a few servers and many clients. Making the server responsible for this would just bog them down needlessly.
  11. They're just saying they don't want you to sell, or give people permission to sell, your mods. Because they assume that selling them requires the people who're gonna do that to download them from you, you can't permit them to download for a commercial purpose, as a necessary step towards re-selling them with your permission. If they simply download them, and then use it for a commercial purpose without your permission, then you're in the clear. I believe you are correct. If someone goes behind our backs and sells our work, we can't honestly be held responsible unless we actively encourage / get a cut of the profits. And if we bring someone selling our work to Bethesda's attention and they do nothing, well, then it is up to each mod author to decide what to do then.
  12. It means what it says? It's not exactly unclear language or legalese. Am I reading this wrong ... are we potentially held accountable for our mods being sold by someone else because we "permited them to download" and then they distribute our mod for money? Is Bethesda saying they won't go after the guy selling our mod ... they'll be looking us up because we allowed them to download it? I'm not a lawyer, blah blah blah, but If that is how Zenimax's lawyers wished to view it, then probably yes. Obviously they have never done that in 15+ years of Bethesda game modding. But if push came to shove, as per the exact wording, we would be the ones responsible since it is our work. But I imagine we would have to be actively promoting such behavior rather loudly for Bethesda to hold us, as mod authors, responsible for what others are doing with our work.
  13. Lol, you're worried about the Nexus? It's been around since the very early days of Morrowind modding and if Bethesda had a problem with it or us using it they would have said so years ago.
  14. It means what it says? It's not exactly unclear language or legalese.
  15. Here is a direct quote from the Creation Kit EULA (found here), which clearly states that mod authors have full copyright and ownership of our mods:
  16. If someone goes into a store and pisses off the shopkeeper, the shopkeeper has every right to refuse service to that person. Why, exactly, should mod authors be treated any differently than the shopkeeper? We 'rent' our page from Dark0ne and open up shop. People come in and download our mods. If one of those people piss us off, we have the option of banning them from coming back into our 'shop' and using our work. I fail to see how there is any meaningful difference that would allow a retail store shopkeeper to ban someone from their shop but prohibit mod authors from banning someone from their mod page.
  17. If you have any further trouble figuring out what the problem is, feel free to PM me or post again here and I'll be happy to help as best I can.
  18. You could just as easily apply this train of thought to the whole site itself. So... next move is down with Nexus Mods site bans? Also, mod authors can only ban someone if they comment on their mod page, not before. So generally there is evidence that admins can look at if you think you were wrongfully banned from a mod author's page.
  19. My suggestion would be to start adding debug.trace calls in your code to see exactly what is going on. There are simply too many variables and too much complexity to figure out at a glance what exactly is causing the problem (and unfortunately I don't have the time to try and run the mod). Cool idea, though. As an aside, I would suggest you look into changing how you are interacting with your DataIndex / ClosedBlock code, especially your RequestLocations / SendMyLocation events, because it is going to send that to every single instance of your _gkx_lagoblocks, all at once. I can pretty much guarantee you that once you hit a certain number of blocks you will crash the game due to a Papyrus stack overflow. I know this from my own experience in creating a lighting mod for Fallout 4 (and the crashes will likely occur on consoles / older PCs even if you can't reproduce it on your own machine). I would suggest that you change the code to send data to specific blocks in the given radius rather than to every block (which would just be a call to a new function on a specific Objectreference).
  20. I would recommend that the next step should be adding in Debug.Notification code into the scripts, just as a sanity check to see that they are working.
  21. You're going to need to provide more detail before anyone can realistically assist you. Ideally start by posting the scripts you have written. Do you have any debug messages added in to see if the scripts are running?
  22. You don't need to set property variables within the Creation Kit UI if you don't want to do so (though it is generally considered to be best practice). I would recommend that you use GetFormFromFile because that will automatically get the Form / Sound regardless of the load order.
  23. See if you can't buy a prepaid gift card online and use that like a debit card for the transaction.
×
×
  • Create New...