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Posts
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Posts posted by xporc
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Looks awesome, I can't wait :)
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Ah, thanks a lot, I'll try that
What surprises me is that we packaged voice files in FOOK2 (and even some in FOOK-NV) without any problems :o
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Hey, Wei
Since the BSA was containing the voices, when the voices were also extracted in the Data folder, yes, it was working
It doesn't work when they were packaged only in the BSA :(
Steam install but I dont think that'd change anything
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Hi there.
Do you people know if there is any problem with packaging voices in a BSA file ?
I am trying to add http://www.newvegasnexus.com/downloads/file.php?id=43294 to FOOK (Delamer already knows about it and is ok with it). As long as I leave his Sound\Voice\DeadMoney.esm\NVDLC01MaleUniqueDean folder as a loose file in my Data directory it works, but when I add it to the FOOK BSA file, with the exact same filepath, it stops working.
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7. USER GENERATED INFORMATION "User Generated Information" means any information made available to other users through your use of multi-user features of GMOD or to Olympus Entertainment through your use of the Software. User Generated Information may include, but is not limited to, chat, forum posts, screen names, game selections, player performances, usage data, suggestions about Olympus Entertainment products or services, and error notifications. Subject to the Olympus Entertainment privacy policy referenced in Section 1 above, as applicable, you expressly grant Olympus Entertainment the complete and irrevocable right to use, reproduce, modify, create derivative works from, distribute, transmit, broadcast, and otherwise communicate, and publicly display and perform the User Generated Information and derivative works thereof in any form, anywhere, with or without attribution to you, and without any notice or compensation to you of any kind.
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dree's post
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lolthiefs
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Soooo
If I understand correctly, your bot creates a page with the same content as the Nexus page. Right.
What about updates ? If your mod page says my mod is in version 0.60 but in reality it's in version 0.80, your users would need to know that.
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I think it's unrelated, yes ^^'
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Mmmh, do you have a mod editing the cell itself ?
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Hi there.
I've noticed that since quite recently (let's say the last two weeks), people have been reporting me CTDs when trying to enter some cells that FOOK edited, like Isaac's House that I flaggedd as a Public place since it was necessary to talk to the owner for a quest. I also flagged some Nelson houses as public, so the Legion dont try to shoot a friendly Courrier, and I get CTD reports for that too.
I even get CTDs reports for that abandonned Primm house. The only thing I changed ? Removed the ownership of the cell from the Primm faction so the Courrier can loot it, since it's an abandoned house.
So, er ... am I the only one getting this kind of reports ? Do you think it may be related to the latest 1.4 patch ?
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May simply be engine issues *shrug* For example, seeing the face of some characters through glasses (like a Riot Helmet plexiglas thing) can make their mustache disappear :(
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You know, the father of my current housemate is clinically mad, and he also writes with strange colors, strange texts and is kinda distracted by everything.
Oh, and he talks to his watch because he thinks he's a CIA spy*
* I'm not making this up.
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I like to think of myself as above-average with the GECK and FNVEdit, and I'm (admitely a young) software programmer, and I still cant understand anything...
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Oh my effin' god! You single-handedly fixed a problem that was bothering me since months T_T
Have a cookie man (or madam?), you deserve it. Now I feel stupid for even asking in the first place.
EDIT : after some more testing, it seems I have to toggle off the esm flag, reload only the master mods, and toggle on the flag every time I want to make sure the ONAM are okays. Seems like I'll only do it for official releases ^^
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Hi. First real post on the Nexus. Thanks for the Nexus team for this! :)
I kinda need help about a little feature of FNVEdit I have not been able to get much help about.
http://www.fookunity.com/fook_team/Xporc/ONAMS.PNG
As you probably already know (I hope, otherwise you wont be able to help me :(, ONAM records are auto-generated by FNVEdit at each save. They are used when a CELL or worldspace record (let's say, a Pork'n' Beans) is edited in the esm: it's to make sure the base, vanilla item is properly edited.
As you can see on this screenshot, there's a little problem with my ONAMS. All those edits are supposed to be made to the DeadMoney.esm, but the records are overwriting entries in HonestHearts.esm, which leads to some funny results (it seems one of the Dead Money edit is overriding a cave record in Honest Hearts, which lead me to fall to my death because of having no floor in Fallen Rock Cave (you can actually see on the screenshot the cave being overriden by a dead money entry!)
So ... do you have any idea of the reasons for this problem ? About how I could fix it? The problem is that I can't really upload a new FOOK without fixing these troublesome bugs :/
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An haircut studio D:
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Good, I was wondering my half of my comments disappeared ><
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Sounds amazing, definitively a great step in the right direction. Now I'll feel more compelled to read the main pages!
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I think this is the crux of the matter. It's a corner case, but a significant one. Absent of some bug fix uber-modder like Quarn (who we were very, very lucky to have), it makes sense that the resources of the community can be easily pooled with regards to an unofficial patch, and also unofficial patch patches, such as with the the once-existing FWE Unofficial Patch Patch and with FOOK. FOOK for NV has actually merged many of the fixes from the Compilation Patch into the latest version - lucky for them I got most of the permissions - xporc mentioned to me he intended to do this so there's no problem there as far as I'm concerned. The current policy is directly in the way of such patches being easily produced, maybe because we have been spoilt by Quarn's patches and therefore have never had to have a tailored policy regarding this before.
Woooooh, discovering this topic waaay too late, but what is described here is simply not true.
FOOK for NV, until now, has been having almost 99% of its esp content made by the FOOK team. That I and JustinOther personnaly made. Some people here may remember the Day 1 release with a handful of typos fixed, that later led to much, much more fixes, that I wrote down while discovering them in-game and fixing them of my own. What happened is that Zenball's patch merged those fixes without asking the FOOK team if it's okay, and only asked for the rights of it at a later point. Thankfully, the FOOK team is very open about sharing its work, and permission was given, with two points though :
* the mention that the FOOK team would fix with their own work some fixes already happening in the community patch.
* that FOOK will keep being updated by the FOOK team and that we couldnt afford to waste time, wait or help in any big way Zenball with his work. Working on FOOK is already tons of work as it is!
Hope that cleared the situation. Sorry if it's kind of off-topic. And FOOK didnt really merged anything for its next version ...
EDIT : Hey, why not answering something of my own about the topic now that I've posted it here anyway?
The way I see it, the Nexus policies are a bit too harsh. The fact that Zenball's project could be shot down by a handful of jackasses when he was used by thousand of people (and tens of people accepted to be part of his project!) is just sad. To me, crediting is very important, but unless someone write on his mod description "please dont ADD any of this content to another mod", it's there to be actually used and improved by other people. It's not like money is involved ... And modding should be link utopia-communism. Everyone sharing for the greater good and stuff ... It's not like people doing compilation like FOOK or Zenball's are not working a LOT of hours to make it work together. All of this so people can freely enjoy their game without paying anything.
Smurffs here, anyone? C'm'on ? :(
EDIT2 : I'm not a native English speaker, sorry if anything I say sounds weird
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I'll be honnest and admit that I hate placeholders.
I mean ... Most of the time, there's a huge descriptions filled with awesomeness, and then there's just a little sentence saying "Ok, now I dont know anything about the GECK, so please help me doing that !". And three months later, there's still nothing ... :rolleyes:
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I found it ! It was the mod Faces of the Wastes / NPCs in the Wasteland, now deletted from the nexus :/
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Eh, come on, if that was MMM, I'd have found it without even searching :P
What I am searching was a very "small" / anonymous mod. It seems I had its Nexus URL on a backup file, but now that URL says "file dont exist" :/
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Nope, I checked this one before, and it's not this one :/ It only add humans, whereas the one I am searching for could add anything

FNVEdit Issue Depot (Bug Reports)
in Discussion
Posted
* When "copying as an override into" a Base Effect with an associated script, the script itself is often not copied, resulting in the new ESP overriding the old Base Effect with a scriptless version (and thus not being properly cleaned by a "Remove Identical to Master Records" option since, well, it's not identical).
* I'm not really sure if that one can be reproduced elsewhere, but it's about ONAMs: in FOOK-NV, the FOOK-New Vegas DLCs addon requires 7 master files, and if I edit the ESM while I have more ESM files loaded that these 7 masters, the ONAMs records will be completely wrecked. Only solution is to load only the 7 masters (in the same order as in the FOOK ESM file) to edit it and save it.
* "Copying as an override into" for some dialogs result in corrupted ESP files. I don't have any example right now, but I always suspected it was because of the PNAM - Previous Info dialog record. I mean, when the PNAM is null it's okay, but when it's associated to another dialog record, if sometimes the other record isn't copied first in the ESP, copying the dialog with a reference to that dialog will corrupt the ESP.