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GaStuSage

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  1. Hoping someone can help me out, or at least point me in the right direction to find a solution. I'm attempting to port a mod, No Free Power Armor in Concord by payl0ad, with permission from that mod author (check the posts on the mod page), but am running into an issue. I keep getting a popup that says: "BNET_INVALID_REQUEST - The service could not process the HTTP request due to some error in the query parameters or JSON body." This occurs after signing into Bethesda.net through the CK, filling out the title, description, ticking categories, and then clicking create. I used BA Extractor to turn the scripts required for the mod into loose files, and they have been packaged into a new BA2 file in the XB1 folder within the Fallout 4 Data directory when prompted by the CK. I thought I was doing this correctly, but am unsure about the error I keep receiving when making the attempt. Maybe this mod isn't compatible with the Xbox version of the game? That would be a real bummer. I don't want to bother the mod author about this, so I'm posting this in hopes someone might have a solution. I've been Googling, and can't seem to find any answers that applies to this situation. Hoping the community here can help.
  2. Thank you for the quick response, SKK50. That's what I wanted to hear. I'd much rather see places I've cleared remain so for a longer period of time. Maybe not for 999999 hours, but to each their own, hahaha. I'm personally thinking about pushing it a bit past the survival respawn rates for the base game difficulties. Which, if I'm not mistaken, based on your response, would be pushed even farther by the HC_HoursToRespawnCellMult in a survival playthrough? For example, if I made respawn rates of 60 days (1,440 hours), and 120 days (2,880 hours), then these would be multiplied by 5 and 4 in survival, right? If true, then all is good!
  3. Game Settings: iHoursToRespawnCell + ClearedCell I just have a couple of questions about these Gameplay settings. 1) Do these settings affect the respawn rate of enemies and items on Survival mode as well? I'm wondering because I notice a global variable of similar name with an HC_ at it's beginning. I imagine this stands for Hard Core mode? 2) Would it be bad form for me to upload another version of this type of mod, both here, and on Beth for Xbox? Not seeing any newer, up to date mods that do this, and only one on Beth that does what I would want in my game (or close to), but doesn't provide enough info to say exactly how much time it takes to respawn cells. Also, I worry the one already on Beth may be a port of a mod that is no longer viable. Not sure about that last tidbit, it's simply a hunch. 3) Also wondering what sort of impact would be had on save games if one was to push these settings a bit past Survival modes values.
  4. Trying to figure out how to use this script with the use of a Potion Item as opposed to scrapping. If I make these changes: Struct ObjectsToGetBack MiscObject Object To: Struct ObjectsToGetBack Potion Object And: Event OnWorkshopObjectDestroyed(ObjectReference akActionRef) To: Event OnEffectStart(ObjectReference akActionRef) Would that allow a Potion item to return a different Potion item as long as it's added to the scripts properties attached to the item? Ugh... that question reads like word salad even to me. Basically, what I'm trying to do is set up a Potion with multiple uses. I know I can just use the bottlecap collector script that's provided in the CK to simply return an item upon Potion use, after making a few changes to it. I suppose I could just use multiple bottlecap collector scripts to simulate a multi use item, but was hoping I could handle it with this script if it were possible, simply because this seems like a cleaner way of implementing such an item, and it would mean less scripts packaged with the mod. Thanks in advance for any response :smile:.
  5. Excellent! Not sure when it will be done, but should be soon. The mod keeps growing, but I'm about ready to put the breaks on it as I believe I've been thorough enough with it and how to implement it in game. This mod has given me an idea for another too. That's the way these things go I suppose, lol. When it's done, I'm pretty sure I'll post it, and I'll credit you for the script when I do. Thank you, thank you, and wonderfully good tidings to you :smile:!
  6. Well, this mod has grown beyond just a toolbox, and my head is full of ideas for more. It all started with a screwdriver, and it is now something of a quirky little role-playing immersion enhancer, with an attempt to keep it simple and lightweight. Hopefully I don't go overboard with it. I can't seem to find a mod like it on the Nexus, or anywhere else I've checked, so I decided to spend the time making it for myself. I think I may publish it to save others from having to go through the tedium of making these objects, but I haven't fully decided just yet. I've been trying my best on making the mod in a way that doesn't add an XP gain loop cheat... if that makes any sense. I may have to backtrack and change a couple of minor things if I implement your script, with your permission of course, but don't mind doing so. Anyway, I also wanted to say that I'm a fan of your mods, and appreciate your reply and sharing of knowledge. Thank you again, and kudos!
  7. Thank you so much, LarannKiar! I just checked this out a little while ago and it works like a charm. Exactly what I was looking for. I've been hacking away at the mod for a few days, and I came up with a bit of a work around, but what you've showed me is what I had envisioned. I simply don't have the scripting knowledge to pull it off. Thanks again! The mod is nearly completed at this point, but, with your permission, I may go back and implement your script on the toolboxes in my mod. If I decide to publish, would it be okay to use this script giving credit where it's due? If you'd rather see it first, I understand, or if you'd rather not have your work on someone else's mod, I can understand that as well. Either way, I am grateful for your response and for showing me the script!
  8. I've made a mod that adds a Toolbox to the Miscellaneous tab in the Pip-Boy. It's simply there for immersion's sake and does nothing on its own. The item is made by collecting the in game tools and taking them to the chem bench to combine them and some components into a Toolbox. The problem I'm having is that I still would like to have the option to scrap this item in workshop mode and have the tools used to make the item return to my inventory, minus some of the components. I imagine this can be done with a script, but I am not sure how to do this. I don't want to add scrapping components to the item itself, because if I'm not mistaken, this would turn it into a Junk item, which defeats the purpose of the mod. I've tried using a form list, and keywords to accomplish this, but to no avail, but maybe I am missing something. Maybe items of this nature can't be scrapped by that method, or maybe I'm simply over looking something. If anyone has the knowledge, or an idea, on how I can keep an item in the Miscellaneous tab in the Pip-Boy, but still have it scrappable in workshop mode, I would greatly appreciate the know how. If it comes down to making a script, I don't mind trying it out with the proper guidance. Thank you in advance.
  9. Hi, Vanguard. Could be nice for some users to have something like that, but, I'd get permission for each mod you use in the list and make it mandatory for the user of your LL mod to download the individual mods it covers. Even though it depends on the mod author in question, whether they have posted anything about it on their mod's page, I'd get in touch with each mod's author anyway. There seems to be a lot of varying opinions on what counts as copyright infringement, but I would say that if you included someone else's work without their express permission, that would be a violation. If you get the thumbs up from everybody that would be involved, just remember to give credit and provide links to the mods involved. If you plan on a port to Xbox, know that overloading the LL on that platform can cause crashes. I would guess that is true for some PC users too, depending on what they're running with. That might be why you don't see too much of this type of mod - could also be that some clothing mods are fine by themselves but when a dozen people on the screen are outfitted with purdy gear - purdy bodies - purdy faces - etc, certain systems become overwhelmed - especially Xbox. As far as demand, I'm not sure, it would depend on which mods you're using, personal preference and all. I imagine if you made your lists somewhat modular it may help - but, don't be afraid to include an AIO; just a thought. Also, remember to endorse each mod you use, people like that. Also also, no one can stop you from making personal mods - that you are not going to share - that do just what you're suggesting; I'm pretty sure a lot of folk here, if not most, put together a few of those.
  10. I'm gonna try to keep this short and sweet. 1) I've been making a few weapon receivers for my game and am wondering if the instance naming keywords assigned to weapon modifications do anything more than add tags for instance naming rulesets. Is there any harm in removing some keywords that may carry a naming convention you don't want when adding a certain weapon modification? For instance, if I don't want an automatic receiver to carry over the "Rapid" name, could I simply remove the dn_HasReceiver_Automatic2 pkKeyword, or not add it to a new one, without any negative effects elsewhere? I've already done this with a few receivers and it doesn't seem to cause problems, but I want to be sure that these keywords, any of them, don't do more than change a weapon's name. TL;DR: Do pkKeywords do anything else other than change object names? Are there any scripts or popular mods that use these keywords to accomplish anything other than naming? 2) I'm attempting to work these receivers into the game without directly altering anything vanilla. This looks problematic if I wish the receivers to change the name of the weapon they are being applied to. Is it possible to create a separate instance naming rule with it's own rulesets that works for these receivers alone, or would that train-wreck the naming of any weapon that these receivers are placed on? For example, is it possible to create an instance naming rule called something like: dn_MyReceivers containing all the names and rulesets for those receivers, and still have it access dn_CommonGun for other naming rules?... I'm sure that would be problematic come to think of it... I'll still ask the question in case it turns the brain cogs of anyone else... any ideas there? TL;DR: How problematic is it to add directly to the instance naming rules like dn_CommonGun? Is it possible to combine more than one instance naming rule (for example: dn_CommonGun, with dn_MyReceivers) to accomplish the task of having an object, in this case a weapon, to display the desired name? I understand that there are scripters out there that have merged naming rules, but am trying to avoid this if possible; I'm not against attempting it with a little guidance if that is the only way to accomplish adding to the instance naming rules. Thanks in advance to any input here.
  11. Do you have any official capacity here ? Do you? Do I? I don't. Unless Lord Orcus Mcdorkus counts as a title of note. If so, then that's neat! :dance: :yes: :no: maybe?
  12. Healthcare... I applaud you, but yikes - no wonder you're p*ssed. LOL - I hope that jest is not taken poorly; no offense is meant. Yes, we can always agree to disagree. I wonder if the usage of the word punish is a matter of debate as well. Good luck to you, and here's to hoping this issue doesn't cause you, and others, too much distress in the future. Well said, Storm. A trivial banner shouldn't matter in regards to how we conduct ourselves toward each other, here, or anywhere for that matter. We're all just human here, mixed with a few angels, demons, aliens, wolves, orcs, etc... Disagreements are inevitable and stronger communities persevere and grow on the other end of them as long as the spirit of compromise can be maintained. You're also right in pointing out that this is no individual's house, it's the Nexus', and, as far as I see it, their doors are still open for all us to walk through and enjoy all the "stufff" contained within - even to orcs like myself who have been helping themselves to their meat and mead for ages without so much as a thought or thanks. It may be that a lot of the "stuff" within this house was brought in by other folks willing to share, but the Nexus staff - former and current - built the building in which folk can come in from the weather and enjoy it, and so they hold the key. Thanks to them, the modders, and the community at large for making this place a decent place to spend a moment or two. Let's not loose that.
  13. Not sure where you're coming from friend (the classism part). Care to elaborate on your statement? In action..... And perhaps that's because of the free ride that Free users have taken for granted all these years. classism[ klas-iz-uh m ] nouna biased or discriminatory attitude based on distinctions made between social or economic classes. Lol... smart-*ss. I suppose I needed to be more clear myself... maybe tomorrow.
  14. Not sure where you're coming from friend (the classism part). Care to elaborate on your statement?
  15. A couple points to address: A) each time I've attempted to reach out to the community manager for SDV in the past few months, I've been left with either no response or resistance to suggestions. While this obviously doesn't represent the entire staff, the staff is also small enough that it doesn't imbue trust. We now also have a moderator for the SDV section, who we attempt to route contact through, only to be redirected to here (which, frankly, I have yet to see a staff member comment on these changes). B) That last comment leads on to this: why on earth would a company make a (relatively) major change to their system and then go on vacation??? That implies to me a lack of concern over their userbase and the reaction to these changes, let alone if it caused bigger issues like server crashes. Not to mention it was an unannounced change, after a lot of talk and hype over the new UI a few months back. That had a opt-in beta and plenty of info spread around about it before implementation, so why not this change? Why make themselves unavailable immediately after the change? It leaves a very bad taste in my mouth, to be honest. At the very least, a warning in the form of an announcement would have allayed some of the shock and outrage, though probably not the protests about the system itself. A) It's good to hear that some of you are trying to reach out and be proactive about your complaints. I completely support those kinds of efforts, whether I agree with the complaint or not. Out of curiosity though, objectively, if you think back on your communications with Stardew Valley's community manager, did you come off as indignant and aggressive as some parts of your posts read? If so, wouldn't that lead most people to react with resistance, or even silence? How does one communicate with someone that is already bristling and doesn't seem to want to hear anything but what they want to hear? It's also good to hear you all have delegated communications to some form of mediator. Good luck with those efforts! I wouldn't mind reading updates on how things work out. B) Because vacation time at any business is scheduled, people make plans, and good companies who want to keep their workforce happy, or keep their workforce period, don't screw that up. In some places, there are laws that protect those sorts of things. I'm not sure if there are any laws in the UK about such things but I wouldn't be surprised if there were. But, it's the holidays - or at least some form of holiday vacation (redundant?) - and I'm sure most of those that are enjoying the time that they have earned are taking a well deserved break from this part of their reality. Would you yourself want to deal with a group of angry consumers over the holidays, or any time of year, over something you may not have had much of a choice in, or take some time to breath, time you have worked for and planned on? I think this thread should answer some of your questions; just try to think of it from the shoes of those implementing this change - especially if you want others to understand where your own two feet are planted. If you're asking me (maybe you're not, but here's my answer anyway seeing how we're discussing these matters) they knew, from experience, that regardless of how they implemented this change, or any change, there were bound to be a slew of complaints from people who don't seem to want to see things any other way than the way they want things to be. Nearing their vacation time, or well before, they probably had one fashion of meeting or another at which leadership said something like: "we can deal with this change when we return, and handle what backlash we know we'll receive as it comes, or, we can push things through before the holidays, take off, let things cool down for a spell while we're gone, let those in the community that can form a coherent complaint hit us with some suggestions, and deal with everything with fresh minds," or something similar... just a guess, and potentially a bad one. Some may say that's cowardly, and maybe there is some point to be made there. But, if you can think outside of your own aggravation for a moment, and realize these folk knew full well there would be backlash, can't you see the wisdom in going about it the way they did? Maybe they'll be more responsive and open to suggestion when they return from a spell of potential relaxation. Maybe the community will calm down, realize what their complaints really are and calmly present them to the staff. Then again, maybe not. In any case, the reality is that in whatever way they decided to deal with this, they were bound to deal with backlash. Damned if you do, damned if you don't kinda thing. Personally, I'd want some time to relax before handling anyone's outrage, in hopes they had enough time to calm their initial emotional outbursts, and form reasonable complaints - else I'd go full orc myself, lol. About the claim that this shows disregard about their user base, I feel that's a big stretch of either ego, imagination, or both. Their user base encompasses how many people, from how many locations? It seems some think they speak for everyone here - or at least jump to the conclusion that they represent the vast majority. Maybe that's true, maybe it's not. My point there is, their user base is an extremely diverse group - just the mods here should show you that - and I don't think 30 pages of posts here, and who knows how many elsewhere, from a small fraction of their user base is enough to assume that one person here speaks for the majority. I know there are quite a lot of people who don't seem to care about this flag for membership one way or another. I know I don't. If anything, as I've stated before, it got me to realize how much I've taken this site for granted, and, not without pulling a few teeth (orc teeth too... ouch), I decided it was high time to pay for membership; something I've been thinking about doing for a long time now. I know my opinions are probably fairly unpopular right now among some of you.. maybe the majority. I'll live with that. I'm just sharing what I see and read along with the rest of you and mean no individual here ill will. So, happy gaming, modding, or turd slinging if that's your jam! :laugh:
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