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PlagueHush

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Posts posted by PlagueHush

  1. Hi there!

     

    I was hoping to ask for a clarification on the Nexus' stance on linking to other sites from mod pages. This seems like the best place to ask, but if not please feel free to direct me to the correct place!

     

    I currently run a Discord server where I accept questions, suggestions and provide support for my mods, and a Twitch channel where I stream development and updates to my mods.

     

    I'd like to link to both of these on my mod pages to provide venues for mod users to get involved in the mod development and as another means to seek support.

     

    I've looked through the ToS and can see nothing that speaks specifically against doing this, and I have seen it done on other mod pages, but as we know "other people are doing it" is not an excuse!

     

    So I thought it best to ask rather than guess/assume - could someone provide some direction for me please?

     

    Many thanks!

     

    Plague

  2. I may just be having a search fail as I can't seem to find a record of this being asked anywhere before, but I have spent the last half an hour trying to find a "nexus ruling" on a specific issue that doesn't appear to be covered by the Terms and Conditions.

     

    Could a moderator (or Dark0ne) let me know the Nexus position on off-Nexus person-to-person sharing of edited mods?

     

    For instance, if I were to download a copy of a popular Skyrim weapon mod, and edit it to work with SkyRealism Shiny to fit in with all of the vanilla weapons I have, and then pass that mod to a friend, would the Nexus take a stance or any action on this?

     

    To be clear, I'm not talking about uploading the resulting mod to a site, or providing an easily shareable link, but a person to person transfer.

     

    Any thoughts and guidance would be very gratefully received, as I can see the Terms of Service don't explicitly prohibit this, but I also haven't been able to find it addressed directly anywhere else.

     

    Many thanks!

  3. Hey there! Thanks guys for such an immense and powerful tools as xEdit, and most of all for not being entirely distracted by other interesting projects!

     

    I've been looking for something to assist with timelapse video in Skyrim and wondered if I'm looking at an issue someone else may have already found a solution to. The problem I am attempting to solve is that, when using the 'sgtm' command to increase the speed time passes in game in order to more easily record timelapse video of landscapes, physics gets a little funky. You can get an awful lot of noise from moveable statics clonking around, and NPCs will dance on the physics so hard that they die, and will end up floating off into the air (usually across the landscape you're trying to record!)

     

    What I was trying to find is something a bit like the Virtual Broom tool, but for Worldspaces that looped through and copied all NPCs and moveable statics into a new esp, and disabled them. That way it can be run once against a setup and the esp just ticked on prior to recording timelapse video.

     

    I'm willing to add this to my list of projects and try my hand at solving this later, but it has been about 20 years since I last touched Pascal and I have much to learn about the way xEdit reads/accesses skyrim records. I just wanted to check to make sure I wasn't reinventing the wheel, or launching into something that someone else might be able to do in minutes before I go invest days in trying to get this to work! >.<

     

    Thanks again guys!

  4. In response to post #31656575. #31662045 is also a reply to the same post.


    NeoH4x0r wrote:

     

    In response to post #31645210. #31646060, #31646785, #31648240 are all replies on the same post.


    jet4571 wrote: Heres a quick way to make very hard to crack passwords. Create a new text document and open it. Now randomly mash keys on your keyboard so you get something like dj5vp7;jQE:2ljwer1halk/jb9hl;sfj There's your new hard to crack password.
    TrvsD wrote: Or just use some crazy several word long phrase that will stick in your mind. Think sentence not random characters you will forget.
    Daelda1 wrote: I'd rather use LastPass or KeyPass to generate random, complex passwords, because those programs actually remember the passwords for you, and encrypt them (of course, you have to remember the phrase you used to encrypt them with - but if you use something long enough, and complex enough, like, "I am the 8th of 16 children. My mom was a VERY tired woman.", I'd say it would be fairly difficult to crack.
    Dimon007 wrote: nonono..no word phrases! Hackers can figure those out easier. Always use nonsensical words made up, or ascii symbols are always nice too.

    Long words doesen't really make it harder to crack... If you use a password like "ilikemysecurepassword" it would take me max 1 day, probably only 10-50minutes to crack it with rainbowtables or a good wordlist. You are much better of using for example "I#%Like!My#Sec/Passw"

     

    That password is more complex .... but it still contains dictionary words.

    Better to use a password like this: (64 characters, total random, and non-sense)

    ,sZa(t9iIIFX_G?Cy^Mq8YA9hB;f]w67z[7/X$&?{qX(wHI8A{%9jk9Yy(AN96wB

    Dhegonus wrote: irrelevant, the database dump was from prior to 2013. If a computer wanted to decipher your password from scratch it would take at least 60 million years.


    These are both correct and incorrect for different reasons. There are only two driving factors for password security - length and alphabet depth.

    Providing it has at least one Capital, lowercase, number, and special character and is of decent length it will prove very difficult to crack. Passwords aren't cracked like a combination, one character at a time, they have to be guessed in their entirety, and "Human unreadable" does not mean "Machine unreadable".

    A password that's as long and simple enough to remember yet sufficiently difficult enough to resist cracking would be something like " D0g,,,,,,,,,,,,,,,,,,,,". Estimated time to crack this with a distributed botnet? About four months... long enough for an attacker to lose interest or run out of money I think ;)
  5. In response to post #31635470. #31635895, #31636295, #31639400, #31641690, #31641935, #31642435, #31659140, #31662135 are all replies on the same post.


    Arthmoor wrote: Good to know about the planned security enhancements, but if I may suggest, please offer something more than 2FA through a smartphone. Some of us don't have one, can't afford one, or don't want to provide that number to anyone over the internet for privacy reasons. I fall into the "can't afford" category for what it's worth, so some other method to enable this would be greatly appreciated.
    Dark0ne wrote: I hope we can also implement some sort of system similar to how Facebook and Steam send access codes via email when an unrecognised login is received.
    Detonate wrote: I agree, i dont use this, sites that demand it, i dont visit. "We just had a security breach, where they stole your email, now please give us your phone number as well", no thanks!!
    Dark0ne wrote: To clarify; the concept of 2FA is that it's an optional security extra. It's not a forced requirement.
    scrivener07 wrote: I second the opinion that if 2FA is added please dont require a "smart" phone. I use a "dumb" phone by preference because of its simplicity and durability. I work in an industry where Id go through 1 smart phone a week, this dumb phone been going 3 years strong now :) All other services with 2FA I use are compatible with my dumb phone because its just a text message containing a code. Also when did we stop calling them cell phones?
    Eolhin wrote: Oh, good! I was a bit worried, as I also fall into the "can't afford" one category in regards to smartphones.

    Thank you for all your hard work Dark0ne. :)
    Dark0ne wrote:
    Also when did we stop calling them cell phones?


    We never started calling them that to begin with. They've always been mobile phones!
    gyrofalcon wrote: Agree... This wonderful community has people from every corner of this world, from every layers of society, left and right, sad and happy, crazy and... more crazy. So I hope you find a solution that fits everybody.
    But first of all I think you need to "force" us to make sure that we, as users, has provided you with updated information.
    For the day will come, when you get up in the morning, and 5 minutes later had to lock-down all of nexus, force-reset all admin- and users-passwords, and take it all off-line, to prevent more damage.
    Then you would need a backup info-channel to broadcast to users, that you (or your team) know, and are working on it. A small corner over at Reddit, maybe? I would like to know what this official backup-channels are, and what usernames to look for.

    Your site has become dear to me, and it hurts me when something are not going as planned. Because I know how hard you work for this, Dark0ne.
    I have some thoughts about how to update the contact info on us users, since my work are much about the same, data-cleansing.
    So I offer my help, in any way I can.
    Zopper wrote: Some people here apparently doesn't know how it works... The mentioned solution with Google Authenticator is NOT about sending you SMS, calls, or whatever. It is about an app you have in the phone or on PC (Google is using a well-known standard and there are multiple compatible solutions.) And this app/program in PC generates one time passwords based on current time.

    So if they decide to use Google Auth, it is probably the best option in terms of compatibility. Of course, it would be nice to add also a support for Yubikey, or some other dongle solution.


    The use of Google Authenticator also means moving login details to a non-EU headquartered company, which can cause some problems for EU companies with the recent move to abolish the US Safe Harbor provisions. Not a decision to be taken lightly, but alternatives are available.

    I'd be happy to discuss some other potential pitfalls, and provide advice Dark0ne, as per the PM I sent you (which I know must be well buried! lol).
  6. As things stand these are untested best guesses from what Bethesda have assigned to the various armor items available in Fallout4.esm. Equally some of the slots that are used for, say, the backpack on an eyebot may have weird effects when used on the human skeleton. These kinds of feedback about removing heads and the pipboy are essential to making the list more correct :)

     

    From your experience it sounds like slot 32 might actually be what slot 50 or 51 were used for in Skyrim: decapitating the human model. If the observation that the slot assignment seems to run from head to toe holds true this would actually fit quite well.

     

    I'll add a note to the list about the head removal from slot 32 :D

  7. Howdy all!

     

    It looks like Bethesda have thrown the body slot usage completely up in the air again this time around, and they no longer bear *any* resemblance to Gamebryo's original mapping, or how they were laid out in Skyrim. We went through all this once for Skyrim way later than we should have done, so it's time to do it again for Fallout 4 before the armor and equipment mods start pouring in!

     

    I've laid out below the slot usage from looking through all of the armors and worn equipment in the game. It's taken quite a lot to whittle it down to this layout, but I'm confident what I have is now as accurate as I can make it. Time to turn it over to you guys for discussion, and to get some consensus early on so we don't have backpacks removing hats or people having to choose between back-slung rifles and shoes in six months! :wink:

     

    Bethesda's vanilla allocations are as follows. I'll update this list if needed depending on how the conversation shakes out. I've given examples of the unique places these are used if you want to go look at them in FO4Edit.

     

    SLOT NAME USED FOR EXAMPLE

     

    30 - Head - Head Primary (Hats/Helmets)
    31 - Hair - Hair (Pompador Wig)
    32 - Body - Decapitate? Used for Eyebot Back Radio And Feral Ghoul Withered Head - removes the head of the human model when used.
    33 - Hands - Torso Primary
    34 - Forearms - Left Hand Primary (Used only in outfits that have gloves)
    35 - Amulet - Right Hand Primary (Used only in outfits that have gloves)
    36 - Ring - Pelvis (Super Mutant Chains and Feral Ghoul Pants)
    37 - Feet - Left Arm Primary (Feral Ghoul Armwraps)
    38 - Calves - Right Arm Primary (Feral Ghoul Armwraps)
    39 - Shield - Left Foot Primary (Feral Ghoul Footwraps)
    40 - Tail - Right Foot Primary (Feral Ghoul Footwraps)
    41 - LongHair - Torso Secondary (Chest Armor)
    42 - Circlet - Left Arm Secondary (Power Armor Left Arm, Super Mutant Bracers)
    43 - Ears - Right Arm Secondary (Power Armor Right Arm, Super Mutant Bracers, Chain Dog Collar)
    44 - Unnamed - Left Leg Secondary (Power Armor Left Leg, Super Mutant Leg Armor)
    45 - Unnamed - Right Leg Secondary (Power Armor Right Leg, Super Mutant Leg Armor)
    46 - Unnamed - Head Secondary (Visor, Super Mutant Helmet/Hat, Synth Heads, Dog Muzzle/Helmet)
    47 - Unnamed - Eyewear (Blindfold, Eyeglasses/Goggles or Synth's Robotic Bits)
    48 - Unnamed - Nose (Surgical Mask, Bandanas, Sack Hoods, Hazmat Suit, Synth Helmet)
    49 - Unnamed - Mouth (Surgical Mask, Bandanas, Sack Hoods, Hazmat Suit, Synth Helmet)
    50 - DecapitateHead - Neck (Dog Collar)
    51 - Decapitate - Left Hand Secondary (Wedding Rings and Feral Ghoul Bloody Hands)

    52 - Unnamed - Right Hand Secondary (Unused, but assumed based on the use of slot 51)

     

    59 - Unnamed - Shield (Behemoth Shield)
    60 - Unnamed - Misc attachments (Pipboy/Carried Baby/Mirelurk Shield)
    61 - Unnamed - FX01 (Used for attaching effects)

  8. I'm not familiar with any mods that do this, but I do like the idea though!

     

    Money lending seems more of an Altmer/Thalmor practice to me, but I can certainly see it being of interest to the Thieves Guild too - especially wanting to know where the gold is stored!

  9. This sounds like a well-known bug introduced in 1.6, which stops quest dialogue appearing. The issue can be fixed by generating a SEQ file for the mod using one of the processes available here.

     

    Alternatively, installing the mod, waiting five minutes and saving, then exit to desktop and restart, reload the save, and wait another five minutes *should* make the dialogue available.

     

    This same problem can stop MCM menus from registering too.

  10. The only pre-prepared one I can see is included in a Steam Workshop mod called Tailoring. Unfortunately, the mod author doesn't appear to be answering permission requests.

     

    As for free meshes that you'd have to convert, you should be able to download Collada models from the SketchUp repository, import them into Blender, and export them as a NIF.

     

    As an example, the SketchUp site has a number of different loom models to choose from, including some very simple ones in a more ancient design, but search and see what you can find! :)

  11. Automatic Variants actually has the capability to handle armor and weapon textures, but so far no AV pack authors have made use of it.

     

    Seeing meshes added as well would be interesting, but more often than not meshes go hand in hand with the textures they use. This means that whatever application is doing the meshes will also need to do the textures.

     

    Perhaps getting in touch with Leviathan (the author of Automatic Variants) would be the best way to start exploring this?

  12. It's my understanding that the Riekling and the boar are actually the same model and skeleton (the Riekling can't dismount, and when they "fall off" at death, it's just part of the dismemberment animation), and the Cavalry mod makes use of this but swaps out the model for a horse + human. This would allow you to have a follower that was a mounted human, but they wouldn't be able to dismount and actually follow...

     

    The closest it might get you though, is to be able to design matching "custom follower" and "horse + custom follower" models and instead of them mounting up, one model gets disabled in favour of another, but this would seem to have an initial potential to cause all sorts of bugs with the follower not matching the mounted version if you give them different gear, not being able to use the standard follower scripts, and not being compatible with the normal riding system (that gets tacked on to by mods such as Conventient Horses).

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