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Max Wilco posted:Yeah, I unpacked the mod and took a look at the readme file, and it turns out you're supposed to alter the .ini file. If you're using MO then you wanna add it to the MO inis, I reckon.
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# ? Jul 9, 2016 06:51 |
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# ? May 25, 2024 22:54 |
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Yep. MO uses its own .ini files for each profile.
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# ? Jul 9, 2016 06:56 |
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Max Wilco posted:The Better Binoculars one's confusing, though since there's two DATA folders listed (one listed under '<data'>, and another listed under the 'Binoculars Shapes' directory), and I can't figure out how to merge them so that they work properly. Either it applies the extra zoom without the binocular shape, or it flat out doesn't work. If I can't get it work, that's fine. I'm just worried I'll run into the problem again with something else. General advice: Always download the mod manually and check the readme file for install instructions.
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# ? Jul 9, 2016 09:21 |
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Apoplexy posted:Yep. MO uses its own .ini files for each profile. Ha, I tried reinstalling the mod and altered the .ini files through MO and it finally worked. Thank you.
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# ? Jul 9, 2016 11:01 |
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Does MO handle archive invalidation? I tried using it a while back but kept getting those messed up textures.
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# ? Jul 10, 2016 02:32 |
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Yep. Profile options, Automatic Archive Invalidation.
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# ? Jul 10, 2016 02:49 |
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Don't forget to bop over to the Archives tab on the right-hand side and make sure tha mo is handling BSAs and that they're all checked.
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# ? Jul 10, 2016 03:08 |
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And don't forget that you should DISABLE MO Archive Handling for FNVLODGen. For some weird reason. Then re-enable it after you're done building your LOD.
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# ? Jul 10, 2016 03:23 |
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Hey, Goons who know anything about LPAM: What happens if I use LPAM with the body meshes/textures of Roberts and Type 3? I'm guessing/know that LPAM is built for Vanilla, so the question is, what happens when I first encounter an LPAM-added armor-wearing NPC? Has anyone tried using the combination before and can say it works okay?
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# ? Jul 10, 2016 04:06 |
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Agents are GO! posted:Don't forget to bop over to the Archives tab on the right-hand side and make sure tha mo is handling BSAs and that they're all checked. What checking a BSA under the archives tab does is having MO treat the contents of that archive as loose files. This means that their priority is determined by the installation order in MO, and not the corresponding plugin's loadorder position. Normally the order in which the game loads its assets is BSAs first, in order of the plugins' loadorder. Then loose files. MO's system allows you to have the contents of a BSA from one mod, override the loose files from another mod without having to unpack that BSA. Also it allows the contents of the BSA to be loaded, without the needs of a dummy plugin which can help people struggling with the plugin limit. Apoplexy posted:Hey, Goons who know anything about LPAM: What happens if I use LPAM with the body meshes/textures of Roberts and Type 3? I'm guessing/know that LPAM is built for Vanilla, so the question is, what happens when I first encounter an LPAM-added armor-wearing NPC? Has anyone tried using the combination before and can say it works okay? What you will probably get people's bodies "morphing" when they change outfits. For example a dress from LPAM that was shaped to the vanilla body could have smaller breasts then a Type3 dress. Also another potential issue to look out for is texture compatibility. To keep using the dress example: The game uses the naked body texture for the part of the body that the dress doesn't cover. If Type3 overrides that texture, it's possible that outfits that weren't made for Type3 won't look quite right and you'll have nipples peeping out of the dress.
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# ? Jul 10, 2016 08:55 |
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Kumaton posted:If you get an error message that you data folders aren't on top when you're about to install a mod, you just have to click-n-drag the files it shows in the window up to the big ">data" header at the top. Ideally, if it shows a folder called "Data" under that, you'll just open up the folder in the window and drag all of it's contents, such as Meshes, Textures, and Sounds files, along with any .esms and .esps to the ">data" folder.
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# ? Jul 11, 2016 15:57 |
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lmao look what fuckin Bethesda did now. Remember Autumn Leaves and how good it is? They do! quote:http://www.rpgcodex.net/forums/index.php?threads/fallout-4-far-harbor-dlc-contains-quest-stolen-from-codexer-developed-new-vegas-mod.109879/ The creator wrote about it over on moddb as well. Lunchmeat Larry fucked around with this message at 00:18 on Jul 15, 2016 |
# ? Jul 14, 2016 20:07 |
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That's beat for beat the same plot. That's pretty hosed up.
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# ? Jul 14, 2016 20:18 |
Grapplejack posted:That's beat for beat the same plot. That's pretty hosed up. They really need to hire a writer.
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# ? Jul 14, 2016 20:31 |
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Lunchmeat Larry posted:lmao look what fuckin Bethesda did now. Remember Autumn Leaves and how good it is? They do! Yep I called this weeks ago-- the vault under the hotel in Far Harbor is a cheap knockoff of Autumn Leaves. Which is really sad because Autumn Leaves was made and voiced by one guy who isn't even a native English speaker.
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# ? Jul 14, 2016 20:37 |
Seashell Salesman posted:Yep I called this weeks ago-- the vault under the hotel in Far Harbor is a cheap knockoff of Autumn Leaves. Which is really sad because Autumn Leaves was made and voiced by one guy who isn't even a native English speaker. Autumn Leaves actually got a few good voice actors to do all the stuff, which is one of the reasons it's so good: it's the only mod that matches the vanilla game and DLCs in script and voice acting quality.
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# ? Jul 14, 2016 20:53 |
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Wow. That is incredibly lovely. Bethesda is trying to beat Bioware's record in burning through all the good will they've built up in the past.
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# ? Jul 14, 2016 22:57 |
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https://twitter.com/DCDeacon/status/753683030682832897 http://twitter.com/DCDeacon/status/753690408501194752 lmao this guy
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# ? Jul 15, 2016 00:24 |
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Lunchmeat Larry posted:https://twitter.com/DCDeacon/status/753683030682832897 Ah yes, engaging with fans on Twitter by sniping back at them, the hallmark of professional games developers. That's not how you do it, Bethesda. You respond to harassment by dropping a truth bomb and then not responding further. Then again, they might need to hire someone with writing talent to pull that off.
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# ? Jul 15, 2016 00:32 |
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That seems about what I'd expect from the lead writer on Skyrim and Fallout 4.
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# ? Jul 15, 2016 00:36 |
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Why wouldn't you just say "I talked to the creator of that quest and he told me he was unaware of that mod and therefore not inspired by it. So it's just a coincidence. Thanks for bringing the similarity to our attention, and get ready for vault-tec dlc on the 26th!" Is Pete Hines brain damaged?
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# ? Jul 15, 2016 00:47 |
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Considering how garbage the writing is in F4 as a whole, yeah.
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# ? Jul 15, 2016 00:57 |
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Seashell Salesman posted:Why wouldn't you just say "I talked to the creator of that quest and he told me he was unaware of that mod and therefore not inspired by it. So it's just a coincidence. Thanks for bringing the similarity to our attention, and get ready for vault-tec dlc on the 26th!"
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# ? Jul 15, 2016 01:05 |
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A friend of mine pointed out the GECK (and Skyrim Creation Kit) EULA actually sneaks in permission for them to do that:quote:You automatically grant to Bethesda Softworks the irrevocable, perpetual, royalty free, sublicensable right and license under all applicable copyrights and intellectual property rights laws to use, reproduce, modify, adapt, perform, display, distribute and otherwise exploit and/or dispose of the New Materials (or any part of the New Materials) in any way Bethesda Softworks, or its respective designee(s), sees fit. Still lovely obviously, but what are ya gonna do
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# ? Jul 15, 2016 08:44 |
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I guess Hines reflexively turned on circle-the-wagons mode due to people yelling and accusing Bethesda of theft. But this is such a weird hill to die on. It's not like Bethesda being "inspired" by mods is anything new. Oh, hello there Hearthfire DLC. That Build Your Own House mod is certainly neat, right? But just spin it to Bethesda looking at the community for cool ideas to implement. Or something. I mean, there were a couple of weirdos who were yelling that Bethesda & Obsidian stole from antistar. But overal the reaction F:NV weapon modding was positive. I think partly because Obsidian was completely upfront about them looking at mods for ideas.
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# ? Jul 15, 2016 09:16 |
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I don't think mods that make system changes can be compared with quest mods, to be honest.
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# ? Jul 15, 2016 09:25 |
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Fair Bear Maiden posted:I don't think mods that make system changes can be compared with quest mods, to be honest.
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# ? Jul 15, 2016 09:37 |
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Monicro posted:A friend of mine pointed out the GECK (and Skyrim Creation Kit) EULA actually sneaks in permission for them to do that: There's maybe an argument to be made under inalienable moral rights, especially since the author is European, which could get interesting, but it doesn't sound like he's going to do it and it would probably be difficult since ultimately it was still made in Bethesda's toolkit with Bethesda's assets. It's a moot point I guess, it's more about the moral shittiness of it than anything.
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# ? Jul 15, 2016 13:48 |
Monicro posted:Still lovely obviously, but what are ya gonna do Buy Fallout 5 at the lowest discounted price or only play the eventual MMO without ever buying anything from the in game store. Or pre-order the next Obsidian hired produced one when hell freezes over. Whatever happens first! SeanBeansShako fucked around with this message at 17:50 on Jul 15, 2016 |
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# ? Jul 15, 2016 14:18 |
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Wasn't Automata just RobCo Certified with the serial numbers filed off? I don't remember that getting this amount of flack.
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# ? Jul 15, 2016 17:29 |
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There was also the fact that a lot of new features of FO4 (grenade hotkey, reflex crosshair, settlement building) were taken from different Fallout 3/New Vegas mods. Hell, most of the new additions to the soundtrack were previously featured in radio expander mods.
Kumaton fucked around with this message at 17:44 on Jul 15, 2016 |
# ? Jul 15, 2016 17:41 |
I don't think anyone really cares about game features being added, especially when these features are often mods precisely because players want them. But stealing the storyline from quest mods is a step beyond that, as you're now taking someone else's artistic creation and plagiarizing it for your own. It's like when Hot Topic began selling shirts with stolen DeviantArt fanart: yes, the fanart was technically a derivative work and therefore not "ORIGINAL CONTENT DO NOT STEAL". Yes, it's also incredibly lovely to plagiarize it and charge people for it when the original artist put it up for free. Bethesda crossed a line by taking someone else's original storyline that was given out for free and charging people for it.
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# ? Jul 15, 2016 17:46 |
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Raygereio posted:But just spin it to Bethesda looking at the community for cool ideas to implement. Or something. I mean, there were a couple of weirdos who were yelling that Bethesda & Obsidian stole from antistar. But overal the reaction F:NV weapon modding was positive. I think partly because Obsidian was completely upfront about them looking at mods for ideas. Bethesda really should just not pretend to be above this sort of thing.
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# ? Jul 15, 2016 17:48 |
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Lunchmeat Larry posted:lmao look what fuckin Bethesda did now. Remember Autumn Leaves and how good it is? They do! Paid mods are back!!!!!!!!!!!!!!!!!!!! seriously all the f4 dlcs are ripping the gently caress outa nexus mods
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# ? Jul 15, 2016 17:53 |
I'm down with them adapting and being open about being inspired by other peoples mods for their games. I just am really puzzled at the utter lack of creativity of things. Modders pretty much told you what new features/improvements are needed. You have plenty of time to experiment and be more creative! I'm still bemused that Nuka World will be a thing, despite a Fallout 4 mod quest based in an abandoned Theme Park that has been kicking around post Fallout 4 release.
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# ? Jul 15, 2016 17:53 |
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SeanBeansShako posted:I'm down with them adapting and being open about being inspired by other peoples mods for their games. Next DLC will be Commonwealth Bounties: The Hunt For Magistrate Richter.
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# ? Jul 15, 2016 19:21 |
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Kotaku have weighed in to explain that some other murder mystery stories have also been written in the past and some of them have robots in them therefore it is illegal to suggest Bethesda may have ripped anyone off. Thank u kotku
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# ? Jul 15, 2016 20:18 |
Lunchmeat Larry posted:Kotaku have weighed in to explain that some other murder mystery stories have also been written in the past and some of them have robots in them therefore it is illegal to suggest Bethesda may have ripped anyone off. Thank u kotku I love it. "Yes, both of these quests involve the player being asked by a robot to interpret a painting. But the robots aren't exactly the same! It's a coincidence!" Like the guy is trying to examine every single individual element and prove that it's been used in fiction before. Like, we know buddy. What matters is the whole. It's like saying someone didn't plagiarize a song because all of the chords in the songs have been played in the past.
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# ? Jul 15, 2016 20:26 |
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The article is kind of snide to the modder himself as well, saying he's "accusing" them when he pointed out some similarities, then said he was mainly making the post to draw attention to his mod and specifically said the quest in Far Harbour has "entirely different themes, different writing, different plot, different music (!) different voice acting (!!)"
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# ? Jul 15, 2016 20:40 |
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# ? May 25, 2024 22:54 |
Kotaku is still a thing?
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# ? Jul 15, 2016 20:40 |