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sen4mi

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  1. This is an idea thread, and implementing an actual mod takes considerable time. If you have additional good ideas, there's nothing wrong with posting them here. If you are implementing some of them into a mod, there's nothing wrong with spending the time needed to turn it into a good mod.
  2. Note that you could avoid this problem with global variables tracking the state of this timer (or actor values if it works on npcs). Mark that the timer is active by recording when it's supposed to finish. When the implant is equipped you check if the timer is already activated - if it is, instead of starting a new timer, you update the end time in that variable. When the timer goes off, you of course check that the implant is equipped - if it is, check if the end time is in the future - and if so, start a new timer for the remaining time. You could get fancier by also tracking unequips and doing something when that happens (I can think of several good possibilities).
  3. This is core functionality for Skyrim's "Prison Overhaul Patched" mod. Basically, you slap an AI package on the player, making the player character an NPC (until you revert that change).
  4. I stumbled over Derelict Asp's Bite today, and and noticed a couple bugs: (1) I was taking environmental damage while in the pause menu, and (2) There were a couple of Chunks on a table which says something odd about the story line for that ship.
  5. It occurs to me, after making a new thread, that I should probably have asked here about the example I used:
  6. When I go into xEdit and look for conflicts, I see that SFSBGS050.esm is overriding a variety of other mods, in a fashion which conflicts with my load order. For example, SFSBGS050.esm is at position 11 in my load order and LastNovaBackrooms.esm is at position 32 in my load order and yet SFBGS050.esm is mysteriously overriding LastNovaBackrooms.esm for CrimeFactionCrimsonFleet's faction relations.
  7. I dunno - even Microsoft has a huge investment in supporting modders (also known as "developers").
  8. That's a surprisingly complex topic. On one hand, modding support has been a significant part of the success of their games. On another hand, modding support has been a significant cost for them in developing their games. And they like supplying their employees enough money so that they can eat food and have a place to sleep and so on. And I guess they want to extend some of these benefits to some of the modders - especially the good ones. On another hand, the modding community has been inclusive enough to attract people actively hostile to Bethesda. Some of that is because of game problems, but some of it seems philosophical or maybe even personal. And on another other hand, there's probably people within Bethesda (and/or people they listen to) who are similarly hostile to the modding community. (Perhaps motivated by bugs, philosophy and/or personal history.) And four handed is four armed, or something like that. But the real point is that some of this helps keep the modding community alive but some of it pushes a wedge between Bethesda's games and modding support. Or... it's complicated. Oh well. Edit: That's pretty accurate, but it's also worth noting that the surface of a planet is completely deterministic. If you can land on the same pixel on a map that someone else landed on, you get the same tiles that they had (with possible exceptions from updated game version and/or mods). In other words, if Bethesda can address some hazardous game engine issues, you could, hypothetically speaking, eventually walk or drive all the way around a planet (assuming no unpassable terrain blocking you from doing so). (One of those hazardous game engine issues though is that the map is square and planets are spherical. And mapping square tiles onto a sphere is ... ouchy. In other words, a project big enough that it would probably be worth investing ten years into developing it into a new game and putting it into a parallel universe - or collection of parallel universes - where they also incorporate a lot of fallout backstory, meaning an earth that kind of survived. (Though of course, once the playable space is huge like this, game mechanisms would need to keep things fun even when the player is completely lost.)) Further edit (to get back on topic): a "solution" for the lack of content variance here could be to procedurally generate POIs (and then maybe review them and toss the ones which seem wrong). We might call that "cached procedural generation" or something like that? Though if someone was really ambitious, I suppose a full procedural generation system (keyed off of location, and with repeatable probabilities which were hopefully fun to play) could be implemented and hooked into the game's terrain loading system, I imagine.
  9. Your screenshot has the right hand side of the image cut off. If you had included the right hand side, it would probably have shown that you have notifications which need to be dealt with. This would be the roughly triangular shaped icon which appears in the upper right hand part of the MO2 window. If you click it, it should bring up a window with a list of things which you need to deal with.
  10. Was this really an issue? I thought starfield.esm was provided by the game itself. (Though, also, I have inflicted zbb on myself, and I am currently debating whether or not I want to try and figure out the resulting compatibility issues.)
  11. If you were looking for a modding project, you might want to see if you could have https://www.nexusmods.com/starfield/mods/12845 / https://www.loverslab.com/files/file/38648-the-last-nova-backrooms-a-pirate-brothel/ open a Neon branch if the player wipes out the crimson fleet. It does not work with the most recent version of the game, but that could be a great excuse to focus on the modding side rather than the playing side of things. It's also not quite what you were specifying, but it's maybe close enough to be interesting? There's also https://www.nexusmods.com/starfield/mods/16354 which could maybe be used for the storefront (either for a "built from scratch" massage parlor mod, or for the pirates' backroom).
  12. That rant looked like it was about SFAE rather than MO2. (Personally, I use https://www.nexusmods.com/starfield/mods/658 instead of SFAE, but ... I guess I am not sure that even the MO2 discord could help with this issue.)
  13. That auto-deselect bug does not make sense to me. Is the game deselecting things? If so, that sounds like something deeper is going wrong. But if that "deeper issue" is something we can live with, then perhaps MO2 needs an option to mark plugins for "reselect even if they are deselected outside of MO2"?
  14. Ok, I have upgraded from 2.5.2 to 2.5.3 beta 2. When I did so, my faux ShatteredSpace and SFBS004 mods got bumped in priority from lowest priority to priority 2 and 3, but nothing got disabled. And after bumping them back down to priority 0 and 1 they stay there. (Edit: though maybe that was LOOT that had changed their priority and I just did not notice before??) And, when I start the game (well... SFSE), after I exit it those two "plugins" stay activated.
  15. One of MO2's quirks is that the released version of MO2 will automatically deselect shatterdspace.esm and sfbgs004.esm. Apparently there's a dev build on discord which contains a dll which can be used to replace an existing dll, but it looks like no one in the mo2 dev group is particularly interested in having that be generally available. It's not a released version, and they don't want anyone linked to it, and currently it's not mentioned a sticky post in discord, so even finding the thing is annoying. But there's another way! In your ModOrganizer\Starfield\mods\ directory, create new directories, named ShatteredSpace and SFBGS004, and copy the corresponding .esm files into the corresponding directory. You may need to restart mo2 after this, I don't remember if that was important. Then using the right click menu on your two newly created "mods", send each of them to the lowest priority. Now these files are in mods, so mo2 will leave them enabled. And, they are lower priority than the official copies, so mo2 should automatically let any official updates happen (if that's ever necessary - though I haven't tried this and maybe after an update it might be necessary to make fresh copies of the files - then again, I doubt they will ever be updated). Anyways, I have enough other things that annoy me and maybe this will help someone. (Or maybe this will cause all life on earth to end, and someone can come here and warn us about the dangers.)
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