Can I ask why you've deleted navmeshes? From what I understand, that causes a lot of instability, even if you make your own (better) navmeshes). Otherwise, I think its a very cool mod, and would love to use it, the only thing holding me back are the deleted navmeshes.
I'm always careful not to do so. Its probably the most important thing in these overhauls. I always "move the navmesh to a different selection". Checking in the GECK you can see navmesh scattered all around. If I have deleted any it's only a triangle or two that get tangled up and I don't feel like doing everything all over again, so I delete it. Yes that did happen for sure once or twice, it's inevitable. But you can use the mod, it's fine.
This is incorrect? No it is not incorrect, do you know why? Because I'm the community's leading navmesh bloke, anyone can say that and I don't think you have the capacity to understant how idiotic your remark was. Well, why don't you have your expert pal fix it for you and stop bothering me? This is a 13 year old game. Get a bloody life
@DuncanWasHere you see, that's funny! That's what the Internet is for! Btw I'm not modding for anyone else's sake, I made these for my game, and I was as careful as I could be as I politely said earlier. I'm not a modder and I don't intend to be. Either use the mods I share or don't. Bug reports? Sure I'll do my best to fix them. Patch? Why not, if it's not too much trouble. But to not criticize, that I do not tolerate. Besides, what is such a highly regarded modder like you doing on my pitiful page? Wait, are you the leading navmesh dude? Or maybe you just need a life yourself?
NOBODY is exempt from criticism, I hope I didn't convey that. The question here is: given that I am a "beginner" in the modding scene, how high should the standard for my mods be? That is the question that @nickchapman3773 should have asked himself before posting his reply. There is nothing wrong with asking the inicial question he asked, but to then respond simply with "this is incorrect because I conferred with the leading navmesh folks" is not a valid criticism, because it is not an argument, it is just slander. And that I do take seriously. I explained to him that it was only a vertice or two, if he doesn't believe me he can check the plugin himself. If I were the best modder on the Nexus like @DuncanWasHere clearly thinks he is, higher standards would be expected of me.
Now, I don't know what compelled @DuncanWasHere to interfere but maybe he was only trying to be funny, which he was. However, if he was not, I'll address what he said. By his logic, one is only able to defend oneself from criticism (or "malding" as he put it) if one has over two mods. Or 57 like he has. 57, count them! This is obviously moronic to the extreme, and a lesson to us all, that even established mod authors can be condescending imbecils. From where I stand he's just accomplice to slander. Maybe he was just upset at how I effusively I answered @nickchapman3773. It is none of his business, but in any case, I responded cordially first and then when criticism turned to slander I retaliated. It is the Internet, and freedom of speech needs to be upheld, that includes the right to be offensive as long as it is not ad hominem or racist.
Therefore, I ask @DuncanWasHere directy: How pathetic do you have to be to meddle in affairs that do not concern you?
Not slander. The game WILL crash with deleted navmeshes. And before you pull the authority card, I know this for a fact because I'm one of the people who reverse engineers this game's code for modding.
If this were even 1 percent true, you would eliminate CTD when the navmesh deleted. So you're probably just using reverse engineering to integrate phishing programs into the game engine, instead of solving real problems. Absolutely everyone in the community already knows about this, so any xNVSE propaganda no longer has an effect on the minds of users.
@carxt what authority card?? Did you not understand It was a joke? Think I'm actually an expert on the matter? Do I need to spell it out for you? I did these little mods for my game and now I'm sharing them, either use them or not but to comment saying "this is incorrect because reasons" is slander because it is implicitly advising people not to download my mod lest their games crash, without providing adequate proof. I could very easily point you to mods by very reputable mod authors that sistematically contain deleted navmeshes, but I would never do that because I'm not petty like that. If it bothers me so, I fix it myself. As I explained a high standard is not to be expected of me and once again I ask you too, directly, what compells you, a highly respectable mod author, whose mods everybody loves and is indebted to, including myself, to descend to this pathetic level, whereby you comment on a mere beginner's mod just to voice your criticism? Even if you are right, and you are, why do it? What do you have to prove? Want me to take it down? Want to humiliate me?
Consider the following: If someone tells you the reason why your mod would crash, you should take that as a learning opportunity, not a malding opportunity.
The high and riotous x"nvse" cabal are once again muddying the waters of pure, simple modding through their "crash avoidance" "tips." When will the madness end @carxt, when will it end?
Any chance we could get a patch for Fort Independence Reforged (TTW)? It overhauls far more than the location and even adds content, but I think your redesign is vastly superior.
Had a peek at the mod page and it looks like a very cool mod, also seems like it would take a lot of work for a patch but I'll have a look at it later. Can't promise anything though.
Judging from my previous experience, take everything I've written here with a grain of salt, but I've noticed some small issues: - there are still outcast graffiti/decals present under the Fort Independence sign right above the main entrance - one of the robobrains that cruises around the main corridor is invisible, spare for its tracks, same goes for a couple protectrons in the lower level - specialist Bea near the roof exit misses her desk, and stuff that used to be on/under the bed in the same room just floats in mid-air now - the room just above the mess hall missing... well, everything. There's literally an entrance into the void there - the blackboard near specialist Charles used to have a tiny 'f*#@ You' written on it. Now, when the board was moved slightly, these words just float in the air - there's a plasma rifle floating in the air near a PA rack right beside the armory entrance in the lower level - there's also a medbay patient floating in the air - McGaw's footlocker in the barracks (lower level as well) is clipping through another one
That's everything I've noticed so far, hope at least some of this proves to be helpful.
@JustSomeBypasser thanks so much for that report as well as the misbehaving Outcasts. The patch was made admittedly very hastily. Was kinda waiting for someone like you to test ahah sorry I dont use Reforged
other issues must be because the mod was installed mid-playthrough and therefore some changes must not be taking place, or I just cant reproduce them. And I cant find the "f*#@ you" decal or the outcast decals you mentioned above the entrance anywhere
Hey, sorry I forgot about this request. yeah it should be pretty quick, I just had a quick look in the geck and not much in the way of conflict. I'll have a patch by tonight.
Tried to pinpoint the problem by disabling mods in chunks, but to no avail. Don't exactly know how to use FNVEdit, but from what I can tell after a quick skim through it, it barely overwrites anything and disabling the mods that it does overwrite/gets overwritten by also does nothing.
My guess is you have some mod changing npc records, like their factions. Maybe the outcast robots or something. If you can't use FNVEdit I can't really diagnose the problem. Have you tried playing the game with only my mod active, then enabling in chunks until you run into the problem again. That's the best advise I can give, hope you can resolve it!
Yeah, even after disabling literally everything spare for TTW itself, the problem still persists. Don't have a single idea what can be causing it. A real shame, I like your take on this location's exterior so damn much.
Sorry mate, doesn't seem like it's my mod. Sounds totally like something i would blunder but this time I just can't reproduce that. Such is life for a mod user, you'll get it working again.
Okay, I (kinda) made it usable in one of the most idiotic ways possible. Writing this because maybe that helps with further compatibility fixes/patches, even though I highly doubt it, lol. Tldr, there are two 'problematic' guards, one standing near protector Morgan and the other - atop of the bridge from the Fairfax side, who are always hostile and trigger the other outcasts to attack me, so I just used the 'kill' command on them from afar, and voila, I am a friend of the outcasts again.
57 comments
edit: I meant vertice not triangle
Now, I don't know what compelled @DuncanWasHere to interfere but maybe he was only trying to be funny, which he was. However, if he was not, I'll address what he said. By his logic, one is only able to defend oneself from criticism (or "malding" as he put it) if one has over two mods. Or 57 like he has. 57, count them! This is obviously moronic to the extreme, and a lesson to us all, that even established mod authors can be condescending imbecils. From where I stand he's just accomplice to slander.
Maybe he was just upset at how I effusively I answered @nickchapman3773. It is none of his business, but in any case, I responded cordially first and then when criticism turned to slander I retaliated. It is the Internet, and freedom of speech needs to be upheld, that includes the right to be offensive as long as it is not ad hominem or racist.
Therefore, I ask @DuncanWasHere directy: How pathetic do you have to be to meddle in affairs that do not concern you?
So you're probably just using reverse engineering to integrate phishing programs into the game engine, instead of solving real problems.
Absolutely everyone in the community already knows about this, so any xNVSE propaganda no longer has an effect on the minds of users.
Never expected this, you should be ashamed @carxt
- there are still outcast graffiti/decals present under the Fort Independence sign right above the main entrance
- one of the robobrains that cruises around the main corridor is invisible, spare for its tracks, same goes for a couple protectrons in the lower level
- specialist Bea near the roof exit misses her desk, and stuff that used to be on/under the bed in the same room just floats in mid-air now
- the room just above the mess hall missing... well, everything. There's literally an entrance into the void there
- the blackboard near specialist Charles used to have a tiny 'f*#@ You' written on it. Now, when the board was moved slightly, these words just float in the air
- there's a plasma rifle floating in the air near a PA rack right beside the armory entrance in the lower level
- there's also a medbay patient floating in the air
- McGaw's footlocker in the barracks (lower level as well) is clipping through another one
That's everything I've noticed so far, hope at least some of this proves to be helpful.
I've been able to fix:
1. outcast hostility
2. missing robots
3. floating patient
other issues must be because the mod was installed mid-playthrough and therefore some changes must not be taking place, or I just cant reproduce them. And I cant find the "f*#@ you" decal or the outcast decals you mentioned above the entrance anywhere
But I'm about to put out an updated version of Reforged, mainly bugfixes and dialogue.
Don't have a single idea what can be causing it. A real shame, I like your take on this location's exterior so damn much.
Tldr, there are two 'problematic' guards, one standing near protector Morgan and the other - atop of the bridge from the Fairfax side, who are always hostile and trigger the other outcasts to attack me, so I just used the 'kill' command on them from afar, and voila, I am a friend of the outcasts again.