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    • AndalayBay

      Orphan Attachments   07/31/2018

      I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. Deleting a PM or post does not delete the attachment and the file or image remain on the server. I'd like to ask all members to go through their attachments and delete any attachments you don't need anymore or those that have been orphaned. Where can I get a list of my attachments? Click on your display name in the upper right corner of the forums and pick "My Attachments" from the drop-down list. How can I tell an attachment is orphaned? If the PM has been deleted, you'll see a message like this in your attachment list: Unfortunately there is no message if the post has been deleted, so please check your old posts. We do purge old birthday threads every once in a while. Also some hosted projects have been shut down, so you may have orphaned attachments on one of those locations. Thanks!


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Everything posted by Vincent

  1. Bethesda.net Discussion

    They killed a perfectly working (for the most part) community so they could implement their own half-baked software that no one wanted. Then they went and did that again when the first attempt wasn't working out. On top of that, they didn't bother to write a migration script to port over all of the useful content there to the new site, and everyone lost their posts, messages, and activity dating back a decade or more. If that isn't fucking over your community for personal gain, I don't know what is. The place is dead in comparison to the old site, and even more so in comparison to active fan sites. I see no reason to go there other than to release mods.
  2. Bethesda.net Discussion

    I don't even bother using Bethesda.net. They've fucked their community beyond belief.
  3. [WIP] The Brotherhood of Old

    We are working tirelessly to get it through the final stages of development. Unfortunately we do not have a release window at this time. Thank you for your continued support.
  4. Oh god, that's what that feeling that I couldn't quite place was...
  5. Pretty sure the owner is going through some serious business right now and can't afford to maintain the site.
  6. Ok, so I beat Atlas Rises.
  7. NO. NO. OH GOD NO. The story is forcing me to . NEVER IN MY LIFE WILL I DO THAT AGAIN.
  8. You're telling me. The story has put me in places at are like 90% extreme planets at all times.
  9. I know what you're talking about with that screenshot but I'm not sure why you see it being an issue. And yeah, HG is pretty good. Every bug I've reported has been fixed.
  10. CK Updated

    Yeah, it did. When I launched steam it started downloading an update for it. I wish I took a screenshot. It was in the download queue.
  11. Sounds like they fixed a lot of stuff I was having issues with.
  12. CK Updated

    I guess this is the relevant thread for this... My OG CK just downloaded an update. Anyone know what the hell that was about?
  13. Pleasantly surprised by how interesting this new story stuff actually is. They're basically expanding on what we learned at the end of the Atlas Path from the base game.
  14. I played it for a few hours last night. It felt mostly the same as it did a year ago. Really not much change in terms of gameplay. The dogfighting was a bit smoother, but everything else felt the same. I did get into some new story stuff that I enjoyed, however. I learned a bit about the player race and got to see what they look like, but I got stonewalled eventually in that quest because they want me to craft items I don't have the blueprints for just to progress. Good ol No Man's Sky. Not sure why they're making me do the Atlas Path again though. Is it repeatable or does that happen every time you get to a new galaxy?
  15. I think I read in the patch notes that the multiplayer features aren't working in the GOG version yet.
  16. "Glitches in the simulation have begun to appear. Visualised by strange floating orbs, up to 16 players can see and communicate with one another, and explore the universe together. While interaction with others is currently very limited, this is an important first step into the world of synchronous co-op in No Man’s Sky. "While interaction is very limited, VOIP (Voice over IP) allows proximity based voice chat with other nearby explorers. Use portals to quickly travel to more populated planets, or to meet up with friends." Well shit. This update sounds pretty good. I may have been too hard on it. I will definitely be trying it out this weekend.
  17. They made such a big deal about it with that 3 month long ARG... For what?
  18. How did I know waking titan would be a disappointment... All it is, is story and portals that should have been in the game in the first place. Hell, the portals were already there but they don't do anything. They can't be serious with this.
  19. The Broken US Congress

    Don't worry, we're primarying them. Give it a few years.
  20. So I'm trying to get my mod ready for release, but I've hit a few snags that I can't get past. The first one is a travel package that's giving me a ton of trouble. It's set to start at stage 107 in my quest, and attached to an actor's alias, but when stage 107 rolls around, he just stands there. Deleting the package and making a new one in its place fixed it partially for a while but... Used to be he just ran half way to the destination before deciding to stop and stand around. Now it's broken completely again. Second problem is with some dialogue in one of my quests. The dialogue is set to only display at stage 10 with condition GetStage == 10 and GetIsID pointed to the NPC it's for, but at stage 10 it just won't start. I keep activating the actor but nothing happens. If anyone has any idea what's going on here I would be eternally grateful. Update: I just confirmed that it's not just that one actor that can't be spoken with. I added dialogue to another actor also at stage 10 and that didn't work either. I generated a new SEQ file even though this isn't a start game enabled quest but that didn't fix anything.
  21. Multiple Problems with Debugging My Mod

    Haven't tried that, Leo. Yeah It shouldn't be a navmesh issue. This is all happening in vanilla cells where I did not edit the navmesh. I've never heard of the console saying it's at a stage when it really isn't. Is that a thing that can happen? Update: The dialogue errors were related to some error that was setting them to have flag 11 (unknown) ticked. That's fixed now. Still looking into what's wrong with that package.
  22. Package Loose Files into a BSA?

    Was aware of it but never tried it until now. Just followed your tutorial on how to do it properly with Wrye Bash and archive.exe. Very helpful.
  23. Package Loose Files into a BSA?

    File > Create Archive
  24. Package Loose Files into a BSA?

    Not true. Skyrim's entire collection of compiled scripts are locked inside BSA files. If the engine didn't read them, the game wouldn't even work. When I packed all of my files in a BSA through the CK, and ran the mod on a clean install, none of the things that required scripts were working. Only when I extracted them did things start working. Did I do something wrong there?