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bjornk

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bjornk last won the day on September 1

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  1. And yet you post links to other forums to show me what others are doing. "Look, others are also locking old threads" and yet you keep 4 year old threads unlocked while locking the ones barely 6 months old. At least have some consistency. The example was about a "potential" member with no posts. Where on earth do you see someone who joins a forum and first message he posts is "Could you please unlock this thread, I'd like to post in it?". I was invited here by @Kendo 2 who gave me the link and then @endgameaddiction. I was reassured I wouldn't experience the same crap happening on LL, such as the ego tripping moderators/admins, arbitrarily locked threads, "my way or the highway" attitude and so on. Looks like I was mislead. Not here to listen to the same crap. Feel free to run your little tyranny however you like it.
  2. Please, I was a moderator on two forums between 1999-2005 and then the admin of one 2006-2008. You don't lock old threads unless they are no longer relevant (e.g. topics specific to a particular year, things that are no longer valid). Why should I ask permission to be able to post in my own thread again which wasn't even a year old cause it was locked for no reason? In fact, why would I even want to create a thread if it's going to be locked anyway? In any case, I can see that most threads are now unlocked, I hope they remain that way. Edit: Just to give you an example why it's wrong to lock "old" threads that are still relevant. Let's say I found this forum and saw the thread about the Fallout TV show and seeing there are some like minded people I wanted to sign up and join in the discussion, but then thread is locked. What am I supposed to do? Message a moderator or the admin to unlock the thread? I haven't even posted anything yet, why would they unlock the thread for me? Shall I create another thread? Perhaps I just wanted to respond a message in the old thread? In the end you lose a genuine member. Popular forums may afford losing new members as they already get a lot of traffic, I doubt anyone would want to maintain a forum with barely 10 active members.
  3. Same as Ashal and his moderators then.
  4. As I said, not all were "old" threads, much older threads weren't locked. Not to mention you don't get to decide whether or not a conversation is completed, the creator of the thread decides that. And you don't lock old threads in mass to combat spammers, if you do, people will have to "spam" the forum with duplicate threads on the same topic, which proves that locking threads is dumbass move. Not to mention those spammers can easily post in new threads as well. To deal with spam you simply delete the message and block/ban the account, no other action is needed. I did not comment then because I wasn't here to post anything, wasn't logged in, I had only come here to look for a specific post I had made before. A moderator's job is not arbitrarily locking threads because "he feels like it", that is literally the SAME EXACT high-handed, disrespectful approach of LL moderators.
  5. Women+dumb males (aka. the dumbest humans) ALWAYS leads to disaster.
  6. Some of those threads weren't even a few months old at the time and there were much older threads that weren't locked. In any case, I think arbitrarily locking threads, unless the person who created it had asked for, is quite disrespectful and a high-handed approach a la "Lover's Lab", which will no doubt discourage people from posting anything.
  7. Don't think so. I noticed it several months ago and I can see which moderator locked them.
  8. What is the reason for the large amount of "Locked" threads, all of which seems to be locked at March 16th?
  9. Q: 60 / 4 = ? University students: Is it 20? 25? Q: 33 = ? University students: 9? 21? 36? Q: 3*3*3 = ? University students: 9? 21? 36? Q: 9+9+9 = ? University students: 9? 21? 36? An asteroid or a nuclear war seems like the most merciful end... Edit: Towards the end of the video he asks what 10 is, I knew it was 1 although couldn't remember why it was so and yet even with an impaired memory, plus 25-30 years of not using exponents or doing any algebra, I still remember this rule: am / an = am-n. So I can write x0 as x1-1 which is equal to x1 / x1, which would be equal to 1. What excuse these kids could possibly have?
  10. Had already blocked it using UBO. When I first saw it I was like "WTF!? Was I hacked or something?" cause I had memories of infected computers with similar stuff running on them from the XP times. Anyway, good riddance, that was a terrible ad, making the site seem "dodgy".
  11. LOL. Heard that quite a few morons who not only use this spyware OS but also want to keep it up-to-date have already the bricked their SSDs with this update and are now unable to even see the drive, let alone recover their files. On top of that both M$ and Phison apparently are currently in denial mode. How so very "Millennial"! Ahahaha! Certainly wasn't the first time a Windows 1x update broke or brick something, but of course no one's going to learn anything from this again... To people still using Windows 1x, don't blame anyone, this is precisely the OS you DESERVE...
  12. TES VI: The Public Toilet...
  13. You're obviously gonna need an "Unofficial Patch" for it no doubt... and I'm sure Arthmoor will have you covered... LOL
  14. Here's a solution to an issue I've encountered where some of the Markarth City Guards (could be bandits, the Forsworn or any other leveled NPCs) were completely naked and had no armor in their inventory. They had their weapons but had no body armor, gauntlets, boots, helmets or any kind of clothes. Interestingly, running console commands such as resetinventory and recycleactor did not fix the problem. No matter what I do, their 'outfits' somehow remained empty. So I investigated the issue for a while and figured that they were all based on the same template (base actor) and realized the inventory of the base actor, which the leveled NPCs inherit, were somehow emptied (most likely by an idiotic script in a mod that fiddles with the base actor for no good reason, e.g. Defeat) and since the issue was buried in the save, the only solution was to edit the save game... STEP BY STEP THE SOLUTION: Find the ID of the base actor the NPCs are based on, which was 0008B319 in my case Run the save editor (e.g. Save Tool) and enable 'Inc. refs' and load the save game Search for an 'Actor Base' record for the ID (e.g. 0008B319) Delete the 'Actor Base' record from the save game (it will be recreated by the game) and save it Load the modified save in the game Use 'resetinventory' on the NPCs who are still naked
  15. A Pubic Hair Hiding Script Now, while this script is quite similar to the one above, the use of it is a lot more specific. First of all, what you need is a mod that replaces or enables facial hair (beard) with pubic hair for female player characters. I have been using one although it's heavily modified and I can't remember where I found it. The plugin is named as PubicMeshColorRE.esp so if anyone knows which mod it's from let me know and I will update this post. The usual way Bethesda handles armors and clothing in Skyrim is to replace the entire torso mesh (the body as well as the armor/clothing). However, I use a two piece underwear set on the body and when they are equipped, the torso (body) remains as it is and won't be replaced. The Problem: Since we don't/can't replace the torso with one doesn't have a pubic hair whenever the player wears underwear, the pubic hair sticking out from the underwear becomes a problem. The Solution: To fix the issue, we must detect the underwear and hide the pubic hair when the underwear is worn and when it's taken off, we must show the pubic hair again. We can do this using a magic effect (and a spell) with a script. Requirements in the plugin: 1. A spell 2. A magic effect 3. Two form lists (list of all available pubic hairs, list of underwear that need to detected) Note that the pubic hair plugin must use all available underwear mods in your load order as "masters" in order to access the underwear form IDs. Here are some screenshots from my custom plugin: The Spell: The Magic Effect (in two parts): The Pubic Hair Form List: The Underwear Form List: The Script: This script also requires three properties from the plugin (you will need the CK for that): PlayerRef A reference to the player character as an Actor PubicHairHidingClothesList A formlist to hold the list of underwear (from other mods) that we need to detect. PubicHairList The list of all available pubic hair styles. Note that the very first element of it must be the "no pubic hair" option. Here's the code from the script: ScriptName PubicHairControl Extends ActiveMagicEffect Actor Property PlayerRef Auto FormList Property PubicHairHidingClothesList Auto FormList Property PubicHairList Auto HeadPart StoredPubicHair = None Bool Locked = False ; Procedure: ; 1. Check if the akBaseObject is valid (i.e. a panty etc) (valid if it is in the PubicHairBlockingClothesList) ; 2. If valid, then find and store the current pubic hair as pubichair. ; 3. Then switch it to the pubic hair #0 i.e. the one doesn't have a mesh. Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) If PubicHairHidingClothesList.HasForm(akBaseObject As Armor) While Locked Utility.Wait(0.1) EndWhile Locked = True HidePubicHair(True) Locked = False EndIf EndEvent ; Procedure: ; 1. Change the pubic hair from 0 to previously stored PubicHair. Event OnObjectUnequipped(Form akBaseObject, ObjectReference akReference) If PubicHairHidingClothesList.HasForm(akBaseObject As Armor) While Locked Utility.Wait(0.1) EndWhile Locked = True HidePubicHair(False) Locked = False EndIf EndEvent Function HidePubicHair(Bool Hide) HeadPart NoPubicHair = PubicHairList.GetAt(0) As HeadPart HeadPart TempHP = None ActorBase ab = PlayerRef.GetActorBase() Int i = 0 If Hide i = ab.GetIndexOfHeadPartByType(4) ; <- gets the index of 4: Beard/Pubic Hair If i > 0 TempHP = ab.GetNthHeadPart(i) ; <- gets the head part at that index If TempHP != NoPubicHair ; <- if it is not the same as NoPubicHair, in which case we don't need to hide anything StoredPubicHair = TempHP ; <- stores the current pubic hair that we found EndIf EndIf If StoredPubicHair != None && StoredPubicHair != NoPubicHair ab.SetNthHeadPart(NoPubicHair, i) ; <- Pubic Hair with no mesh/texture PlayerRef.QueueNiNodeUpdate() EndIf Else If StoredPubicHair != None && StoredPubicHair != NoPubicHair i = ab.GetIndexOfHeadPartByType(4) ; <- gets index of NoPubicHair If i > 0 ab.SetNthHeadPart(StoredPubicHair, i) ; <- nopubichair is replaced by what we previously stored EndIf PlayerRef.QueueNiNodeUpdate() EndIf EndIf EndFunction How to use in the game: I manually add the spell to the player character using Player.AddSpell. Uninstalling: You can remove the spell if you wish but not doing so shouldn't cause any issues. Discussion: Again, I'm sure there are other ways to do this, but this method works for me. Been using it for the past couple of years and haven't had any issues with it. Update: As I've mentioned, of the four pubic hair types in the plugin, the first one MUST BE the one with NO MESH, which is used for NO PUBIC HAIR. You can see that in the screenshot below.
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