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About fireundubh

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  1. Not sure! Totally forgot about it. It's probably on a backup disk somewhere.
  2. Modsmith Modsmith is an automated framework for building and packaging redistributable mods. Features Automatically packages Kingdom Come: Deliverance v1.3+ mods for distribution Merges modified XML tables with vanilla XML tables at package time Generates zero-byte TBL files as needed at package time Binaries https://www.nexusmods.com/kingdomcomedeliverance/mods/431 Source Code https://github.com/fireundubh/modsmith
  3. I haven't tested other games, but it looks like the issue was limited to a single version number. The steps to reproduce that issue got that version number into a bad state, which broke file uploading and versioning for that version number. I'd bet that issue can be reproduced with any game. So, yeah, don't make the mistake of entering the version of an old file when uploading a new file.
  4. No idea. It might have something to do with the .manifest file.
  5. When I upload a file with a certain structure, that structure is changed in the file that you download. When I preview the file contents on the Nexus: So, the new Nexus site backend appears to be messing with the contents of files. Also, don't make the mistake of entering the version of an old file when uploading a new file.
  6. @Utumno Did you see my earlier posts? I already looked.
  7. For me, Fallout 4 appears on a second screen, so I'm not sure what's up with your screenshot. As an aside, it's kind of silly that Wrye Bash needs to be installed into each game directory. Some work should be done so that's not a requirement. xEdit has a similar problem in that you have to rename the binary for each game.
  8. I just built the 150-fo3-fnv-support branch (307.201803041642). I don't see any issues with the installer. There are no issues in the NSIS installer either. Going back to playing Kingdom Come.
  9. Yeah, the game is huge. Speaking anecdotally, the world is larger than Skyrim, and there's a lot more meaningful content and conversational depth. Skyrim is basically an action RPG relative to Kingdom Come. I'd say the game is larger than Fallout 4 as well, but that game is 100 GB (!) with all the DLCs. That said, the episodes you're referencing are probably the free DLCs. Experiences vary with regard to bugs. I haven't encountered any game-breaking bugs, but there's a lot of TES-style jank. Plenty of YT videos showing humorous reactions to bugs. If I were you, I'd go ahead and play right now. I've been wanting to play, but I'm stuck trying to get more than $1/month via Patreon. It pays for the domain name at least.
  10. I'm working on comprehensive scripting/modding documentation for Kingdom Come: Deliverance. Not sure if anyone here made it over to that game, but if you're interested, here's the link: wiki.fireundubh.com/kingdomcome.
  11. In the Kingdom Come Nexus, it seems my mods are frequent targets of people wanting permission to merge, derive, or clone them—and upload them as wholly separate mods. I feel that merged, derived, and cloned mods detract from the source mods, so I don't support this at all and do not grant permission. Am I wrong?
  12. That's some wall of text, alt3rn1ty. I honestly had forgotten all about this conversation until the forum pinged me. I'm not sure why you want to take credit for the tangent, but okay, you can have it. Whatever. Also, I think the "knight protector" dig was a gross exaggeration. I wasn't waging war. I was clarifying that MO, which also means MO2, is an active project. /shrug
  13. Windows 10 is technically a fork of Windows 8 and was originally planned as a Windows 8 update codenamed Threshhold. In any case, my chart was about what things are called, not their development histories. Mod Organizer (MO) is the name of both MO1 and MO2. We use "MO" generally, and "MO1" and "MO2" when we need more granularity. Only reason why I brought up MO not being abandoned was because I know you have a strong bias against MO (perhaps only MO1 now that I think about it), so I just wanted to make clear to anyone lurking that MO, via MO2, is still alive and kicking. There are something like 400+ people on average in the ModOrganizerDevs Discord server. There's also a beta virtual file system in the #builds channel that prevents MO from moving edited plugins to the overwrite folder, which makes xEdit modding much less tedious. Hmm, now that Tannin has moved on, I wonder if I can get in a fix for the totally useless conflicts system he implemented.

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