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Fahrvergnugn

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  1. Hey All, Apologies in advance if this has already been discussed. I've been using NMM and Mod Organizer for TES and Fallout games, and recently came back to revisit Skyrim and FO:4 after a long break. One thing that I really noticed when going through and updating my mods, is that there really is no standard for versioning. That's not really a problem, but I believe mod managers could really benefit from a standard version format such as the one below. [major].[minor].[release].[build] My suggestion is to restrict the section in the file upload page to 4 integers with periods between them, rather than a string. Maybe on optional section to indicate Alpha/Beta builds, say with a radial button. You could go further and restrict the [major] digit to zero if the file is marked as Alpha or Beta, but that's up to you. As an add-on to that suggestion: if the mod author has multiple files, for instance, optional texture files or add-ons to the main mod, the versions for these files should be tracked separately from the main mod file. To illustrate the benefit of these suggestions, all I need to do is look at my mod list, and look at all the mods I have that say they are out of date, when they really are not. The mod author may have an alternate texture file that lists a newer mod version than the main file. Even if I have that texture file, it shows up on NMM as a separate mod, so the main file still says it is out of date when it is not. With several hundred mods, you see a lot of false flags, and so that column is often ignored and is not nearly as beneficial as it could be.
  2. Ah, I hadn't noticed that before. On other parts of the site, the image link is the same link as the text. Perfect, thank you!
  3. When I navigate to a mod through: The game's main page (http://www.nexusmods.com/fallout4/?)The Files > Browse Files button (http://www.nexusmods.com/fallout4/mods/searchresults/?)A category page (http://www.nexusmods.com/fallout4/mods/searchresults/?src_cat=3)it loads the mod's page on the Description tab by default. This is what I want. However, when I navigate to a mod's page from the Latest Files > More recent files link on the main page (http://www.nexusmods.com/fallout4/mods/latestmods/?) it loads the mod's Images tab by default. For the life of me I cannot find a way in Site Preferences to change this. Is there any way?
  4. That is a very useful thing to know, thanks! Being as anal about organization as I am, I'll probably be doing that quite frequently.
  5. I had considered using Google to search Nexusmods, but I wanted to browse mods, not just search for them, and I didn't realize how difficult it would be to implement on the website (for convenience and ease of use). The tagging thing sounds like a good idea I hadn't thought of, at least to the extent that the authors properly tag their "mods." I'll give that a go. Thanks! Edit: Blocking tags removed 30 pages out of 202, so that's a start!
  6. I hope this is the right place to post this. Would it be possible to add a field in the Advanced Search for keywords to exclude? I like browsing through all the new mods, but I'd love the option to filter out all the mods that I see with certain words in the titles. I'm currently playing FO:4 but I think this would be useful for many games. To give a better idea of what I'm after, there are a lot of "mods" that aren't actual mods, but are save game files and presets that don't really fit the category of "mod." I'd love to be able to filter these out by entering key words, such as: preset, save, even texture (I can look for textures separately through categorization or keywords). If you wanted to go further, you could add a filter to exclude mod author names as well, but that goes beyond the scope of my request. This post is not to say that those presets or saved game files are bad at all, just that there are so many and it'd be nice to be able to filter them out when you're not looking for those types of mods. The goal here is to uncover hidden gems of mods that have become buried and not noticed due to what I'll call mod-flooding. This would make them a lot easier to find.
  7. Make the suit "npc" as essential so it doesn't ever really "die" - and script it to power down and hunch over when it "dies."
  8. In response to post #24859024. #24859239, #24860709 are all replies on the same post. Modding is different than art in many ways. There are many aspects to consider. Mods can be buggy or incompatible with each other or with your game or system. This is exacerbated by the bugs or stability issues native to the game. Then there's the fact that many mods are dependent upon other mods. Then there are modders resources and frameworks. Would there then also be royalty fees? A paid mods system would be a legal nightmare. To sum up my opinion on this, I think modders provide a very valuable service to these games, and they should get paid for it. However, I think a donation system is much more suited for this. Someone else made a good long post on it in a previous Nexus article, so I won't bother, but I think the current system could use some tweaks that remind users that they can donate to the mod author, and perhaps reward those that do.
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