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Fallout 4 Nexus Site Launched


SirSalami

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In response to post #30244950. #30259185 is also a reply to the same post.


Seremoth wrote: I am just a user but I have this to say. Please expand the donation system!!!!!!!

-Create a prominent donation button next to endorse button. No more pop-ups though.
-Create titles, with coloring depended on the donation. Let people know who supported which mod.
-Make the nexus profiles a little more interactive as if they were a mini-game themselves.

Any side-effects from "pointing out" donators and having a shiny big donation button will be overshadowed by the benefits. Good modders may never have the chance to maintain/create a mod because they also have to work for food. Give them an extra motivation!
ElmoStoned wrote: to the top :)


I second this notion. Strongly.
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In response to post #30252385. #30253160 is also a reply to the same post.


ff7legend wrote: How are mods coming out for FO4 when the CK for FO4 doesn't even come out until sometime next year? I'm very confused about this. Not that I'm complaining but I am curious as to how modding FO4 is even remotely possible at this point in time. Let's hope Bethesda learned from the bugfest that was the Skyrim CK & fixed the issue that would cause mods to have deleted navmeshes.
vertex23 wrote: The same way Skyrim did it all those years ago. Textures and some meshes don't require the creation kit. Simpler mods could be converted over with little tweaking from previous titles. Most of the mods we'll be seeing will be textures, lighting, bug fixes, ect. Once the kit comes out, we'll be seeing more mods that need scripting coming out.


Thanks for the clarification vertex23. I didn't join the PC modding scene fully until March 2013 when I made the switch from the disastrous PS3 version of Skyrim to the PC version. I'll likely wait until the CK is released before I start modding FO4 though.
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In response to post #30278725.


BrassNuckleDragger wrote: Should the Nexus Mod Manager recognize FO4 yet? I understand auto downloads will take time, but I would like to be able to add manually downloaded files through NMM; however, FO4 doesn't appear when I scan my games.


FO4 functionality in NMM will be added in a future update to NMM. Said update isn't likely to come anytime soon though. The NMM programmers have to figure out the inner workings of FO4 & since it's a brand new game, that will take awhile. Hope this helps. Peace.
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In response to post #30245570.


Macalah wrote: Please please PLEASE someone make a Disney Princesses mod!!! Someone on Imgur came up with the idea and it's brilliant! follow the link and you can see what I'm talking about! Potentially making Rapunzel's hair a usable weapon (whip) would be incredible!

http://imgur.com/gallery/JEmEvhD


These are great. Thanks for sharing Macalah!
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In response to post #30252385. #30253160, #30295295 are all replies on the same post.


ff7legend wrote: How are mods coming out for FO4 when the CK for FO4 doesn't even come out until sometime next year? I'm very confused about this. Not that I'm complaining but I am curious as to how modding FO4 is even remotely possible at this point in time. Let's hope Bethesda learned from the bugfest that was the Skyrim CK & fixed the issue that would cause mods to have deleted navmeshes.
vertex23 wrote: The same way Skyrim did it all those years ago. Textures and some meshes don't require the creation kit. Simpler mods could be converted over with little tweaking from previous titles. Most of the mods we'll be seeing will be textures, lighting, bug fixes, ect. Once the kit comes out, we'll be seeing more mods that need scripting coming out.
ff7legend wrote: Thanks for the clarification vertex23. I didn't join the PC modding scene fully until March 2013 when I made the switch from the disastrous PS3 version of Skyrim to the PC version. I'll likely wait until the CK is released before I start modding FO4 though.


And I will buy FO4 only after the editor arrives. I do not play vanilla Bethesda games, they are far too easy for me. So that I can mod it myself for my own taste.

I made that error once with oblivion. I was almost bored to death. The problem is, that the vanilla versions of their games are only for casual gamers. The second good thing is, that Bethesda had fixed some of the bugs after that time, and the fans can take over bug fixing, after the Mod editor is released.

That's the second reason I do not buy these games any longer on release day. Bethesda isn't able to fix most of their bugs, even if their life would depend on it. They are better than Obsidion, who showed cleary their lack of talent for bugfixing, even critical ones, in New Vegas But nonetheless, it's annoying for me.

The third point is, that I get the game at a lesser price, after that time. But that's only a bonus, I would buy it anyway.

But one point let me hesitate the most. After they tried to sell 3rd party DLC aka. paid mods, I am not so sure about the freedom of the next Editor any longer. And I definitly won't buy a game with an editor that includes DRM! That is what I fear the most. Edited by mkess
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In response to post #30244950. #30259185, #30295245 are all replies on the same post.


Seremoth wrote: I am just a user but I have this to say. Please expand the donation system!!!!!!!

-Create a prominent donation button next to endorse button. No more pop-ups though.
-Create titles, with coloring depended on the donation. Let people know who supported which mod.
-Make the nexus profiles a little more interactive as if they were a mini-game themselves.

Any side-effects from "pointing out" donators and having a shiny big donation button will be overshadowed by the benefits. Good modders may never have the chance to maintain/create a mod because they also have to work for food. Give them an extra motivation!
ElmoStoned wrote: to the top :)
MyLittleEmpath wrote: I second this notion. Strongly.


I agree.

Besides, a donate button near the download button makes NO sense, because you have to test the mod first.

I will make much more sense if you are endorsing the mod. Because at that point you are sure, the mod is a worthwhile one.

And make it easy, giving some predefined values for donating, starting with 1$. It's like a tip in a restaurant. It's very easy, and people a likely to pay 1$ or 2$ without thinking about it.

Maybe there should be one button, that gives the autor 1$ and endorses at the same time, making it very easy to pay at least a little tip, while endorsing the mod? I bet, that would even appeal to the people, who normaly don't pay anything.

This is the point, there I am most likely to make a donation. But I will never ever make a donation while downloading a new mod. Maybe it should be worked into the Nexus Mod Manager, too? Edited by mkess
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In response to post #30278725. #30295360 is also a reply to the same post.


BrassNuckleDragger wrote: Should the Nexus Mod Manager recognize FO4 yet? I understand auto downloads will take time, but I would like to be able to add manually downloaded files through NMM; however, FO4 doesn't appear when I scan my games.
ff7legend wrote: FO4 functionality in NMM will be added in a future update to NMM. Said update isn't likely to come anytime soon though. The NMM programmers have to figure out the inner workings of FO4 & since it's a brand new game, that will take awhile. Hope this helps. Peace.


It does help. Thanks for letting me know my NMM isn't broken!
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In response to post #30244950. #30259185, #30295245, #30305985 are all replies on the same post.


Seremoth wrote: I am just a user but I have this to say. Please expand the donation system!!!!!!!

-Create a prominent donation button next to endorse button. No more pop-ups though.
-Create titles, with coloring depended on the donation. Let people know who supported which mod.
-Make the nexus profiles a little more interactive as if they were a mini-game themselves.

Any side-effects from "pointing out" donators and having a shiny big donation button will be overshadowed by the benefits. Good modders may never have the chance to maintain/create a mod because they also have to work for food. Give them an extra motivation!
ElmoStoned wrote: to the top :)
MyLittleEmpath wrote: I second this notion. Strongly.
mkess wrote: I agree.

Besides, a donate button near the download button makes NO sense, because you have to test the mod first.

I will make much more sense if you are endorsing the mod. Because at that point you are sure, the mod is a worthwhile one.

And make it easy, giving some predefined values for donating, starting with 1$. It's like a tip in a restaurant. It's very easy, and people a likely to pay 1$ or 2$ without thinking about it.

Maybe there should be one button, that gives the autor 1$ and endorses at the same time, making it very easy to pay at least a little tip, while endorsing the mod? I bet, that would even appeal to the people, who normaly don't pay anything.

This is the point, there I am most likely to make a donation. But I will never ever make a donation while downloading a new mod. Maybe it should be worked into the Nexus Mod Manager, too?


Exactly. A brief pop up just before you download is usually quickly skipped by someone who wants to download and test the mod. However after the user tests it and goes back to the nexus, excited, wanting to endorse that mod, then he should also see an option to donate.

And what you say about reminding people that even a small tip like an 1$ donation would be significant, by having this small prefixed amount to the donation button, is very true and will make almost everyone consider donating.
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