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Aeradom

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  1. So, I have a couple of problems in my game and I'm not sure what's casuing thes issue or how to fix so your guys advice would be appreciated: 1) I can't seem to assign a quartermaster roll. I could way off in the beginning but now it doesn't seem to be an option to assign and 2) My parties aren't generating any income. Previously, they generated a decent amount but now nothing. This means with two parties plus my main, I'm hemoraging coins, up to 3000 per turn. Everything was good the last game but I have added a couple of mods in since then. I'm running 1.4.3 as I couldn't go without Settlement icons. Here's my mod list: BetterExceptionWindow CulturedStart Beta True Relations True Prisons True Noble Opinion Tournmanent Enhanced Settlement Icons PartyScreen enhancmenets Modlib JTPrisonerRecruitment Improved Garrison FixPersuasion Fast Dialogue Better Raiding Loot Banner PAste Bannerlord Tweaks Autotrader (Not in order of loading, but as listed in mod section. Though if it might be an issue with load order I can add that in).
  2. Been trying to setup for modding of the game and I have every other mod in and ready except Bannerlord and the Update for it. Probelm is, neither are showing the list. There is a conflict but I was able to resolve it per the instructions. Vortex says it needs to be deployed and I do it, but it doesn't seem to ever do it. Any idea what's going on? Edit: It's fixed, I had to use the experimental one though to get it to work though. This thread can be locked.
  3. Topic title pretty much says it. I was originally going to use Enhanced Lights and FX but quickly realized when I checked in xEdit that the two simply weren't going to be compatible. Because of this, I'm looking for further ways to tweak the lighting of the game. I could go with something like Darker Nights and may indeed do that in the end. But before I commit to that, I'd just like to know if there are any better options.
  4. I decided to reinstall Fallout 4 to try out the Frost mod that a friend was telling me about. I was curious, what mods work well with the mod to enhance my gameplay experience. For instance, It's been a little while since I last played so what's the best interface mods? Oh and most importantly, what's the best way to adjust the difficulty? I'm fine with things being very lethal towards me but bullet sponges are the dumbest thing (and if possible some AI fixes to make them smarter unless this conflicts with Frost).
  5. So I've gotten the itch all of a sudden to jump back into Skyrim. The problem is that I'm not sure quite where to start. I think I'd like to start with a premade mod pack, one that is flexible and modular, so that I can also install some new mods that I'd like to try out with minimal fuss. I'd also like to find a decent tutorial that will get the basics setup (installing MO, setting up the basic mods, etc). Any help in this area would be greatly appreciated.
  6. I was really looking for something more along the lines of being able to tell me what the individual keywords are for.
  7. So I've recently gotten a taste for patching in xEdit and found the whole situation actually kind of fun (I'm weird, I know). The one thing though is that I've tried looking around but I can't seem to find a good breakdown of what keywords are. Some I can infer depending on what the mod I'm working on. For example, Better Locational Damage mod effects damage so the values I'm changing I can be assured is that. But I'd feel a lot more comfortable if I was sure I was merging what I should. As is, I'm pretty sure my first manual patch is going to turn out to have problems. So just a general good guide to xEdit beyond the basic "Here's how to clean the master files" sort of deal would be appreciated.
  8. I'm just coming back to the game this week and have started up my new playthrough. I've gotten most of the mods back that I had installed before, even more so now that the Rebel armor is back. But one mod, in particular, eludes me. I remember being able to walk to a random item and seeing a breakdown of what junk it would give. Problem is, I can't remember what that mod was called. So I'm hoping someone could point me to it.
  9. Wise words and I thank you for your thoughts on the matter. If Fallout 4 is to reach it's potential (as far as modding is concerned), others will have to step up and fill the void left by so many Skyrim modders leaving. Now I would assume that those modders would be just as discouraged with everything going on. But it is possible that, unlike those people who came over from Skyrim and was creating mods in the early going, the Fallout modding veterans are more willing to overlook those issues as the franchise is more their baby. And with so many of them leaving, I do think it has contributed to the drop-off that has occurred. I suppose only time will tell in regards to that. As far as console players go, I didn't mean to come off as disparaging towards them. But it's undeniable the negative affect it had on the community with all that occurred around it. I'm also not as hopeful though that we'll see a lot of pure console players jump into creating mods though just because they've never really gotten into PC gaming, let alone PC modding. But like I and others have said Oh, such great arrogance you have! For your information, not only am I working on some mods of my own, but I am also working with a colleague on a wiki over on the STEP forum to make modding a smoother process to those people who are wanting to jump back in (or for the first time if they waited for all the DLC to come out). In fact, what drove me to do those things is in part because I wanted to dive back in now that all the DLC was out. So my enthusiasm for the game and its content has not waned. Also if you really believe that it's alive and "well", then you are delusional. While I certainly think (and hope) that modding will return to normal, you can't deny the negative impact that all the drama has brought into not just the fallout modding community, but the overall landscape it said. I don't see those people that were burnt by everything that's occurred to suddenly jump into the pool whenever the next Elder Scrolls game comes out (modding wise I mean). Perhaps this conversation has been talked to death on the forums, but I haven't because I have things to do and don't get to check the forums as often as apparently, you do. So if these topics really bother you, then please don't post. You are just wasting your time and mine. But as a suggestion, I'd pull that head of out the sand if I were you; it's a good way to get suffocated. Good points, but I think you are skimming over a much larger point. I've always thought and feel free to correct me if I'm wrong, that people mod more for the love and art than merely to get more downloads/endorsements. While I'm sure that's not what you meant to imply, I do think it's valid to bring up how much the game has waned in popularity since it's release. I also think that whereas people kept coming back to Skyrim to experience the new content, I don't think very many that have left will ever return to it. I hope so.
  10. Appreciate the contribution there. Really adding to the conversation. You do realize you don't HAVE to reply or even open the page... just saying. I am a fan of you work, and appreciate the hard work you put it. (To be clear, the above is sarcasm, this is not. I really do like your mods).
  11. While I think that paid modding can work if properly implemented, I'll be the first to admit that paid modding, along with console modding, has done far more harm than good. But as to if they will drop them, I don't think Bethesda will. Not that it isn't possible just...It all boils down to how well the special edition of Skyrim does. For as much as they want to talk about updated graphics, the key selling point is ultimately the console modding. If the Xbox One version doesn't meet sales projections, then I'm sure they will drop the whole matter. But if it does well, especially in comparison to the PS4 version which doesn't have it, then console modding is here to stay.
  12. Even knowing what McCarthyism is I don't get the reference. I genuinely don't understand what makes Fallout 4 so much more difficult to mod than Skyrim. It would be one thing if it were a completely new engine with new tools. But from my understanding (mostly heading modders complaining mind you), the CK is fundamentally unchanged since I believe Oblivion? In fact, if I'm correct, isn't parts of it going all the way back to Morrowind? So when I hear people talking about how now they can't do this or that, in the case of the UFOP team, I'm not sure what's changed. As I've stated, I just recently started toying around with the CK and FO4edit so I wouldn't know. Seeing as you said you modded in past games and this one, I asked because I figured you would be able to tell me. No offense was implied.
  13. If I were to rewrite the title, I think I'd change it to "Is there any coming back?" What I mean is that for those last two issues you references, I just don't see those people who left because of them returning. And I'm not just talking about for Fallout, I'm thinking about Elder Scrolls VI as well. It's not like those people are just going to forget all that stuff and the emotions they had to deal with, especially if Bethesda continues on the tracks they've set. Though I've never modded, I do know how controversy and arguing can leave a bad taste in your mouth. To this day, I won't go back and play through Mass Effect 3 as I still haven't gotten over both ending and all the arguments that followed it. And that's for a franchise that is my favorite of all time as well. In fact, I highly doubt I'll even bother to play Mass Effect: Andromeda. My point is that when a franchise has burned you and left you an impression of being angry, frustrated and just depressed, you aren't likely to want to jump back in.
  14. I understand that in previous games things do tend to slow down and truthfully I hope that things will pick up just like they have in previous Bethesda titles. But with all due respect, this hasn't been your typical Bethesda open world game cycle. That's because where I see the problem in those cycles as being one of a technical one that you allude to, this one has been more about anger, frustration and just in general the drama. The people who have left due to mods being stolen and put up on Beth.net, or had to deal with all the arguing over whether or not they have a right to control their own work with entitled console players, I don't foresee a lot of them returning, do you? In fact, I think we need to stop thinking about this as a Fallout problem and start considering what this means for the next Elder Scrolls game. Sure, a lot of people think that the issues are only tied to Fallout and that everything will be fine when the next Elder Scrolls game releases. But those same people that didn't want to deal with console modding, or Bethesda not working with the modding community effectively, aren't going to want to deal with that then just because a different game comes out. Sure they'll want to play it more the way I hear modders talk, it's just too emotional taxing to deal with all the bulls***. And God forbid Bethesda introduces paid modding again for the next Elder Scrolls game because we saw how much that fractured was seemed up to that point a fairly genial community. Allow me to be more succinct; Do you really believe that the only reason the modding scene right now isn't very active is just due to modders acclimating themselves with the Creation Kit? Or could it be possible that two years of drama has driven many people away?
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