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ManleySteele

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About ManleySteele

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    The Witcher 3
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    Neverwinter Nights

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  1. In response to post #57700171. If you're in the mod view, the status header is actually a filter box. Just set it to only show active mods and all the inactive mods will be filtered from the pane. Presently there are three filters. You can have more than one active at any time. Hope this helps you. You should play with all the headers that are filter boxes to gain an understanding of what each one does.
  2. In response to post #39533645. Designing and producing a more capable console is a trivial challenge if we're just discussing the engineering aspects of the exercise. The problems don't appear until you start trying to sell them for a profit. Never forget that all these business entities are for profit businesses. They have to sell seats to stay in business. The game developers have the same problem. They have to sell to the predominate seats first and to everyone else afterwards. That everyone else is us. It's easy to forget that the only hardware on sale that is dedicated to gaming first are the consoles. Everything else is designed for some other problem domain. Lucky for us, they're also good for gaming. A console that would push games they way we want them pushed would have to be priced between $1000 and $2000. You couldn't sell enough to stay in business.
  3. I've only been a member here since 2012, so not nearly so long as many of the people here. I don't comment very often on these posts. Most of my comments are on file pages and are limited to telling a particular mod author how much I like their work. When I don't like a mod, I just pass it by without comment. That's the standard here. The standards are not hard to understand or follow. I've been playing games for a long time, on computers for more than 30 years and on consoles almost as long. A console is a computer. I know some of you don't want to hear that, but it is true. The only substantive difference between a console and a PC is that a console is frozen in time for some arbitrary period. (The length of time a console is frozen is not actually very arbitrary. That's just a rhetorical device. I'm sure you understand the point.) The games have the same shortcoming. Some day, for each game, the time comes that the developer has to claim it is finished and release it. No different than any other piece of software or hardware. How long they continue active support is not arbitrary either. They all must move on to the next project or watch their company go out of business. When a game company, like BSW, supports modding on their titles, they expect a return on their investment and, by and large, they get it in the form of a prolonged shelf life for their titles. Microsoft, Sony and any other console makers see the advantage of mod support for the titles on their devices and they would be crazy not to do everything in their power to enable mods for consoles. It's just too much money to leave on the table for any reasonable manager. They have been trying to figure it out for a long time. It is the same with paid mods. Paid mods will be back, as soon as they can figure out how to do it. Nothing you can do or say will stop it. You can step away and not participate, but that will only change your experience. It won't do diddley to stop it. It's coming. Wrap your head around that or be bypassed. Those are your only choices. I know that free advice is worth less than you pay for it, but my advice is to stop hating on consollers and consoles. It's a waste of your time, focus and effort. Having said all that, I wish to state that I agree with Robin's assessment of the situation in every particular. Bethesda has already jumped into the deep end without looking hard enough, twice, recently. Sooner or later they'll figure it all out because they have no other viable option. I'm hoping for sooner. I'm just not spending a lot of expectation on that hope. Correcting other peoples opinions on the Nexus is not my function. Not even a little bit. I wouldn't take the job if it was offered. Too much work for too little reward. Besides, I like a good laugh every now and then. Without pointing anyone out, some of the opinions typed here are hysterical in both senses of the word. I've never had a strike on any forum. As far as I know, I've never had a comment deleted, either. Just don't type anything that a clod of dirt would find ignorant. Easy Peasy.
  4. I sent you a pretty terse DM saying I will join the group if you need or want me. I have downloaded Slack and can proceed at any time. I have some small experience running NMM and at this moment I have a solid 0.61.16 installation managing FO4. I am also using FO4Edit to manage my load order.
  5. Have you looked at the Collosssus Body Suit by Guffeh? It may be what you're looking for. Also it is male and female armor.
  6. Played the survival mode for about 5 hours. No problems encountered. Before I downloaded it, I made a new Profile in NMM. I disabled all mods in reverse order of their activation. I then ran the game against FO4Edit to make sure their were no lingering loose files. Downloaded the Beta and started a new game. Everything went as expected. Not my cup of tea so I opted out of the Beta. I switched back to the profile I was playing before. Everything was correctly reactivated except I had one .esm I had to activate by hand. Started my old game and went from their. All mods are working so far as I can tell. So, no. It will not break your saves and it will not break NMM.
  7. It's a playstyle issue. I don't use VATS at all. I don't spend any perks on it. It's just another choice. Also, I only use semiautomatic and bolt action rifles once I get them. No energy weapons at all. No rocket launchers. I use a mini-gun once. No grenades. You, of course, are free to do as you please.
  8. Frankly, I don't think it will have much effect on the modders except to make some things possible that weren't possible before. The gamebryo engine modding community is not considered briliant for no reason. If you look at some of the mods for other games, compared to what's already out for FO4 without the CK, at least for me, The Fallout and Elder Scrolls community stands above the rest pretty starkly. BSW learned a harsh lesson in the first year of Skyrim. I think a more nuanced reasoning for holding the CK back is they don't want a repeat of their Hearthfire experience. Hearthfire didn't exactly set the community on fire, having been released after housing mods that many felt were better. The same thing happened with the Hi-Res Pack. It was OBE (overtaken by events) on arrival. Bethesda would prefer to not repeat that experience, thank you very much. As for modders moving on to another game, what game? There is nothing else like the Bethesda titles. I don't know if you noticed, but there are a lot of settings exposed in FO4 that one had to dig for in the previous games. They are lumped together under the unlikely title of Game Settings. Talk about catering to new modders. Ask any of the more senior modders what a difference that is. There are a lot of other settings exposed, as well. All this without the CK. This is all my opinion, for whatever that is worth. FO4 is already a better modding experience for a player than two other recently released, highly touted titles, one of which took a lot of undeserved kudos for its mod friendliness.
  9. Here's something that needs to be added to the redesign. About the 50th time I click on "Got it" for your cookie notification, maybeso you should go ahead and turn it off.
  10. In response to post #34907465. #34908765 is also a reply to the same post. I'm running it now with a highly modded game. I'm not running a frame rate counter, but it seems smoother to me.
  11. The short answer is no. Or you shouldn't if you prefer a more nuanced answer. The reason for the qualification is that some of that is in the control of the mod authors and some of it is controlled by Bethesda. All of your files that use plugins should work correctly if the plugin is correctly formed by the mod author. If a mod uses loose files, such as some texture replacers, those should work as well, if Bethesda doesn't break anything. Make sure you have a backup of your Fallout4Custom.ini somewhere handy. Bethesda shouldn't update that file, but you know what should means, right? I haven't had any problems running the beta with a heavily modded game, but a problem the next time I launch wouldn't shock me. Start a new game and see if it will launch. That way you eliminate your present setup as the problem and can concentrate on trying to get your saves to work. Hope this helps you.
  12. You download copies of mods you refuse to play without. Not only do they sometimes disappear, but occasionally a mod update by the mod author is not what you want. if you don't have a copy of the old mod version and the author keeps a clean file page, you are stuck.
  13. There is a mod to turn off radiant quests. It works. The companion mod to turn off defensive quests is less successful, but still, a step in the right direction.
  14. That's a DLC I would actually pay for on the day it debuts, rather than waiting for it to, inevitably, be discounted to $1.49 and a cheese doodle at some future steam sale. Unfortunately, I don't think it has a chance of coming from Bethesda. Some enterprising modder will have to make it as well as it can be made with the tools provided. Still, let's remain hopeful. Hey, it could happen. lol. And Bethesda could release a Creation Kit that doesn't crash.
  15. Secrets of the Silver Blades for me. Bought it on a lark and have been hooked ever since. I had played all the older games at on time or another but none of them addicted me like SOSB did.
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