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Posts posted by mkr1977
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S/he is running the Such Fallout mod collection, which has over 160 mods.
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Project Mojave is live on Nexus right now and has what you are asking for.
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Moderator, send this person a link to the mod collections feature. It would be an act of merciful charity.
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Are scripts also firing in the background? What exactly is going on?
Does this mean for example that FO4 could be recreated in its entirety in Unreal Engine?
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I've played through O&R and do not remember any special content for Hangman's Alley, for what its worth.
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CC wasn't even a concept when the Season Pass was first offered. How could they adjust the phrasing to account for something that didn't exist?
Creation Club is DLC. Besthesda promised "all of the Fallout 4 DLC we ever do". File that under Besthesda's problem, not mine.
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I've been increasingly interested but holding off spending any money on CC solely because I tend to agree with that lawsuit - Bethesda-developed content shouldn't pretend to be mods so they can bypass Season Pass promises.
Absolutely. I was like you. Lots of people were complaining about CC but at the time I was like "well, you should have bought the season pass". Imagine my surprise when CC content was not made available to season pass holders. Bethsesda could have easily used the verbiage "you get all 6 DLC with the season pass" instead of this -
Here is the verbiage that Bethesda uses for its season pass now.
We’ve always done a lot of add-on content for our games. We love making them and you always ask us for more. To reward our fans, this time we’ll be offering a Season Pass that will get you all of the Fallout add-ons – Automatron, Wasteland Workshop, Far Harbor, Contraptions Workshop, Vault-Tec Workshop, and Nuka-World – $70 worth of content all for one great price.
Even Bethesda sees the problem with the promise that they made previously. It is natural to connect this promise with the content from CC.
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It would be a hell of a lot more interesting than fishing in skyrim to see the 76 version of the engine not being crippled by Online-Jank, especially since the signs point to it vastly improving the biggest performance issues in Fallout 4, like how shadows cripple performance in the city. (They don't seem to cause the same problem in 76's equally dense areas *and* they have much greater draw distance to boot.)
Is the new iteration of Skyim basically using the same engine as Fallout 76?
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Is it possible that we will be seeing an upgrade for Fallout 4 like Skyrim is seeing? Discuss.
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Also, in the vanilla game, when you are in the commonwealth worldspace and try to jump on / over that rubble, you get teleportet into goodneighbor.
The area directly behind the rubble that blocks of goodneigbor is accessible from the commonwealth worldspace!
Good point. I don't want to touch the Commonwealth worldspace. Downtown Boston has enough problems as it is.
What I was getting at is that the new area need not actually be in Goodneighbor as far as the game is concerned. It could be in a totally disconnected area but with the appearance of being connected to Goodneighbor. You'd still end up in the Commonwealth worldspace if you jumped over from Goodneighbor proper, of course, which could be immersion breaking.
One of the Goodneighbor mods, I think it was Welcome to Goodneighbor, expanded out the main street to make it longer my removing the end of street obstruction to the right as you face the Rexford Hotel. Do you think there are any issues or conflicts with doing something like that?
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If Goodneighbor was meant to be larger, I suppose it must have been dropped very early in development. I am going to see what I can do with the ends of the streets, perhaps place a door there that transitions to a new area. Alternative, put an NPC there that offers to guide you through the rubble to the other side of the street for a fee, which transitions to the new area, a method which is probably less likely to break Goodneighbor.
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Some ideas of other people are great, but some would take the mod in a completely new direction, or add things that the original mod author would have never liked to see in his mod.
That happens whenever someone makes a mod-mod already. Some mod authors have reacted with anger to mods that differ from their vision.
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You, on the other hand, are pretty much unknown. (although, I think I actually use one of your mods. :smile: Thank you very much. )
That reminds me that I need to do some updating. Unfortunately I am in lockdown and my gaming rig is in limbo while I wait for some parts. I am going to have to walk the talk and copyleft my own mods. I'd also like to encourage mod authors that have moved on with their lives to open source their mods rather than leave them moribund. I'll have to figure out a way to approach that.
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But, there's some good news!
Since you already don't use the Unofficial Patch because it's not a showstopper, then there's no need for you to make one either!
Problem solved!
At this point I'll probably just throw up an .esp to laugh at you seething. Seriously dude, control your emotions.
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See the area of Goodneighbor to the left and right of Hotel Rex, right down the far end of the street. The street ends on either side rather abruptly, with rubble obstructing.
It looks to me like there may have been a transition screen there that would have taken you through to other areas of Goodneighbor. Does anyone know if this is actually the case, and whether the rest of Goodneighbor was cut early in development?
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you want someone to do some work for YOU and YOU alone because YOU are singularly incapable of doing it yourself and you've got a bee in your bonnet because the penny dropped that a file could vanish into the ether and you'd be left bereft. forget the fact that you can make your own archive so that if the mod did simply up and vanish one day (its the internet, that is very hard to do), you'd have your own copy.
I didn't use it in most of my mod setups. See what I am saying about hallucinations? Not having UOF4P is not a show stopper.
I'll just keep doing what I'm doing and you two can keep seething.
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Why do something that's already established, and already in the works, with several years of work already put into it, why do that work all over again?
What a waste of time and resources.
Gather a team to put another modder "in their place" because you're mad at them, rather than get together a team and create something new and unique.
Wow.
If you want to show Arthmoor "What's what", then YOU do it, don't get innocent people involved in some "Feud Mod"
The Unofficial Patches are still available on the Nexus, and all of Arthmoors other mods are on AFKMods, NOTHING has gone away
I don't know what point you're trying to make here, but it only lives in your head, and rent-free too
Talk about "Tantrum"
Settle down. I thought you were all for mod author's rights, in which case you should not be concerned with someone soliciting code from contributor's of existing bug patches. After all, the code belongs to them and you respect their right to control their own work, right?
Copyleft works very well with bug patches because it strongly stimulates continuation of the work, a point that you ignored. I am very happy here at Nexus and you are inconsolate. Who is having a tantrum?
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Here's why;
YOU want SOMEONE to basically rip it off under some bulls*** "open source/copyleft" clause
SNIP
Understand now?
No. I am not responsible for your hallucinations. I am not talking about ripping off any mod. If someone wants to contribute the code that they wrote themselves, they can. Who says that they can't?
There, it's copylefted. You want updates? Piss off, I'll update it if and when I feel like it. You have ZERO right to demand I maintain it.
Copyleft is not necessary for every mod, probably not even 95% of mods. But copyleft is optimum for a major bug patch mod. In the future I would strongly discourage anyone from contributing to a major bug patch mod that was not copyleft.
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the entitlement in this post is off the scale.
Why? I didn't ask you to make it for me.
What I was getting at with the last paragraph is that contributions could be solicited from people that have already contributed to the Unofficial Fallout 4 Patch.
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Everyone knows about the Unofficial Fallout 4 Patch and its counterpart for Skyrim. With the controversy about mod collections, the Unofficial Fallout 4 Patch came close to being pulled from Nexus and the only reason that didn't happen was because of an agreement that the mod author had with stakeholders that had made contributions to the patch.
Because this patch is the starting point for many builds, it is important that there be an open source, copyleft, unofficial patch for Fallout 4. That mitigates the effects of a tantrum by any mod author pulling a mod with many downstream dependencies from the site. Copyleft means that any additional code made by other people can be integrated into the original, if it is good work.
The Unofficial Fallout 4 Patch has been under development for years, but it is not just the work of one man. How can we get an open source alternative up and running?
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Thanks for your advice Sir, But do not deny the possibility to a good High Level Modder to take ideas for a Skyrim project, Of course I will collaborate with whoever decides to develop it by testing, reviewing dialogue scripts, translating and any other activity that adds value. :geek:
I can't think of even one single time when a mod request for a large scale mod was ever fulfilled by any modder. Small mods requiring no more than a few hours work, sure, that has happened.
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To be real mod collections can be anything at this point.
If they actually are powerful enough to take a full modded game + settings + tweaks and easily set it all up, then it's going to be amazing for everyone I think.
If they can't handle the ini changes that many mods require or can't streamline things such as script extenders and other nuances, then it'll be meh.
Right on. We are going to see if Vortex is up to the task. They've been working on this for 2 years or so now. I certainly hope Vortex can handle it.
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Whenever you get stuck, and it can happen in pipboy too, just use the move command. Example:
coc sanctuaryext
That will take you to Sanctuary.
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All I see are negative comments about aggregation of mods via automated processes, meaning mod collections, but these people are a very vocal minority. I am a mod author myself (of very minor skill), but I have been able to get donation points from Nexus quite regularly from my own contributions, which are small. Under the mod collections system, people will continue to get DP points from Nexus, and probably at a much higher rate.
My own mods are tweaks that have very low visibility. The visibility can't get any lower and mod collections aren't going to make that worse. If some of my mods are included in a popular mod collection and are actually played, the visibility of my mods would sky rocket.
I've seen many anti mod collection comments to the effect that if someone does not have the skill or time to invest in modding, then they do not deserve to use mods. I have seen comments that say that mod collections with incompatibilities will be released, causing more complaints in the original mod author's comments section. I think these claims are tendentious.
The entire reason for existence of the mod collections is to take the guesswork out of increasingly difficult mod installs. How popular is a broken mod collection going to be when it will be competing with mod collections that work as promised? I consider myself far more adept than most users of Nexus when it comes to arranging mods, but the last time I attempted an extensive modded Fallout 4, I failed. I spent hours on it. Mod collections would fix that and bring the fun back to mods.
I am going to make a prediction. Mod collections will bring about a renaissance of modding and bring a huge number of people into modding, both as mod 'consumers' and as mod authors. It will make the modding scene more egalitarian and less prone to cliquishness, which is the reason, I surmise, that a tiny minority have pulled their mods. No matter. The future of modding is bright.
Next-gen patch underwhelming
in Discussion
Posted
Well, these patch notes are disappointing, to say the least. I was expecting Bethesda to fix long standing engine bugs, make allowances for script heavy mods, fix things like the triangle of death and so on. This is a very low effort "upgrade" that is hardly worth all the fuss.