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acelogan

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About acelogan

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    United States
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    Fallout 4, Fallout 3, Starcraft 2, Diablo III, X-COM
  • Favourite Game
    Fallout Series

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  1. I haven't played Fallout 4 for some time and had everything working, for the most part, using NMM to install and run mods. When I jumped back in recently I decided to migrate my mods into Vortex. I really like the interface and all the ease of installing and managing the mods. However, like you, I can't seem to get the game to load my mods. Everything is enabled, load order sorted, conflicts resolved, and all missing masters are fixed; everything is set up the way I need them, but when I launch my game and although it informs me that "Mods are Enabled" it then also show the screen saying "Missing Mods". It shows that all the mods my old save needs are missing. I can't seem to figure out why it's not seeing them. My Fallout4Custrom.ini has the proper edits to enable mods, also. I tried to start a new character just to check, but it got stuck at a loading screen; might be the large number of mods interfering, so not sure what that means for mods working or not. This is frustrating.
  2. Actually, NVIDIA's mod contest may be partially responsible for creating a bigger reason for stolen mods to be uploaded - people trying to win the prize on someone else's merits and labor. For some without good morals or ethics, or is just a greedy immature ponce, that prospect is mighty tempting.
  3. The website doesn't seem very up to date, but their Facebook page is fairly recent; https://www.facebook.com/Fallout.Lonestar
  4. Pay no mind to the tinfoil hats. Throwing insults back and forth solves nothing, and only works to heighten the already high animosity and tension among the community. The weight of the problem lay with Bethesda, but the modding community as a whole needs to apply continued pressure upon them so as to affect change and improve the system even further. They've already taken one step by implementing the DRMC notification methods, however, that is not an fast nor efficiently effective deterrent to address the thefts occurring. More needs to be done; On our end and on theirs. So far, it seems the modders are bearing the main brunt of the issue, and that cannot last for the good of anyone; something is gonna give, let's try and work to make sure it's a positive outcome for all. Also, the community has been around for so long it's less vitriolic, and often self polices fairly well. To the OP: I'm Nexus all the way, because I like the ability to use the tools available to manage my mods and load order. So far, loading them through the in-game menu leaves much to be desired.
  5. Thanks for posting, I was about to post the same thing. I've been using this method since the first week, and it works every time. In my opinion its the easiest/simplest method. The other methods outlined mean that you'll have to redo it each time there's an update, or possibly after every new mod you add. This way, instead, just a little patience and a few clicks,andy you're done.That said, if you have more than 10 mods its probably a pain to do it this way - but at this stage any players that aren't playtesting mods, or aren't mod authors, you probably shouldn't have so many mods anyhow.
  6. The only hassle with this is that you'd have to repeat that process every time you install a new mod. The launcher method is far easier, for now.
  7. See this other thread; PSA: Latest Beta Update 1.2.33 Patch Disables Mods. Will disable them in Nexus Mod Manager also.
  8. In some cases it is a full-time job. Though, in this instance, I think it's just a diligent and passionate community. And, really, it's in the Nexus's best interest to look out for potential copyright issues.
  9. I agree, they should have given more options for role-playing in the dialog and actions. And, contrary to what is being said, Bethesda could have easily done so; they made a conscious choice to cater to a specific narrative instead. I think this hinders the game to a degree that Fallout fans are not accustomed to. Perhaps we could write to Bethesda - maybe not a petition, exactly, but a community supported plea - to use some of the profits that would go towards developing DLC that brings in more variety (read 'EVIL') in the dialog and actions; they could bring back the main voice actors, including those that do major supporting character voices, and record the new lines for the DLC or Expansion Pack. From my point of view, it's a win/win. If they can't, I'm sure the Modding community will invariably, and undoubtedly, step up to the plate.
  10. It's three pages of the OP struggling to legally obtain a license to a three-second soundbite as ubiquitous as the Wilhelm scream. It's silly in the way that a Monty Python sketch is silly. The only way it could get sillier is if someone here on the forums revealed themself to be an accomplished bugler and belted out a fresh performance for OP's exclusive use. When you put it that way, yeah, I can see the comedy of the entire thing. A great degree of the rules are also a bit silly, but that's the state of things currently so we need to follow them as best we can - while also working to figure out better ways in the mean time.
  11. Good points. Was it removed because the file was a clear rip (exact file name, extension, length, etc.), or was it just the phrasing that was a seeming admittance to guilt? So, I agree that the word choices in mod name and explanation in the info page can make a huge difference. Likewise, proper accreditation and file nomenclature helps tremendously.
  12. Try looking at the site Freesound, they have lots of files for use under various creative commons licenses; be sure to always read the allowable uses set, ask permission if you are uncertain,and always attribute them on your info page. It might take a while, but you'll feel better in the end knowing you did right to the best of your ability. Or, even better, get a simple program and make your own sound. Take a look at Audacity. Good luck making your thing! It doesn't matter if we agree with the rules, or copyright laws, what matters is that they uphold and enforce them. It's their site, follow the rules and everything will be fine.Is it a perfect system? No, but it is much better than no system. It's a simple, rule that makes sense for all involved, to protect intellectual property, and isn't too hard to follow with some due dillegence. It isn't difficult until someone decides to be difficult There are plenty of ways the mod author can accomplish what is desired without violating the rules, with just a bit more effort. I encourage that individual to do so and triumph at the final product.
  13. I tend to use the raised floor. Admittedly, it's not ideal but certainly functional. Cool, I hadn't considered that. It's certainly not a 100% solution, but I'll give it a try for now.
  14. I would like to see paths and walkways on the ground, be they dirt, gravel, paved, wood planks, or metal. Just some way to improve or hide the ugly cracked roads, and add some semblance of a civilized society.
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