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acelogan

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Everything posted by acelogan

  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.
  15. I agree, we need a RobCo Certified in FO4, and perhaps also an support mod called Institute Certified for synth related upgrades (and porting robot AIs into Synth bodies). Aside from that, I would like to see something like DC Interiors Project and CEI Caesarrulez Excessive Interiors, to open up a lot of the closed buildings in all the outlying towns and Boston proper itself. Also, better Companion control would be fantastic; right now they wander off too much, or run off to engage enemies (even when in sneak mode), and its really frustrating. So, a mod like JIP Companions Command and Control (the one I use and recommend) or any number of Companion Control & Recruit mods would be fantastic - for example; Companion Share And Recruit Better Companions and Caravans Sharing and Caring Companions
  16. I was wondering the same thing. Seems odd that Bethesda never implemented a visible timer on the HUD for selected timed quests.
  17. Thanks. Yeah, I'm no modder either, I'm more of an idea guy. I do have graphic design experience, so I'm good at concepts - I just don't have any of the programming, coding, and modeling experience necessary to carry out anything major. I might try learning some texture artwork and perhaps 3D modelling, simply because they'd fif into my career skills well, but not sure I can find the time/energy to do so. We'll see. I do enjoy coming here, discussing the games and mods, sharing ideas, encouraging the talented mod authors, and providing whatever support I am able. I'm really excited to see what this community can bring to Fallout 4!
  18. So, after several hours of playing and working on building my settlement in Sanctuary Hills, I got to wondering, "Could I build an evil settlement? If I decide to play as an evil character... can I recruit bad guys to my settlements? Could I enslave people?" Now, I usually play as a good guy, but I've gone off on a few bad-guy runs now and then in past Fallout games. I enjoy open-world games that allow freedom and balance in various playstyles; the freedom to just go in a different, unexpected direction, to play as someone/something you never would in real life be. Likewise, I know other players enjoy exploring the darker side of the wasteland (and themselves) and go all-out psychopathic in thier games, too. Especially with this genre of game, with it's dark themes, and sometimes off-key stories. Think about it; in Fallout 3 players could be an Evil SOB if they chose, and Bethesda really worked to allow that flexibility. For instance, when the Lone Wanderer reaches Paradise Falls, the slavers offer the strictly profitable quest which sees the anagonist enslaving people. Knowing that Fallout 4 also supports an evil-ish playstyle (well, more of a sarcastic jerk, but that's close enough), it got me thinking; could we create our own Paradise Falls or is that likely outside the scope of what they have planned? So far I haven't seen that capability in the settlement system - but, then again, maybe its because I'm playing a good karma character. EDIT#1: Turns out, apparently, that Bethesda chose not to build in an evil playability into the game - for some reason. Why they made that choice, one could speculate, is currently uneplained - but we can only hope either it gets added in a future update or DLC, or the modders make it a reality. Until then, we're left with a screwy system that only allows us to toe-the-line of being truly despicably evil. I looked around, but couldn't find any mention of this playability in the game - though, if anyone has, please do tell. I also, on a cursory search, couldn't locate an existing mod request that discussed this - likewise, if there is, please let me know. Thus, I have a mod request; Evil Settlements: Alternative to establishing a "Good Faction" settlement to rebuild society, instead curate a settlement of anarchy and destruction - hire "Evil Factions", capture slaves to work your fields, and wreak havoc unto the wasteland. Become a Warlord and watch the world burn! *Muah-ha-ha-haa* I know this is going to require a lot of work - and the Creation Engine GECK - but I thought it was certainly worth proposing as a challenge to the modders. Please to discuss. EDIT#2: So, it turns out I wasn't the only one to have this epiphany; In FALOUT 4 You Cannot Be Evil by ZiggyD Gaming
  19. My play style is much the same as yours; generally cautious and stealthy. Apparently that means we miss a lot of fighting as all the random spawns and scripted interactions have all the factions and creatures often wiping each other out before we get within range to engage. I'm going to look into seeing if adjusting some settings might help that, as suggested by @gamefever above. I mean, a living game world is awesome and all, but its really dissapointing to just be looting corpses of the fallen without the opportunity to take a few down yourself. Other than the loss of potential XP, I feel like I'm missing some cool content, and possibly story, too.
  20. Its looking like it's not possible in the Vanilla game, so hopefully an modder takes it upon themselves. There are also two other options; cheat using the console, or cheat using an exploit. How To Steal And Farm Unlimited Fusion Cores Still seems like an oversight by Bethesda tho.
  21. I'm playing on Normal without and spawn or faction tweaks or mods. It does seem to be happening less frequently, but still seems a bit off. Perhaps thats part of the issue, as I've mostly been sticking to exploring the upper-most NW quadrant around the Vault and Concord. Though, as I indicated, I did make it down to Cambrigde and barely had any encounters - at least not with many living spawns; to note, I did avoid the Corvega and Water Treatment areas, as those DID appear to be teaming with high level enemies. It's just that most of Concord, all along the elevated highway, Cambridge, and several places in between, almost look like someone else cleared them out. Naturally, I got concerned. I'm playing my own vanilla game, no downloaded content or mods at all - outside of tweaking mouse acceleration and FOV. So, maybe the game got bugged for a bit - as I have seen some odd enemy spawns stuck in worldspace and clipping into objects (sometimes multiple creatures stacked together). Guess I'll continue to observe and see if it worsens or improves. That had entered my mind, but I just got concerned after seeing mostly bodies all along the highway, then entering Cambridge to find everyone except the Brotherhood and the scripted Ghoul attack already dead. Perhaps I was a bit overzealous in posting my concern here, and jumped the gun a bit; especially when there are many unexplored areas still yet teeming with enemies too powerful for me to approach. Hopefully they don't all kill each other before I get to them. Thanks for all the replies.
  22. Very true, thanks for keeping us humble. Overall I haven't had much issue with my interactions here, and have generally really enjoyed the community. I am very greatful that it even exists to the extent it does. Thus why I am concerned when considering possible abuse.
  23. Agreed. I do know that, oddly, my comment was still there - last I checked - because if you log out it'll let you view that mod's comment thread, and manually dowload mods from file pages (but not with the NMM). I can still view the forum page though, too, and comment there - so, I'm not sure why they can block you from seeing the mod pages, and downloading the file, but still allow forum commenting; whats the point? EDIT: Just felt like I needed to clarify - I re-read my ban (was back in 2014) and it also included in the reasoning that I mentioned another similar mod (in comparison). Whats weird is, the mod autnor has since updaed his description and suggests people use a newer/better mod anyhow. So go figure. Oh, I'd recommend against making multiple accounts; thats a good way to get banned from the site if you get caught.
  24. Happened to me in Fallout 3 forum - one of the Fast Travel from Anywhere mods. After I was blocked/banned, I sent a request for explanation and he feigned ignorance, so I asked a site modderator whom found I was banned for asking a question about a possible conflict. Some modders are just sensative, can't take critisizm, or simply have little patience for (oft perceived) ignorance. I feel it is most certainly open to abuse, and will only get worse with the attention Fallout 4 brings to the Nexus. Perhaps its time they take just a hair more responsibility in managing and setting up a few further preventions to ward against abuse.
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