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creativty, motivation, environment relevant for future modding ?
frontaldnd replied to xrayy's topic in Site Support
Arguing that someone that disagrees with you is hopelessly wrong, specially in such a debatable topic shows a personality not worth discussing anything with. "You're either on my side or the wrong side" is a very healthy system of debate and problem solving. A lot of people also keep talking about things they have no clue about, including me. Nobody really has any idea how deep they want to go with collections, what functionality that requires or who is/isn't right about the future, because we can't see into it. The fact that such a debate that pretty much boils down to personal priorities keeps being regurgitated with no end in sight, specially when it's normally brought up again by the same people that keep saying everything about it has already been discussed, is truly a marvel. And here I thought this topic wouldn't end up being about collections as it's focus point, but it seems to be too much to ask for. -
The way collections work for free users doesnt seem right
frontaldnd replied to XDeathShotX's topic in Site Support
You have no clue how powerful collections are going to be. You have no idea how versioning works and which files get automated and replaced, you simply have no clue. Nor do I. If all vortex does with collections is download a list of mods, then it's not really that impressive. -
I specially find the term cathedral silly when terms that apply to what is being talked about already exist on the software development sphere. For both ownership and licensing.
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I'm sure most 'grand mods' use lots of resources from 'cathedral' mods/resources. Releasing a large mod that uses many peoples' resources and time as free use is probably very hard for obvious reasons.
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creativty, motivation, environment relevant for future modding ?
frontaldnd replied to xrayy's topic in Site Support
I feel like the subject has slightly shifted but I do believe mods matter more than people are stating. Sure mods might not be a straight forward high percentile stat, but the fact that modding adds so much longevity and replay value for a very dedicated sub-set of players brings statistical benefits to bethesda and their sales. It's rare for a single player game on steam that hasn't had any substantial update for many years to maintain a top 50 place in steam charts, to maintain a healthy and active community and to appear over and over again on various social outlets for this or that reason. For me, mods are very much a way to add replay ability to games that I enjoy the premise of. For example, I like FO4's premise and how bethesda does open world RPGs and their mechanics, but if I had to replay FO4 base game I probably wouldn't bother. That's where mods come in. New quests, new places, new customization, etc etc. It's like getting a new bethesda game without having to wait a decade. It's great and thanks to anyone and everyone that contributes to making it possible. -
Positive aspects of mod collection integration with Vortex
frontaldnd replied to mkr1977's topic in Vortex Support
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. -
Not wanting to bump this thread but it's better than making a new one. I just read something on reddit that got me pumped. What if Vortex could automatically detect all mods (and their versions) existing on a save file and by just having your save you could select "import settings" or something. This would create a new profile for that save, search/download/install all mods and file changes necessary for that save and blamo, play your game where you left off. It wouldn't be a vanilla save file but probably a vortex managed compressed one that does all this or something but i think it'd be really cool.
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creativty, motivation, environment relevant for future modding ?
frontaldnd replied to xrayy's topic in Site Support
If I want to release such a project I have a reason for that and I will do. Some "half baked products" got only finished because of releasing and with the help of the comunity. So don't request to stay away with that.... I'm pretty sure they were asking NexusMods to make sure the new functionality was as good as possible, rather than something half-baked. I don't think it was directed toward authors at all... This exactly. -
You aren't supposed to use it like that tho. I'm pretty sure, unless I'm mistaken that the version data will be used for compatibility assurance and not for auto updating. It'll just dictate what versions of the game the modlist / mod has been tested/developed for, allowing you to more quickly pick it. This way if you're running version X.1 you pick the modlist for version X.1 . The modlist for version X.2 wich is a further update might work with your old game version but you pick it at your own risk because it wasn't tested/developed for that version of the game.
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What is that you always wanted to see in a quest mod?
frontaldnd replied to Duskill's topic in PC Gaming
An ending where you lose. Not just die and reload lose, a proper end credit "you lost and you disappointed the whole world". Much like Thanos before all the time travel BS. I feel like I've never seen a game/mod where you try your best do everything right but no matter what you do it's not enough, the odds are too much against you. -
creativty, motivation, environment relevant for future modding ?
frontaldnd replied to xrayy's topic in Site Support
I'd assume almost every modder has a different reason why they enjoy/do modding. Some put more importance into certain things and others don't care about those same things too. One man's trash is another man's treasure and all that. I think the only thing that can settle the rumble brought on nexus because of these changes, is how good the new tools are. I don't think anyone is in a position to know what'll happen from here on out, for all we know maybe the new tools are actually competent at their role and will promote the drive (creativity, social interaction, monetization, etc). Nexus has really dove head first into this and the results are obvious in this section of the forums. I really hope Nexus does a good job with the new collections/integration tools. Take your time, but please don't release a half baked product after all the commotion it has generated. If you want nexus to continue under the best conditions I'd give as much feedback towards the best possible implementation of the new tools, as a mod author, mod user or even both. -
putting mods on bannerlord
frontaldnd replied to joshuahorn29's topic in Mount & Blade II: Bannerlord's Discussion
Bannerlord is very much under development and you can choose to play under a more stable (but without all the new bells and whistles) version of the game. Right click your game on the steam library -> Properties -> BETAS -> use the drop down menu to select a version of the game. Normally on a mod page you'll see what version of the game a mod was made for. Lots mods break between game version in bannerlord. My advice would be to pick the version of the game previous to the current beta version (1.6.0 at the time of this post) and install mods for that version. That way the game doesn't update and you can have a stable experience. If you want the new features of new updates you'll have to change your mods accordingly. -
Help With Fallout 4 Crashing On 'New Game'
frontaldnd replied to Nothinghere12345's topic in Fallout 4's Discussion
Should read this: https://forums.nexusmods.com/index.php?/topic/8788378-do-not-post-game-specific-questions-here-use-their-own-nexus-sub-forums/ I'd post on the FO4 sub forums for any FO4 related help. https://forums.nexusmods.com/index.php?c=3485,3500