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phellen

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About phellen

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    Skyrim
  • Favourite Game
    Morrowind

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  1. Thank you guys for responding to the suggestion. I see, so basically because mods are constantly being updated, even with the ability to provide detailed enough information about requirements at the time of upload, there would still be the issue of how does the software determine whether or not mods have maintained compatibility.
  2. I don't know if this would be possible, but since the Nexus does allow for mod authors to list all of a mods "requirements" and/or "mods requiring this file" on their mod pages, I think a feature that would be great for streamlining the process of modding a game within Vortex, would be integrating that information directly into the Vortex interface. Giving users the ability to view, and even interact with a mods "mod requirements" or "mods requiring this file" right from within Vortex would be especially useful for users who are new to modding scene or even experienced modders who have heavily modded load orders. For example when user selects a mod they've already downloaded, and left clicks on it to see the drop down menu, what if there was an option to view a list of that mods requirements. Then that user could interact with that list right from within Vortex. This could lead to a whole host of streamlining features such as the ability to quickly install or uninstall, or update all selected requirements, or even the ability activate or deactivate said mod and all it's requirements. With how complex and intertwined mods have become with patches and multiple dependencies, I think a feature like this would help to simplify the modding process. Users would be able to more quickly mod their games or trouble shoot them when an issue arises, taking some of the complexity out of the process and ultimately leading to more playing time and getting to enjoy the mods within the game(s), which is the goal.
  3. In response to post #47541105. #47622285 is also a reply to the same post. Yeah, I like that name. There's actually been a quite a few good suggestions, it will be interesting to see what name they eventually pick for the new nmm.
  4. "Helix" is a cool word, and it looks good with Nexus. It means or represents a 3 dimentional strand or chain, I.E a connection. Games + Mods + Players = Helix.
  5. Something that I would like to see is a tracking files centre page, built right into the new NMM.
  6. In response to post #47493580. #47500655, #47507910, #47533300 are all replies on the same post. I could see automation like this working for mods using the simple "click the NMM button to install" but not for mods that require separate plugins, patches, mod requirements, ini edits, manual downloads, etc. Probably would end up creating more problems for people than it would solve. Then there is the issue of bypassing page views, and the advertisement and support that nexus, and potentially mod authors get (through donations) with those page views. The only way I can imagine this working is if Nexus set up a file sharing system like dropbox that can also connect to the Skyrim data folders and the nexus mod manager, allowing players to share data/ save game files via the cloud. Interesting concept for sure, but sharing data like that could also mean monthly subscription charges to pay for storing all the data on the cloud.
  7. (NIMS)Nexus: Intuitive Modding Software.
  8. How about "Nexus Mod Extractor" (NME) pronounced like "Enemy."
  9. I got it...."NMM: Special Edition" =D
  10. In response to post #47378620. #47381125, #47382375, #47382860, #47383605, #47383890, #47384455, #47385670, #47386165 are all replies on the same post. N.E.M.O is catchy, but if that's already been ruled out...how about " Nexus Mod Activator (NEMA), or just (NMA).
  11. When it comes to making money off of mods I think Bethesda is probably in the process of changing up their strategy. They've tried the marketplace idea through steam, and we all know how that turned out. Hosting mods is probably their next best plan. This is just speculation of course, but If I were them, I would find a way to host all the mods (similar to what the nexus does) but for consoles since that is where 90% of all the gamers are going to go to play Bethesda's games.
  12. Taken from Bethesda.net, (regarding Fallout4) "Early next year we’ll release for free the new Creation Kit for the PC. This is the same tool we use in the studio. You'll be able to create your own mods and share them with others. We’re especially excited these same mods will then be coming to Xbox One, and then PlayStation 4."
  13. If anything, I think this whole event demonstrated just what a good job the Dark0ne and the rest of the Nexus staff do to keep things running smoothly here for everyone, and I know I'm not alone when I say thank you very much for all you guys do, and great job stepping up your game (pun intended) to help moderate over the past few weeks. Sincerely Phellen
  14. Why couldn't Mods authors make money through advertising the same way that YouTube authors make money for reviewing? Through page views and video ads? This to me seems to make the most sense. Getting paid third party based on how much attention each mod page garners.
  15. In response to post #24764954. #24765129 is also a reply to the same post. Yep In an ideal community, Everybody has a role or part to play. It doesn't have to come down to those who are able to pay and those who can't. As soon as you start basing community values on a number, it's no longer a community, it's a market place. I'm not saying there's anything wrong with having both. On the Nexus however Dark0ne has made it clear that Donations are the way to go. Giving a donation is a very nice gesture of thanks, but with the sheer amount of mods out there, almost no one can afford to donate to all of them. For the most part it I think comes down to showing support in other ways, and expressing thankfulness through your words and actions.
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