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BinakAlgo

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Everything posted by BinakAlgo

  1. In response to post #61784387. #61812257, #61814812 are all replies on the same post. When you put it that way, it's kind of scary. For Bethesda seems like an "only win" situation, in that sense, it is truly brilliant. Their effort seems minimal yet they will keep the huge part of the profits while the creators are going to get a small income from it and all that under the vague promise of a "real" job at Bethesda... sounds like when at your new job they "promise" you that in 6 months they are going to increase your minimum wage but in truth they will get rid off you before that even has a chance to happen.
  2. In response to post #61812772. Can someone pin this one? :P
  3. In response to post #61752302. #61777427, #61778377, #61779667, #61781432, #61812637, #61892962 are all replies on the same post. Enai, I agree that Bethesda knows what they are doing, and what they are doing is what any non-public company does: makes money. I can't argue with that as that's how things work. If people want more battle royale games or modes, that's what the companies are going to give them and we can't blame them because that's what people want and what companies do. I can't "attack" Bethesda from that angle and even if I do, who cares? As you said TES6 is going to sell millions of copies, the whole population of Chile or Central America. But we are worried about ourselves who love the game worlds that Bethesda builds (unparalleled by any other developer out there) but are not entirely satisfied with the gameplay. Not all of us can mod (I tried once to create a dungeon and got frustrated after 4 hours), so create overhauls like yours is out of our reach. And now, if the CC is not even interested in to give that kind of content, again, what are going to do? The first answer that comes to mind is to buy other games, but there no other games like this, The Witcher, Kingdom come, etc., are completely different games and to a market that's being dominated for big huge publishers the chance to see new products that can emulate the experience is going to become smaller. But well, this is futile. At the end I'll too buy TES6, but I will wait 3 more years after the release to buy the GOTY edition with 750 cc credits at sale on Steam.
  4. In response to post #61752302. #61777427, #61778377 are all replies on the same post. >Bethesda doesn't consider me to have any skills they want. What's wrong with them? At this point, I'm starting to suspect that TES6 is going to have 2 schools of magic, just 1 armor, and 1 weapon skill and it will be a button smashing galore and hope that people like you are still around to make the thing playable. Because if they don't want that even in their paid mods club, then I don't know where we are going to get quality gameplay. :/
  5. Thanks for the interview, it's very interesting to read an experimented modder. I hope you can do more of this in the future.
  6. Ok, let's pray again. Good luck everyone.
  7. Well, here we go again, hope dies last.
  8. Wow, that's a great explanation soupdragon1234, thanks.
  9. Not exactly "incorporated". In the IC page, it is said that the author utilizes another method by basically rewriting all the NPC AI packages individually (or that's what I understood), that why NPC added by mods (Interesting NPCs, new lands, etc.) use vanilla behaviors... Or at least I think that should be how they work, but I'm not 100% entirely sure.
  10. Man, I need the money, the Steam sale is around the corner and I need more games that I'll probably never play!
  11. Hello people. I have a question because I'm deeply ignorant about NPC AI and the way that different mods change it, and I note that people here have a good notion of what they are talking about. My main question goes around mods like Immersive Citizens that claim to change the NPCs AI. How they do that? how can they be sure that's not going to mess other mods? For example, Immersive Citizens seems to do the same that "Guard dialogue overhaul" and "Run for your lives", yet the mod author states that they are not incompatible. On the contrary, the interiors and city modification mods seem to be the incompatible ones. How's that possible? Is a problem of Navmeshes? Does that means that mods that alter NPC behavior become redundant or they keep being useful despite being overwritten by other behavior mods? I'm from a social science background, so I don't understand several concepts about this.
  12. May the Divines bless you forever and ever. Lot's of errors while loading and saving in the CK but I guess that's always "normal". Besides that, all seems to be working very fine. The only masters were the provided by the game. I'll test and play a little to see how all turned out, but thanks a lot, even if there are errors your explanation has helped me.
  13. Sorry if I don't give the required info that the guide says but I have a very concrete question to anyone who has ever merged plugins and modded locations in the game. I tried to merge in several locations mods with Merge Plugin from Mator but no matter which ones I choose at the end of the merging it gave me this same message: Googling a little, it seems that this reference NAVI:00012FB4 directs to lots of things and it is part of Skyrim.esm and many people have seen this same message, with some people suggesting to delete it with the CK which I don't think it is a good idea. So, I'm wondering if this is normal and I can go ahead and merge those plugins? or, is it better to never merge location/towns mods? I'll be thankful for any insight about this. Thanks
  14. Well, it is free to try out our luck. Good luck everyone.
  15. Good move from Warhorse and GOG to gather more interest in their game. Kudos to them. Now, let's see if lady luck smiles uppon us.
  16. When I said "not integrated" I'm trying to say that it is not linked to the main civil war quest in the way that CWO was (or I think it was) in some thread I remember reading something about doing just the two or three first missions of the quest and then use your mod to play battles. Maybe I'm using wrong the WIP expression, but as the mod it's getting better and better with more types of battles like the defense ones as you say. That's why I said that it is still being working on. Another option that someone once recommended me but I didn't try out was "Radian Spawn Engine" by rymon23. It is supposed to let you choose more factions to fight and take control of the map.
  17. Some people are working on another option, "Open Civil War" for both Oldrim and SSE. It is not like CWO as it is not (yet) integrated into the game and it is played more like a board game and it is still a WIP, but you guys can try if you are interested. Not sure if It is correct to post the link here but you only have to google it.
  18. It is always hard to get used to something new when you mastered the old, but so far I like it. Well done.
  19. Happy birthday to the killer of monsters, like that time that he killed that aberration that Bethesda did in 2015.
  20. Hello, This is a question to see if it is possible to get something implemented. I'm really amazed by the work of some people here and I would like to donate, at least a couple of bucks, to some of them. Sadly, for my country in general and my personal finances in specific, I can't open or use a PayPal account. For example, my currency needs to be converted and that implies an additional charge (and sometimes in more expensive terms) besides the usual charges, so I could end up paying sometimes more to my bank or PayPal than the money that I would want to donate. So, I wonder if there could be an option to donate with other methods? I buy games from Steam with PaySafe Card that's a pre-paid card that I can buy in my country's currency, is there a cheap and easy way to make something similar with another kind of pre-paid cards (amazon gift cards, or something) to make donations? I think that would be great for the devs who make top-notch material here, probably not enough to pay their College, but something to show appreciation besides the comment section. I'll await for any answer, thanks in advance.
  21. People, the important thing here is how to make the patch work in MO
  22. I had the same problem and almost the same rig. When I have the low FPS I ctrl+tab the game to desktop, then again the game and somehow it is fixed and runs again in 45+ FPS. I don't know what's the problem but maybe that solution works for you too.
  23. As far as I remember, he made them available again some months ago, I know because I downloaded the file this year, but I can't remember when exactly and I've already erased the "history" of my downloads in MO. My guess is that he'll try a shot to enter the Creation Club, but I think that part of the requirements was to do not have the purported work to be released via Bethesda in any other place (Here, workshop, etc.) But of course, that's just like my opinion. man.
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