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azraal

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Everything posted by azraal

  1. Ok so there might something I don't really understant or I may have done something wrong. When a mod has patches i see it create a new entry each time in the mod section. In mod organizer, you could decide to either overwrite (the default behaviour) or to create a new entry. With mods with a lot of patches it can get messy very fast and for mods using incremental update it's a waste of ressource and plainly unreadable. I could download the full package each time but with my bad internet connection and the fact that I have to share it, it would simply lock me out of updating bigger mods regularly Another option would be to be to be able to select several mod right click to merge them in specific order. It's not ideal but it's a middle ground. Also is it possible to show the nexus' mod name rather than or in addition to the file name? ESL Version is not a really useful name for example. That said, something might be wrong with how I did configured things though. my version is 0.15.7 And here is what i mean:
  2. Thanks for the giveaway, I look forward to see what the modding community will offer with the toolkit
  3. Well vault girl date back at least to fallout 2 with the perk Kama Sutra Master. It's even possible she existed in fallout 1, but I'm not going to look. So comparing the two, the redesign is closer to vault girl than vault meat anyway
  4. I really don't mind having my data folder cluttered at all, as long as I can purge or deploy fast (which is the case). I don't know what happens when you create a totally new file (like logs). Does it remain in the data folder? Is it added to a kind of "override" container that is part of the profile? What about tools like bodyslide. Because in the end, the real reason why I want something such as a clean folder is to start over clean. For now vortex is a bit rough around the edges and the way you order mods is unpractical for me. I still test vortex but for gaming purposes I still uses MO2 for now. Well vortex IS an alpha after all.
  5. While the concept is good the issue comes from the ease of use. With only a few mods it's ok, but when the amount comes near the mod limit, it becomes harder to set and manage with all the rules. Especially when you start to get into debuging your load order... And no mater what it will happen. 1) What MO did was insufficient, true. You could only set a mod after another. I want this mod after this one which is after this one etc. until we reach the main mod. It was good for quickly adjusting your load order. It was a kind of light rule that could be broken easily especially good for placing a bunch of unrelated mod in a coherent order but nothing more maybe two would have them would overlap without issue and would be a matter of preference. 2) The hard rules in vortex are definitely useful but most of them can be defined automatically by reading the mods header and there where a few mods which needed a light dependency or simply unrelated mod that that would have to be set manually. This could even be added to the fomod specification to optionally add those rules at installation. (and it would help remove the usual "did you check your load order?" which is usually one of the most common cause of user complaints) In the end the hard rules (2) should be used only when it's a necessity to avoid ctd or for the functionality to work correctly. As for the light rules (1) it should be a matter of drag and drop for the sake of user friendliness. Doing like that would also permit you test a load order and then adding the rules you feel necessary. In term of UI, dragging by the icon is an hard rule, the mechanics doesn't change and you go through all the screen like now. Dragging by the title would allow to fine tune your load order without hassle when there is no hard requirement. It would be the best of both world and would make it a lot easier to manage. Now that's just my take on how al12rs ideas *could* be tackled.
  6. In response to post #54983273. #54992608, #54993793 are all replies on the same post. That's the issue I had with nmm, no fast and easy way only workaround. But the fact is the principles behind the way mods are handled never changed since the early days. It improved but never really changed and become to hard to change. That's why they're making vortex. We'll just have to wait for the feature complete version to see how it compare, but if anything, the public alpha from january will be an indication of what to expect...
  7. Honestly, I will reserve my judgement for when I have the actual program in my hands... But unless I misunderstood, it checks at least one of my requirements: Easily return to a clean state without having to click an hundred time. I don't really care about the fact I won't have a clean folder or not in any other time. The idea is if I mess up I can go back to a pristine install without delete/redownload. As for my second, the most important to me and the reason I use MO rather than nmm is the ease to change the load order for the mods ressources. Want an older mod to take precedence over the other? You don't have to uninstall both and reinstall giving hell to your files in the process.... You just drag the mod up or down and the stuff just works it's magic the next time you launch it. But in the end, setting your order and clicking a "generate folder" button would be a good middle ground. Because if each time we move a mod we have to wait for the whole things to be re-created it will be hell unless it's really fast even with a large number of mod. Those are my important points for a mod manager. As for the rest in all honesty, it really come down to testing the program itself. NMM took time to get used to, as did MO, and as will vortex. That said, for those who don't want vortex, le presidente and a small team are still working on MO and a release will happen soonish if the discord is to be believed... https://github.com/LePresidente/modorganizer (hope no one will mind I put the link here) So it's not like there is a reason to fight over the features anyway. Well as long as nexusmods keep the api to their site open, there is another option.
  8. Not modding the game when they are starting to warm up at the idea of even allowing it on their game is not the best course of action. Moreover I was hopping to become a game dev, until i understood what the work is there. Even passion wouldn't draw me to hellish work condition and bad wages like theirs. As for the game itself, I'm sure a lot has to do with the "It's mass effect" part. MEA's team may lack a bit of maturity in their work, but I like the dorky Female side of rider (I didn't play the male yet) She looks like an awkward archeology nerd that has been roped into military because it was the best way to get to the good stuff. I remember thinking when playing ME1, could shepard get more cliché? It's the standard military badass from american action movies. With all its faults, it took ME2 to get shepard a personality to me. Also for the hub style map (it's not open world, they repeated it over and over) I like it but then again I've always been on team mako and the nomad as well as the map are a good upgrade to it sooo yeah fun. (but then again I hated they reverted to the standard ammo system, the heat based system was original) I really think we should look at it with the same eye as a young franchise. Because of the change of style and the fact that as in a new story a lot as to be set in place before it starts to feels right. For the bug themselves, I've seen so much worse. And we will get bug fixes. They are already Also those who say game had less bugs and that they didn't get botched releases when they were younger, should take off their rose colored glasses, especially when you had to pay magazines to get the patches (that were fixing only the most critical bugs generally)... Anyway comparing a trilogy as a whole especially when you have mostly the last one in mind to the beginning of the next one is a bit unjust. There are oversight, clunkiness and some wrong design decisions, but I don't think the game is half as bad as what reviewers and youtubers show it to be (hey do you remember the tantrum we got from players with the running animations in mass effect 3? It was forgotten in the next few month). I can show the flaws in things and minimize the good parts too. What is sad is that they only show what people are expecting of them. Sure now some player harass the dev, if the games doesn't match their ideal dreamy idea of what a game should be. But in the end it comes down to one thing: We like to dislike and bash on things more than anything and we will take any excuses to do it. (And here I thought we, in France, were the best at complaining pff...)
  9. In response to post #47378955. #47379635, #47380245, #47380310, #47380615, #47380650 are all replies on the same post. Nah, the most important feature of mod organizer, the virtual file system, won't be here anyway, or so i read somewhere. So it can't really qualify to be called in a similar way... :) So instead, to make sure that even if Tannin is in the team, people don't get the wrong idea, how about NNMO which means NNMO is Not ModOrganizer (what? At least some of you will understand the joke. And maybe the joke inside the joke. But this one is common knowledge now).
  10. In response to post #43700510. Ah ah, I'm sure you meant a part and not apart ^^
  11. In response to post #43213925. #43215075 is also a reply to the same post. Well you could use profiles in NMM and MO. And for Mo, selecting only one mod will mean only the files of this mod will be installed. As for the users I think they understand but don't want to bother anyway, they'll turn on to the mod author for advice. I've gone through the thing contless time: Breaking my game, going through my load order one by one, to find one mod author had modified a script that is seemingly unrelated to the mod that break another mod's dependency that prompt a totally unrelated behavior. Sure this is not the mod author fault, most of the time they know already but they still expect them to give answer. It's long and boring to do, that's the price to pay with an big load order, I would ignore the game for a few day before sorting my mess... But not everyone wants to bother. My point is, educating won't help, and people will still bother modders. On the other hand, as a support technician for a software company, I have seen my share of issues, that the client, even with the best intentions, has no way of knowing that the issue does not come from the product, and it require a real analysis to determine the real cause. It's a shame, but when you set a product, even for free, you cannot simply ignore your user base because even if it's a conflict there is still a chance you are the one causing the issue. It's sad but you cannot expect the user to use only your mod... I'm playing the devil advocate here, because I agree it's a shame. But a tool can only assist, now you can do what we do, paste some instructions on how to gather data on the issue (a simple step by step no complex explication that would go over the head of someone who isn't willing to learn the inner working) Most of the time the user themselves will find the source of the problem and if he comes back with simply the mod that was causing the conflict, a quick analysis will prompt a simple response: It's my fault. It's no one fault (conflict). it's their fault. And it's worth correcting or not. Keep in mind an incompatibility may lead you to a piece of code, that makes you wonder what you had in mind when you wrote it. So not all black or white here... Anyway MO is great because it only installs the mod you selected in a clean directory (except for steam and bethesda mods are they are forcefully set in your directory)
  12. Hi, I have the same problem here but it's not on our side: The error is: '504 gateway timeout' tracert fallout3.nexusmods.com Détermination de l’itinéraire vers fallout3.nexusmods.com [77.72.3.1] avec un maximum de 30 sauts : 1 5 ms 9 ms 10 ms XXXXXX [192.168.8.1] 2 288 ms 348 ms 348 ms 10.125.110.7 3 366 ms 348 ms 347 ms 10.125.13.164 4 383 ms 926 ms 86 ms 10.125.13.154 5 101 ms 66 ms 59 ms 212.194.172.20 6 84 ms 58 ms 57 ms la10.bsr01-bob.net.bbox.fr [212.194.171.112] 7 96 ms 89 ms 59 ms be32.cbr01-ntr.net.bbox.fr [212.194.171.110] 8 * 60 ms 78 ms la12.rpt01-ix2.net.bbox.fr [212.194.171.86] 9 56 ms 67 ms 58 ms prs-b2-link.telia.net [62.115.57.213] 10 58 ms 57 ms 69 ms prs-bb3-link.telia.net [213.155.135.190] 11 98 ms 68 ms 69 ms adm-bb3-link.telia.net [62.115.143.70] 12 93 ms 68 ms 88 ms adm-b2-link.telia.net [213.155.137.207] 13 118 ms 68 ms 86 ms pni-as1299-ams1.staminus.net [69.197.1.80] 14 * * * Délai d’attente de la demande dépassé.</b> 15 84 ms 85 ms 71 ms . [72.8.137.62] 16 88 ms 78 ms 68 ms 77.72.0.6 17 63 ms 68 ms 68 ms 77-72-3-1.hosted-at.kloud.co.uk [77.72.3.1]There seems to be an issue when we pass through staminus' server (your ddos protection I think). Not every one is affected since not every route is the same. I'm not good with networking but I guess location plays a role here (I have a pretty crappy connection to begin with, but the timout is out of our hand) Thing is tracert seems to be able to get around the blocking server... Browsers cannot. > I could get around using the extension foxy proxy with a server in the US, agreed it's a temporary solution and far from the best, but it will do for the time being
  13. What I'm afraid of and will probably lead me not to buy any (emphasis on probably) is that I don't trust modders to have the time, resources and the will to back any paid content. I don't expect the same level of service from a commercial service and for a free service. I recently heard about modders complaining about users that felt that support was due them. And I empathized with them, I still do, as long as it's free. But as long as I pay for a service, and I'm not speaking of donations, the later are to thank the modder for what was done, the other is to buy an actual thing. I had a problem with a mod, and I still do... I signaled the bug and said that the author might want to look into it... (I didn't demand a solution, or something) And was almost insulted by the author: The mod was working on his particular machine, so he didn't have to care of anything else. And I let go... Because in the end it was free content, someone just offering time and that nothing was due to me. But If I paid, I would have demanded for support or at least a lead to make it work. This is an extreme example, but It's real. That's what I expect from paid mods : Content packaged as a professional feature, with a service that doesn't follow. You could argue that professional companies are also doing the same (I should now, i'm a support technician in a software company), but it doesn't make it right or justified. For now I too will wait and see and although I'm leaning toward the "against paid mods" clan, I'm still not sure about my opinion. So modders, I sincerely hope you'll make me lie.
  14. Ok nothing came back for me: Dragon-age oblivion morrowind fallout 3 fallout NV skyrim
  15. Well my first impression on the new design is it's less easy to read and to navigate: Of course it's partly due to be used to the old design, but i always liked minimalist design... Less picture, using more "border" than picture... As for the tabs for file section though i'll get used to it, i stil prefer good old text... Those are minor reasons... But what I miss the most is the right panel... The content of the file drop down menu should still be accessible as links (it may sound stupid but it was the part I loved the most in the nexus everything accessible under one click) Well you're not to blame if I hate menus :) Anyway on the bright side, I felt performance improvement, and it feels like a great base to improve on.... EDIT: Also where is the update to the files we are tracking? I mean that was a great feature to be great it should be put next to the "message" button...
  16. Hey, we should send them al the names of games from big companies that makes "copyright infrigement" ^^ a bit of spam for their mail box ^^
  17. The fact is that lawsuit would argue over a button on the center of the screen... Moreover, this is an indie company that starts to earn money but is not big enough to have it's own legal departement... An easy prey... If it was another big game company that would have been another story... The fact is that usually they use scare in these letters... It's common practice to scare people even if the case wouldn't hold in court (I don't know if it'd work in america but in france you'd have to have more than a word against or you'd have to grease a lot of palms and it's tricky) And as for what you say braggadar, to be honest a sci fi game called scrolls... I mean come on it doesn't even remotely feels like arena or daggerfall... And not even close to copy morowind or oblivion... If any word used in a game title cannot be used in another game with the same setting titles of the next games coud as well be: flipitroke (racing), flopidum (rpg), babadu (fighting), bwabu of klipo (fps) Honestly it's not about concern but just easy money...
  18. I got the same problem... I'll give more spec though Win 7 professional 64b I got the latest 3d vision drivers on a geforce 8800 I tried standard steam version and patched to 1.7 both crash It crash at the moment where the "diaporama movie" start sometimes I even get a bit of the music before it hangs... I think about a driver issue since I read that others made it run flawlessly... Can always try the fake patch to get the very first version of fallout (steam is not) But I'm to lazy to réinstall for now...
  19. Well fallout's background always dealt with that. In Dave's republic I just ran aroud lauching frag grenade well it feels wrong to see children getting blowed by a grenade. Of course I was aiming for the adult behind (and he got torn to shred) but the kid ran around aimlessly. You can't make a violent game and just ignore a part of the game. Maybe they wanted to please some people by putting kids, but in my opinion, they should just have replaced them by adults if they really wanted to keep them from arm. I'm not against this censorship itself, it's a choice from bethesda to do this and it's not the matter of the thread. But putting childs, and then make them able to survive anything is just plain stupid. Oblivion was a correct game even without child. Fallout was a good game (even) with child killing A fun quest would be to protect the kids from a full scale mutants attack and while you get wasted kid gets shots by missile, mini nuke and all... then they stand up go cry to moma, leading super mutants to her (the mother get dismembered before the eyes of the kid. (he's still geting hit by missile grenade and bullets of course but who cares anywway) See why I say it's plain stupid? As for the rape matter I don't really want to see it but it wouldn't surprise me to read about it as quest element.
  20. That's what the headshot do in F3, well if it doesn't kill him that is
  21. Well in the first Fallout eye shot worked basically as f3 headshot so it's not really usefull I think. The groin was great to put an ennemy down for a few rounds. If you face a big ennemy and you're in a bad shape that could earn you a little time to use stimpacks... For child killer this was part of the game to be able to make such actions and at least you had to think twice before tossing a grenade to an ennemy while children where arround. Here it's like argh super mutants are invading the nursery! Oh well, a mini nuke and it's done... And for rape, well I would agree if it was part of a quest as a scénaristic element but not a free roaming raping all female you can see (including brahmins molerat and kids) And two more thing! I want to earn my cash as a porn star! Be expert in kama sutra and solve certain quest with my pretty butt ah and where has money games gone !!! :(
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