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Percephere

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Posts posted by Percephere

  1. I quite like the new design. I do hope the "Hot Files" section returns to something similar to the old design, and clickable content tabs are made a bit more visible.

     

    The "More Mods" section is pretty useful though. I appreciate that "Use emoticons" checkbox is left off by default.

  2. I posted my question once and i recieved answer, but that wasn't this mod, so i ask again.

     

    I'm looking for mod, which let you take armor AND RAGS off off draugr. I don't know if this is seperate mod, or part of some bigger modification. All i found on nexus was standalone ancient nord armors, but it isn't what i'm looking for.

     

    Thanks for help!

     

    Try Skyrim Immersive Creatures. It allows you to take armor off of Draugr to the point of nakedness. Some Draugr spawn completely naked or in rags by default.

  3. I've been looking at this too. Fallout 4 had some built-in subsurface scattering when playing at ultra settings, but the effects were dependent on the subsurface options in the material files (.BGSM). Skyrim Special Edition doesn't seem to use any of these, so if SSE even has SSS then it would be somewhere in the plugins. I'm not sure SSE has any of the kind, so ENB was probably our only hope. Lacking that, we might be able to fake SSS with slightly glowing skin textures.

  4. In response to post #43651370. #43651500, #43651570, #43651760 are all replies on the same post.


    Percephere wrote: So will Mod Organizer be worked on at all any more? I really prefer it to NMM.

    I'd be much more willing to swap if NMO were made a bit more like MO. Being able to install mods into folders for virtual directory is the selling point for me, but I don't think I can live without the ability to check and uncheck files upon the installation of a mod - at least when lacking a FOMOD setup.

    TBH I can't quite make a decision about this project until I see it with my own eyes. I don't want this to turn out bad for the same reasons I hope my favorite games developers don't mess up; they probably won't, but they still manage to do it from time to time.
    SkyrimCliff wrote: No, MO is dead. All focus will be on NMO. And I believe just about every single MO user on Earth agrees with you that nobody wants to compromise for less featres, and less flexibility/control. I highly suspect that this will be taken into account because who else better to give us the MO features we want to keep, than the guy who gave us the features to begin with. In the large scope, this is a plus for everyone.
    Percephere wrote: This is very sad news for me.

    " Don't fix what isn't broken. "
    SkyrimCliff wrote: You're missing the point. Nexus Mod Manager, WAS broken, it just wasn't any good for power users like us who use MO. This means that the new MO (NMO) now becomes the official branded Nexus software, built by the guy who gave us MO. He isn;t just going to say screw MO function and throw it out the window, it will be better, because now he's actually being paid to build this new manager. How could you possibly ever be sad about this. MO will come back with a new name, and even more feature rich than ever before. This is a GOOD thing.


    I suppose so. The idea of the guy who made MO now to help with the new Nexus manager isn't too bad. But again, this hinges on the quality of the final product. I almost entirely expect NMO to be pretty good, but things like this have gone south before.
  5. In response to post #43651370. #43651500 is also a reply to the same post.


    Percephere wrote: So will Mod Organizer be worked on at all any more? I really prefer it to NMM.

    I'd be much more willing to swap if NMO were made a bit more like MO. Being able to install mods into folders for virtual directory is the selling point for me, but I don't think I can live without the ability to check and uncheck files upon the installation of a mod - at least when lacking a FOMOD setup.

    TBH I can't quite make a decision about this project until I see it with my own eyes. I don't want this to turn out bad for the same reasons I hope my favorite games developers don't mess up; they probably won't, but they still manage to do it from time to time.
    SkyrimCliff wrote: No, MO is dead. All focus will be on NMO. And I believe just about every single MO user on Earth agrees with you that nobody wants to compromise for less featres, and less flexibility/control. I highly suspect that this will be taken into account because who else better to give us the MO features we want to keep, than the guy who gave us the features to begin with. In the large scope, this is a plus for everyone.


    This is very sad news for me.

    " Don't fix what isn't broken. "
  6. So will Mod Organizer be worked on at all any more? I really prefer it to NMM.

     

    I'd be much more willing to swap if NMO were made a bit more like MO. Being able to install mods into folders for virtual directory is the selling point for me, but I don't think I can live without the ability to check and uncheck files upon the installation of a mod - at least when lacking a FOMOD setup.

     

    TBH I can't quite make a decision about this project until I see it with my own eyes. I don't want this to turn out bad for the same reasons I hope my favorite games developers don't mess up; they probably won't, but they still manage to do it from time to time.

  7. If anyone is still having this issue and happens on this topic (like I did), I have a solution.

     

     

    You need to go here and download a copy of the official shader packages: http://www.nexusmods.com/oblivion/mods/20348/?

     

    Next, launch Oblivion and make sure HDR is on. After you get the grey screen, go ahead and exit.

     

    Run over to your "My Documents" folder, "My Games," and under "Oblivion" should be a file called "RenderInfo.txt."

     

    Open it and find the line "Shader Package." Across from it should be a number. Mine was set to "2" - remember that number.

     

    Go ahead and install the mod you downloaded earlier. It will go under "Data/Shaders/"

     

    Now find and copy "shaderpackage019.sdp" and paste it in the same directory.

     

    Find the shader package that correlates with the one set in "RenderInfo.txt" (i.e. "shaderpackage002.sdp") and delete it.

     

    Finally, rename the package you copy+pasted earlier and give it the same name as the one you deleted ("shaderpackage019 - copy.sdp" to "shaderpackage002.sdp").

     

    If you mess up somewhere and things look funny or you have performance issues, just delete the "Data/Shaders/" folder and go back to Bloom rendering.

  8. In response to post #38591030.


    cousingh wrote: fully agree. videos are a curse. Banners, ok, but NO VIDEOS. they'll lock up firefox in about 30 seconds, or if I'm lucky will only make your site laggy as h****. i hadn't even finished reading this article when firefox locked up. a window popped up saying "unresponsive script"
    a) continue: no way
    b) debug : you're joking me right?
    c) stop script: clicked on that again and again and NOTHING HAPPENS. it just keeps popping up again and again and again.

    Had to Kill firefox.
    " script: http://us-ads.openx.net/w/1.0/afr?auid=358757&cb=42408679:0 "

    and I'm in CANADA! WFT do I want American ads for?


    I'm a Firefox user too, and I can confirm 100% that bad ads can completely lock up a browser. I'm on a $2,000 gaming PC with 16GB of RAM and I still get hit hard by some ads.
  9. Rightio, I've deciphered the code. Here's how you do for anyone else reading around for an answer.

     

    You need to open the Creation Kit (x64) and click File > Create Archive > OK > Enter the name of your new ESP > Add Files > Create

     

    To be clear, you do need to create a BA2 files with a dummy ESP (empty ESP with the same name as your BA2 file)

     

    EXAMPLE

    • No More Rusty Metal Armor.esp
    • No More Rusty Metal Armor.BA2
  10. I've been asked to upload one of my mods to Bethesda.net for console users, but I am conflicted. I have the CK and I have noticed the "Upload to Bethesda.net" option but my mod(s) are strictly textures and the CK tells me I need an active plugin. How in blazes do I upload something like that???

     

    Should I make a dummy ESP and pack the textures into a BA2 file? If so, what tool should I use to pack it up? I have been using to BAE to unpack BA2 files, but it doesn't do that backwards.

     

    Please, my fellow mod authors (and/or users), share your infinite wisdom with me!

  11. Title states the issue. Here's some more information:

     

    • I've already searched online for a fix to no avail.
    • I have already searched Horker Island in Solstheim.
    • I went to the cave he's supposed to be at - and killed the bear inside. He is nowhere to be found.
    • I tried spawning him in via the console (Player.PlaceAtMe <ID> 1). He doesn't talk. He just stands there.

     

    I am already well aware that my game save is horribly and incurably broken (thanks, Requiem). Specifically what I'd like help with is finding the SetStage command(s) that can be used to skip the whole quest.

  12. If there's anything I say below that you don't understand, just Google it. The info is pretty straightforward and readily available. These are just optomizations for FPS and power management.

     

    • I have your same video card and I would highly, and I mean highly, suggest setting Skyrim and ENB's vsync to OFF. Instead use your graphics card's hardware vsync. This improved my load times by over a minute and my FPS by 20.
    • I would use SKSE's memory patcher (SKSE.ini) and set ENB's "ExpandSystemMemoryx64" setting to false.
    • You should, however, set "ReservedMemorySizeMb" to either 128 or 256. I suggest 128, but if you get stuttering (when using large texture mods like I do), use 256.

     

    Next up, mods management. If you think you'll be using a lot of mods and will switch them out often, possibly also test and modify files, I suggest Mod Organizer (it can be confusing though). If you want to keep things simple, all your mods and all your files in one place, use the Nexus Mod Manager. The only notable difference between the two is that Mod Organizer does not actually touch your Skyrim installation and instead creates individual files in the MO directory which is then magically used when running through the MO program.

     

    Finally, if you run any mods, you need to know the following:

    • Load order is important. Use LOOT if you can't be bothered.
    • Crashing is inevitable with Skyrim, but there are some things you can do to prevent it. Use SKSE.ini, the Crash Fixes mod in the Nexus, and clean your Master plugins through TES5Edit.
    • The Nexus community can be harsh sometimes, but we rather enjoy helping [in our own, tough-love sort of way].

     

    Now then, you asked for a set of mods? Oh boy, do I have a list for you. I also suggest downloading and installing these mods in the order below. Please bear in mind that Skyrim has a limit of 255 plugins.

     

    =====

     

    Resources: Just things you need before we start.

     

     

     

    1. NetImmerse Override.
    2. Female Facial Animations. Yes, really.
    3. Better Dialogue Controls and Better MessageBox Controls.
    4. Fuz Ro D-oh. Prevents a bunch of crashes when there are no sound files for an event, like dialogue.
    5. JContainers. Just a resource for other mods.
    6. Crash Fixes. I mentioned this earlier.
    7. SKSE.ini - also aforementioned.
    8. PapyrusUtil
    9. ENB v0.305. This is famous, not only for it's speed-hacks but also for it's aesthetic improvements. You'll also want the Particle Patch.
    10. The Brawl Bug Patch.
    11. FISS.
    12. Quick Loot! Not actually required, but it's an awesome add-on.
    13. OneTweak. Some people have problems with this. Try it out and see how it does.
    14. Wiseman's Flora Fixes is a must.
    15. The Grimy Plugin. I don't know why it's called that, but I hope it isn't contagious.
    16. SMAA injector. I can explain how to use it since there aren't that many tutorials for it.
    17. No Menu Smoke. Strange as it may sound, ENB does not always play nice with Skyrim's menu smoke for some reason.
    18. Insignificant Object Remover. Not really necessary but it can potentially improve FPS. Also, it saves energy by removing things you don't actually look at.
    19. Save Game Script Cleaner. This will help you keep your save from bloating and possibly revive it after uninstalling something.
    20. Wrye Bash. You'll need this to generate Bashed patches. More on that if you need me to elaborate.

     

     

     

    =====

     

    Mods:

     

     

     

    • Use SKSE. Yes, it is mandatory. This must be manually installed. Run the installer or unpack as a zip, whichever you are more comfortable with.
    • Install SkyUI. This is also mandatory as a huge number of mods rely on it. You can use SkyUI-Away to get rid of the poorly-made craftingmenu.swf and Warning Remover if you do.
    • Here is RaceMenu. It's just much nicer than the vanilla system and has more customization.
    • This one is Skyrim Enhanced Camera. It allows you to see your own feet. It's a little clippy sometimes but a worthwhile improvement.
    • This is Customizable Camera. I don't always play in 3rd person view, but when I do, it's with this mod.
    • MoreHUD adds some new HUD elements. Look at the page for more.
    • Extended UI improves a few of the UI interfaces that SkyUI does not.
    • EFF will let you have more than one follower and keep track of them. This also includes UIExtentions, but it may be outdated.
    • Immersive Horses is a simple, and tangible, improvement upon the horse system. FULL changes the looks of horses, LITE does not.
    • To go along with Immersive Horses is Craftable Horse Bardings. It adds horse armors, saddles, and all that.
    • This bit is the Archery Gameplay Overhaul. I'm not fond of ranged battles, but this mod makes it both fun and challenging.
    • Realistic Ragdolls and Force. A must-have.
    • Enhanced Blood Textures. Get ready for realistic amounts of blood.
    • This is XP32's enhanced skeleton for the player and creatures. Not only does this improve animations, it also includes auto-swapping animations for weapons on back. It's great. It does require FNIS though, which you'll need one way or the other.
    • To go along with your shiny new skeleton is Dual Sheath Redux. This will place shields on your back and allow your off-hand weapons to be displayed on your character. It's a must IMO.
    • I recommend using the HDT physics plugin. It allows you to have, well, physics applied to a number of things. Hair, equipment, boobs. It's great.
    • Install USKP or USLEEP. Use USLEEP if you have all of Skyrim's DLC (Dawnguard, Hearthfires, Dragonborn - in that order). This fixes an enormous amount of bugs and makes a lot of balances.
    • No NPC Greeting. This is self-explanatory.
    • You'll need TES5Edit to clean your Master files. Here's how.
    • I personally suggest using CBBE. I know, the page has nudity, but you can install it without. It just looks better. This also goes hand-in-hand with Bodyslide.
    • HD Scars. It looks much better.
    • I personally suggest using both Immersive Armors and Immersive Weapons. Please bear in mind that these cannot be used with Requiem. More on that below. Don't forget to check out CaBaL's textures for this.
    • For HD textures, first install Skyrim HD. It simply covers more textures than most. If you would like things like parallax or other flavors, install them after, overwriting this one where needed.
    • TROLL. Simply a much better texture set.
    • After that, go grab A Quality World Map. It's customizable and has it's own installer for such.
    • Ramccoid and hishutup's LITTLE THINGS is a very nice improvement to a few things in-game.
    • The Ruffled Feather includes a few decent improvements, including reeds in rivers, a very green and compatible Whiterun add-on, and some drop-dead gorgeous lily pads.
    • This one's a must for users. Ruins Clutter Improved does exactly what it sounds like it does.
    • Here's that SMIM mod that MrStoob mentioned. It adds high-poly meshes to the world where they were needed the most. Don't worry too much about FPS loss with this. I lose next to nothing with it installed at full. Just don't use any 4K textures on things you don't actually look at. With it however, you should also download the cart Havok fix for SMIM located here. It's the same mesh but plays nicely with Skyrim's physics.
    • This mod is called Wet and Cold. It simply adds face covers, cloaks and what-have-you. It's more on the immersion end of things and not really necessary. I just like it and it doesn't hurt anything to include it.
    • Realistic Water Two simply enhances the looks of water. It's very realistic with just a pickle-pee and a pump-a-rum of fantasy.
    • Literally everything by CaBaL120. Okay, maybe not everything, but this guy is a legend in my book. He's made tons of HD textures at top-quality.
    • If you get tired of killed skelies, draugr, bandits, trolls and wolves, use Immerse Creatures to spic things up. It's not so outlandish and adds some items as well.
    • You should also consider using Skysan's Transparent and refracting Glass, Stalhrim, and ice mods. The glass page also has some options for textures and other add-ons.
    • This here is LeanWolf's Better Shaped Weapons. Because swords are not supposed to be paddles.
    • Vivid Weathers is a gorgeous improvements to Skyrim's weather systems. Not only that, but it also enhances the graphics a good bit and has it's own, lightweight, ENB setting to go with it. Use them both. Trust me.\
    • DynDOLOD. It can be a bit confusing to use and be a huge pain to actually run. Only run this after you have finished installing all of the landscape textures you like. Just read the mod description. You'll also need TES5LODGen.
    • This should really be installed last due to the way it looks and all; Enhanced Landscapes. It's about the same tier as SFO but without the weird incompatibilities and crashing. Do avoid installing any other mods that change trees, however.
    • Unique Uniques. This adds new models for unique weapons.
    • AOS2. This adds things like echoing and directional sounds and reverb. This needs a compatibility patch for Unique Uniques, included in the installer.
    • Immersive Sounds Compendium. This mostly adds additional sounds and improves existing ones. This need a compatibility patch for AOS2, included in the installer.
    • Everything you fancy from our good friend crazylion. He is an artist of the highest caliber.
    • This here is JK's Skyrim. It's an aesthetic overhaul of Skyrim's towns and cities. If you don't like that much, there's also Expanded Towns and Cities. Whichever you like.
    • Elianora's Breezehome. Unsurprisingly compatible with JK's Skyrim.
    • Immersive Music is a rather large mod that adds a huge collection of music to Skyrim.
    • Rustic Clothing is a more recent mod released that overhauls the textures of clothing to be slightly darker and more, well, rustic. The results are spectacular.
    • Here is Bellyache's HD Dragon textures. It's a must, if you ask me.
    • Whether you use this one or not depends on your idea of dragons and immersion. Chaos Dragons adds in quite a few new dragons and they are quite awe-inspiring.
    • Speaking of dragons, you should grab this too: a Dragon Animation Replacer. Dragons now hold their heads high.
    • There is also RS Children Overhaul. It's a bit old, but there's nothing like it. It comes with a USKP patch, but here is one for USLEEP, and one for Requiem.
    • Rustic Windows. I love this mod. 2K is big enough, but 1K still looks great.
    • Better-shaped Female Creatures. Why not?
    • Dramatic Alduin Retexture. He is the World Eater, he should look the part.
    • Improved Dragon Aspect. Fancy!

     

    Now, where combat and some other overhauls are concerned, it depends on your personal preference. There is Requiem, the roleplaying overhaul. Requiem favors difficulty and realism, but is a bit script-heavy and has a few incompatibilities. If you want just one mod to do all of your overhauling needs while increasing the difficulty of Skyrim by removing the leveled list, Requiem is the one for you. Do remember that you cannot use Immersive Weapons and Armors with this - Requiem already has them. Don't forget to stop by the Requiem Patch Central.

     

    =====

     

    Now, should you decide not to use Requiem, here are some mods of that ilk that I suggest

     

     

    • Ultimate Combat. Overhauls combat. If you want a realistic challenge, enable hardcore damage via MCM.
    • Weapon Parry Standalone. Allows you, and NPCs, to "parry" attacks by attacking at the same time.
    • SPERG. This overhauls perks and skills, while balancing spells and powers.

     

    =====

     

    Additional Mods

     

     

     

    =====

     

    Okay, I think I've covered the obvious and the essential. Anything else?

  13. I would personally suggest using Vivid Weathers with it's ENB files over the originals. It features a lot of CoT's stuff and has it's own brightness, bloom, and saturation settings tunable via MCM. It even looks great with it's low-quality preset.

     

    Just something to consider if your current weather mod(s) and ENB isn't cutting it for you.

  14. You could always have someone help you out by simply playing the mods and then PMing you a decent description. There's nothing strange about being bad at describing your creations.

     

    When I say always, I mean it. Someone on the Nexus would be more than happy to do so, myself included.

  15. There's a lot. Just look around. The Nexus has a few good ones, there's Modtype (Japanese, search through Google). Also look through Steam's workshop area.

     

    You can also follow some links through tesgeneral.

  16. In response to post #36113280. #36113495, #36113620, #36113775, #36113885, #36115700, #36115745, #36116315, #36124765, #36125685, #36126565, #36127040, #36127720, #36129150 are all replies on the same post.


    ellsdragon wrote: B*tch b*tch b*tch.
    Seriously, that's what I'm getting out of almost 90% of the comments on here. "Mods are necessary, I can't live without them. It's stupid that they turned off the console, I'll need that too." It's a damn BETA. They want people to test it and see about how they can break it before allowing mods. And the console? If you can't play without cheating, that's not playing.
    I can't even come up with a proper comparison because of the sheer amount of stupid being crammed into this community. If you have a problem with Beth wanting to try and fix the damn game, get off your ass and MAKE a damn game. Then you can understand how Beth feels when someone bitches about how sh*t your game is.
    kuhaica wrote: the console is mainly a debugger...
    jaitsu wrote: So in other words, ellsdragon, "WHAAA WHAAA WHY DOESN'T EVERYONE PLAY THE SAME AS ME I FEEL LIKE I HAVE THE RIGHT TO PASS JUDGEMENT BECAUSE PEOPLE USE SOMETHING I DON"T WAAAAHHAAHAAHAHA"


    Pull your head from your ass.
    Tantalus010 wrote: Normally I'd totally agree with you, but with the number of minor issues and bugs in Bethesda's games, the console actually IS a necessity. That's why I'm opting out on this one.
    mcchuggernaut wrote: Yeah, without the console how can I get the broken level 4 merchants to even show up at my settlements? Or get the brahmin or Preston off the roof of my house? Bethesda has known about these problems since release, but hasn't bothered to fix them yet. The console isn't for cheating in Fallout 4, it's basically for fixing all the bugs.
    Zzyxzz wrote: You know nothing Jon Snow, eeeh ellsdragon
    Ellendar12 wrote: The thing is though the point of a beta is for those bugs to actually annoy you enough that you actually report them. I imagine with console enabled every time you hit a minor bug many people will just console fix it and keep on rolling rather than giving bethesda the information they need to actually fix things. Remember, a beta isn't put our for our benefit, betas exist for the benefit of the development team and it isn't a surprise that it is designed for their benefit rather than our enjoyment.
    hivKORN wrote: you cant test these features
    https://bethesda.net/#en/events/game/fallout-4s-all-new-survival-mode/2016/03/29/96
    without one bug who was reported since release day.
    Is it so hard to understand!?,
    Console is debugger and a helper to get the id of an problematic object as accurately as possible. Instead of posting an description where they can find rock x and tree y and hole z in worldmesh.
    But the report of the right id will change nothing.
    Bethesda will always remain Bethesda.
    "War never changes" :D

    TrentTheWanderer wrote: So what you are saying is that you're surprised this modding community wants to play with mods?

    I think you might need to spend some time re-evaluating your expectations.
    Kilator wrote: Maybe if bethesda wanst so freaking lazy and optimized their damned piece of shaite game. These mods give me over 30 fps improvement. I literally cant play without them.
    julio131 wrote: with mods enable, all the change will be overwrite by mods(i think all things(food,med...) will add a new flag(survive mode), just like they did in FNV). Therefore, you can't test s**t in the beta if your mods don't update for it.
    so yeah, I think they need to force to disable mods in the beta.

    but when it comes the stable update, I hope we can use mods.

    btw, I use console for better screenshot
    Percephere wrote: They really should let us test it with mods. What with their plan to release mods to consoles,it would be disastrous if they ran into a whole bunch of problems with it at launch because they didn't test it thoroughly.
    Eruadur wrote: Seems like everyone forgot about the fact that mods aren't officially supported yet?
    Not until the GECK or CK is out? Is the CK out? Hmmm?

    So people are whining like a bunch of babies about something that they aren't supposed to be using yet and they get all ballistic about when you tell them?

    There used to be a time when people in The Nexus Community were more grown up about this...
    It's that "entitlement era" isn't it ? :)
    Mitsurugi2424 wrote: You actually make a valid argument ellsdragon. Unfortunately, console is necessary to debug. I don't need God mode, but I do need toggle collision when I'm stuck in a chair. I do need quest advancing commands when my quests bug out. Sometimes I have even needed moveto player. When my companion stayed stuck on a roof. And yes, before I did this I even tried recruiting a new one, waiting 3 days and seeing if the stuck one found their way home. They didn't....

    While I totally agree that you should just opt out if you need turn mods that bad and are the type to console in every health item you'd need... I do feel some commands are simply needed.

    Also, I am pro choice as far as game play goes. This is just my opinion, and yes I use alot of mods myself. This is why I opted out. (that and survival mode doesn't appeal to me all that much)


    Half the people you're accusing of "whining" are just stating their stance on the subject. One way or the other, Bethesda is developing the game - not us. It's not so strange to voice your concerns as a consumer though.
  17. In response to post #36113280. #36113495, #36113620, #36113775, #36113885, #36115700, #36115745, #36116315, #36124765, #36125685, #36126565 are all replies on the same post.


    ellsdragon wrote: B*tch b*tch b*tch.
    Seriously, that's what I'm getting out of almost 90% of the comments on here. "Mods are necessary, I can't live without them. It's stupid that they turned off the console, I'll need that too." It's a damn BETA. They want people to test it and see about how they can break it before allowing mods. And the console? If you can't play without cheating, that's not playing.
    I can't even come up with a proper comparison because of the sheer amount of stupid being crammed into this community. If you have a problem with Beth wanting to try and fix the damn game, get off your ass and MAKE a damn game. Then you can understand how Beth feels when someone bitches about how sh*t your game is.
    kuhaica wrote: the console is mainly a debugger...
    jaitsu wrote: So in other words, ellsdragon, "WHAAA WHAAA WHY DOESN'T EVERYONE PLAY THE SAME AS ME I FEEL LIKE I HAVE THE RIGHT TO PASS JUDGEMENT BECAUSE PEOPLE USE SOMETHING I DON"T WAAAAHHAAHAAHAHA"


    Pull your head from your ass.
    Tantalus010 wrote: Normally I'd totally agree with you, but with the number of minor issues and bugs in Bethesda's games, the console actually IS a necessity. That's why I'm opting out on this one.
    mcchuggernaut wrote: Yeah, without the console how can I get the broken level 4 merchants to even show up at my settlements? Or get the brahmin or Preston off the roof of my house? Bethesda has known about these problems since release, but hasn't bothered to fix them yet. The console isn't for cheating in Fallout 4, it's basically for fixing all the bugs.
    Zzyxzz wrote: You know nothing Jon Snow, eeeh ellsdragon
    Ellendar12 wrote: The thing is though the point of a beta is for those bugs to actually annoy you enough that you actually report them. I imagine with console enabled every time you hit a minor bug many people will just console fix it and keep on rolling rather than giving bethesda the information they need to actually fix things. Remember, a beta isn't put our for our benefit, betas exist for the benefit of the development team and it isn't a surprise that it is designed for their benefit rather than our enjoyment.
    hivKORN wrote: you cant test these features
    https://bethesda.net/#en/events/game/fallout-4s-all-new-survival-mode/2016/03/29/96
    without one bug who was reported since release day.
    Is it so hard to understand!?,
    Console is debugger and a helper to get the id of an problematic object as accurately as possible. Instead of posting an description where they can find rock x and tree y and hole z in worldmesh.
    But the report of the right id will change nothing.
    Bethesda will always remain Bethesda.
    "War never changes" :D

    TrentTheWanderer wrote: So what you are saying is that you're surprised this modding community wants to play with mods?

    I think you might need to spend some time re-evaluating your expectations.
    Kilator wrote: Maybe if bethesda wanst so freaking lazy and optimized their damned piece of shaite game. These mods give me over 30 fps improvement. I literally cant play without them.
    julio131 wrote: with mods enable, all the change will be overwrite by mods(i think all things(food,med...) will add a new flag(survive mode), just like they did in FNV). Therefore, you can't test s**t in the beta if your mods don't update for it.
    so yeah, I think they need to force to disable mods in the beta.

    but when it comes the stable update, I hope we can use mods.

    btw, I use console for better screenshot


    They really should let us test it with mods. What with their plan to release mods to consoles,it would be disastrous if they ran into a whole bunch of problems with it at launch because they didn't test it thoroughly.
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