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Everything posted by wheelchairwillie
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Can confirm, "$ is not defined" and left click broken. Tried three different browsers with and without addons, same error in dev console.
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/tinfoil hat Bethesda knows user mods are a big and very important feature of their games, that's why they marketed it so hard for the XB1 and PS4 launches of Skyrim and Fallout 4. The fact Todd haven't mentioned user created mods specifically and given very needed positive news in this backlash points to that not being the case. Todd referred to private servers as "services". You don't own a service, you pay for it to be provided and this indicates any servers have to be rented from Bethesda like many other similar titles already do No company would build a large delivery system for mods and have user created free variants compete with their own (profits). Any mods you run on private servers will therefore likely not only be Creation Club only but also registered and owned by player/owner/server as both copy protection and guarantee no violent, sexist or otherwise unwanted content breaking their own, Sony's or Microsofts's terms is active. You don't want to expose their customers with inappropriate content and risk being prevented or delayed from accessing their huge pool of potential buyers. Cutting user mods entirely not only avoids this but also saves a lot of time, money and work having to maintain systems to monitor and handle both players and mods breaking these conditions. They already proven they've been unable or largely unwilling to effectively handle the frivolous mod take-downs, personal attacks, unauthorized uploads and other idiocy people have been pulling on Bethesda.Net so they know exactly how bad things can get should they try it again. Todd also said there is no way to completely opt out of PVP stating "We want a little bit of drama" meaning the only way for someone wanting to play solo, PVE with friends and possibly even avoid having their base destroyed when offline will be to rent a private server making it effectively an extra monthly fee for those players. Making the game "always online" introduces another appealing point besides copy protection - the game is only working for as long as the authorization/multiplayer servers are up. Whenever Bethesda decides the game isn't profitable enough they can shut it down and push another title instead. You won't be able to play the game for as long as you want like Skyrim LE with a near endless stream of new community content with them only getting scraps of the base game + dlc price. Or nothing at all from those pirating it. They're not making that mistake again. Finally, what anyone here thinks about all this is largely irrelevant, we're not their target group. Console (and mobile) players are, they've been used for over a decade paying for things PC users absolutely wouldn't like online access as well as for extras like xp boosts, cooldown resets, items, hats and so on. Fallout Shelter (with in game purchases) alone has more players than all other Bethesda titles ever had combined, this is a huge and very profitable group of gamers. Faced with having Content Club mods or none at all console users will chose the former, gladly, and have fun playing too. PCs users on the other hand are a demanding group, have way too varied hard-/soft-ware causing compatibility and testing issues, multiple sources outside Bethesda's control to get mods from as well as an open system enabling piracy making development even less rewarding.Bottom line is that Bethesda is a for profit company and this approach, already proven both highly successful as well as (generally) player acceptable by other gaming companies, is arguably the most likely way to make a lot of it from a Fallout title. Should this work, and I believe it will, it'll likely be the blueprint all future Bethesda titles are developed, launched, maintained and "retired".
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Donation Points system now live for mod authors on Nexus Mods
wheelchairwillie replied to Dark0ne's topic in Site Updates
Really cool idea, but what happens if an author deletes their mod because personal/political/whatever reasons and then upload it again? Or decide to repackage something that should have been an update or bugfix into a new mod instead? Would be a quick way recycle existing downloaders into uniques again for the less scrupulous. Not to mention clogging up the site with app store type spamming of minor variations. -
right now? no. in the future? of course. selling micro dlc >>>> $ than making new stuff. rockstar proved it so now everyone wants to copy it. bethesda isn't giving up double or triple digit million dollar micro dlcs profits by allowing free player mods lol us pc users can complain all we want. their customers are xbox and playstation owners. they're used to paying for extra stuff, have no option to get mods elsewhere, can't pirate and is a several times bigger group anyhow.
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Now can we say "no more wait for skse"
wheelchairwillie replied to VulcanTR's topic in Skyrim's Skyrim LE
A SKSE64 release would cost Bethesda potentially millions of dollars in lost revenue. If the player have the choice of a free SKSE mod or a less functional non-SKSE variant from the content club with a pricetag most would pick the former. After seeing how Rockstar has made bucketloads of money with GTA V selling cards for content that's quick and easy to mass produce Bethesda wants people to migrate to SSE so they can do the same. It's just good profitable business. Looking at how the current steam Skyrim franchise sale conveniently includes every game EXCEPT classic Skyrim only confirms this. So even if SKSE64 was developed and release the team would have a serious uphill battle keeping it functioning since there are millions of reasons for Bethesda to not make that happen. Wouldn't even have to do something as dastardly to sabotage it with frequent updates, could just recruit anyone working on it (or other extender frameworks) for a small sum of money or even just the promise of efame effectively killing the project off. In short, anyone waiting for a working stable script extender before migrating to SSE is gonna have to wait for a long long time. -
In response to post #50135442. Great idea! Image enhancers are so common now having improved root support to switch between them from a dropdown or something as well as storing the setting in the mod list (in case one switch between have several) would be a great time saver. Particularly since many mods are optimized to only work with specific releases and versions like weather changers or overhauls. Would also make mod development easier by making it quicker to change between "vanilla" and modded setups with the required tools in place for testing.
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The Mechanist Lair can randomly break causing low fps or invisible walls even on unmodded games, check known issues at - http://fallout.wikia.com/wiki/The_Mechanist's_lair Scrap-all mods can also cause similar problems see - bugs on http://www.nexusmods.com/fallout4/mods/5320/ I haven't tried it myself but one person reported toggling pre-culling by using "tpc" in console one way or another helped.
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The reason this appears to be such a mess with the strange selection and exclusion of mods as well as the rules not being applied is because Nvidia isn't and never intended to treat this like a contest. It's a promotional campaign with the goal to strengthen and spread the Nvidia brand and that means the winning mod and author must fulfill some very specific marketing criteria in regards to visual appeal, simplicity and ease-to-relate-to etc in order for it to happen. There never was a plan to allow the most popular mods to compete against each other since many of them either contain sexual themes, violence, chemical abuse or other controversial material. Imagine if a mod dealing with cannibalism or the female body in any shape or mod won and was given "Nvidia engineering support" - the social media police would have a field day over a big company supporting such amoral content endangering the brand, stock value, CEO bonuses and employees! Any mods dealing with game specific issues or functions like scripting that the average Joe/Jane have no clue about and would translate in their head when reading the winner announcement as "technobabble" and quickly scroll to more interesting news making the marketing move a complete failure where made sure to not have a shot at winning either. If you look at the mods that didn't make it/made it into the contest with this in mind the screening process starts making a whole lot more of sense. They knew exactly what type of winner was needed to accomplish their desired goal and they made sure it would happen by selecting the appropriate competition and applying the rules creatively. Anyone who have experiences with these types of campaigns know that this is how they're run, with a purpose that has little to nothing to do with fair competition and everything to do with accomplishing the needs of whoever arranges it has. The competition never even would have taken place if Nvidia thought they had to let chance or the votes of some random bunch of strangers/4channers/pervs/whatever online dictate what mod they'd had to associate themselves with. Yes it's cynical but cynicism is what makes a successful marketing campaign.
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Far Harbor Settlement Problem
wheelchairwillie replied to jsnider193's topic in Fallout 4's Discussion
Bethesda broke the settlement system and related npcs in the latest patch, might be it. There is a thread on Bethesda.Net that goes into more detail.