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NoDebate

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Everything posted by NoDebate

  1. Roleplayers Alternative Start Fallout New Vegas - So I can tell the story to sod off and wander the wastes. More Perks/Traits - As it stands the new perk system is somewhere between FNV and Skyrim. I'd like to see some extra flavorful perks. However, I'm concerned with how difficult it may be to incorporate new perks, let alone traits. CCO - Because it's awesome.
  2. The perfect mod is the one that introduces role-playing to FO4. That mod (much like perfection) does not exist because it cannot exist.
  3. Needs: Bug Fixes / Unofficial PatchesPC UI"Classic" overhaul to derive difficulty (PA availability, Radiation tweaks, SPECIAL/Perk balancing, kill the randomness in Speech checks, DT and DR - 'the works')Consistent repair system (either we repair everything or repair nothing, seriously what were they thinking)Wants: Survival needs (I am still chuckling at Bethesda for including a difficulty mode called "Survival" without including any basic needs)More perksMore meaningful content (quests, NPCs, companions)More fluffy content (weapons, armor, clothing)More dialog (SPECIAL/Perk checks in dialog)More population (expanded towns, more interiors)Settlement overhaul (OBJ limit, more objects, object collision, more building sites - more of 'the works')Elianora's gorgeous $*&!ing homes/abodes/shacks/shelters
  4. In response to post #24600134. #24600279, #24600504, #24600574, #24601074, #24601659, #24601729, #24601919, #24608969, #24609069 are all replies on the same post. Skyrim Workshop back online. Take it as you will.
  5. In response to post #24600134. #24600279, #24600504, #24600574, #24601074, #24601659 are all replies on the same post. Yeah, I concur Ianc1. This is specific to the Skyrim Workshop. I don't want to be wildly speculative but, perhaps Valve is taking a moment to reassess?
  6. In response to post #24600824. #24601244 is also a reply to the same post. http://31.media.tumblr.com/32400a3529761cc96bb9ee29f76d0a05/tumblr_mig26pmoDp1s2b2mgo2_250.gif
  7. In response to post #24600134. #24600279, #24600504 are all replies on the same post. I will hold you to that. Meet me in Seattle? We can go down to Bellevue after and clear up this mess. :)
  8. I can't open any of the 'paid mod' Workshop pages. "This item is no longer for sale, but if you have purchased it, you will still have access to it." Anyone else?
  9. In response to post #24589329. #24589589, #24589619, #24589869, #24589984, #24590034, #24590139, #24590269, #24591409, #24591504, #24591544, #24591669, #24591839, #24591859, #24591919, #24592019, #24592054, #24592144, #24593439, #24593614, #24594099 are all replies on the same post. This is the line on thinking we need to embrace. I wrote a wall of doomy text a couple pages back, alas, lost to the cosmos (Brumbek, that was for you buddy). Probably best you don't go looking for it. The ramblings of a crazy man. That aside, my point in that wall of text was this, Bethesda needs to feel accountable for their work. If Bethesda wants cash flow? They need to continue making quality games. Not setup with Valve and use the Workshop as a means to supplement their income, on-top of whatever pandered DLC. If the Workshop took off using the current model, 75% of the profits going to the companies (who by the way invest nothing already given in the process), where's the motivation for quality products? Where's the motivation for expansions? The market is already saturated with butter-churned DLC. That 75% cut? That shows the true colors. This isn't about modder's compensation, this is about establishing a new form of DLC, one that requires no investment from the parent company. Borderline profiteering. That said, I am very interested to see how Bethesda plays on with this. Fallout 4 is around the corner. I like Wasteland, USA but, I'm not about to treat her like a hooker.
  10. In response to post #24565684. #24565749, #24565819, #24565874, #24565944, #24566139, #24566154, #24566189, #24566214, #24566264, #24566339, #24566349, #24566439, #24566459, #24566504, #24566524, #24566569, #24566579, #24566644, #24566769, #24566779, #24566819, #24566909, #24566934, #24567024, #24567079, #24567154, #24567239, #24567264, #24567269, #24567344, #24567354, #24567469, #24567539, #24567564, #24567664, #24568174, #24568504, #24568524, #24569644, #24570059, #24570684, #24570944, #24571509, #24571604 are all replies on the same post. Brumbek, without going into great detail, though I presume one could find volumes on the subject, the Elder Scrolls used to exist as something of a 'niche' RPG. Overtime, as all good things do, the Elder Scrolls series continued to gather popularity and support, booming with Oblivion. Skyrim launched the Elder Scrolls somewhere into the stratosphere, where everyone and their grandmamas (that's grandmothers) were playing, talking about, or otherwise experiencing Skyrim. Now, regarding those volumes, we of the longtime veterans have noticed a trend (and yelled at each other about it in great excess) in the Elder Scrolls series. A move from buggy cRPG to buggy AAA title. Skyrim, now the gold-standard for open-world 'RPGs' (I would argue that one cannot have an RPG without classes or stats - a debate for another time) is once again trying to push the market in a particular direction, to redefine what it means to be a modder. Now, this is where you stop me. Hey! Debate! What about CS:GO? Dota 2? TF 2!? Those are the real innovators, they started hat market choo-choo train, that's really what got this rolling, right? In part, yes. I suspect Valve was motivated by the rampant success of user generated content within their own sphere of games. Heck, I've easily spent 300 bucks on Dota 2 cosmetics. The model works. Why? It's quick, easy, simple. Cosmetics have no game impact, can be mass produced, and be shown off. They're symbols of status, antiques, and currency. Points worth making so long as we are here. Genuine Timebreaker? Price inflated thanks to supply and demand. Consequence of not owning a Timebreaker? Minus five points for Gryffindor? Otherwise, nothing. What's in a Chroma Case? An 'Exceedingly Rare Special Item!' Will my CS:GO experience be drastically different if I do not own a Chroma Case? One could argue yes, I will suffice with a firm 'no.' So, we've established that user generated content has existed in a fashion that has little to no impact on the individual user experience. Let's bounce around a bit. Back to Bethesda! So how are we redefining what it means to be a modder? Isn't SMIM just another form of cosmetic bundled together in a neat little package? Yes and yes. Are we radically changing Skyrim by having not having SMIM installed? I'm obsessive compulsive so, yes. In reality, no. Skyrim is not a new game with SMIM installed [though sometimes it feels like it :(]. Morrowind Rebirth, Fallout Wanderer's Edition, New Vegas Enhanced Content, Project Nevada, Requiem, SkyRE - these are all total overhauls. Someone looking for a particular kind of experience, often goes to these types of "gameplay overhaul" mods to do so. Why does the player seek out these experiences? Because Bethesda has failed to provide the appropriate experience in the vanilla game. It's the consequence of success. In the process of becoming the "gold standard" Bethesda is forced to make difficult design decisions in order to appeal to the lowest common denominator. Systems get scrapped as "too spreadsheety" or "difficult to implement" or "detrimental to the new player experience." These "gameplay overhaul" mods provide the player with something the core game does not. The ability to customize or redefine the core experience to something more desirable. Now do note, I am not suggesting any of the aforementioned mods currently cost money. In fact, none of them do (to my knowledge). However, what happens when similar "gameplay overhauls" are only available at cost? When all the work and talent goes to developing the next "gameplay overhaul" available for Fallout 4? At say (arbitrary price, for the sake of even math), 16 bucks? Wait a second... Didn't I just pay 60 for this game? Why should I have to pay a modder 4 bucks and Bethesda 12 bucks for something that should be in Fallout 4 to begin with? Can't you expand my choice of available options in the vanilla game? What happened to the class system in Skyrim? Is it accessibility or cutting corners? Is there anything in Fallout 4 that can be snipped off, shoveling the workload on to modders, who then in turn give 75% of their proceeds to a pair of companies that invest nothing in the project? Let's try the previous exercise again, with a different twist. Tamriel Rebuilt, A World of Pain, Falskaar, Wyrmstooth - these are all significant content mods. We're talking about hundreds, if not thousands of hours combined. These hours include new areas/zones, NPCs, enemies, quests, weapons - the stuff of expansions. What happens if these user generated expansion packs become the only sellers on the Steam Workshop? With only 25% of the profits going to the people who made these expansions? Where's the pressure for Bethesda to create their own expansion packs? Why not just turn all their DLC into followers and cosmetics? Houses and quests (sold as mini-adventures of course)? Think of this in terms of simple efficiency. If you're expending say (arbitrary number incoming) 100,000 man hours, 100 guys working at 1,000 hours each, to drop the next big expansion for Fallout 4 while a team of modders can do the same work, without the benefit of salaries, wouldn't you just opt to let the modders do the work? You can focus your efforts on the next big release, new IPs, new sources of revenue. As the saying goes, "build it so the modders can fix it." Now, granted, this is all doomsday type stuff. Fire in the skies (smoke on the water). I could very easily argue against what I have just suggested. That stuff up there sounds like utter nonsense. Of course Bethesda isn't going to abandon their expansion packs, churn out fresh IPs, and outsource their work to modders. Right? But, do we want to risk the potential outcome? What happens if the worst does come to pass? I certainly don't want to see that happen. Now, I very well know SMIM will not cause the MODDING APOCALYPSE. Charging two bucks (or any number of bucks) for the content you have created is your right and is reasonable. However, can't modders take a second and say, "Hey! If you see enough value in the modding market to suggest a paid scheme, can I get a fair share?" Aren't Valve and Bethesda turning enough profit by investing near-to-nothing in the mods they host on the Workshop? Most consumers are reacting negatively because they like free stuff. I like free stuff. You could call that entitlement, sure. I call it simple caution. We won't know how far off Fallout 4 is until after June 14th (or whatever the reveal date is). Is it in our best interests, as both mod consumers and mod creators, to jump in feet first and not consider the potential consequences? Do we want to solidify the Bethesda Mod Market on a game that is almost four years old? Anyway, I could ramble for ages. I rarely get out and type this much on... Anywhere. Y'all feel free to pick it apart as you please. I'm going to go dig up some Ancient Dagoth Brandy and imagine what the MODDING APOCALYPSE will be like. However, I will leave you all with a quote I find... Appropriate. Let's not allow Bethesda to get so caught up in making money, that they forget what makes this community worthwhile. "Their collaboration with the Empire may have given them unrivaled political and economic strength, but their hearts weren't with the Dunmer people." -Adril Arano, on House Hlaalu.
  11. In response to post #24565684. #24565749, #24565819, #24565874, #24565944, #24566139, #24566154, #24566189, #24566214, #24566264, #24566339, #24566349, #24566439, #24566459, #24566504, #24566524, #24566569, #24566579, #24566644, #24566769, #24566779, #24566819, #24566909, #24566934, #24567024, #24567079, #24567154, #24567239, #24567264, #24567269, #24567344, #24567354, #24567469, #24567539, #24567564, #24567664, #24568174, #24568504, #24568524, #24569644, #24570059, #24570684 are all replies on the same post. Okay, my Chrome crashed and I lost some of my DOOM WALL OF TEXT but, I am typing feverishly (no I'm not actually sweating, that'd be grody) as we speak. DOOM WALL OF TEXT IS COMING.
  12. In response to post #24565684. #24565749, #24565819, #24565874, #24565944, #24566139, #24566154, #24566189, #24566214, #24566264, #24566339, #24566349, #24566439, #24566459, #24566504, #24566524, #24566569, #24566579, #24566644, #24566769, #24566779, #24566819, #24566909, #24566934, #24567024, #24567079, #24567154, #24567239, #24567264, #24567269, #24567344, #24567354, #24567469, #24567539, #24567564, #24567664, #24568504, #24568524 are all replies on the same post. Brumbek, I love SMIM. It's on my list with SkyUI and SKSE as mods I install regardless. All three are quintessential to improving the overall Skyrim experience. They're absolutely necessary. SMIM is high quality, unobtrusive, and fixes a great many things noticed (and appreciated) by those of us with an eye for detail. That said, charging two bucks for SMIM is not greedy. I find it to be reasonable for the work you've put into the project. However, as the current Steam Workshop model stands, a two dollar price tag turns into some fifty cents for you, given your work manages to sell so many copies. What has been offered up by Steam in exchange for taking the other 1.50? A little bit of advertising? A self regulated market? What has been offered by Bethesda for failing to provide appropriate meshes in the first place? Are they providing staff to assist you in creating, maintaining, or troubleshooting SMIM? I'm having a hard time now justifying the two bucks, knowing that 1.50 is going to plop on top of the eighty-some (for the game + DLC) I've given to some combination of Valve and Bethesda. I sympathize with your current position. You see an opportunity for some compensation and want that. I get it. What human being doesn't want to be formally recognized and compensated for their artistic work? Popular artistic work. Why do YouTubers doing mod spotlights make a bit of cash and you don't? Fifty cents is better than zero cents, right? Perhaps. However (and now I will fear-monger a bit), what does that 1.50 communicate in the long run? That a team of professionals can skip by on low-poly meshes and let ole' Brumbek fix up their Nuka-Cola machines in Fallout 4 with his FMIM? Take a 75% cut of his pricetag to boot? Smells like fishsticks to me. All this comes with a million and one questions regarding a "self-regulated market." To name a few... What determines the pricetag on a mod? As you've said and as I've seen, we already have minor cosmetics for a couple bucks as the recommended price tag. Chesko's Art of the Catch is essentially Skyrim Mod Early Access. Is there any accountability there? What determines a completed mod? Stable mod? Compatible mod? Can we trade mods on the Steam Market? Am I refunded if a mod no longer satisfies certain requirements? Am I refunded if a mod is no longer maintained? You get my point. I don't have any strong feelings regarding what you should do. I appreciate you communicating your concerns to the 'general public' and would welcome the opportunity to continue the discussion. In closing, I'll offer you a bit of background on myself. I have been playing Bethesda games since the release of Daggerfall. I will be coming up on twenty years here real quick. I'm in the middle of (yet another) Morrowind playthrough. Loaded to the gills with mods. I have mods saved on my portable drive from the PlanetElderScrolls days. We're talking at least ten years (go check out the Morrowind Mod History site). Everything from Morrowind Rebirth to the House of Armors. Modding is the life's blood of any Bethesda game, it's the only thing that allows me to play Morrowind here in 2015. I understand that no one works for free, I understand the thousands of hours people pour into intricate creations that rival (and often far out-do) the work of professionals but, the expectation is that this work has been done out of the passion of the series, Elder Scrolls or Fallout. That's what makes mods superior to any DLC Bethesda decides to vomit our way. Establishing a monetized modding scene goes a long way towards soaking up that passion. It also has me very concerned for the pending release of Fallout 4.
  13. In response to post #24564004. Look to the future. Fallout 4 will more than likely be announced in June with a release date later this year or early next year. Beth and Valve have now set a precedent. Expect that to be expanded on with future Bethesda released.
  14. In response to post #24563404. http://cdn.meme.am/instances/500x/55494110.jpg
  15. In response to post #24563049. Things that come to mind are mods like NVEC, Project Nevada, or FWE. Total overhauls that blow the original game out of the water. The kind of overhauls no one really plays without. It makes you question whether or not you really want to shell out sixty bucks for the next Bethesda entry, knowing you may have to turn around and pop another 10, 15, 20 for what should have been delivered in the first place, on top of the 10, 15, 20 you may be paying for official DLC.
  16. In response to post #24562744. #24562994, #24563154, #24563214, #24563259 are all replies on the same post. Folks are pissed. The ability to spew what you like is very easy on the internet. That said, the execution may be off base but, the message is clear.
  17. In response to post #24562759. I appreciate you modding (and continuing to do so) on the basis of modding. Thank you.
  18. In response to post #24562194. #24562354, #24562709 are all replies on the same post. Thank you trainwiz. You my n'wah.
  19. In response to post #24562404. #24562524, #24562599, #24562684, #24562874 are all replies on the same post. Thank you (to you both - and anyone else who continues modding for the sake of modding).
  20. Migrated from another thread. A list of some beauties I'd like to see return. ---Water Walking. Water Breathing is there? ---Swift Swim. For when we have to swim? ---Fortifying Jump. I miss Tinur's Hoptoad. ---Slowfall. I guess Bethesda really likes us to die from fall damage? ---Shielding spells of any kind? With the exception of Ward which, has a niche against other casters, that's it. ---Furthermore, Frost/Fire/Shock Shields that return damage when struck? ---Open/Lock spells. You know, not all mages are a master with the lockpick. Not that it's that difficult to begin with, made even easier with a special modification. I mean, with all those Alteration spells missing, maybe that's why they had to move Light and Paralysis from Illusion to Alteration. ---Absorb Health/Fatigue? Instead of making Absorb Health a "Vampire exclusive." - Note that, these spell effects already exist in game on weapons. ---Mark/Recall? ---Spell Absorption? The spell effect exists under the Atro Perk and Birth-sign. ---Spell Reflect? Also exists in game. Oh wait, that's right, Mysticism was a "worthless" school. >.< And the plethora of "spell effects" that already exist in game (Cure Disease, Cure Poison, Fortify Skill, Fortify Health/Magicka/Stamina, Regenerate Health/Magicka/Stamina, Damage Health/Stamina/Magicka, Resist Magicka/Fire/Frost/Shock/Poison/etc., Weakness to Magicka/Fire/Frost/Shock/Poison/etc.) but were never made into spells for one reason or another.
  21. This. Fantastic idea. I'm still trying to figure out why this was omitted in the vanilla game. In fact, I can't help but wonder what happened to the other beauties like... *migrating my rant to another thread*
  22. 1] - 3rd person horse riding. 2] - 3rd person Werewolfing. 3] - Vampirism in general. (I wholly expect this will be a separate project in the future. But, I am just voicing my concerns in how bland it really feels. I want Sun Damage back. :|) 4] - "Rubber" arrows. Turning people in to pincushions. Particularly, taking an arrow to the throat and being K.
  23. You have no idea how much I fantasize about Leonard Nimoy reading to me the books of Skyrim.
  24. I'd like to see the enchantments on Savior's Hide to be buffed! In TES III the Savior's Hide (or rather, the Cuirass of the Savior's Hide) granted 60% Magicka Resist, in TES IV the Savior's Hide granted only 25%. Now, we get 10% with 50% Poison Resist? Not sure where the poison resist came from but, I'd like to see the Magicka Resist buffed to 25? 50? Original 60? Shouldn't be something to difficult to implement, I may have to do it myself here when CKit comes out.
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