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AGreatWeight

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  1. That mod isn't an ENB file, nor is it a Reshade file; it's a SweetFX file (a preset) - that the author themselves can't seem to make that distinction is telling, and doesn't inspire confidence. It's not surprising that yourself and others have had problems when the documentation this mod author left is lackluster at best. To get it up and running you'll need to download and install SweetFX. Unfortunately the author doesn't appear to ever mention which version of SweetFX they used when creating their preset, let alone notifying users that they need to install it before installing this preset. This page should help with setting up the main SweetFX files, and then installing the SweetFX preset (the mod files) Make sure you completely manually remove any files leftover from your earlier attempt at installing this preset before you install SweetFX and this preset.
  2. I see your point of view, that's one way to think about it! Now imagine if Dark0ne makes an announcement in a few months where Nexusmods officially state that 'mod collections' are to be referred to as 'cathedrals' :ohmy: :laugh:
  3. Thanks to everyone here who actually contributed to this discussion. After researching further into the matter (and scouring the 'modders resources section' in numerous games & looking outside of the Nexusmods platform) I've arrived at a conclusion. Whilst the idea of 'cathedral' mods is, in principle, a noble goal, it's also clearly utopian. Most people seem to agree that the biggest problem with this idea of 'cathedral' modding are the fanatics who demand that everyone should bow down & subscribe to this belief. I've come across far too many individuals in the last several years with this repugnant attitude towards modders & their creations. We've had fifteen years since Wyre's manifesto regarding the subject, and based on the available evidence, there isn't a single 'cathedral' mod in existence; modders resources with open permissions would be more appropriately described as 'barnyard' mods, doors wide open for anyone to walk in and take what they want. Besides, there's as many tutorials as there are actual mod assets in that category. None of them fit what Wyre was clearly alluding to, specifically - "In the Cathedral view, modding is viewed as being like a joint effort to build a cathedral. Individually, our contributions may be small – and may not be worth doing for themselves. But by each person contributing something, we construct something larger and more worthwhile than any of us could do on our own." (emphasis mine) That hasn't happened in over fifteen years (which is more than ample time for them to have materialized in the mod 'community') Cathedral's are a fiction, they simply do not exist. Moderators, you can go ahead and close this thread. I've no interest in seeing it get utterly derailed.
  4. From looking at the permissions on Bruma (as well as the Wares of Tamriel project) both of those don't appear fit the criteria of cathedral mods (by the strict definition of 'cathedral', as Gruffydd also mentioned above) Does anyone else know of any other grand 'cathedral' projects.
  5. With the recent changes at Nexusmods sparking a lot of heated debate, I've noticed a lot of commentors on multiple websites/platforms bringing up the the old 'Cathedral vs Parlour' thing. Now, since getting into modding since 2014 (briefly dabbled in 2010 for Fallout3) I've seen this subject get dredged up every now and then, mostly by those who appear fundamentally opposed to the very notion of 'Palour' modding. Personally, I think that discussion on these two different viewpoints is seriously problematic from the get go, due to the loaded terminology used that can be interpreted as meaning that 'cathedral' is somehow more exalted or righteous, whilst 'parlour' implies decadence & selfishness. Not to mention that the guy who coined the phrases did so back in 2005 when the modding ecosystem was radically different to how it is now. Over the causeway of time, I've seen numerous misinterpretations of these opposing viewpoints; it's somehow ironic that the terminology used invokes religious iconography when there is a subset of 'cathedral' advocates who appear intolerant to anyone who doesn't fully agree with their belief system. That mod authors are free to choose what kind of permissions they want for thier mods means that both sides are currently catered for. People are free to choose (and change their mind if they so desire) This seems like the best outcome for everyone; it's also a no-brainer imho. However, one thing that has recently struck me is that I've never actually come across any large mods that are the result of the 'cathedral' mindset, build by an ever-growing collective of authors who subscribe to that viewpoint & create the kind of mod/s that 'cathedral' advocates always cite as their lofty goal & justification for their belief in the first place. Maybe it's because I don't play the earlier BGS games like Morrowwind or Oblivion (I prefer the Fallout series) where 'cathedral' creations may be more pronounced? I don't know. Do these 'cathedral' (aka DLC-sized) creations actually exist? I don't see any for the BGS Fallout games, and aren't aware of any for Skyrim (though my involvement/knowledge of mods for that game is severely limited) Can anyone show me/point me in the direction of actual examples that clearly demonstrate the collective 'cathedral' goal at work. I'm genuinely curious, and would like to see what that viewpoint has created since it's inception fifteen years ago. Most 'large' mods I'm aware of appear to be the work of groups of modders who choose the 'parlour' position to their (collective) creations.
  6. In other news, it appears that Nexusmods is starting to show how intolerant they are to criticism of their recent actions - Axonis has just recieved a formal warning as well as restrictions on his posting ability. Clearly a warning shot with the sole aim of stating "shut your mouth"
  7. That there are mod authors who are willing to succede to this newest demand from Nexusmods honestly baffles me. That Robin Scott has become anti-author (by showing such a level of distrust via the secrecy) saddens me. That he's unwilling to take the time to actually create a back-end system that can handle when mod lists contain removed/deleted mods, triggering a notification to the mod list curator & automatically hiding said mod list until it's updated to remove the missing content - perplexed... they've had two years to figure this tish out without trampling all over the goodwill that they've earned from mod authors in the previous years; that's all gone to waste. I don't like where this is heading, once you give up some control, it's only a matter of time before you'll end up losing more and more. Collections themselves are a reasonable idea as they would clearly benefit the time-starved obviously (no use for them myself) but this onging process to bring this feature to the site is so disdainful that it leaves a bad taste in my mouth. The implimentation of it all has been so poorly handled, underhanded & devious. Simply put, I don't trust Robin Scott or Nexusmods anymore.
  8. Go with the SSD, you'll notice an immediate improvement when it comes to data transfer/read speeds; also your os will boot much faster (likely that you'll also wonder why you didn't get one earlier) It'd be prefereable to go for a minimum of a 1tb model, 2tb ideally if you can afford it. Your RX560 should be more than enough to play heavily-modded Skyrim, plus the gpu market is still an absolute clusterf*** & units are way overpriced, hence why I'd recommend an ssd over a gpu.
  9. Indeed, in the last week or so I've noted a distinct shift in the tone of his posts here (likewise over on Discord) that are needlessly adversarial, disdainful, passive aggressive and somewhat condescending towards those of us who dare to question his recent decision. I would say that it's almost as if he's doing it on purpose to rile mod authors up, except that he's already admitted that he'd rather those who want to fight him on the draconian TOS changes should just bugger off already. The mask has slipped.
  10. As HeyYou pointed out, BGS does have it written into the EULA that by using the CK you give them license to utilize any of the content in the mod/s you create, and they have acted on that in the past. The murder mystery quest in the hotel from the Far Harbor DLC for Fallout4 was allegedly a re-imagining/rip-off of an existing mod for Fallout3. On the other hand, a few modders have ended up being employed by BGS based on their contributions to modding; author Fading Signal springs to mind as he was hired as a consultant, to my best knowledge. No idea if he's still doing that, or if he's moved up the ranks.
  11. Starfield appears to be using what's being called Creation Engine 2. Based on the alpha footage BGS have shown of the newest game, they've clearly improved the rendering side of things, though no idea what else has undergone a dramatic change under the hood. Also, bear in mind that the team responsible for the engine has gone from around 6 (for Fallout4 & earlier games) to somewhere just over 25 (for upcoming/future games) I don't think we'll see a massive leap in quality until the new ES game, but Starfield could prove me wrong. I'm dubious that BGS wouldn't release a version of Creation Kit (2?) for their future games; whilst the ability to have mods may not be responsible for the majority of their sales, it's clearly a massive boom to the overall longevity of their games, and considering their established release schedule, they'll take any and all opportunities to retain as much player engagement/retainment as possible.
  12. The only one that springs to mind is the T-51.C Advanced Computer System mod.
  13. @Dauransxx After some investigation, it appears that one of the co-devs decided to convert the .esp for the S.P.E.C.I.A.L. tapes into an .esl file, despite me warning him not to do this due to a known issues between VotW and .esl versions of holotape mods. I'll be uploading a new version (2.7) sometime in the next day or two to revert any .esl files back to .esp's. I didn't notice this previously as I'd stuck with the 2.5.2. version of VotW as 2.6 (to my knowledge) only contained minor cosmetic updates. This may explain why the S.P.E.C.I.A.L. tapes didn't show up for you in the VotW workbench. Even with this though, I cannot guarantee that VotW will be compatible with Vortex, as I don't use it as a mod manager (so can't confirm it, nor provide support for something I do not use) As an aside, after several months of not actualy playing the game, I just booted Fallout4 up after updating F4SE/MCM, and uninstalling/reinstalling the 2.5.2 version of VotW via NMM and it worked fine for me. I'm not sure what else to tell you.
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