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ErusPrime

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  1. It's totally possible. You've just got to believe. 1) It doesn't have to circumvent revenue. It can actually increase it. I'm pretty sure the stuff I've read means only premium users would be able to take advantage because of the link expiration and they don't have ads anyway. 2) I'd argue that this system would increase revenue. Making it easy means more visitors. Premium is already pretty cheap. It's just not worth it to a user like me who would rather play the game than tinker. If this was a thing already and only premium users I'd buy it right now. 3) The goal isn't to get around anything. It's to use the system thats already in place. It doesn't have to be just a text list of links. It could be an obfuscated file that only vortex can read and have an added requirement of getting it specifically from the site. From what I've been reading all the pieces are there.
  2. The problem is that link can't be used to download the file. It can take you to the page to download the file but that's not what I'm going for. That's exactly what I'm trying to avoid doing hundreds of times. I want to make it so you can give Vortex a list of links and it adds them to your downloads. Literally that's it. I mean I was going to try and get all fancy with it but that is the primary functionality of this whole thing. Get download links of installed mods and make a way to import the list.
  3. I'm not super familiar with programming but I can't seem to find a way to get the download links of installed mods. I want to write an extension that will grab those links, put them in a list, and have the ability to import that list at a later time or on another system. That way I don't have to go to every single page to redownload everything and basically do the configuration twice.
  4. According to his reddit post his stance is based on the idea that his implementation isn't good enough to meet everyone's needs. I agree with him. It's really close though. We have the CDN and the client. We have users that are great at creating and troubleshooting mod lists. And there's obviously a demand for it. We're right there in the realm of possibility. This is one of those arguments that can go on forever because there are so many good points on both sides. Right now, this is just users arguing back and forth. There's a huge disparity in experience with all the moving parts of a system like this and it all kind of boils down to opinion. There are a lot of questions that need answers still. I think what everyone is arguing for is not the actual implementation but serious consideration.
  5. You seem to be laboring under the impression that the client automatically updates, which they don't. You also seem to be implying that the best way to manage this system would be for the user to update mods individually instead of the pack author solving these problems and the user updating via the collection links. That's the current way of doing things and it's not a good system. As I mentioned before, if a working collection of mods can be created now within the current parameters then it is a system that can be automated. The same goes for updates.
  6. I feel like you're being a dick to the people that agree with you. but just to clarify: the discussion isn't about creating mods. It's about applying them. Any collection of mods that work together to form a playable game through the current method can be automated. We have the client and the CDN. Hell, make it a premium feature and I guarantee I'll pay for it. I mean if there's gonna be this much back and forth why not add money to the mix? If they add this as a premium feature they will see a rise in subscriptions and site traffic. More page views for authors. More dollars for nexus. And nothing changes about the old system. I see no actual downside to his described system beyond the logistics. And that's kinda the point of logistics. To figure it out.
  7. I don't understand the argument against a system that only adds functionality. Literally nothing is being taken away. Your ability to play with whatever mods you want is still there. The only thing that changes is now you can spend all that time and share it with other people without breaking the rules. Because I guarantee there are a lot of people who have put their files on a jump drive and installed their mod setup for someone else. Because 20 minutes of that vs. hours/days/weeks of walking them through the process is f*#@ing stupid when we absolutely have the technology to allow it through controllable channels.
  8. Yes and no. The author's should have control of the content being distributed and the channels through which it is distributed. The suggestion, in this case, would not change the distribution channels. In fact, the point is that it doesn't. Nexus is the CDN. So there's no reuploads or possible content change that isn't controlled by the author. It could lead to more visibility for them though. It's good for everyone involved. Early minecraft modding was about where TES is now. It was an annoying clusterf*#@ to find new and unique mods and then get them installed. Install order was important. Resolving conflicts required me to open up eclipse and edit a few mods on occasion. Then people started breaking the rules and now we have a pretty streamlined system of mod and modpack distribution. I like having my own collection of mods but I also like experiencing the game in the ways other people enjoy. And sometimes I don't want to f*** around with creating my own merge patches and verifying load orders and trying to understand why I'm getting a CTD without any kind of log but this setup works just fine for someone else. It's a tedious thing, also time consuming, and a huge pain in the ass to maintain personally (especially on the newer games that still have a lot of development happening). People spend hundreds/thousands of hours driving their car. Most people generally don't build their car from scratch or have to rebuild it every time something goes wrong.
  9. In response to post #56028266. #56029941 is also a reply to the same post. I feel like you don't understand what I mean when I say mod pack. What I mean when I say mod pack is that nexus has the technology in place to create curated collections of mods without changing distribution. Say I want all the Sim Settlements mods. I go to each page, hit download, configure and load order and all that stuff. With a collection, you only have to distribute the links. A list of those links in a format readable by vortex. One click, all the mods, no broken rules.
  10. With the new mod manager will there be functionality for distributed modpacks via nexus? I know developers don't want third party distribution but nxm is the distribution. The entire system is already in place to have curated lists of mods and configurations that doesn't violate the distribution requirements of the author and gives a nice little one click instead of having to download manually, merge and patch, load order, CTD, google it, find nothing helpful, ask on reddit/discord/forums, get told to google it, say f*#@ it and go play something else.
  11. Would you consider adding a modpack functionality? The ability to export download links, load order, and maybe even configuration settings would be an amazing thing. Having to create and curate my own group of mods gets tedious after awhile. Especially for newly released games that are still being updated. Small groups creating and curating collections of mods would be a much more welcome experience.
  12. I'd like to formally suggest the adding of a supported game version to the mod information. It would make searching for and sorting mods that are abandoned or haven't been updated out of the list. And if you add the line to NMM the ability to at least see which mod might be causing the issues at a quick glance instead of doing the one by one disabling as the only method of troubleshooting could save a lot of time. it would help remove clutter from the "most endorsed" search category and the user would see exactly what they're looking for and know that at least the mod will be compatible with their game version and any issues are most likely due to compatibility with other mods.
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