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MagnaBob

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Posts posted by MagnaBob

  1. In response to post #39678300. #39728140, #40001540, #40063510 are all replies on the same post.


    MagnaBob wrote: I've modded various games but can get nowhere fast in the CK due to not knowing where the various resources lie within the menu structure. Will someone please WRITE a tutorial? I know there are dozens of YouTube videos but if you have hearing difficulties like I do they are virtually worthless, and secondly for the lucky folks with good hearing, it is very difficult to do any kind of search other than scrubbing through frames. And Nexus, thank you for breaking this out-- it will make finding stuff much simpler.
    LSDoce wrote: Basic one, hope it helps

    grover752 wrote: I agree 100%. Been trying to learn something about modding, but most of the written tutorials I've come across are incomplete and confusing, and the youtube tutorials go so fast, many without any vocal instruction, that it's hard to catch important details. A well written tutorial that goes beyond the CK would be great.


    Well, the first one was Skyrim specific. I know everyone says they are the same but that is not actually true. I've hit multiple conflicts trying to translate Skyrim to Fallout.
  2. In response to post #39909305. #39910355, #39912505, #39913875, #39914805, #39915370, #39919085, #39928575, #39931090, #39940405, #39954020, #39964950 are all replies on the same post.


    ff7legend wrote: I seriously hope this upcoming update won't be a radical one like the disastrous 0.60 update was. A lot of modders, including the SOT (Sands of Time) Team, lost their entire modded Skyrim setup due to the aforementioned radical update. I really don't want to have to play Russian Roulette with future NMM updates.
    Dark0ne wrote: That's kind of the entire point of asking for people to help us bug test before major releases, guys.
    drscott11 wrote: I think what he is saying is that do we really need these new features? Honestly I have zero use for them. Are they nice tech achievements, yes, but not really necessary imo.

    I'd really like to see more QoL features like a better UI, the ability to "send esp to top/bottom" of the mod list or to a specific number/place in the load order. How about fixing the horrid column resizing in the mod activation list or improving the abysmal performance of the "remove mod from all profiles" as it takes forever even on an i7 w/SSD. I could go on but I'm sure others will agree.

    I'd like to see more focus on improving the core product as opposed to adding unneeded features.
    janishewski wrote: I couldn't disagree more. These features are, I think, fundamental to make modding easier which should be the main goal of NMM in the first place. Exchanging mod setups with people that have already worked out the kinks and have a stable game going is a fantastic feature that will bring more people into modding. I see, almost daily, stories around the internet about how people want to mod their games, but don't know where to start, and let's be honest, this is a good community, but as I know from when I started years ago, it is not the most friendly towards people new to it and new to modding. Just because a feature may not be important to you, does not mean it won't be important to modding. There is no reason for a mod manager of any kind to exist if the point isn't to make modding games easier. If you want to wait and see how the next release pans out before upgrading, I see no problem. The current version of NMM isn't working properly in many ways anyway.
    sgtmcbiscuits wrote: @drscott11
    It sounds like you know a fair bit about modding your game. That's great! The problem is, the vast majority of people don't. This kind of stuff isn't there for the people that know a lot about modding, it's there for those who want it to be simple and easy. There are tons of people who want to get into modding their games, but for them, it's too intimidating to start. And who can blame them for feeling that way? With nearly 50K mods uploaded to the Skyrim Nexus, and 12K on Fallout 4, that's a lot to take in for someone new. Adding shareable profiles is mostly for those new people. It helps them get a grasp on how modding works, without throwing too much at them. That way, the modding community expands it's borders; and the more people in the community the better! After all, the more people that are here, the more people will be making great new mods, which means great news for you!

    Just because this update won't accomplish things for you directly doesn't mean that it won't be beneficial to everyone in the long run
    arkayn71 wrote: What I want is the capability of upgrading mods back again.

    Currently all we can do is install the new version and then uninstall the old version, not intuitive at all.
    midtek wrote: Well, so as long as update doesn't cause malfunction, there's no problem about adding new features right? Even if some find it has zero use for them. OP and drscott11 are talking about different things.
    lemonsquare wrote: "I think what he is saying is that do we really need these new features? Honestly I have zero use for them."

    What an absolutely puzzling statement. The upcoming features are extremely, extremely useful, objectively speaking.
    ff7legend wrote: I, myself, don't use Profiles at all. They're bugged/glitched & the more mods one has installed, the more likely for something to go wrong. Just ask tonycubed (SOT Team member) what can happen when switching profiles with a large mod list like his. The 0.60 update was far too radical & completely destroyed many modders' mod setups/game installs in their entirety. I don't want to have to deal with that risk yet again, hence why I'm posting about not wanting to play Russian Roulette when it comes to updating NMM yet again.
    drscott11 wrote: It all sounds great until you actually try to use the feature and it breaks everything... I obey the KISS rule... With over 200 ESP's in my load order, and with some of my mods being over 1GB each, it takes a life-age for NMM to switch to another profile. I find it far easier and much less buggy to do it manually.... which still takes over 2hrs for a complete reinstall.

    Also, NMM does not handle errors well and it's likely that it will freeze or crash while switching which is a waste of time and trashes your install.
    Crimsonhawk87 wrote: Yup, I just switched my Skyrim profile from my "adult" version to my son's much watered down version and it took a very loooong time to do that. And I still had to go back in and manually adjust a bunch of mods. I like the profile feature, as it let's my son play Skyrim (FO4 is a mature game for adults, so he's getting no where near that game anyways), but it still has some bugs that need ironing out....I can't even begin to imagine the chaos of trying to d/l and implement someone elses modded game.

    With all of that negative said, I do like the idea of sharing mod profiles and I think the back up/snapshot idea is tremendous, it's just that I see major problems on the horizon if the core stuff isn't nailed down first.
    geek007uk wrote: i hope this doesn't come across as to thick but what does this entail? if it is a question of trying a single mod at a time on a fresh install of a game i think i can manage that.


    I agree with most of what you said, though I might, at some time, try some of the newer features. The Visual Basic 1.0 interface is kludgy for sure. I also would like see some improvements in the Search function.
  3. I've modded various games but can get nowhere fast in the CK due to not knowing where the various resources lie within the menu structure. Will someone please WRITE a tutorial? I know there are dozens of YouTube videos but if you have hearing difficulties like I do they are virtually worthless, and secondly for the lucky folks with good hearing, it is very difficult to do any kind of search other than scrubbing through frames. And Nexus, thank you for breaking this out-- it will make finding stuff much simpler.
  4. In response to post #36538710. #36546365 is also a reply to the same post.


    killgore wrote: I played FNV story in 1 run before f4 release in survival mode and in FNV it was well done if a bit on the easy side, you had use for food and water and all items so it was good

    now this survival mode of f4 is a pile of poo because it's not the same game at all
    FO4 is about building and crafting stuff aka hoarding items around..the sleep I can play with the lack of fast travel NO the game is entirely around crafting stuff this is not an action fps
    also this game is badly designed from the start, that loose max health with rads breaks half the perks, I would bet on the fact it was an after tought
    so maybe before trying to make ( I say try because we all played better survival mods than that...crap) maybe they should try to fix the base game mechanics which are badly broken
    the whole eat drink system doesnt even work because you are a builder and can create your own food and drink very easily, so its just a matter of building sources and using them

    to have a proper survival mode you would have to rewrite 70% of the story remove all crafting change half the perks redo the whole game loot it's never happening so its only a waste of dev time, leave the serious adult stuff to modders Bethesda
    and keep improving on your fallout-craft since you decided to do that
    printerkop wrote: I have to agree with you on the fact that it is silly that you can create tons of food and water, so it ain't really survival, more resource management, make sure you grow enough and carry it around and you'll never get hungry or thirsty, yeah, just for one second till you hit the hotkey your water and food is under.

    after playing it for a while it became a bit tedious to have to drink and eat all the time.
    in that regard it definitely has nothing to do with survival.

    the combat however is nice only the first 20 levels, after that you become a tank again and again almost can't die in combat anymore, only when they throw 20 molotovs in 10 seconds at you or shoot a mininuke (which are sometimes ridiculously powerful because the enemies have 3x damage perks), or some ridiculously high level enemies spawn all of a sudden right in front of you.

    i do like the game, but it needs a serious overhaul to be really challenging and fun from beginning to end.

    I might give that a go once the creation kit is released, but i doubt if it is easy to do since the AI is just bad, it needs to be rewritten, right now they just make enemies have a lot of HP or have weapons with humongous damage, while some are just flies you can swat, there's no real balance here.

    STALKER did this a lot better, enemies and player both had the ability to kill eachoter in a few shots, and they ran around and hide behind cover much smarter. They where also always there, they didn't spawn, you could see the enemies in the PDA all across the map infact walking around.

    That being said, you could ignore the crafting stuff alltogether and just play the game, only use looted weapons from enemies and only take bullets with you, also, when you take the no rads from eating and drinking perk you don't need to worry about food and drinks, you can just gobble up an animal after you killed it.
    it is doable, but i agree that it still needs to be rewritten if you want to call it survival mode.

    EDIT: hah, just when i typed this i got an email from Bethesda that i can BETA test the Creation kit, time to dig into the scripts some deeper.


    STALKER imho was and is the best FPS game ever. It was certainly the most deadly.
  5. In response to post #36250120. #36250875, #36253370, #36253890, #36255175, #36255675, #36255830, #36257015, #36257275, #36257890, #36257990, #36258140, #36258155, #36258325, #36258815, #36259625, #36263630 are all replies on the same post.


    Beantins wrote: Really looking forward to the new survival mode - but not the in-bed save system. So if I'm wandering the commonwealth and find a behemoth I need to leave and find a bed then walk back before taking it on or risk dying and losing a lot of progress??

    I appreciate what they're trying to do but the glitches, bugs and irreversible player errors are too frequent for a checkpoint style of game-play.

    I hope the Nexus community are able to come up with a workaround better than just a droppable bedroll, because real life happens and it's not always convenient to find a bed when you need to stop playing.
    printerkop wrote: Exactly, don't take it on if you haven't slept shortly before, or you'll have to do everything again.

    I had to replay an hour cause my game crashed, then i had to replay an hour because i stumbled on a brahmin with 5 mines around it, bethesda's little joke on us.

    Don't worry, when the Creation kit is released these issues will certainly be adressed.

    EDIT: the FOTM list has a mod that let you save now.
    Beantins wrote: Case in point, just had a power cut! Hadn't seen a bed since I left my settlement over an hour ago. If you're in the countryside you're screwed haha.

    I can see how it would ramp up the tension but the frustration wouldn't make it worth it in my opinion.

    Like I said I'm looking forward to the other changes just not that one. Also I hope the console being disabled will only apply to the beta?
    Baboo77 wrote: Last night I was taking the castle, I had avoided most of the fights on the way too the castle so my save was an annoying distance away, not super far but still a tedious run back when having to do it repetitively.
    I set up a firing line and proceeded to lure the mirelurks out. Well, the stupid effin minutemen kept throwing their unlimited supply of molotov coctails at me instead of the mirelurks. I know it's unlimited cause I pick pocketed them empty on the 3rd try and they still had more to throw and I know it was at me they were throwing cause on the second try I was standing behind them and one turned around and chucked a bottle at me. After the 4th run back to the castle was quite annoyed by this so I got crafty. With some painstaking agro control and precise sprinting burst and a ton of chems to keep me alive I managed to get the minutemen killed by mirelurks and their own molotov coctails before proceeding to take the castle alone with Garvey.

    Yeah, save on demand is pretty much a must in a game like this.
    Castornebula wrote: I do hope the no save thing is as simple as changing a variable in FO4Edit or whatever they use now because I'd like to try this, but no way can I tolerate this save point idea.

    It worries me that Bethesda are so blithely ignorant about how their game works, and the inherent instability of their own engine. At any moment I can get kicked to the desktop, not even an error message. The game will just randomly die.
    The worst part about this is that the highest occurence of these CTDs happens when I approach settlements... otherwise known as PLACES WITH BEDS. Essentially guaranteeing I will lose the most amount of playtime in any given crash.

    I could never play this game without saving on demand and that's all there is to it.
    Scynix wrote: If your crashing was symptomatic across all players, yeah, they'd be stupid. I don't crash. Ever. Unless I install a ton of mods. I can name ten people who haven't crashed once. Maybe you should troubleshoot your computer?
    Castornebula wrote: What a stupid thing to say. You don't crash therefore it's okay?
    I crash, sometimes. Not always, but enough that saving on demand is better for peace of mind. Plenty of people have problems crashing and always have with Fallout 4, with Skyrim, with all the other Bethesda games running this engine. Mods or no mods.

    Case in point: I've never had a single glitch, crash or performance issue with XCOM 2. But I'm not going to sit here and smugly blame other people's computers for the problems they've had to the point XCOM 2 is semi-notorious for it.
    Czujny1982 wrote: So, you crash therefore something it's wrong with the game, yes? What a stupid way to think. And if you dont like no save on demand system, don't play survival mode. Simple.
    Castornebula wrote: Something has always been wrong with this engine. It's never been known for it's stability. That's a simple fact. Try to actually read what I say before responding.

    And let me explain this to you very simply. I want the features of survival mode. Just not this ridiculous save point system. It is nothing but an albatross around the entire mode's neck that is impractical for a myriad of reasons, the potential for crashing being merely one example.
    Czujny1982 wrote: New save system is not ridiculous, it's more immersive.
    Castornebula wrote: How the hell is it more immersive? Because you say so? Making a bed a save point is immersive? How?
    Better yet, if you like it why can't it be an option? Why must this and the console disabling be imposed on all of us along with the features we actually want?

    Hey I tell you what's immersive. No saving at all! Not even to quit. So you have to leave the game running. And if you die just once not only is your character erased but Fallout 4 is automatically uninstalled and removed from your Steam account.
    How's that for immersive?
    Baboo77 wrote:
    So, you crash therefore something it's wrong with the game, yes? What a stupid way to think. And if you dont like no save on demand system, don't play survival mode. Simple.


    So, deprive yourself of everything else survival mode has to offer because of a dumb save mechanic that doesn't to be? What a stupid way to think.

    How about toggles for save, console, and travel to provide everybody with the play experience they desire? Those looking for a real challenge can just exercise some will power and not turn those options on. Simple.

    This isn't a MMO, multiplayer, or competitive game. It's a single player sandbox rpg, people should have the ability to customize their game to the way they like to play.
    dikr wrote: Portable bed roll mods are a nice, realistic workaround to me. Being able to save anywhere, anytime to reload and retry indefinitely is in fact a big immersion breaker; the whole point of the survival mode is to create a much more exciting experience with incentives to be much more careful than you'd normally play the game.

    Personally I'm for a survival mode with custom options. Where the base 'mode' determines the new difficulty settings + the realistic needs & diseases and the following options:

    [x] survival mode

    Fast travel preferences:
    [ ] fast travel enabled
    [x] fast travel only between settlements with supply routes (my pick!)
    [ ] fast travel disabled

    Saving preferences:

    [ ] saving enabled
    [x] saving only at beds, settlements & friendly towns
    [ ] saving only at beds

    Happy to say that the engine-gods are with me on this one though: bought a new system for this game and haven't ctd'd a single time yet.
    Castornebula wrote: I would suggest that you exercise some self-control with regards to saving and reloading.
    I know I can, and would use saves for peace of mind against crashes, glitches and needing to suddenly leave the game.

    And I can't think of anything more unimmersive than using beds as savepoints, even with portable bedrolls. My character does not have narcolepsy.

    Granted, options to tweak these "features" would be the best outcome for everybody. Hopefully if Bethesda stubbornly refuse to do so, modders will pick up their slack... as they always do.
    printerkop wrote: It's immersively ridiculous.
    Czujny1982 wrote: "Being able to save anywhere, anytime to reload and retry indefinitely is in fact a big immersion breaker; the whole point of the survival mode is to create a much more exciting experience with incentives to be much more careful than you'd normally play the game"

    basically this...

    but i already see that you are too much ignorant to understand this, Castor...
    printerkop wrote: so if anyone doesn't agree with your point of view, he's ignorant ?
    Think again, and again, till you get it right.


    Remember Far Cry 2?
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