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Everything posted by q111
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Nah, don't think so. The shitstorm of the modding-community is something Bethesda surely don't want. Closing things off to creation club only would be simply a stupid move. They would totally enrage the whole community for scraps. Meanwhile why should they: they will release all the tools; can save money for patching the game, since the community will do it AND they will simply make creation club mods easier available (with an better ui for the creation-club stuff) Because it's quite simple: if they do it, players who play the game will spend probably more money; but the game will be FAR LESS played. While when they create it, more people play it and the players will spend less money per player, but there are far more players. And with enough promotion, some sales and so on, they will get more money out of it AND they aren't forced to mess with the TES-Community. Skyrim worked well enough, why mess with a working system? Because in the end: even if there is a big modding community, there are enough players who will still spend money on the creation club. They don't want to mod the game, they don't care about the money, and just look at horse armor. There are surely enough horse armor mods out there, and still it sold very very well. Closing the mods just for their platform would be pretty stupid.
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Wanted to download Salvage Beacons from nexusmods, sadly i only get an 504-error filedelivery.nexusmods.com. I'm living in Austria, and it seems that something is wrong. Tried an proxy over Germany, and it worked, as is a proxy over the US. Only when i use my original ip, i can't download anything.
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Neither. It will be available on it's own page like the other Script extenders.
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I hope that the script extender-team don't forget about F4SE. While i can understand that SKSE64 has a higher priority, i'm really hoping for a working (i mean with papyrus-support) F4SE for Fallout. Because let's be real: Skyrim wouldn't be the praised game as it is without mods. And the best of them use the Script Extender. And i personally believe: if Fallout 4 had the mod support Skyrim had, it would maybe be even the better game. So if there are any news about F4SE...
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- 717 replies
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- f4se
- script extender
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There is no time limit to buy it. There is only a time limit to upgrade. But if you already upgraded to Windows 10 once, you can downgrade again and later upgrade whenever you want (except you change your mainboard, then you need a new license) So if you want to stay with your old windows, upgrade once to windows 10, see if it is activated, then you can downgrade again. Then you can later upgrade again whenever you want. But don't forget to deactivcate GWX when you downgrade to prevent an automatic upgrade again. I upgraded, but also have Linux Mint as a second OS.
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In this case i also understand this, still why do they take such an stupid design? Why does every site need to be new and innovative, when this actually not works. Because of the bad design there Dark0ne actually opened Creation Kit-Forums here for Skyrim and Fallout 4 on the nexus. If they didn't had such a bad website, adding a report-functionality for mod stealing would be much faster implemented and much less damage would have been done. Nexusmods does changes only very sensible and it works since many years, and i personally don't think that the site is old or outdated. Bethesda already had a working forum, they should orient at their existing design. Ok, even the old bethesda-forums were not very good, and changes are necessary, but not from bad to worse.
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Then they would actually break their promise. Sadly you might actually be right, still i hope that they won't do it.
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In response to post #39940815. Naturally this is a bad example how things works. I hope with the new report-feature this is actually improving, since until now they only took DMCA-Complains seriously. And if it isn't improving even with the new feature then it really seems to be necessary to add F4SE as a kind of DRM to mods: http://www.nexusmods.com/fallout4/mods/15538/? But it's actually quite good that Nexusmods now have bethesda.net in the perms-page. If a modder don't want to have a mod on bethesda.net, it stands there, and then bethesda and their mods need to respect it. Since the new report-feature for pirated/stolen mods is up for only today, try it again, and refer to the perms of your mod. If it says there that the mod is and should not be uploaded on bethesda.net, then they should respect this. I really want to give bethesda a chance, but when i read a story like yours, i'm really sceptical about it. But still, try it again.
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An Update: Report stolen mods is now possible without an DMCA-Complain: https://community.bethesda.net/thread/44017 Dark0ne, it might be a bit too early, but maybe you can create an update to let people know that an DMCA-Complain seem to be no longer necessary (althrough everyone who wants to create an DMCA-Complain are still able to do so) Hopefully Behtesda also use the report-feature and manage to kick the mod-stealers out.
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NMM all the way. The problem with the ingame-updater is that there might be an update that actually break the game. You can disable automatic updates, yes, but sometimes it's more important to know how to update. Also the ingame-menu simply doesn't work, since you still need an particular loading order. Also some updates requires a few steps for an update, that's far easier with an Mod Manager. Also there are a lot of mods that actually requires an script to get installed, especially now since there's still not NMM and F4SE lacks a lot of features. So some mods actually requires some decisions.
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You are right: they were really shortsighted (nicer word for stupid) not implementing this from the beginning. But they reacted to complains, but naturally they undererestimated how much work it is to watch over a bunch of immature idiots (aka mod stealers). They already implemented that linking their steam-account to bethesda.net is required to upload mods (for console only?) and if somebody get caught stealing a mod, he can easily get banned together with the steam-account. I give personally bethesda one last chance that they will now react on mods that were stolen. It's up for one day, so if somebody complained about a stolen mod today it might take some time simply because of the sum of complains, Still i hope that after a week most of the stolen mods disappeared there and then it's up to the community reporting them.
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There is also a lot of paranoia around. I know that mod-stealing is really bad and the deniers and sayers that they should be happy about that their mods got stolen and there is actually no such thing as mod stealing are really stupid. But hide mods because it could be stolen might be a little bid too paranoid. Let's be realistic: Mod stealing happened since modding is around, but until now there was no reason to actually do it; and if somebody did it, it was on sites nobody knew anyway. Now with xbox and bethesda.net the only source for mods on this platform it actually matters, and in the end this is the internet: stupid people everywhere. The problem was less the stealers, they can be punished, but bethesda. Having no report-function on their mods WAS very stupid when they released it. And then instead of saying that they will add one, they came up with an DMCA-Complain that only meaningful for big companies. But for a single modder this is too much work, especially when they need to report this everytime. And here's the deal. This WAS a problem. Since today bethesda.net added a report mod for piracy/stealing. So now we can finally report people who stole mod. And since uploading mods there (at least for console) requires a linked steam account, people who get caught stealing a mod can quickly be banished. Hopefully people can now calm down. Stealing will always happen, but it can now be easier reported instead of creating a stupid DMCA-Complain.
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Good news everyone, the time for DMCA-Complains seems finally OVER!!! (and hopefully the many hidden mods because of it *sigh*). Bethesda added a new category to it's report feature: Piracy/Stolen Mods can now be reported with a click without any long DMCA-Complains. It's all to read here in the summer-update: https://community.bethesda.net/thread/44017 Naturally Mods can always be stolen, and hey, we lived with it since modding got released, but normally nearly every site had a report-feature and many decicated people who helped to delete Mods that were stolen... except bethesda.net. But they seemed to listen and also see that many people were either quitting modding or pause it until bethesda takes action. And as long as it took, they finally delivered. So now the community can help to report mods that were actually be stolen. But don't forget: there are modders out there who upload it on multiple websites and does NOT have the same username here and there. So only because the user here and there doesn't have the same name, don't report him. Read the description first, in most cases it's already answered there.
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I think everyone is hoping for the Creation Kit to be released as soon as possible (hopefully there's no DRM included that ties mods to bethesda.net) and maybe there will be an UI-Mod like SkyUI for Fallout too (better sooner than later), but personally i think that MCM is one of the most important mods for Fallout. I never want to go back to the time before MCM where every mod had it's own configuration menu everywhere. MCM did not only fixed this madness, but also made configurate mods as easy as ever before.
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AAARGH! I want my unlimited settlement size back!
q111 replied to elikal's topic in Fallout 4's Discussion
Actually you don't need a huge number. To make it unlimited simply type in when you marked the workbench: setav 349 -1 setav 34b -1 The "-1" does the trick. It deactivates the settlement limit or change it to a number that you will never reach, a negative one. Please forget trainer in moddable Bethesda Games. Trainer only makes things unstable. Better use console-commands. You can almost change everything ingame with the console. -
Does somebody has an information about MCM for fallout 4. Is there anyone who is working on it or plan to do it when the Fallout 4 Mod Kit get released? Or maybe bundle it again in some UI mod like in Skyrim? Sorry to ask, but i didn't found any information about it. Because the last thing we need are the mod menus pre MCM (best mod ever)
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Updated Launcher will disable MODS on launch, find a fix here.
q111 replied to Gameaholic's topic in Fallout 4's Discussion
Not a fan of renaming .exe-files. Had enough games where this really went down the gutter when i renamed it. Better solution is still installing F4SE and launching the game through it. No launcher, no problem. -
Please tell me that the UI can be modded
q111 replied to MrChooChooHead's topic in Fallout 4's Discussion
I'm pretty sure yes, but it might take a while. First we need an script extender that works, then it takes at least 2 months until the official mod tool comes out, maybe fo4edit comes out faster (skyrim was very moddable with it alone) and then people must find out the structure of all of it. I think that ui-mods came out before the official editor in skyrim, so i really hope that somebody fix this mess in the next week. This remembers me what i hated the most in Skyrim: the time BEFORE SkyUI... -
No no, i don't want to delete my account, the nexus is so awesome that i would never think of it. But since you changed the rules to let people block the account from downloading a mod files from a user here on the nexus i am afraid to post something in the forums or on the comments-section. For me it was always so: when i like the mod i liked to say thank you, when i didn't like it i simply say nothing. But often it is that i really like the mod, but there is maybe this one thing that could be done better or changed; mostly something really minimal, but i wanted at least to ask for it. But now i am too afraid to post; because there is always the possibility to get banned because i said maybe something that the author didn't liked (like i said i would never insult anyone; respect is always #1 for me), because maybe there is someone who ban everyone who gives a negative comment; and most of the mods here are so exiting that i don't want to risk it. So this will sadly be my last post on the nexus; I will answer pms and endorse and vote for mods whereever i can, and I want to thank every mod author here on the sites in advance; YOU ARE AWESOME! And I enjoyed every conversation with all of you (even if it were only a few), but for me the risk to get banned on the files makes me too afraid to post anymore. I don't know if I am the only one who think so or if I am far too paranoic, but to keep posting now is like walking through a minefield, and it is far too risky for me. So bye, now your silent q111
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New mod author comment moderation features and updated terms of servic
q111 replied to Dark0ne's topic in Site Updates
In response to post #10257006. #10257265, #10258033, #10270191, #10271410 are all replies on the same post. deleted -
A simple suggestion: would it be possible to add an ENB-Tag for all games that use ENB? (Skyrim, Oblivion, Fallout 3 and Fallout New Vegas) Sadly i see so many ENB-Mods on the Front-Page that i will not use (at least for now), since i do not use ENB myself. This would allow people that don't use ENB to block ENB-Related Mods. Since there is also an SKSE-Tag where people are able to block all SKSE-Related Mods, this would be a nice addition. Even in the other way people that search only for ENB-Mods can use the Tag search for ENB-Related Mods themself. So it would be a Win/Win-Situation for everyone. At last: I don't have anything against ENB; it is an phantastic modification from Boris and he have my highest respect for his work. Also there are a lot of phantastic mods for it. But like SKSE there are many people that don't like to install ENB for various reasons.
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In response to post #8518367. As far as i know it wasn't a server-switch; it is more that the website is no longer hosted on a single server. But yes, it is far better. And i hope to contribute too. I already save some money for a premium membership (try to save enough for a lifetime-membership); i hope that i also can help the nexus in the future.
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In response to post #8518604. Did you try to delete your browser-cache?
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In response to post #8515772. Both i think: there was a steam-summer-sale before; and nearly every hosted game here on nexusmods was on sale; so there were a lot of visitors here (i think); but also a lot of children are on holiday, and they think it's cool to disturb a website visited and loved by many people.