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azxcvbnm321

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  1. It's definitely true that Skyrim is more popular than Fallout 4 and every single Elder Scrolls game has been more popular than its Fallout counterpart (Oblivion > Fallout 3:NV). I like Skyrim more too because it has a better setting. Let's face it, Skyrim's world has magic, which allows you to pretty much do anything and explain that away. For example, I can cast a spell that rains down thunder to kill my enemies. In Fallout, there's nothing like that and shouldn't be because it wouldn't make sense or fit in with the world. Plus melee fighting is so much more satisfying than shooting. Yes you can melee in Fallout, and I do, but it's still not based around that kind of combat. If you look at these stats, you'll see the same trend for Skyrim mods. http://www.nexusmods.com/skyrim/about/webstats/?startdate=1354316400&tspan=1year&datum=dl&gid=110 New Skyrim mods dropped from nearly 3k to 500 per month. The lows were actually near September 2013, less than 2 years after release! Skyrim modding died in 2013....NOT! What's happening to Fallout 4 is the same thing that happened to Skyrim. Maybe we will see the great new land/new quest mods that we saw in Skyrim, maybe we won't, but modding for Fallout 4 definitely isn't dead. If anything, I think Fallout 4 has the greater modding potential overall, despite the lack of magic that allows anyone to justify anything. Fallout 4 has building and crafting which is incorporated into the core of the game. That gives another level of functionality that Skyrim never had. The maker of Tundra Defense, one of my favorite mods for Skyrim, said that he pushed the engine to its limits and probably more, which is why it was unstable at times. Settlement building and defending is now part of the game engine and that provides potential for great new things to come. Personally I think Fallout 4 is the best Fallout game ever made. The game mechanics are the best and most fluid. That's what matters most. The main storyline can only be finished so many times before it's not interesting anymore. I've only finished Skyrim 2 times myself, and I have thousands of hours because it's not about the main quest or even the side quests. It's all about the game mechanics and mods that add quest after quest and new locations to explore. That's what matters.
  2. NexusComa, having read and re-read Freso's post, I didn't find it to be rude in any way. What you suggest is something that the LOOT team purposefully decided not to do with the current version of LOOT. They changed the way LOOT sorts orders for specific reasons. Your method encourages people to go back to the old method that the LOOT team found inferior for the majority of players. Freso was merely giving more information to anyone who read your post so that they could be better informed. The fact that he is a member of the LOOT team shows that he has inside knowledge of how LOOT works and knows what he is talking about. I don't know why you feel offended, I am very grateful for Freso's post. Now readers can decide for themselves on what to do, but at least we have all the necessary information we need. Had Freso not posted, we would not have known that LOOT used to do it "your way", but deliberately changed its system because they found it better for the majority of people. Majority doesn't mean everyone so it could be better for you or for some people. That option is yours. But readers needed all the facts to make an informed decision and those facts were supplied by Freso in a non-insulting manner. Remember, just because he disagrees doesn't mean it is an insult.
  3. Thanks chucksteel for the mods you have made available, they are some of my favorites. As for Bethesda, I think a lot of the blame is misplaced. There is no way for Bethesda to know a mod has been stolen before it is reported. There are thousands and thousands of mods, it's impossible for Bethesda to know that X mod was made by Y user and that Y user on Nexus is the same as Z username on Bethesda.net. I think they could do a better job at taking down stolen mods and punishing the thieves, but that also is a more complicated issue than it seems. Again it has to do with identifying who the mod maker was in the first place. How do they do that? Well now it's up to the mod maker to prove that he was the original creator, and unfortunately I don't see a way around this. Bethesda has to also make sure the claim of theft is valid. What if I were upset at chucksteel (sorry to use you as an example, this is just an example I would never do this by the way) and made a claim that his mods were really mine and that chucksteel stole my mods? You see that there is no way for Bethesda to tell who is telling the truth. That's why they require proof that the mod maker was the original creator. The fact that usernames on Nexus and Bethesda.net might not be the same further compounds the problem. However I do think that there is no reason why Bethesda should require the address and identity of mod makers who submit the theft complaint. Punishment for stolen mods or a false theft complaint should be permanent banning of the user's account. One and done. That would deter other pirates and thieves and give the seriousness of the crime a punishment fitting. I think that Bethesda will get their ducks in order, but I also think some people are being too hard on them.
  4. You can totally play with mods, but the NMM even with the latest 6.1.9 patch is totally screwed up. You have to enable mods through the game itself by selecting "mods" in the main menu. You then go on Bethesda.net which has an UI that lists all the mods you currently have and you have to enable them manually. Plus set the load order manually. I haven't found a way yet to set the order or plug-ins list outside of this. If anyone knows how, please tell. I've tried changing the plugins.ini file but doing that crashes the game so that it won't load. My game is working now, but I had to do it the hard way, by using the mod UI, not NMM.
  5. It may not be what you want to hear but the the staff member post is absolutely correct. Look, I'm searching for a way to enable mods myself, but I understand that this is a beta and the purpose of it is to help find bugs, which cannot be done effectively with mods. Therefore I don't blame Bethesda at all, it's up to me to find a workaround if at all possible, and if not, I just have to deal with it and wait for the official release.
  6. I think a lot of members here assume that just because we use Nexus a lot and are aware of it, that the developers also know Nexus and all the top mods that are available here but that probably isn't the case. Most developers probably have heard of Nexus or know about it, but I doubt that they keep track of which mods are the most popular or the ongoing discussions or latest controversy here. Therefore the tweet by Peter Hines makes perfect sense. He has no idea that there are conspiracy theories going around about how Nexus will be cut off and his response indicates that.
  7. Like I said, in practice, Bethesda states that all mods are owned by the mod developer. Bethesda isn't trying to steal mods, they are just trying to make sure that they don't get sued for having similar ideas and releasing them in the future. That's why you have contradictory statements.
  8. Do you understand why Bethesda has to claim ownership of all mods? It's to prevent themselves from being sued if they decide to make a similar DLC or make a DLC that in anyway was already touched upon by previous mods. Because there are thousands and thousands of mods, pretty much every single idea and function has already been explored. Without the EULA provision, Bethesda would never be able to issue any DLCs without the possibility of being sued. Take the Automatron DLC for example. Without the EULA, the maker of Robot Home Defense could claim that Bethesda stole his idea or was too similar to his. There were survival mods out making your character require food and sleep before Bethesda released theirs. Again Bethesda could be sued by someone trying to make a fast buck. Just about every single idea, especially good ideas, has been covered already by mods. If Bethesda doesn't claim ownership of all mods, then they face thousands and thousands of lawsuits and basically have to stop working on Fallout 4. That's why it's necessary and a good idea for Bethesda to have a provision that claims ownership. On the practical level, Bethesda has never claimed ownership of any mod or all mods. They've left it to mod makers and have stated that mod makers own their content. So there is no abuse by Bethesda.
  9. So so so ambitious. I just hope I get to play it in my lifetime, or at least before it all becomes obsolete due to the next Elder Scrolls game released. Remember guys, there is a deadline. A lot of people will lose interest once a newer game is available with better graphics, better resources, etc. Please think about splitting Cyrodil into many smaller parts and releasing each part as they are done so that there will be at least some chance that this mod will see the light of day.
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