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fraquar

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fraquar last won the day on July 27

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  1. Nail on the head. For me it's the opposite. Barbie Dolls - never were my thing. I could care less if Barbie (Piper) or Ken (Deacon) look like exhibits at a wax museum and look like they belong on a set of Hee Haw. An accurate depiction of the game world and weapons/weapon mechanics. Those are my "Needs". Without those - immersion is destroyed - and with it game play. ----- Everything else is gravy. Though if I were to be honest, settlement mechanics comes a close 3rd. Not so much for being a settlement mogul, but just to create my "safe house" the way I want it.
  2. I think the disconnect people sometimes have is that EVERY mod made is made to work against vanilla game only - unless it explicitly states the Requirement dependencies. Once you start using mods, it's the users responsibility to do the dirty work and find the cause of issues with their mod list - which is about 99.5% of the time. Rare is the day where two people will use an identical mod list, identical .INI configurations and identical load order. It took about a year of modding my game for that to finally sink in. "Bruh, you just jumped off the ship - you are on your own". Ever since, I am very selective with the mods I use and keep the mod total low - i.e. 100-150 tops. More isn't better, better is better. Figure out what you NEED, and keep the WANTS in check - it's the latter that bloats many a massive load order and tends to create much of the chaos.
  3. You don't need your friend to tell you that. a) Steam is the exclusive rights distributor for new Bethesda content. b) Steam's DRM is embedded with the game. ---- GOG purges that DRM once they get permission to distribute it as a legacy game. ---- Until Bethesda releases a game title that is good enough to warrant installing Steam just to get access to it - Steam comes off the system. Why? Their only good games have long since been relegated to legacy status.
  4. Get out of your head right now the idea of merging everything. You want to avoid scripted mods like the plague when merging. Ex. I wouldn't bother trying to merge XM2010 Enhanced Sniper Rifle. Too much scripting magic is behind some of that functionality.
  5. Bethesda doesn't force the update on you. GOG doesn't force the update on you (even when they eventually get it they won't). Steam does - unless you micromanage it. ----- That is why I moved off of Steam completely. ----- At the end of the day Bethesda is the 800lb gorilla - they do what they do. They aren't going to change - because if they did you'd have thought they'd have changed with Starfield and you see what a mess that became.
  6. TBH, that might have been a thing 15 years ago - but I wouldn't bother anymore. 99.99% of mods will never touch the parts of the original .ESM's that required cleaning in the first place.
  7. Bethesda isn't going to change. Why? They are the 800lb Gorilla. However, based on recent history they have lost a couple hundred pounds - they haven't put out anything worth writing home to mom about. The USER's have to change their mindset. Not just with the base game, but with your mods as well. Why? There are mods that jump on that latest patch like it's the next best thing since sliced bread and remove any ability to download their previous offerings. Back up the whole slam - regularly - and do NOT overwrite with your backups unless you are making that conscience decision.
  8. Tactical Reload support has two components. a) .ESP edits (i.e. adding the Keyword and the Race record edits) b) Edited animations to support Tactical Reload ===== You need both. Added: ECO can cover a) above without requiring a hard edit to the .ESP. Check to make sure any patches you use are also including loose file Meshes for the weapon (or in this case Animation Replacer) you intend to use. If they are not, they are only dealing with 1 part of a 2 part equation.
  9. Bethesda doesn't even know who is playing these games at any given time - how on earth are they going to know who is using mods when they are playing? They know sales numbers. They know Steam data - whose user base is just a fraction of the total player base and even then they don't all play the game in online mode. Believe them if you want - but I'd want to know the source of their statistics first.
  10. I'm an MO2 guy - I'll defer to the Vortex people in case it has anything to do with the Mod Manager.
  11. At the end of the day - the USER is responsible for their own modded game - even if Bethesda throws us curverballs - and we only hit fastballs.
  12. Normally you want a save at the Vault exit - before you take the elevator to the surface. Most mods scripts fire after the exit sequence - i.e. once you've reached the surface. I usually keep 3 saves: a) At the vault elevator - BEFORE the trip down below. b) At the vault exit - BEFORE the elevator trip to the surface. c) At Sanctuary - where I can have free willy access to the workstations for testing purposes.
  13. You need to be using F4SE to use that, as you control it through MCM and it requires F4SE. In game you go into the MCM menu and set a Hotkey to activate it in game. I use "\" key for example. Then in game I just press that and baaaam, I get an inventory looking UI screen that lets me add whatever I want from whatever .ESP that has items I want.
  14. Are you using a Mod Manager, or are you installing mods by hand. Normally I don't need to ask this question - but with such a small mod list I can't assume you are using a Mod Manager.
  15. What LarannKiar says is true, but mostly it doesn't affect 3rd Party mods. The vast majority of those add Uniques via Cell or Worldspace edits - which means the weapon has it's own ID.
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