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Ansler

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Posts posted by Ansler

  1. In response to post #39475335. #39485650, #39485850 are all replies on the same post.


    icecreamassassin wrote: When I heard about all of Bethesda's forward movement into mod management with their hosting framework I immediately became a bit paranoid about what degree of control they were going to want on content and where it is posted.

    This article is good because it does point out a very large ineptitude on Bethesda's part, one which was clearly illustrated in the paid modding fiasco; they have a bad case of the rose colored glasses. Meaning that everything they see is rosy and perfect. They do not plan their actions based on the lowest common denominator. As a pen and paper RPG designer myself, the one key thing of design that I always have to look at is, "How will people try and break and exploit the system within the confines of the rules". Bethesda clearly does not consider the fact that a large percentage of users are opportunistic little pricks. They need to plan for those people first and foremost and try and build towards their vision while dealing with the eventuality of people exploiting the system.

    One key thing to keep in mind is that any mod which uses SKSE (and most large mods do) will probably never work on console, so implementing some SKSE can easily prevent a mod from being used on console. That said I have no problems per say with consoles getting mods; I think it's cool, but the cruz of the problem here is that Bethesda is stepping in and trying to push things that way while not doing anything to ensure it goers smoothly and that people are secure and property is represented fairly.

    Bottom line, Bethesda has NEVER understood the modding community and frankly I don't think even respects it, their actions sure don't show it. It's because of the modding community that Skyrim is even still relevant. Robbin said it in his article; FO4's interest started to wane and so they rushed the CK to the rescue. They have always had a bad history of "release now fix later" mentality and frankly I think leave it to us to largely fix ourselves. It's just a bummer deal
    Arthmoor wrote:
    One key thing to keep in mind is that any mod which uses SKSE (and most large mods do)

    I keep seeing this one tossed around very casually. I'd personally like to see some kind of solid stats to back that up since IMO it's not something that's apparent with the stuff in my own load order.

    Nexus has a requirements system that lets people specify SKSE as a required component. I wonder how hard it would be to pull actual numbers from that to get some idea of what percentage of mods actually require it?
    Kraynic wrote: I know that in my load order there are some that don't require it, but they lack (or have limited) configuration choices without SKSE. I don't suppose anyone playing on a console that has never experienced the mod would know what they were missing.


    Well saying "most" mods require SKSE may or may not be correct. But a lot of the popular scripted mods use the MCM which is part of SkyUI which requires SKSE. So it may not be listed as a direct requirement, but SKSE is still involved. In fact, if you go to the SkyUI page on the Nexus and hit that "required" button on the actions bar you can see a massive list of mods under "Files That Require This File" and as a result all those mods also require SKSE.
  2. In response to post #36975840. #36984140 is also a reply to the same post.


    math860c wrote: does the steam beta for version 1.5 disable mods?
    mikegrauohr wrote: Yep - as its explained at nexus and the official bethesda homepage.
    They want us to use the beta without any unofficial changes for the best feedback.
    Though its pretty easy to enable mods and console again!


    Yeah and NMM 0.61.17 should enable them if I read the patch notes correctly. I haven't been using the Beta patch though so I don't know first hand.
  3. In response to post #36933110. #36934215, #36937610, #36938095, #36951420, #36963935 are all replies on the same post.


    xBlackBu11 wrote: When I update my game to the official 1.5 version, will that overwrite any of my mod files? will I have to reinstall any mods? or just activate the plugins?
    bubinga64 wrote: It doesn't do anything to the mods. It just deactivated them because they were not being addressed correctly due to the new format. Basically it was the same as unchecking the .esp in NMM. All of the files were still there, they just didn't load into the game on a save that was using the survival difficulty. They did still load on a save that used any other difficulty. (Based on my limited testing) From what I understand the new NMM version takes care of that.

    Edit: texture and mesh replacers always worked. Even with the beta. Just the .esp files were disabled.

    So if NMM doesn't do it automatically then you should just have to activate the plugins.

    I haven't actually tested NMM yet. I just read on one of the articles on the front page it's been updated for 1.5. Previously, if you were running the beta, you just needed to locate your plugin.txt file and add an * in front of any .esp you wanted to load. Any texture and mesh replacerers worked automatically because it was still pulling from the data folder before the games data.

    I keep reading that it's an updated Skyrim engine, but it looks more like an updated Fallout engine from what I'm seeing.
    wer123456 wrote: I agree with bubinga64's assessment, but I'd like to address a small concern of mine. Even though the files will be intact, will our installation information (on the Mods tab as opposed to the load order tab) be left intact? Otherwise, even though the mod files themselves will be intact, I won't be able to tell which mods were installed in what order.

    I just realized I can sidestep the issue by deleting all the mods that I don't have currently installed, but that seems drastic.

    Thoughts?
    Ansler wrote: Since the mods tab saves the install and download date of each mod, and I've never seen a NMM update that resets those, you should be fine.
    Camonna Tong wrote: Fallout 4 uses an updated Creation Engine. The Creation Engine is based on Gamebyro but heavily rewritten. Bethesda's Gamebyro was a lot of their own code, so with the Creation Engine, they rewrote the rest of it, and even replaced quite a bit of their own stuff.

    Here's the thing, a lot of the bugs people call Gamebyro bugs aren't actually Gamebyro bugs because you can't find them in other Gamebyro games. Most of the bugs were introduced with Bethesda's coding.
    janishewski wrote: I thought there was no more Gamebryo code in the CK. Legally, I don't think they could have offered paid mods if it is still there, unless they worked out some sort of deal.


    To say that there is no more Gamebryo code in the Creation Engine invokes Theseus' paradox at best.
  4. I searched the mods and the forums for anything about this idea but didn't find anything. I was hoping to find a mod that changed sneak attack multiplier for large weapons, like the baseball bats or Grognak's Axe to be the same as small weapons. Ninja says it increases sneak attack dmg for melee weapons by a certain amount and guns by a certain amount. I don't think the larger melee weapons should be lumped in with the same multiplier as guns. I would love to be able to be a stealth character using Grognak's Axe lol. Any help or feedback would be greatly appreciated.

    This is fixed in the Unofficial Patch but that requires the 1.5 beta at the moment.

  5. In response to post #36934920. #36937520, #36957760 are all replies on the same post.


    Ansler wrote: "If you take advantage of NMM’s profile system, this can be most simply resolved by selecting “Import load-order” from the “Profile” menu, which will enable all of the the plugins associated with that profile at once. Otherwise, if you are not using an NMM profile, you will need to enable each plugin again in the usual fashion,"

    You're kind of leaving something out here. You don't have to use the profiles to import load orders. Users can also manually export their load order to a text file to import from said text file later. From the Plugins tab of NMM, on the left side of the window right under the green checkmark to Enable all the inactive plugins are two potentially easily missed buttons that look like pages with an arrow by them. The first is to export a load order either to text file or the clipboard while the second one imports a load order. So even if you do not use the profile system you can safeguard your load order by exporting it to a text file today.
    mwhenry16 wrote: Thanks!
    Madpleasure wrote: Thank you so much.. I use NMM, but I like having a safeguard was well. <3


    Yeah, I find it odd that a Nexus community manager would overlook such an important feature (given the circumstances) in an official news post on this subject.
  6. I can honestly say that the lifetime premium membership I picked up shortly after Skyrim's launch was probably the best use of my entertainment budget funds. Though I don't think I've ever seen an ad on this site as I used adblock prior to that, the premium file servers (one of which is in my city) and uncapped downloads have made premium membership worth it to me.
  7. In response to post #36933110. #36934215, #36937610 are all replies on the same post.


    xBlackBu11 wrote: When I update my game to the official 1.5 version, will that overwrite any of my mod files? will I have to reinstall any mods? or just activate the plugins?
    bubinga64 wrote: It doesn't do anything to the mods. It just deactivated them because they were not being addressed correctly due to the new format. Basically it was the same as unchecking the .esp in NMM. All of the files were still there, they just didn't load into the game on a save that was using the survival difficulty. They did still load on a save that used any other difficulty. (Based on my limited testing) From what I understand the new NMM version takes care of that.

    Edit: texture and mesh replacers always worked. Even with the beta. Just the .esp files were disabled.

    So if NMM doesn't do it automatically then you should just have to activate the plugins.

    I haven't actually tested NMM yet. I just read on one of the articles on the front page it's been updated for 1.5. Previously, if you were running the beta, you just needed to locate your plugin.txt file and add an * in front of any .esp you wanted to load. Any texture and mesh replacerers worked automatically because it was still pulling from the data folder before the games data.

    I keep reading that it's an updated Skyrim engine, but it looks more like an updated Fallout engine from what I'm seeing.
    wer123456 wrote: I agree with bubinga64's assessment, but I'd like to address a small concern of mine. Even though the files will be intact, will our installation information (on the Mods tab as opposed to the load order tab) be left intact? Otherwise, even though the mod files themselves will be intact, I won't be able to tell which mods were installed in what order.

    I just realized I can sidestep the issue by deleting all the mods that I don't have currently installed, but that seems drastic.

    Thoughts?


    Since the mods tab saves the install and download date of each mod, and I've never seen a NMM update that resets those, you should be fine.
  8. "If you take advantage of NMM’s profile system, this can be most simply resolved by selecting “Import load-order” from the “Profile” menu, which will enable all of the the plugins associated with that profile at once. Otherwise, if you are not using an NMM profile, you will need to enable each plugin again in the usual fashion,"

     

    You're kind of leaving something out here. You don't have to use the profiles to import load orders. Users can also manually export their load order to a text file to import from said text file later. From the Plugins tab of NMM, on the left side of the window right under the green checkmark to Enable all the inactive plugins are two potentially easily missed buttons that look like pages with an arrow by them. The first is to export a load order either to text file or the clipboard while the second one imports a load order. So even if you do not use the profile system you can safeguard your load order by exporting it to a text file today.

  9. Because the Repairable Sanctuary mod was too buggy for me I decided to manually repair them using a combination of Settlement Mods like Homemaker, Snap n' Build and Alternate Settlements, the Place Everywhere mod, and Spring Cleaning for the ability to scrap the roofs and build up. Sure it takes a bit of work to get things lined up right but in the end I feel it looks pretty cool.

  10. I mean... that whole new thing, or you could mess around with the power-armor? because that's already basically a vehicle. I mean, that's what I'd experiment with if I was trying to do that. maybe? I'm prolly talking out of my butt here. I too would like to see horses. but... it seems...unlikely

    Power Armor fakes it though. The empty frame/armor is a furniture item with an entry and exit animation like chairs, then once you're in they force the armor version of it on you and vanish the furniture version. There's a reason the Wizard didn't want Dorothy to look behind the curtain. Once you see the mundane behind the trick, its no longer magic.

  11. We only have evidence of one nuclear warhead detonated on top of Boston (at least as far as I know). One nuke is not enough to destroy the trees completely, or nature. IT will definitely grow back and and conquer the city same as anywhere where man abandoned his structures.

     

    Well there was one large nuke (Glowing Sea Nuke) but throughout the main city I've encountered at least two smaller irradiated craters (that I haven't actually dived into, cause radiation) That could be the result of smaller bombs.

  12. Well there is a theory that most of the trees are actually not dead, just sickly. This is supported by the fact that its autumn when you wake up and there are fallen leaves all over the place. Leaves like that definitely wouldn't have stayed around for 200+ years so its quite possible the tress simply don't have any leaves because it is fall, not because they're dead.

  13.  

    So you want a Farcry 3 Blood Dragon mod for Fallout 4?

    Here are some references, I love scenes like these and would love to see something similar in-game during firefights, it would be really engaging and fun.

     

    https://www.youtube.com/watch?v=zFxaCa-hr8o

     

    https://www.youtube.com/watch?v=P7nq-r7QWW0

     

    https://www.youtube.com/watch?v=EdPhm3scgrs

     

    If someone could work around what those links entailed, that would be great.

     

     

    No, I totally get what you mean. If you're not familiar with it though, Far Cry 3 Blood Dragon was a game that was basically an over the top parody of 80's action films like Terminator and Universal Soldier with a post apocalyptic theme and the 80's style synth soundtrack to match. I was merely making a joke.

     

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