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Posts posted by Ansler
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Merch could be a good way to help keep the site running I guess.
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In response to post #39475335. #39485650, #39485850 are all replies on the same post.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.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 dealArthmoor 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. -
In response to post #36975840. #36984140 is also a reply to the same post.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.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! -
In response to post #36933110. #36934215, #36937610, #36938095, #36951420, #36963935 are all replies on the same post.To say that there is no more Gamebryo code in the Creation Engine invokes Theseus' paradox at best.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. -
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.
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In response to post #36934920. #36937520, #36957760 are all replies on the same post.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.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 -
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.
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In response to post #36933110. #36934215, #36937610 are all replies on the same post.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.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? -
"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.
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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.
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Werewolf seems more of an Elder Scrolls thing... now Were-Deathclaw could be interesting.
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Did you mean Very Hard mode? Because other than the slower stimpack healing Very Hard mode is exactly that. It has the same damage multipliers of "Old" survival
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Synthstream FM from the OLD WORLD RADIO - BOSTON MOD http://www.nexusmods.com/fallout4/mods/9048/?
has what you are looking for it consists of new retro songs it even has one of the songs by powerglove who made the soundtrack for blood dragon
Not quite. Cybervore was asking for a combat music replacer. You know, the tracks that play when you get into a fight. Though that is a cool looking mod that I'm going to check out.
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Oh God.Please put a sword for the right arm as well.Then,I'd use WInterized X-01 and be Frank Horrigan.
Ha, Frank Horrigan. Now there's a nuclear blast from Fallout's past.
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There is that uncanny coincidence yes. A male player character ends up with a frozen wife named Nora. Too bad Bethesda didn't make Victor, Fries, or Freeze names Codsworth would say. For all the comic book references they put into that name list, to be missing those seem like a considerable oversight.
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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.
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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.
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Don't forget maybe the most famous failed weapon. Depending on who you ask it may not be a forgotten weapon but the Pancor Jackhammer definitely didn't make it to production in our reality. Also it looks damn cool.
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I vaguely remember a mod on the nexus that removes pipe weapons from all the pre-war safes. I'll edit this post with a link if / when I find it.
Edit: Here it is. Its called Pre War Safes. It hasn't been updated in quite a while though so I'm not sure if it'll have any issues with the more recent patches or DLC
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I doubt Bethesda would think ahead enough to include seasonal foliage. Heck, it doesn't even snow when it gets to winter in the game (though I suppose you could somehow blame radiation or something)
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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.
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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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So you want a Farcry 3 Blood Dragon mod for Fallout 4?
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Thats alright, though a normal armor / Hazmat armor version inspired by the Arkham Asylum one you linked (which in turn is inspired by the animated series) would be cool as well (puns are always intended). Could pack them all up in a single mod as a Cryo Equipment Pack or something.
Nexus Mods Giveaway #17
in Site Updates
Posted