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RooksGambit

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    Skyrim

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  1. VR seems to be rising with more choices of headsets and cheaper headsets. I've noticed a lot of the discords have rising numbers of users. A lot of mods should be compatible but many are not. It would be great if there were a simple tagging or even voting option VR Compat? Yes/No - where the number of votes are counted so you would see "VR compatible Yes (742) / No (23)" or something like that. Something community driven or even mod author driven So if I'm considering a mod I can see it works for most users. Even if not this idea, some way to see if a mod was reported compatible
  2. Maybe a silly question, maybe not. I honestly don't know and I have no hidden agenda, I am legit just curious. Why no mod packs of multiple mods as in Minecraft? For those that don't know, modpacks are bundles of multiple different mods that a person thought would work well together. In my humble opinion, it opens up a whole new level of artist, the modpack author In the case of Skyrim, the modpack author would include multiple mods, tweak each individual setting, include necessary misc files, tweak ini/config files, and have it all in one single convenient download. Thus you would get "PlayerX's Lovely Yet Dangerous Skyrim" which might include a bunch of mods with graphics overhauls, combat mods, and monster mods all in one convenient download. In my opinion, a good modpack author has spent countless hours making sure all included mods have gameplay synergy and countless hours ensuring that all of the mod configuration files are set to not conflict with one another, and finally, a bit of time ensuring that all additional files are included. The author will also ensure that there is no overly system taxing mod, so mods that demand a ton of system resources might be left out, or the pack might be thinned so as to account for system demand. Yes, in Minecraft there are countless awful modpacks that are random mods with no permissions sewn have hazardly together. Yet, there are some true gems where modpack author did the due diligence, got permissions, and created a unique and compelling vision of the game. Yes, the most important author is the individual mod author. Yes permissions are critical. Assuming both are acknowledged and granted, why did this sprout up as a thing in a game like Minecraft yet not in Skyrim? The best modpack authors can create a truly unique experience that fits his/her vision, while never underplaying the work gone into the individual mods within the pack. It let's a user download multiple mods all in one single download that fits a vision of the game that the user may connect or relate with. Ok, so TLDR; why did modpacks never become a thing in Skyrim? Was there a permissions issue? A system resources issue? A hosting site issue? All of the above? Just curious. Thanks
  3. Couple misc things I'd like to see - Settlement chest / container contents are shared. I wanted to put all my drugs in a drug ice box but they weren't part of the shared inventory - Settlement Armory, running around and initiating trade with every single settler to upgrade their weapons is tiresome. Why not an Armory build item. I drop my weapons in it, and if a weapon in the Armory is better than a settlers inventory weapon, they'll swap it out themselves - Companion command, return home and deposit all junk (gone for 10mins maybe 5?) - Companion command, hold this but DO NOT USE IT. So I can ask them to hold a Fatman without worrying about them destroying the planet. I picture it being in the companion UI, just like there is an equip option, there should be a flag for no use option - Body locator. Can't tell you how many times I've said, "where the hell did that body go". Just something simple like depress a key or button and they're either highlighted or shown on the mini map while the button is depressed - Seperate intentory tabs for Notes/Tapes Put all these and a few others in a "Quality of Life" mod with an installer so users can pick & choose their misc addons and you have a winner
  4. I love nexus and I'm very excited by the expanded list of games. However, I'm a little concerned when it comes to games like Minecraft and Starbound. These are games that absolutely require specific version compatibility to function at all. A mod for 1.6.2 won't work in 1.7 for example. Worse still, they can possibly crash games and even corrupt saves. I don't want them taken down, I'd prefer a solution that would work. Could mods be required to put the version in brackets? For example: [1.5.4] My amazing mod Or could their be a new header field for version added to nexus? I fear without a way to account for this, and to easily see it when browsing mods, these sub sites would quickly be regarded as unreliable and will languish.
  5. Would love to see a mod that is so epic, it spans multiple games. A mod for Oblivion that reads your Morrowind save then for Skyrim that reads our Oblivion save. It can feature custom quests that carry over from game to game. (yes I know they take place in different eras) or it can simply read your save from the previous game and give you a head start. So if the main story quest in Morrowind is finished, you start Oblivion with a headstart then the same with Skyrim. Nothing fancy mind you. It might be as simple as a text file is generated then read by the next game. Of course it would actually be 3 unique mods, each working independantly but towards the same goal.
  6. As a Sales Operations Manager for a global company I have been thinking about how Nexus can add incremental revenue in a new and different way. Here is what I propose: Add the ability to directly donate to mods and take 25% for upkeep & maintenance of the site (which is perfectly reasonable). The remaining 75% is for the mod author. What will this do? Several things, - 1st, it gives mod authors an additional incentive to make their mods great and keep them up. Plus money, which is always a good thing. - 2nd, it gives Nexus incremental revenue that is wholly new - 3rd, display the number of donors and the total amount donated on the mod page. This will grab the attention of users and spur them to think, 'I can make a little extra money modding!' ...it will increase the number of modders, which in turn will increase the number of mods which will in turn increase the number of users This is a great thing for modders, for the site and for users. Rarely do you get such a win-win-win situation. Now a few caveats - - they must be clearly identified as donations, the EULA prevents anything else - it can never be required - make it clear to the donor, that 25% is taken for upkeep and maintenance before they donate - mod authors participating should agree to some basic legal terms - mod authors who are not reachable or who have abandoned their projects, forfeit their donations (Nexus collects all). They can resume collection when their contact information is updated (but no back pay)
  7. After reading this and giving it some thought I decided to become a member and support Nexus financially. For me, it boiled down to a simple question: If I had to pay for this, would I be willing to pay a few dollars a month for it? I didn't even have to think about the answer. A resounding yes. You guys are doing great, keep doing what you're doing!
  8. Fantastic! Looked at that and it looks great. Cant believe I missed it. Thanks!
  9. I agree with the moderators. A shame but I'd do the same if I were them. So on a related subject, and to help anyone else who stumbles here...can anyone recommend a good mod that adds new monsters?
  10. Simple in concept. For each major creature type, you can learn and get better as you kill more of them. The mod would grant bonus' for repetitive. Lets say 10 to start, and each level you'd get a new bonus. For example: After killing 10 wolves you get +2 stamina and the title Furry Initiate After 20 you get +2 block and the title Pup hunter After 50 you get +5 damage versus wolves and the title Wolf Slayer (plus previous bonus) After 100 you get +5 health and the title Master Wolf Hunter (plus previous bonus) Add similar schemes for each major monster type. For instance, Drauger, Dragons, Trolls, etc..
  11. Thanks and I think its history friendly. In medieval times artists and tradesmen had sponsors who funded thei work
  12. I'm doing a playthrough that won't involve crafting and can't believe how much I miss it. I find myself wishing I could just hire an NPC to craft for me, and why not? This is the world of mods! What I picture is a balanced approach with tiers depending on how much you've invested in the Blacksmith. Both improve my X and smith an X available Start - basic Blacksmith recipes only 1000g = novice Blacksmith, can barter for Steel 2000g = can barter for advanced armours ... etc all the way up to 25000 = master Blacksmith, can craft Dragonbone and master improvements available Same idea for Enchanting and Alchemy EDIT NOTE - it wont cost 25000 for each item, just to reach that tier. Items should be appropriate priced seperately
  13. I'm surprised at how woefully under developed this is. A keen modder would be wise to capitalize on the gap. While there are mods, nearly all are abamdonded. Id love to see new lands to explore..it can as simple as a small island or grndiose as a province.
  14. It is not uncommon in the world of business to buy a competitor and then kill it. As mentioned before Beth has a post-apoc game. I think its more likely they'll canninbalize Stalker. Taking its best bits, pieces, tech and people then axe the franchise.
  15. I had a lot of CTDs at random places...finally got frustrated enough to start disabling mods. I started with just those mods I thought might be at fault...1 at a time I re-enabled them and played for a bit. Long story short I THINK it was Tytanis causing my issues but I need to test more to be sure.. Its hard for me to say cause I also updatd Monster Wars to the latest verion and that's a pretty beefy mod.
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