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Gruffydd

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Everything posted by Gruffydd

  1. I doubt you would even be able to install two collections on a single instance as I am fairly certain it's going to work in a similar fashion as profiles do. You install it, and it creates a new profile for that game, rather than installing it over your current profile. Also, this whole idea of learning vs not learning is entirely irrelevant when we are talking about people who wouldn't have in the first place or just simply don't have the time. Which is the entire reason for trying to make it more accessible and easier to experience a modded game. Making it "more accessible and easier [for a user] to experience a modded game" while providing no benefit to the authors yet introducing aspects that many see as negative is not the solution. It only benefits one side of what should be a symbiotic relationship, and turns the other side into a resource rather than a partner. There's a term for that kind of relationship, too, and it's not a pretty one.
  2. This is the part where money comes in and they won't implement the same rules for mod list creators/curators as for mod authors. Not can't. Won't. All the rules have changed for how mod authors are treated here, and the gates are open for them to be changed again at any time with no notice. Some like it. Some most definitely do not. And yes, as far as I see money is definitely a factor.
  3. Mods by their very nature can conflict with each other. Mod authors are writing material which changes the base game. If multiple people write something that changes the same part of the base game, there will be conflicts. The solution being presented here is to entirely remove the mod author from the equation, to the point where the system you want (which is what's provided to paid subscribers here) doesn't even require that the user visit the mod page or even know that the mod exists (how many users who just want "click to install" are going to read the list of every mod included in a collection?). Needless to say, there's a sizeable chunk of the author community that isn't thrilled by this. And just wait until little Mikey one button installs two collections, and then freaks out because they don't work together, when he was promised "it just works". Now, if he'd learned how to use mods, he might be able to figure out what's conflicting and fix it. But good luck to him getting anyone to look at two big collections and be willing to take the time to analyze them for him and tell him what isn't working and how to fix it. Mod authors are hobbyists. We all do this for different reasons. We get very little in return. A system like the one you want (and are apparently getting if you pay) may remove a "barrier of entry" for people who want to use mods but can't or won't learn how, but it also removes a "barrier of exit" so to speak for mod authors who see what little we get back from modding (be it interaction with the community, user requests, or just a bit of respect or note of thanks every now and then) eliminated in favor of letting someone one-button install a collection. We have seen very little to indicate that if mods "go mainstream" mod authors themselves will see any tangible benefit from it, with the exception of a very few let in through the gates (such as those writing for the Creation Club). Combine that with the incredible amount of hate, disdain, mockery, and derision that mod authors get from the very people who are using what mod authors have shared for free with them, and is it any wonder that mod authors are taking their work elsewhere?
  4. Oh this so much! Like, what about hidden mods now. How can you add them to collections. Will there be a button, or can people still add the mod later on to collections, because they downloaded the mod as it was avaiable FOR them! I know a good MA who were hiding his mods now, but couldnt delete them. Because...he couldnt just delete the 8 years of his mod being here, and everything with it. UNDERSTANDABLE. But now...will that mod be able to be added? How does one add a mod to the collection? So when one downloaded that mod with vortex before hiding it, then vortex has that address and it can be added. But sometimes you hide mods because they are as well broken, and you gonna fix it, and then unhide. This function will as well cause a lot of harrassement towards MAs in a way, like, get thos collection, all mods from the MA that are hidden and deleted can be downloaded over here. And the MA can't do nothing about it. And I must say, too often MAs as well delete and go away from the modding scene because they get harassed and need a cut from this toxicity. Like...its sad, but the truth. My understanding - and I could be wrong but this is how it's been described to me - is that it doesn't matter if a mod is hidden or archived or anything else, if the Collection has the code or whatever it uses for that mod. And specifically, for whichever version of that mod it points to. In theory as I understand it, if someone was making a Collection and had the identifying data for a given mod, they could add it to the Collection even if the mod itself was at that point hidden or archived. I'd love for someone on staff who actually knows the answer to address this. As users/authors, until we actually see how Collections work (the fine details, not just the big picture), we really won't know for sure.
  5. I do hope that every modder who removes their work from here considers rehosting it elsewhere. There are good sites out there, and just because Nexus isn't a good home for you anymore doesn't mean there's not a place for you somewhere.
  6. I honestly don't think that answering our questions or addressing our concerns was a priority. I know all of mine were completely ignored by the Powers That Be.
  7. Perhaps instead of thinking like small children and assuming everything shared with them is theirs to keep now, people should understand that modders are sharing their work, not giving it away. If you're given something, you own it, and should be rightfully miffed if the person who gave it to you then takes it back. But users don't own mods, they're using what has been shared with them by people who put in a lot of work making what's being shared. And as with anything else being shared, if the owner decides sharing time is over, it's their right to put away what was shared without those it was shared with throwing tantrums and calling names.
  8. Well, for me I'm copying the mod from the download folder to a backup folder on my 6TB external hard drive, so that if something happens to my primary gaming drive I have backups.
  9. Now that would actually be useful. Still not enough to justify what's been done, but since we're stuck with that, having something that's actually useful would be... well... useful.
  10. Â you do realise, don't you, that storage is not finite and you can add as much additional storage as you want to your system? The more you post, the more limited your knowledge appears. Another thread needs you to derail it. I'll post the details in your Pipboy! External hard drives are about $20-$25/terabyte right now on Amazon. It'll be even cheaper in November. Seems like a more reliable and cost-effective investment than a multi-month sub if the only reason for the sub is backing up your mod downloads.
  11. I admit, I'm old school enough (or maybe just old enough... now get off my lawn!) that I don't trust cloud storage. If it's not on my drives or burned to a disc, it's not under my control, and that means it could go away at any time (a lesson I learned the VERY hard way back during my MUDding days when the service I was using for MUD hosting suddenly went out of business, and have seen more recently when "purchased" digital versions of movies disappear from the streaming site because of changes in licensing). I figure why take chances? If I download a mod (or a font or a texture or whatever if it's something I care about enough to archive), the downloaded file goes on my external storage drive. Then I can reinstall it any time I want, quick and easy. Even if I don't have an internet connection. As to the original question, I paid for Premium long ago, to 1) get rid of ads forever, 2) get the bennies that went with it, and 3) support the site. But that was when you could get a lifer sub. These days I don't think I'd become or stay a Premium subscriber if I didn't have it, especially if something else (supporter status, ad blocker, whatever) got rid of the ads. Mod packs/Collections does nothing for me, as I'm picky about my mods and only want to install the mods I want, and not what some rando thinks I should have packaged with the mods I want. I'll happily look at a list to see if there's stuff out there I missed that I'd want, but I'm never going to use press-button-to-install-them-all functionality. Increased speeds and such are nice, but I only need that when I'm getting something new, and that doesn't happen often enough for me to justify an ongoing monthly sub, especially at the new price point. And since I no longer have the same high opinion of the site, feeling good because I'm supporting the site isn't really a priority anymore. So, I can't think of anything that under the current structure would actually convince me to get an ongoing Premium subscription if I did not already have it.
  12. what does "its a function issue" mean in that context? do you even read the drivel you write? I'm not sure what they mean either, as the functions of a database are by definition technical. But regardless of how it's defined, I'm not aware of any modern (last few decades) database system, relational or otherwise, that can be broken by deleting data. Can you bork your queries? Can things that you think were pointing at one place now be pointing at another because what they would have been pointing at is not there? Can you eliminate the relationship between two entities by removing the data that linked them? Absolutely! But that's not breaking the database itself. The database rolls along just fine. You just need to change the logic of your data retrieval and analysis to accommodate the change in the data, if the data change is so significant that it interferes with the function of a query. All of this said, I suspect the solution is something they're already doing without telling anyone. Specifically, keeping enough information so that links are still there and some query function remains, thus preserving the database structure and some basic data, while removing the actual content, instead of actually deleting the record. Why do I suspect this is the case? Because I asked for my signs and posters mod to be deleted, and was told it was, but if I go to the old shortcut to that page from my desktop, the address remains the same (https://www.nexusmods.com/fallout4/mods/9711/), and the name of the page according to the browser is now "Gruffydd's Signs and Posters - DELETED at Fallout 4 Nexus - Mods and community". On that page, it tells me that the mod I'm looking for can't be found. If they deleted all records, it would not find the page, and would likely end up on a redirect to a generic not found message. Instead, it seems to be keeping a number of records, and they just (hopefully - unless I've been flat-out lied to) deleted the content of the page, the part of the page that was the mod itself. This does delete the mod - if the content isn't there, the mod isn't there - but retains the links needed for statistics retrieval and keeps the logic of queries intact. Just to be clear, I'm fine with this approach, and think it's a good solution. It prevents technical issues, while satisfying the need for mod authors to have their mods removed. If I'm right, though, I do not understand why from a technical viewpoint it's limited to staff only, and only in rare instances, rather than allowing authors to do this to their own pages. So no, I don't see any reason why mod authors couldn't "delete" their files in that exact same way without causing problems in the database itself. As others have stated, I think this is a "we don't want to" rather than a "we can't" situation for the Nexus.
  13. Lists or modpacks? I think both are right. It seems to me it functions as a list for free users and a modpack for paid, as it gives free users a list of mods to install and paid just press a button and get them all.
  14. Folks, ownership is a legal issue, and what the Nexus is doing does not in any way claim ownership. I strongly suspect that it's because it's a legal issue that they're so firm about this when someone states they're claiming ownership. Ownership includes being able to do pretty much whatever you want with your property, including licensing rights to it to others. And that is what's being done here, licensing of rights, not transfer of ownership. THAT SAID... the rights that are claimed in the license include all six of the rights of a copyright holder under US law, specifically and explicitly, and when it comes to copyrighted IP, the terms "copyright holder" and "owner" are often used interchangeably. The only right of the copyright holder not claimed by name is the right to create derivative work, but since they do claim the unrestricted right to edit, that's covered. In addition, said licensed rights are claimed for eternity once granted, and they're granted the moment you use their site. So no, they're NOT claiming ownership, and statements that they are doing so are verifiably false. But they ARE claiming rights to do pretty much whatever they want with your content except grant licensing rights to someone else, because your using their site gives them permission to do so.
  15. If you know the image software (I use GIMP for my stuff) and are just doing a straight replacer, yes, that's a great entry point. All you have to do is edit the texture and save over the file (make a backup first so you can revert if you ever decide you want to). Now, making it so you can use your robot workstation to make whatever changes? That's a *lot* more complicated. Just a heads-up... Bethesda textures can be non-intuitive. They like doing things like using just parts of a texture, or mirroring a chunk of one (a real pain if you're wanting to add text or a design).
  16. If you like the concept of your mod and want to repost a modified version, there are a number of vintage pinups and covers that aren't under copyright anymore, although you may have to go further back in time than you want. You just have to put a fair amount of work in to make sure that the copyrights have expired, before determining that they have, because some "free public domain" image sites lie. Wikimedia Commons is a good place to start. Basically, the situation is that anything that was published before a certain date is probably no longer copyrighted, and anything after that but before another later date (1964, I think) isn't copyrighted anymore if the original copyright holder didn't renew the copyright by a certain point.
  17. FO4Edit sometimes gets overzealous when assigning masters, even if you're copying as override. There is a way to remove a master in that situation (where the master is truly not needed), but it's been a while since I had to do it, and I'm not remembering the exact steps. I think it has to do with opening the file header, going to the section on master files, and deleting it there. You only want to do this though if you're absolutely sure that it really is not needed as a master file.
  18. "Gruffydd's Signs & Posters" is moving to AFKMods.com within the next week. If you use this mod, please make a note of its new home. There will be additional updates posted there from time to time. It will unfortunately no longer be available here. I apologize to those for whom the removal causes problems. -- Gruffydd
  19. Hey, if you want to get rid of it, that's your deal. Matters not to me. All I'd suggested in the first place was that, given that there's a perfectly good reason to have a canteen in the Wasteland, and the canteen is in the wrong place, and you were asking someone to do modding for you, maybe there's a better place for the canteen to go. Obviously with your experience you know where that spot should be. I wasn't trying to start some big debate. I only commented about the rads thing when you responded to my suggestion that someone might be able to move the canteen to the correct spot for you with a spiel about how water shouldn't be radioactive. Whatever you want to do, if you can convince someone to mod it for you or figure it out on your own, you do. It's your game.
  20. Â Well ignoring the fact that after 200 years there wouldn't actually be any radioactive, running water (water itself can't be radioactive, and 200 years would have washed all alpha contamination to the sea)... <snip> Except in the game almost all food and drink gives you rads. No matter how much you argue it shouldn't be, it's a core concept of the game. Drinking water shouldn't heal wounds either, but again....If your argument is "I don't like how it looks" then by all means get rid of it. But claims that a canteen is useless without changing a core element of the game world seem inaccurate. Again though mods are out there that do just that, so if you've removed rads from water - and otherwise made "wild" water safe to drink unpurified - or are RPing that it's the case and ignoring the mechanics, then go for it.
  21. Given that most of the water to be found is radioactive, wouldn't carrying around some water you know is safe make sense? Maybe there's a better spot someone can move it to?
  22. It sounds like what this person is asking for isn't train-related structures/static objects, but a craftable train track system that you can place around the Commonwealth then run trains on, connecting settlements together or otherwise providing transit, that you can arm/customize/ride on/see out the windows of. That's a pretty big ask. That said, if anyone comes up with a way, it sounds interesting. I'm just boggling at the amount of work that would be required to implement it....
  23. Did you have anything in particular in mind other than the logo?
  24. Personally, I've done every nonradiant quest I can, finished the main quest, completed the DLCs, and done a few of the higher rated quest mods. I even tracked down all of the radio signals. What keeps me playing is the RP of using my prewar knowledge and strangely advanced science skills to help rebuild the Commonwealth as a place where humans, ghouls, synths and robots can all coexist and prosper... which is basically a lot of settlement building.
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