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popcorn71

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Everything posted by popcorn71

  1. In response to post #71388503. #71399118, #71405268, #71417353 are all replies on the same post. I understand that sarcasm can be hard to pick up on in text, but still, you all are way to serious about this... But really? Memes? Way to jump on the band wagon of stupid.
  2. So this is where my premium money went. I'm so glad you cleared that up for me.
  3. In response to post #39684490. #39686550, #39687780, #39688170, #39688440, #39688495, #39689940, #39691500 are all replies on the same post. my caps lock was not malfunction. all that stuff in all caps was important. go back and reread.
  4. In response to post #39690230. I defiantly agree that some mod developers get way to over zealous with their claims of mod theft (trying to claim they own a mod concept as well as its content) and its not some thing I condone. In fact I go out of my way to simply not used mod made by people who do this just to avoid the drama. The point I was trying to make was that many of the stolen mods put up on Bethnet have been forcibly taken down by the mods and than simply reuploaded again by the same people! We all know that that kind of behavior would lead to an IP ban here on the nexus fairly quickly. And as you said in the case of the nexus uploading content form filefront, if a mod developer asked, nexus would comply fairly quickly. You just cant compare archiving files so they aren't permanently lost with some uploading your work just so they can have it NOW rather then wait for you to upload it when its ready.
  5. In response to post #39684490. #39686550, #39687780, #39688170, #39688440, #39688495 are all replies on the same post. ...I think releasing a few mods your self might help you understand why people are so upset at this. I have spent literally thousands of hours working on mods over the last 10 years and it has defiantly given me a different perspective on things. Lets assume that your augment about mod preservation is valid for a moment. If the was nexus suddenly shut down, I really wouldn't mind if some third party reupload all my old Oblivion mods or even my Skyrim mods so long as they A) respected the terms put foreword in the mod permission and description and B) if I ever asked them to remove the files they respected my wishes. On the other hand, if some jerk just came along and reupload one of my mods WITHOUT RESPECTED THE TERMS CLEARLY PUT FOREWORD IN THE MOD PERMISSION AND DESCRIPTION and than refused to take the mod down, and then re-reupload it after it was forcibly taken down, and all for no other reason then because they were impatient or didn't like THE TERMS CLEARLY PUT FOREWORD IN THE MOD PERMISSION AND DESCRIPTION or even to preserve the mod in the highly unlikely event that the Nexus goes belly up, I would be EXTREMELY PISSED. There really is no comparison between the filefront situation and what these thieves are doing, and to claim there is, that is an extremely weak argument.
  6. In response to post #39684490. I would say that the difference between what the nexus is doing with the Filefront mods and what the mod thieves are doing is that Filefront is dead and the nexus is not. A mod will not "disappears" off the nexus unless the mod author actively hides it, making it abundantly clear that the mod author does in fact want the mod to be inaccessible. If a mod website is dead then the mod authors have by definition already moved on and are uninterested/unable in maintaining (or removing) their mod. It really just boils down to mod authors having the final say in how their work is distributed unless they have abandoned the mod entirely. Still, I would hope that the nexus is respecting the wises of the authors who's mod are being converted and not converting over any files they have not been granted permission to convert.
  7. In response to post #36264185. #36272420, #36280400, #36281620, #36294745, #36295480, #36307360, #36313620, #36340025, #36344490, #36347635, #36348020, #36368590, #36372830, #36372990, #36373850, #36382245, #36384055, #36384285, #36385985, #36391440, #36414355, #36422860, #36440545 are all replies on the same post. Steam remembers your beta opt in setting. If you had opted in to the previous betas you will stay opted in until you manually change the setting and opt out.
  8. In response to post #36264185. #36272420, #36280400, #36281620, #36294745, #36295480, #36307360, #36313620, #36340025, #36344490, #36347635, #36348020, #36368590, #36372830, #36372990 are all replies on the same post. Supposedly the new survival mod will remain optional. No idea about the old survival mode though. Not that it will matter once the geck comes out. There will be plenty of overhaul mods for the hard core gamer out there and in my opinion that exactly the way it should be. Bethesda should have never gated the new hunger/thirst/sleep mechanics behind higher difficultly setting. Options, Beth, Options. Ditch the current 'difficultly' settings and just change it to a 'damage' setting then make the hunger/thirst/sleep/save-on-sleep mechanics have there own options.
  9. In response to post #36264185. #36272420, #36280400, #36281620, #36294745, #36295480, #36307360, #36313620, #36340025, #36344490, #36347635, #36348020, #36368590 are all replies on the same post. If you don't want every thing that comes in the survival mode package then just wait for the geck to be released and mod in the features you like. The greatest feature of any (modern) Bethesda games is not the game its self, but the ability to tweak it the way you see fit.
  10. In response to post #36309660. #36321640, #36327340 are all replies on the same post. It actually depends on how you define "incompatible". If they define it as "any thing that alters the experience" that the statement would be completely accurate. Also, Bethesda may have added extra data to some of the vanilla forms that may or may not be visible in FO4Edit. This could very easily cause "soft incompatible".
  11. In response to post #36264185. #36272420, #36280400, #36281620, #36294745 are all replies on the same post. What...? Why are you posting a commenting saying that you won't answer the question? Why not just ignore it and move on? There is no point being nasty about it.
  12. In response to post #36265365. #36286645 is also a reply to the same post. It means that Beth needs to keep its bug fix patches separate from patches that add (or restrict) content. That way people who don't want to involve themselves in testing survival mode can test to see if the bug fix patch works as intended.
  13. In response to post #36202240. #36212170, #36216700, #36228240 are all replies on the same post. Not really what I was trying to get at...Honestly the lifetime premium membership has been an excellent investment but sometimes the moderators get a little crazy. Weather you like it or not, your words as a mod carry weight and that should NEVER be abused.
  14. In response to post #36230465. #36230825, #36230840, #36230890 are all replies on the same post. Its all good
  15. In response to post #36230465. #36230825 is also a reply to the same post. Unless you have explicitly opted in to beta testing at some point then you don't need to do anything. You can opt in/out by: Right click Fallout 4 in you steam game library > Click Properties > Click Betas tab > Select 'NONE - Opt out of all beta programs' in the drop down options box. === Edit === And ninjaed...
  16. In response to post #36216715. #36226145, #36226895, #36227235, #36227270, #36228175 are all replies on the same post. Mod and the console being disable really aren't the point here. The issue is that Bethesda tends to make very odd and often very ham fisted design decisions with out any regard to how thing will work outside their controlled testing environment. That and the fact that they keep tacking on more features to the game with out fixing the existing bug. That really doesn't inspire confidence in their ability and just adds to the image of them being tone deaf.
  17. In response to post #36216715. #36226145, #36226895 are all replies on the same post. Yes, well, choices and options are hard. They make you think and thinking is...painful. Its honestly very discouraging that some people are more comfortable being told what to do then they are trying to figure out what feels right for them. And don't even get me started on the crazy amount of fanboyism.
  18. In response to post #36202240. #36212170 is also a reply to the same post. Not only is that a bit rude, I find it rather unbecoming of a moderator. I didn't spend my hard earned money on a lifetime premium membership to see a moderator slinging insults at their own members...How exactly can people be confident that you can be impartial when you are acting like just another troll???
  19. In response to post #36127135. #36127445, #36127625, #36127845, #36128375, #36128665, #36130230, #36130760 are all replies on the same post. @ Eruadur I'm curious to know exactly what you think the difference is between a bed added by a mod an a vanilla bed...
  20. In response to post #36114870. #36114920, #36114965 are all replies on the same post. Yeah, all you need to do is compare the beta and pre-beta executables in a hex editor and manually make the needed changes to re enable the console! Oh wait... that's a lot of work...
  21. In response to post #36105510. #36107130, #36108145, #36111230, #36111695, #36111880, #36112075, #36112165, #36112205, #36114300, #36114565, #36115285 are all replies on the same post. @ Tantalus010 My understanding is that the only difference between the console and PC version of the game is the executable file. Bethesda uses a very modular, 'plug and play' approach to modding, so there is no technical reason why any mod that does not require changes to ini files or direct changes to the executable to work would not on both the PC AND the console versions of the game. The issue of weather or not current console hardware can handle the overhead incurred from mods is a completely separate issue. Watching you Xbox fry its self trying to render all 4k textures isn't the same the game not loading the extra dll file required for script extenders to work. The bottom line is that any 'normal' mod that only requires an esp/esm plus a few meshes and textures to work should work regardless of the hardware, so long is it does not make edits conflict with the edits made by another mod.
  22. In response to post #36105510. #36107130, #36108145, #36111230, #36111695, #36111880, #36112075, #36112165 are all replies on the same post. On the one hand, I can understand Bethesda wanting to ensure that their beta test environment is 'clean' and reduce the amount of false bug reports brought on by irresponsible modding. On the other hand they will never be able to test the robustness of their code without testing it real world situations (ie: with mods and console). I wouldn't want to be them when they finally decide to open up mod to consoles...
  23. Why not set up a patreon to help offset the cost of running the site? I'm sure there are plenty people who wouldn't mind giving a little bit each month to help keep the site afloat.
  24. This seems to happen with some item in any settlement. As far as I can tell some items can fall through any surface (including the ground) they are placed on when they get loaded. Its probably a problem with the collision data of those items.
  25. In response to post #24743634. #24743894, #24744099, #24744554, #24744644, #24744769 are all replies on the same post. You say that if thing got worse moders could always walk away, but who says Beth and Valve would LET you walk away. Once you upload your files to the workshop, it theirs. Period. Once again Ill point to Chesko as an example. Valve refused to remove one of his files when he asked them to "unless legal compelled to". If your making them money they would not simple let you go.
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