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Aeradom

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Posts posted by Aeradom

  1. So, I have a couple of problems in my game and I'm not sure what's casuing thes issue or how to fix so your guys advice would be appreciated:

     

    1) I can't seem to assign a quartermaster roll. I could way off in the beginning but now it doesn't seem to be an option to assign and

     

    2) My parties aren't generating any income. Previously, they generated a decent amount but now nothing. This means with two parties plus my main, I'm hemoraging coins, up to 3000 per turn.

     

    Everything was good the last game but I have added a couple of mods in since then. I'm running 1.4.3 as I couldn't go without Settlement icons. Here's my mod list:

     

    BetterExceptionWindow

    CulturedStart Beta

    True Relations

    True Prisons

    True Noble Opinion

    Tournmanent Enhanced

    Settlement Icons

    PartyScreen enhancmenets

    Modlib

    JTPrisonerRecruitment

    Improved Garrison

    FixPersuasion

    Fast Dialogue

    Better Raiding Loot

    Banner PAste

    Bannerlord Tweaks

    Autotrader

     

    (Not in order of loading, but as listed in mod section. Though if it might be an issue with load order I can add that in).

  2. Been trying to setup for modding of the game and I have every other mod in and ready except Bannerlord and the Update for it. Probelm is, neither are showing the list. There is a conflict but I was able to resolve it per the instructions. Vortex says it needs to be deployed and I do it, but it doesn't seem to ever do it. Any idea what's going on?

     

    Edit: It's fixed, I had to use the experimental one though to get it to work though. This thread can be locked.

  3. Topic title pretty much says it. I was originally going to use Enhanced Lights and FX but quickly realized when I checked in xEdit that the two simply weren't going to be compatible. Because of this, I'm looking for further ways to tweak the lighting of the game. I could go with something like Darker Nights and may indeed do that in the end. But before I commit to that, I'd just like to know if there are any better options.

  4. I decided to reinstall Fallout 4 to try out the Frost mod that a friend was telling me about. I was curious, what mods work well with the mod to enhance my gameplay experience. For instance, It's been a little while since I last played so what's the best interface mods? Oh and most importantly, what's the best way to adjust the difficulty? I'm fine with things being very lethal towards me but bullet sponges are the dumbest thing (and if possible some AI fixes to make them smarter unless this conflicts with Frost).

  5. So I've gotten the itch all of a sudden to jump back into Skyrim. The problem is that I'm not sure quite where to start. I think I'd like to start with a premade mod pack, one that is flexible and modular, so that I can also install some new mods that I'd like to try out with minimal fuss. I'd also like to find a decent tutorial that will get the basics setup (installing MO, setting up the basic mods, etc). Any help in this area would be greatly appreciated.

  6. So I've recently gotten a taste for patching in xEdit and found the whole situation actually kind of fun (I'm weird, I know). The one thing though is that I've tried looking around but I can't seem to find a good breakdown of what keywords are. Some I can infer depending on what the mod I'm working on. For example, Better Locational Damage mod effects damage so the values I'm changing I can be assured is that. But I'd feel a lot more comfortable if I was sure I was merging what I should. As is, I'm pretty sure my first manual patch is going to turn out to have problems. So just a general good guide to xEdit beyond the basic "Here's how to clean the master files" sort of deal would be appreciated.

  7. I'm just coming back to the game this week and have started up my new playthrough. I've gotten most of the mods back that I had installed before, even more so now that the Rebel armor is back. But one mod, in particular, eludes me. I remember being able to walk to a random item and seeing a breakdown of what junk it would give. Problem is, I can't remember what that mod was called. So I'm hoping someone could point me to it.

  8. I wouldn't say Fallout modding is dead or even on the decline, I'm seeing tons of new people coming in even though some of the old school have jumped ship....

    Wise words and I thank you for your thoughts on the matter. If Fallout 4 is to reach it's potential (as far as modding is concerned), others will have to step up and fill the void left by so many Skyrim modders leaving. Now I would assume that those modders would be just as discouraged with everything going on. But it is possible that, unlike those people who came over from Skyrim and was creating mods in the early going, the Fallout modding veterans are more willing to overlook those issues as the franchise is more their baby. And with so many of them leaving, I do think it has contributed to the drop-off that has occurred. I suppose only time will tell in regards to that.

     

    As far as console players go, I didn't mean to come off as disparaging towards them. But it's undeniable the negative affect it had on the community with all that occurred around it. I'm also not as hopeful though that we'll see a lot of pure console players jump into creating mods though just because they've never really gotten into PC gaming, let alone PC modding. But like I and others have said

     

    This is one of those topics that I see popping up on the forums frequently, and every time it makes me groan to myself, just as it does whenever I hear someone ask "is -insert subject matter here- dying?"

    Modding for Fallout 4 clearly is alive and well, and none of the examples you cite are in any way a clear indication of this not being the case. New mods are appearing all the time, as well as new modders (or those wanting to begin to make mods) Perhaps what is dying is your enthusiasm for the new/recent mods your seeing as they don't fulfill your expectations.

    Funny how it's always those who aren't actually mod authors themselves who ask this question.

    Oh, such great arrogance you have! For your information, not only am I working on some mods of my own, but I am also working with a colleague on a wiki over on the STEP forum to make modding a smoother process to those people who are wanting to jump back in (or for the first time if they waited for all the DLC to come out). In fact, what drove me to do those things is in part because I wanted to dive back in now that all the DLC was out. So my enthusiasm for the game and its content has not waned. Also if you really believe that it's alive and "well", then you are delusional. While I certainly think (and hope) that modding will return to normal, you can't deny the negative impact that all the drama has brought into not just the fallout modding community, but the overall landscape it said. I don't see those people that were burnt by everything that's occurred to suddenly jump into the pool whenever the next Elder Scrolls game comes out (modding wise I mean).

     

    Perhaps this conversation has been talked to death on the forums, but I haven't because I have things to do and don't get to check the forums as often as apparently, you do. So if these topics really bother you, then please don't post. You are just wasting your time and mine. But as a suggestion, I'd pull that head of out the sand if I were you; it's a good way to get suffocated.

     

    FO4 modding is alive, but on a much lower level than half a year ago.

    Also the number of active players has decreased massively and therefore also the number of downloads. That's maybe why many mods don't get any updates anymore.

     

    Why should i update my mods, when they are more or less doing what they are supposed to? I could add the one or other request or add another gimmick, but why should i when just a few people download it without giving any feedback (posts or endorsements)?

    Actually i am doing the same as all other players. Why should i download the next PA paint job, weapon, building mod, even if they are really impressive?. I already have enough paint jobs, weapons and workshop elements for the next 10 playtroughs (which never will take place)

    Good points, but I think you are skimming over a much larger point. I've always thought and feel free to correct me if I'm wrong, that people mod more for the love and art than merely to get more downloads/endorsements. While I'm sure that's not what you meant to imply, I do think it's valid to bring up how much the game has waned in popularity since it's release. I also think that whereas people kept coming back to Skyrim to experience the new content, I don't think very many that have left will ever return to it.

     

    My guess is that what will ultimately the best Fallout 4 mods are still being added to with updates or are currently under development. Can't give too much away because of the time Voyageur du Temps code of conduct, but FO4 modding is ongoing and there is an 84% chance the future will be bright.

     

    Never the less, there are certain critical points which must not occur in the future. The most important is to avoid the Friday, January 6, 2017 meeting in which a charismatic VP from Microsoft gives such a rousing presentation that the board members of Bethesda Software all hop up on the board table and sing the song, Money Money Money.

    I hope so.

  9. tumblr_inline_n0a3l0tO3v1qz8z9o.gif

     

    Appreciate the contribution there. Really adding to the conversation. You do realize you don't HAVE to reply or even open the page... just saying.

     

    I am a fan of you work, and appreciate the hard work you put it. (To be clear, the above is sarcasm, this is not. I really do like your mods).

  10.  

    Basically, their attempts to change/"expand" modding have failed for the most part, so they might just say "Screw it let's not bother and just go back to the ol' release a creation kit and forget it way we had going before."

     

    While I think that paid modding can work if properly implemented, I'll be the first to admit that paid modding, along with console modding, has done far more harm than good. But as to if they will drop them, I don't think Bethesda will. Not that it isn't possible just...It all boils down to how well the special edition of Skyrim does. For as much as they want to talk about updated graphics, the key selling point is ultimately the console modding. If the Xbox One version doesn't meet sales projections, then I'm sure they will drop the whole matter. But if it does well, especially in comparison to the PS4 version which doesn't have it, then console modding is here to stay.

  11. Are you asking for "gut" observations or are you pushing modding McCarthyism? If you are looking for a fight then that is not in my nature...at this time. Otherwise you may cheerfully kiss my scut, mon frere.

     

    The Rabbit

     

    Even knowing what McCarthyism is I don't get the reference. I genuinely don't understand what makes Fallout 4 so much more difficult to mod than Skyrim. It would be one thing if it were a completely new engine with new tools. But from my understanding (mostly heading modders complaining mind you), the CK is fundamentally unchanged since I believe Oblivion? In fact, if I'm correct, isn't parts of it going all the way back to Morrowind? So when I hear people talking about how now they can't do this or that, in the case of the UFOP team, I'm not sure what's changed. As I've stated, I just recently started toying around with the CK and FO4edit so I wouldn't know. Seeing as you said you modded in past games and this one, I asked because I figured you would be able to tell me.

     

    No offense was implied.

  12. From my perspective, three things hurt Fallout 4 modding a bit bad:

     

    1. Long waiting period for the CK.

    2. Trying to control modding via Beth.net(and simply moving forums seems to have angered a lot of folks)

    3. Mod theft, which is always always a huge blow to modding morale.

     

    In my opinion it's not dead, it's just real slow but will never reach the rate of Skyrim that's for sure, and I also think because of Skyrim's very successful modding status, it has created unfair high standards for Fallout 4 modding.

    If I were to rewrite the title, I think I'd change it to "Is there any coming back?" What I mean is that for those last two issues you references, I just don't see those people who left because of them returning. And I'm not just talking about for Fallout, I'm thinking about Elder Scrolls VI as well. It's not like those people are just going to forget all that stuff and the emotions they had to deal with, especially if Bethesda continues on the tracks they've set. Though I've never modded, I do know how controversy and arguing can leave a bad taste in your mouth. To this day, I won't go back and play through Mass Effect 3 as I still haven't gotten over both ending and all the arguments that followed it. And that's for a franchise that is my favorite of all time as well. In fact, I highly doubt I'll even bother to play Mass Effect: Andromeda. My point is that when a franchise has burned you and left you an impression of being angry, frustrated and just depressed, you aren't likely to want to jump back in.

  13. Modding slows down at this rate because all the simple stuff is done already. We have fixed most bugs in most mods. Fixed minor grievances.

     

    Remember how long it took for Falskar to be released for Skyrim?

     

    I think Skyrim has it easier because you simply have a bigger plate to fill in that world. Fallout 4 is simply finding your son. Period. In Skyrim you can be anything. A merchant. A soldier. A thief. A hero. A infamous warlord. The high king of Skyrim. You dont even have to touch the Greybeards at all if you dont want to.

     

    Fallout 4 is the largest Bethesda title yet iirc, but yet it still feels so small. Downtown Boston is still only a few minutes to traverse. Each little town out in the rural areas are only a few houses and such. In Skyrim, small villages made sense because thats how you would expect villages in a world like that to work.

    I understand that in previous games things do tend to slow down and truthfully I hope that things will pick up just like they have in previous Bethesda titles. But with all due respect, this hasn't been your typical Bethesda open world game cycle. That's because where I see the problem in those cycles as being one of a technical one that you allude to, this one has been more about anger, frustration and just in general the drama. The people who have left due to mods being stolen and put up on Beth.net, or had to deal with all the arguing over whether or not they have a right to control their own work with entitled console players, I don't foresee a lot of them returning, do you?

     

    In fact, I think we need to stop thinking about this as a Fallout problem and start considering what this means for the next Elder Scrolls game. Sure, a lot of people think that the issues are only tied to Fallout and that everything will be fine when the next Elder Scrolls game releases. But those same people that didn't want to deal with console modding, or Bethesda not working with the modding community effectively, aren't going to want to deal with that then just because a different game comes out. Sure they'll want to play it more the way I hear modders talk, it's just too emotional taxing to deal with all the bulls***. And God forbid Bethesda introduces paid modding again for the next Elder Scrolls game because we saw how much that fractured was seemed up to that point a fairly genial community.

     

    Allow me to be more succinct; Do you really believe that the only reason the modding scene right now isn't very active is just due to modders acclimating themselves with the Creation Kit? Or could it be possible that two years of drama has driven many people away?

  14. Robin said it best on one of the many many other "OMG IS MODDING DEAD!" threads:

     

    I don't really know why I'm bothering to respond to someone whose only contribution is to copy and paste another's thought out deconstruction of the issue. The irony is that you do exactly what Robin was complaining about, except the other way around. You come into this topic and largely ignore my earlier comments because you want to support your own agenda. But I'll give you one chance:

     

    Context is very important when you are discussing games that are years apart. That's because looking at the raw data often becomes misleading as it doesn't factor in what's going on around it. For instance, if we just looked at the sales figures for the first 48 hours to draw a conclusion of which game was more popular, then Fallout 4 wins by a mile as it sold nearly twice as many units in that span of time. Of course, we know that isn't the case but were to argue differently right after release, you wouldn't have much to back up that claim.

     

    Skyrim changed the game (no pun intended) and to compare it to other elder scrolls games is ludicrous. Consider that there has been close to a billion downloads from the Skyrim Nexus. That is twice the number for Oblivion, Fallout 3, and Fallout New Vegas combined. In addition, Skyrim has twice the number of mods than any other Bethesda game bar none. One cannot ignore that explosion of interest in modding that has occurred since Skyrim's release. And even if you are to argue that the Elder Scrolls series is more popular than Fallout (which I agree), that still doesn't discount the units sold that were greater than any other game in either the Elder Scrolls or the Fallout franchises. When you combine those two factors, I feel like we should be seeing a lot more liveliness.

     

    I don't know if it's dead, but it really didn't get much of a chance to start, actually....

    (@Rabbit Can you explain why modding is more difficult now when the same fundamental CK is being used?)

     

    It's not really the number of mods that concern me honestly; I realize that it will take time before we see larger/higher quality mods as people become familiar with the CK. What really bothers me and the real problem is what the community, or just modding in general, is right now. Rabbit touched on it in his post is how much of an uphill battle it's been with modding. I made mention in my first post but when I hear the Unofficial Patch team talking about how much more difficult it is now in comparison with other games it bothers me. But what bothers me more is when I see mod after mod where the mod author has said they are moving on because they either lost interest or just don't want to deal with the stupid drama. Sad thing is, I don't blame them. It's ironic; you'd think with Bethesda planning console mods they would have made it easier to make mods instead of more difficult.

     

    Finally, don't assume what "agenda" I might have when I'm currently working with someone on a guide that will hopefully make it easier for players to jump right into a modded Fallout 4 game. I have no wish for Fallout 4 or modding in Fallout 4 to go away. I want to believe that everything will be alright, but I don't. Can you tell me honestly that the Fallout 4 modding community is as strong or vibrant as it was in that first couple of weeks after the game's initial release? Since you like to talk about previous titles, how about tell me when people started hiding their mods purposefully in other games, or left due to a single controversy so soon after a games launch? If you can tell me how those things were issues in past bethsda games, then nothing would please me more than to be wrong.

  15. You have to remember how many of those people that bought Fallout 4 are on consoles and cannot make mods, and how many people on PC bought it with no desire to make mods of their own.

     

    You could be right. However, while I have no hard data to support this, I would imagine that the percentage of those that make mods would be similar to Skyrim and Fallout 4. Just because nothing that I can think of would make those two consumer bases dramatically different. Which assuming that's the case then I'd expect more activity.

     

    Oh stop. We've had dozens of these threads already. There is nothing new to say about it.

    Then don't comment? Funny enough I actually typed the key words of the title into the search bar but didn't find any results. Perhaps had I reworded it a few times I'd of found differently. But I didn't, and thus is why I posted. Feel free to not contribute if you've had this conversation "dozens" of times.

  16. Fallout 4 has already surpassed Fallout 3 and Morrowind for amount of files, and will probably pass New Vegas sooner rather than later. Mods are abandoned for a variety of reasons. Many left the community after the paid mods disaster for Skyrim, and more left when Bethesda.net initially failed to prevent the rather rampant piracy of mods. Other mods stopped to updated because they were made before the Creation Kit was released, and upon the release of the CK were probably replaced by something better. Plus, not every mod gets updated. Many mods on the Skyrim Nexus never received updates beyond the initial month of their release. Fallout 4 modding really is just starting, and it will only get stronger moving forward. Though, I will let you know right now that modding in general for the Fallout titles is not as popular as Elder Scrolls games.

     

    Dark0ne himself has already adressed this issue because it keeps coming up. Some of the bigger points he made were:

    1) Elder Scrolls simply has a bigger fanbase than Fallout. Always has.

    2) For every game on the Nexus, the same occurs. The first months have tons of mods coming out because people notice issues that they want fixed. Once all those are done, we enter the phase where people work on bigger projects, and those take time, so you don't get a whole bunch of daily mods anymore.

     

    I wonder if relying on the raw number of mods at this point is a red herring. While it might be true the number of mods released from the time of the game's launch might be more than previous fallout games (or any elder scrolls game not named Skyrim), when you consider the fact that Fallout 4 sold more copies in the first 24 hours than FNV has to date, shouldn't we expect that? Plus, think of how much the modding scene has exploded since Skyrim's initial release that brought in so many new people to the modding community. Those two points would lead me to conclude that even if you factor in that Fallout has a smaller fanbase than the Elder Scrolls series, there should be more activity than there is right now. What I'd actually be more curious about is how frequently mods were being updated/supported by mod authors for the same period of time. Or failing that, to take the period between the CK's release and now and compare that to Skyrim's same time period (or FNV for that matter). Either of those would be a better indicator of how lively the community is than merely looking at the raw numbers.

     

    The problem (or at least what I perceive to be) isn't the high number of mods in comparison to previous games, but instead the high number of drama. It's all those controversies or issues that to me has led to a general feeling of.. well being defeated I guess it the best term. That's why I think so many mod authors have decided to move on, but also hide their mods from others to download. It's not that I blame them considering all that's occurred over past two years. Still, it does concern me for the long term future of the Fallout 4 modding scene.

     

    After all, something that can't be argued with is the sheer number of mods that have been purposefully hidden by mod authors. I'd be shocked to find out that happened with any game, let alone a Fallout or Elder Scrolls game.

     

    Edit: Something that I'd like someone to explain who does a lot of modding is what makes modding for this game more problematic if it's based on the same CK since Oblivion (or before that). Like with the UFOP team saying there's a lot that they will not touch; I don't ever recall that being a thing for Skyrim.

  17. Let me start by saying my own frame of reference is when it comes to Skyrim and even then, I didn't start playing (and modding) until a year and after its release. But as I'm going through and installing mods to go back and play Fallout 4, I'm surprised to see how many mods haven't been updated for months. Now most of them I suppose don't really need to be like (like After the Fallout that is just a texture overhaul). But it just seems that more mods were being updated regularly (at least to coincide with the updates) than are here. As such this is really more of a two part question. The first one should be simple but it's also the one that I can't comment on; is there a similar number of mods (high quality or otherwise) as there was this point in time after Skyrim's release?

    The second question though is more an introspective and a bit more subjective. I'm curious if I'm accurate that just the overall mood/morale of the community has grown to be if not dead, defeated. There are so many mods that I go around where I see authors that have put up on their main page that they will no longer support their mods. Don't mistake me, it's well within their rights to step away and I don't begrudge them for doing so. But the fact so many have left speaks to the heart of the question. It's ironic that it seems like the majority of the drama in the modding community started with the release of console mods. There was many who left at least for a time over that debacle. Then there was the situation with the Nvidia mod contest.

    To make matters worse, the feeling I'm getting from others is that it's just more difficult to mod Fallout 4 than before. Not due to the level of complexity or unfamiliarity with the tools mind you. But instead due to Bethesda choosing to make some questionable decisions. For instance, I don't recall the Unofficial Patch team having to put up a post about being limited to what they can and cannot fix.

    Like I said before, I have a limited experience here so would appreciate knowing if I'm just over-reacting to everything. Hopefully, I am; maybe in six months to a years time, Nexus will be filled with great mods by a wide range of authors. It just doesn't feel right to say that. But if the modding scene for Fallout really is dying out, is there anything that can be done at this point to fix it? Or is this a case where the damage is done and there's no turning back the clock?

    (Meant to edit the title to sound less dramatic/extreme, but hit enter as was going through the backspace. What I meant to say was "dying".)

  18. brutality, or... a new dawn......

    Brutality + Arbitration sounds like a neat combination to overhaul the AI and adjust weapon damage. I was already going to install Raider Overhaul, maybe Superhuman redux as well. The one thing I'm not looking to do is hurt performance though, which is why though War for the Commonwealth looks fun, it's just not something I want tanking my frame rate you know?

     

    Something I'm learning though is how dead the fallout 4 modding scene seems to be. With both of these I'm going to need to learn to work FO4 Edit and make some adjustments to account for new NPCs. Any suggestions on that as you are working on a balancing mod yourself?

  19. I'm looking to jump back into playing Fallout 4 but want to change things up in terms of the difficulty of the combat. I really hate how the game by default handles it where they make the enemies into bullet sponges as that's not so much making the game harder but more tedious. However, I'm not exactly sure what mod I should get to resolve the issue. I first thought about the current weapon overhaul/balancing mods out there but am not sure which one I should use (especially with many of them not being updated in a while). I also thought about using the mod "Rebalance Your Own Game", but there I'm not entirely sure the settings that should be used.

    Any advice or suggestions would be appreciated.

  20. Something I couldn't find a firm answer to is what happens with ba2 files in terms of conflict. I'm pretty sure that it follows the normal rules and that lower order wins (hence why with something like TOP you do that first and then add texture mods). However, while doing all the research to figure stuff out, I saw a reference to if the mods were the same it goes off of the first letter, or something about alphanumeric setup.

    To put succinctly, how does conflict management work with ba2? Same as with loose files?

  21.  

     

    What Ethreon described was what I just posted, FYI.

     

     

    Sleep is for the weak, right? Okay, so progress was made. What I did was used the dummy plugin test.esp. Then, I already had an archive created with the archiver tool (correct if I'm wrong but does it matter if the ba2 is made in CK as opposed to the Archiver?). This is where I'm sure I did something wrong but it was what you seemed to be saying. I took that archive and doubled it and renamed the two as test - main and test - textures. Booted up the game and sure enough, I see the mod finally so progress.

     

    That being said, I'm sure I still did something wrong as it shouldn't be that big. I noticed where Sparrow had used a different form of compression for the main.bsa so I'll check on that tommorow. But that really is all for me tonight because yeah, I've been at this for 8 hours. I'll check back when I wake up in a few hours.

     

    I already said once but seriously guys, thanks.

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