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About Darole
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United States
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Fallout 4 & Skyrim AE
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Fallout
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You need a mod like "scrap everywhere" to remove the "NPC Sit" markers. This happens in every settlement, the idle markers are on the original land/structures and if you change the land or remove the structure, the marker remains where it was. I believe that is what the Sanctuary hammering mods do (I don't know anymore, I just scrap the markers) *just in case anyone else is having this problem
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- idle markers
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So, When Creation Club Gets Around to Skyrim...
Darole replied to LeddBate's topic in Skyrim's Skyrim SE
What video does he say that in? There is no setting in Steam for "not allow updates" "Always keep this game up to date" "Only update this game when I launch it" "High Priority - Always auto-update this game before others" Those are the only 3 options available these days. There's your answer, Darole. Gopher says this in one of the videos above. Sorry I can't remember specifically which one. So he doesn't actually say "Gopher points out that you can set your Steam NOT to allow updates" Because you actually can't.- 60 replies
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So, When Creation Club Gets Around to Skyrim...
Darole replied to LeddBate's topic in Skyrim's Skyrim SE
If only it worked like that. CC, so far, has been an update to Fallout 4. Including all the files except the actual esp (or is it esl now?). I do not want this content on my drive. But, unless I rename the F4SE loader, and set the game to only update when launched, I -will- have this content. Unable to use it, but I will still have it. Since we don't have a SKSE64 for Skyrim, the only way to play that is off line... but staying offline isn't a solution. Thankfully there is already a mod to remove the advertising for CC at every launch. So far it seems that CC isn't even offering anything new or different. You can get those mods, or most of them, free as it is. Does anyone know how much the authors are getting from Bethesda? Pennies likely.- 60 replies
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So, When Creation Club Gets Around to Skyrim...
Darole replied to LeddBate's topic in Skyrim's Skyrim SE
Having SKSE64 would actually be a benefit since you could launch it from the SKSE64 launcher, keeping it from updating (if you set it to only update on launch).- 60 replies
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So, When Creation Club Gets Around to Skyrim...
Darole replied to LeddBate's topic in Skyrim's Skyrim SE
Wouldn't that miss the biggest point of potential sales? PS4 is mod starved and users are no doubt more accustomed to microtransactional credit sucking items. Except that the downloaded content will rapidly fill the limited HD space on the consoles, making it more of a detriment than a bonus.- 60 replies
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So, When Creation Club Gets Around to Skyrim...
Darole replied to LeddBate's topic in Skyrim's Skyrim SE
It is an "upgrade". You cannot refuse it. Well, unless you are offline.- 60 replies
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So, When Creation Club Gets Around to Skyrim...
Darole replied to LeddBate's topic in Skyrim's Skyrim SE
What video does he say that in? There is no setting in Steam for "not allow updates" "Always keep this game up to date" "Only update this game when I launch it" "High Priority - Always auto-update this game before others" Those are the only 3 options available these days.- 60 replies
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So, When Creation Club Gets Around to Skyrim...
Darole replied to LeddBate's topic in Skyrim's Skyrim SE
Creation Club for Skyrim Special Edition is expected in September. https://creationclub.bethesda.net/en From the horses mouth. I wouldn't care except for the 681 megs of files I don't want added to my game. I wonder if -every- Creation Club offering will be automatically downloaded to my Data directory under the guise of an "update".- 60 replies
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After reading numerous postings from people who seem to think they can do this "better" or "faster", then why don't they? Unless you are willing to start your own project, quit whining about theirs. It will come out when it comes out. They will update people when they do an update. There is nothing forcing them to work on this, or even keeping us informed. If you want it sooner, then learn how and do it yourself. At least since F4 isn't being updated they don't have to work on keeping the extender for that up to date, so that should be one less drain on their time.
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Might be the same ad... or company? I have a bit of realestate on my screen, but the ad still covers the top of the page, even expanded to full screen. page: /fallout4/mods/6772/? http://www.oeltd.net/doc/Nexus/TooLargeAd720x.jpg On two other pages, /fallout4/mods/10724/? & /fallout4/mods/10443/? the ad covers the top third of the preview pictures (so the download/endorse/etc buttons are covered)
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In response to post #41278080. #41278130 is also a reply to the same post. Exactly. I know that I have seen a mod that *looked* like something I would like, but when reading the description I found I needed a bunch of other mods to make it work, or I found out that it actually did something I wasn't interested in. Being able to download the mod without viewing the description might increase download count, but I think it could also increase complaints to the mod authors by people who now can directly avoid the description/instructions. They will complain it doesn't do "*this*", and while I know a few do that now (ie. download without bothering to find out what the mod actually does or doesn't do) it seems to me this will increase due to the intentional bypass of the description.
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The Pending Death of Fallout 4 - Murder by Mod System
Darole replied to montybu's topic in Fallout 4's Discussion
That's strange. I was down at the supermarket the other day and decided I'd try a new brand and flavour of mustard, it was american style and I figured it might be nice to try on a hotdog and embrace the cliche. I spent an entire three dollars (well, $2.99 but you know) based on the idea that it could be fun and interesting and I'd like to give it a try. Didn't even check review sites or anything, just judging completely on the label and packaging written by the company who made it. I couldn't even taste it. I know I risked a few dollars on a potentially unwise investment, but thankfully it turned out to be fairly delicious. Plus it was a lot of fun trying out my "american style" dinner and anticipating the experience. Imagine if I hadn't liked it, but... I do live dangerously in my life of wild adventure. I also tried a new mod the other night, for free which took the author months to make. It lasted a lot longer than the hot-dog and was a lot more fun, I'd have risked a dollar or two on that mod easily and if it hadn't been all that great then so be it. The difference is that you didn't decide to buy 100 or more mustards to put on your hotdog, which you would do for the game. At even a dollar a piece, that would break the bank for some, and the more mods the more cost. So it isn't a risk of a couple dollars, as in your example, it is a risk of potentially hundreds of dollars as you buy mods, decide you don't like them then buy another, find it doesn't work with other mods you bought, etc. Not that modders don't deserve compensation. I just don't agree with your analogy. -
One thing I don't see mentioned, when discussing whether or not Bethesda can control the mods, is cost of the tools. Right now people can download the tools to make mods for free, but if Bethesda really wanted control/money from the modders they would charge for the tools. So you can say they can't touch the modder or the mod, but that isn't necessarily true. Worse, they could release updated versions of the tools for $$$ and then rescind the free license on the existing tools (had that happen to a community I was part of once).