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zlycher

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  1. Hi all. I'm interested in hearing from staff, mod authors, and community members regarding the current state of the Mod Author Donation Fund. I've been fascinated for years at the industry attempts to monetize mods and the backlash when it's done incorrectly. Despite this, I feel mod authors have incentive to make better mods if they have the chance to be rewarded for their work. On the flip side, there will always be a drive for human reciprocity when players appreciate a really good mod or set of mods. It seems like the Mod Author Donation Fund is the current best solution for both of those desires. Here's what I want to know: Do you donate to the Fund today? Do you consider the Fund to be a success as it exists today? Would you consider donating if it were easy to do so with tiny amounts? ($.02-$.06) I live in the U.S. Are there any barriers to donating to mod authors if you live in a country with a different currency? (e.g. more expensive) Would the ability to donate directly to mod authors after a play session be appealing? Would you be inspired to create quality mods if there was a larger possibility to be compensated? (in tips) What % cut would you think is fair for Nexus to take if they facilitated a new method of tipping mod authors? (10%?, 2%?, .05%?)I've worked as a developer in the payments/personal finance space for several years now and I'm starting to see technologies that could take the concept of the Mod Author Donation Fund to the next level. I look at the extreme success at the Twitch donation model and think that a similar ecosystem could exist in the modding community if a technology solution made tipping/donations fast, friction-less, and low cost. Feel free to identify yourself as a modder, staff member, or user and your thoughts on any/all of the questions above. Looking forward to the discussion.
  2. I am a huge fan of Nexus Mods. I have purchased a subscription several times and recently purchased the lifetime subscription. Having said that I have to echo several of the comments below. This site has a problem with 'adjacking.' I can remember several times that the advertisements have redirected my browser to sites that I can only assume are malicious. On top of that I've encountered several instances where I left Nexus Mods open and went to sleep. I was awoken by an advertisement that somehow took over audio in the middle of the nigh and started blaring sound. I don't know how specifically the issue can be resolved from Nexus Mods perspective, but I haven't encountered this issue with other sites.
  3. Just setup my donation! I really hope this starts a groundswell of goodwill that will put beer money (or more) in every modder's pocket.
  4. I didn't see this in the article or the FAQ. Will we have the ability to donate directly to the DP pool down the road? I'd love to have a Patreonesque subscription that puts cash directly into the monthly bucket.
  5. In response to post #56103671. #56104066 is also a reply to the same post. From the glass half full perspective, I hope that this sort of rewards system will encourage a new set of quality mods and authors that wouldn't have stepped into the scene otherwise. Hard to say how it all will play out, but I think it's worth a shot.
  6. Pumped about Donation Points!
  7. I've been waiting for an announcement like this for years! Seems like a solution that takes the best parts Capitalistic Meritocracy combined with grassroots community goodwill. I know there will be hitches with the system, but I'm willing to give it a college try! In fact I feel so good about this announcement that I just purchased a lifetime premium membership. My first personal challenge is recoup that expense with DP :D What a pleasant surprise.....I did not see this announcement coming at all.
  8. Phew, tons of front page content followed by 2 months of silence. Don't worry a guy like that. I'm assuming everyone is just 'heads down' and that's why the news content has disappeared?
  9. I find it odd Bethesda announced this new platform with so little information provided. Of course more answers will be forthcoming, but I've seen so many posts just randomly making assumptions about easily answered questions. At the very least, I would have liked to know what the % split will be for the modders. Everything hinges on that. If it's apparent Bethesda is still trying to take too much of a cut none of the other details will matter much.
  10. Wasted almost an entire weekend, but I figured out what was the problem. Let this be a lesson to those who start trying to troubleshoot advanced stuff before the simple things. All I needed to do was verify the game cache in steam. I have no earthly idea why a file was missing, but once it downloaded All mods are working properly. Now I can finally start learning how to do this stuff. lol.
  11. Thanks for responding, I'm giving myself an ulcer trying to figure this out. The .pdf has a picture of a soldier with the gun "Mod Example Rifle" equipped in the loadout screen. The document also indicated that the weapon should be available from the start of the game. My understanding is that the quickest way to check for the existence of the gun would be to go through the armory. My steps are as follows: Build mod -> Start Debugging -> Ensure 'example weapon' is checked -> Play game in Debug Strategy Start -> Select armory -> Select solider -> Click loadout -> Check for presence of weapon -> See no example weapon -> Cry. I've also tried starting a guerrilla mission and looking at my soldier's loadouts from there. No dice.
  12. Hey guys, I'm embarrassed to be asking a question about the quick start guide firaxis provided, but I cannot for the life of me get the example weapon mod to actually do anything. I've installed the SDK/Mod Buddy and am able to build the example project(no errors). When I hit debug, I make sure that Example Weapon is selected in the mod menu and then launch the game. I've tried both Debug Strategy Start and Debug No Cheat start and I don't see my example weapon in my soldier's loadout like I'm supposed to! The only thing that I have that is slightly weird is that my game is installed on an SSD and my SDK is installed on an HDD so it's different drives. I've triple checked my file paths in the SDK and everything looks ok. Am I missing something totally obvious?
  13. Probably not possible yet, but It would be awesome if a roundup of copyright free post-1950s music could be added in as a separate station. If we have any modders who are also disk jockeys, the mod could also have little transition bits. :laugh:
  14. I'm sure this is a topic that has been hashed over many times, but I thought I would post a tips/tricks list of things you can do to avoid this type of crash. Especially with large mod lists, I've found that I'll often crash when entering/exiting a cave or city. This is especially frustrating because usually this would trigger an autosave on the other side of the loading screen. Sometime even reloading a save or trying several times will yield the exact same crash Here is my list so far. Feel free to add on. Wait one hour - Most of you probably know this but you should try this first.Enter while sneakingGrab a follower and then try to enter.Toggle on/off the quests you currently have active - I've had 3 separate occasions where I COULD NOT exit a cave. No matter what I tried I would crash. I've solved all three by either turning off all active quests or by turning on the quest that might be related to the area I'm trying to leave/explore.coc - this can sometimes avoid the crash entirely. Difficult to do If you're playing on a new-lands mod like Falskaar.Enter/Exit somewhere differenttgm/tcl sometimes seem to help
  15. Can confirm. I worked on a project where some guys were trying to pull data from the left hand (such as damage dealt) and they came to the conclusion that some hand-bound data is just inaccessible.
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