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DoctorKaizeld

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Posts posted by DoctorKaizeld

  1.  

    I think fluffcookie needs to read the Terms and Policies. This time read the whole thing.

     

    But I will save you some time and paste appropriate part here: Requesting or offering donations in exchange for any content or service will be considered solicitation and is therefore strictly prohibited.

     

    I have underlined the relevant part.

     

    I apologize for breaking that rule. As I mentioned before; I consider modding a type of art and only thought of it as a commission.

    Commissions are payment for services rendered and not donations. Bethesda doesn't allow people to make money on mods for their games which is why the rule exists.
  2. Yeah look up the Sim Settlement cities. You can even assign followers (and other custom characters) as leaders who each have a design unique to them that they build and it upgrades as it collects supplies and you contribute (you don't have to do anything just makes it faster). SimS is great because it is just as much hands off as a much as a deeper settlement system then vanilla. I used to be on the SimS team (I made the faces for like 16 characters) the mod is quite extensive and complicated for sure.
  3.  

    Hello, modders and fellow wanderers!

    In my recent playthrough, I wanted to own only a few settlements but make those "gems of the wasteland". The problem I have come across is that the game pretty much shoves all those settlements and workshops your way - you end up with a bunch you never asked for.

     

    I tried fiddling myself but failed since I lack knowledge of how to solve my issue... :sad:

     

    Would anyone be willing to make a mod that would add a prompt or disable immediate ownership of workshops? What I had in mind is you get a prompt asking if you want to own this settlement (Yes / No, maybe later). If you select "No" you could own the settlement later by interacting with the workshop (similar to how you can gain access to Sanctuary right after you exit vault 111 by interacting with it).

     

    I cannot be the only one frustrated with having 20 settlements when I actually only use and grow a couple of them. I would be happy to donate through paypal or buymeacoffe (or similar) to anyone willing to help me avoid owning the whole Commonwealth. Support for FarHarbour would be highly appreciated <3

     

    What I do is I simply move the settlers to another settlement when they arrive. Don't put up any beacons or whatever. Once you claim a settlement one or two settlers always arive, but afterwards they do not come anymore. Empty settlements only show up in your list, but they will not be attacked nor lose happiness. They stay empty as well. Nothing happens to them. It's the simplest solution. I do this all the time and works like a charm. You can even use them as a connection hub for provisioners. As long as the provisioners belong to other settlements. I use Red Rocket next to sanctuary as a connection hub for instance.

     

     

    Can't accept money for a mod.

     

    With that said Sim Settlements allow for cities built by the game and not you.

     

    No way. Sim settlements has the buildings construct themselves, but you need more time investment into settlements than with Vanilla to actually manage them. You're better off building a few houses with beds, food and water yourself. Way faster. I quit using Sim settlements since it was far to time consuming.

    Sim settlements has a setting for pre-established cities once the mod is activated. You literally push a button to do that after loading the mod settings.

  4.  

    I have the same problem recently.

     

    I don't know how long it normally takes to validate a new Game but, I created it more than 2 days ago and there is no change.
    I don't know if it's the new ULTRAKILL Game or the files sent (I updated them several times) the source of the problem.
    Thank you for the attention of this message.

     

    it needs to be approved by the staff and they don't work on the weekend

  5.  

    Dude we are talking about dependencies permissions, you do not need permission to make a dependency mod.

     

    A mod dependent upon another mod is creating a derivative work because the 2nd mod is dependent upon the 1st mod to function properly. If there's something I'm missing here, please, enlighten me. Talk about fair use, if you want. Maybe the concept of de minimis. But simply stating "you do not need permission" as if it is fact isn't going to fly, unless there's something in the Nexus Mods ToS that I somehow missed the last time I read over it.

     

    Edit: I've come to the realization that I've been a bit of an a**hole in this thread. It's not meant as an excuse but I've been doomscrolling too much lately and obviously it has me on edge. I don't take back anything I've written because I think I'm correct (natch), but I definitely shouldn't have been posting when I was in such a sour mood. I apologize for my not-the-nicest behavior in this thread.

     

    As recompense, check out this video of Dave Grohl and Nandi Bushell rocking out: https://www.nytimes.com/2020/11/09/arts/music/dave-grohl-nandi-bushell-drums.html

    so all those mods that have been around and all those comments by site staff backing me suddenly disappear in your eyes? Like we can make translation mods without asking first! This has been how the site operates since I got here. I am not saying anything about "fair use" mods don't fall into that, this has been established.

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