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About snowjester1

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Example: https://next.nexusmods.com/profile/XsidoGamer/mods So it happens a lot with translation language mods. I personally would love if it was just 1 mod page, then the download section lists the various esps for various mods. And the mod page shows a nice ctrl-f search of all the listed translated languages for what mods. I feel this bogs down search pages. I'm talking about mods that an author could theoretically combine together as 1 mod, or supply a modpage to list various esps instead of listing. each. esp. as. a. modpage. which. pushes. other. unique. mods. 'that are newly added'. to. page. 2.
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I disabled ublock, not sure what prompts the feedback survey, maybe more use of beta it will show later the survey. So for me, the thing that I want most under the Mod List Page, Sorting by 'Endorsements', is to instead make it dynamic but not complicated (complicated is adding month and year, and date...) So make it so we can filter mods to sort based on Endorsements earned in the past month OR year, but in X, where X is a number we input. So I can have the highest endorsed mods sorted up to down, from X amount of the past year(s) or past month(s). So for example, TTW 3.3 when it released...? So we search 'TTW' for mod name, then input 3, and year(s). Then I can see what mods have been endorsed the most for TTW 3.3 , filtering out the broken ones, saving me 'more time' from having to click each, get excited over it's 10,000 endorsements to find out its broken based on reading 1-2 comment pages etc. That's an example. Setting it to a flat past year endorsements option isn't good because I might find out my results end up nil, so then I have to crank it up to past 2 years etc. Or if a major update comes to a mod breaking 'all mods', or update to Fallout Vegas from Bethesda due to their remakes... then I resort to most endorsements in the past X months instead, to find mods that are getting endorsed with the latest fallout base game. I have to rely heavily on 'most recently updated' currently, to attempt to weed out broken and dormant mods. 'Endorsements' search as a game 'ages' with aging mods, loses its value in some ways. A great example of a mod that is OLD, but is 'worth the aged endorsements' is Alstewies Tweaks for Fallout New Vegas. The author is still active on that mod, and absolutely deserves its thousands of endorsements. So with any algorithm, would keep that as a prime meat for quality. Another is MCM, and 4gb patcher, maybe less active, but worth the thousands of endorsements.
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This is an excellent idea, to add to the new mix of the website. I see for example a lot of 'compatibility patch for' at like 10-15 modpages by same author.. wondering is that guy doing this to get attention? Forces a click page 2 to see what new mods came out. Definitely add this idea and reward Authors for merging mods which are.. 'the same' thing, and make common sense to be clustered into a mega mod page, instead of all the micro ones. I'll opt in to support the new website and try to help shape it with beta feedback for the overall experience.
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For some reason only my do damage type challenges are showing up under the damage challenges , the rest under other do work, once completed, even display notification of progresses, but they remain invisible until complete. I don't get it. Are do damage challenges the only thing geck recognizes to put in pipboy display ?
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Requesting that an experienced modder in World Building can turn the Scrapyard (Fo3/TTW/Where dogmeat located) into a town with main goal of adding NPC's (like how Walter from Megaton works) who accept our JUNK (cigarettes, etc) as repeatable quests, rewarding small caps and exp. In return I will provide my excellent male voice in 2 solid variants, and my excellent english skills in story writing (after Bethesdas Starfield, I dread every day they wish they hired me). I passed the College English Exam (monitored) in 5 minutes, with 100%. Expected time completion was 45 minutes. The examiner stopped me to talk about how I did it. My story wasn't fancy, I told her it was easy. The remaining students were there for 30-1hour depending. I'm willing to provide the experience through NPC dialogue writing and my voice (male) to the modder who takes up this project. They just plug in what I write and say into the GECK, and world build etc. There are many ways to go about it, and the choice is yours: -Ideally, the Scrapyard would have it's own 'interior' like Megaton, this helps with the games engine, stability, etc. Not required, recommended practice. Open cities in any Bethesda game contributes to crashes from my experience, due to users wanting other mods that add things to exteriors. Converting the scrapyard to an interior would be suggested. -Including the Pony Express from TTW to the Scrapyard. -Adding Repeatable Quest NPCS to the interior, like Walter, allowing us to trade out junk for caps and exp. -(MORE WORK/optional) : Making the scrapyard resemble vanilla, requiring dogmeat quest finished, Maybe you medically heal dogmeats owner... he's still alive.. You talk to him, trade cigarettes, enough trades and it makes the scrapyard 'move npc's in, with their own house or shop' as you give more cigarettes to trader 'building up the town/scrapyard'. New npcs then start providing services, and eventually you earn your own house in there. The purpose behind this is based on my experience with making a mod 'TTW Scrap-it'. Some items I wished I could just trade off like we do for Walter, and also with Fast Travel limited in my setup, I need another location TOWN, which the scrapyard has a perfect location, if not including 'its a scrapyard', it's like knocking out 3 birds with 1 stone, providing beginner friendly questing to low levels, and trading off junk for higher levels. Just a WIN WIN, right? For TTW.
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I'm working on a simple scrap everything mod called 'Scrap-it' for TTW. I recently added 3 vodka items that are crafted to help use up cigarettes, packs, and cartons. I was concerned that was a bad idea because before that add, I can enable and disable the esp on a current save with no problems since it just adds or removes it's recipes from the workbench. What I didn't want to do is say a user has one of these new vodka items in their inventory, or they drink it with effects still applied, or they dropped it on the floor, and save their game, then reload it with new version of mod not containing these items , then their game crashes. Will new items crash the game, for instance if they are removed in later versions? Or is that as safe as recipes? The recipes seem very safe.
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Probably amongst the first things wanted since game launch (outside of fix the performance issues ) was limiting my ability to explore outward to other planets and keeping quests more local so I'm not flying out so far for a beginner quest. The grav drive can be hampered enough (modded) to prevent players from exploring other planets because the range isn't enough. I'd like to request someone makes an overhaul of the quests and planets range. This wouldn't be a good fix without some good work into it unfortunately. If its done 'right'. Creation kit came out so maybe its possible now. Here's the things to do to getr done right, (or expand on it): Making localized terminals for each faction, (they offer in-system only missions), so if we have already.... 5? types, (the quest terminals), then 5 more are made , and placed in the planets. The original ones are blocked from use until you 'meet requirements' per each to unlock each. The originals are like vanilla, except attempt to remove localized missions from them. The new localized terminals might offer 2-4k credits, then the vanilla quest terminals offer 10-32k each. Something like that. Next is factions and quests, where you again 'lock out the player' from access based on requirements needed. You might do constellation up to the point past the skk quick start mod did, where you 'still have to join them' at start after tutorial. So they might be blocked off. BIG reason for this is there's no point in joining them anyway until you get Astrophysics. That personally takes me a while, till lvl 18-20 anyway. So not missing much there either. Again with localized 'lets call them merc terminals' , you can still do constellation exploration for your beginning system. The main quest, and faction quests have to be organized along with a massive 'begiinners grav drive range' nerf. The grav drive nerf might mean QUITE a few things... You might have to change the location of the faction main quests...planets to closer, or further away as those quests be closer to the player start location, and further away the further the player levels up. Potentially, planets could be moved away or closer to start location, to adjust to questlines.. Trackers alliance might be unaccessable period till level 30+. Grav drives A might only jump up a few planets, and nothing too good unlocks early level for grav drives. I think by now this makes sense. A lot of planet distance, potentially relocation to other star systwems, adjustments... making 5+ beginner locallized mission boards.... while blocking off vanilla ones, Messing with how they issue out quests... then messing with locations that main and faction quests give. If its not a lot of work, it probably wasn't done right. I wouldn't expect this to be easy, but it may be easier than creating new models, animations, and textures replacements.
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Generally, everything about Starfield is boring. I've been grabbing anything to replace the space suit armors so everyone doesn't look like spacemen. It's almost like Starfield has 1 faction called 'spacemen faction'. The ships all look like rectangles and blobs. While I get and understand the enormous amount of star wars mods, and yeah, thats 1 way to fix starfield, I would rather just see mods that replace for example, the entire crimson fleet , then the uc... I mean their ships. The ship builder is awesome but im not a modder. Plenty of opportunity to 'uniqify' these factions. I truly can't tell the difference between the shape and contour of these faction ships. I totally get why replacing it all with star wars being a thing, but I don't want to play star wars,,,
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Other reason I believe Bethesda did try this, is because their plants are called succus or something, the potted plants. It's the exact name and look, style, of system shock 2. There's some inspiration there. If they had done the bar loading animations and time originally with research, its likely they removed it because of the same reasons to 'tame down' fueling, and 'tame down' environmental hazards, in that loading bars made the game too hardcore, less casual.
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Looked for it, didn't find it. Based on the first impressions of the research system, it seemed like Bethesda experimented with research having load bars UI to visually show the research in progress just like system shock, meaning research in addition to TIME, to complete the research. Check out system shock 2 on youtube, how its done. I'd love to have a research mod, that has UI loading bars (like downloading), once you have completed the needed resources for it. So you 'completed' all parts of research, then it resorts to ingame TIME. You'll have to wait , sleep, or explore or do something else until its done, and you can't research the next thing until then. I'm about sure Bethesda tried it out and removed it, because the system looks like it, but instead its instantly complete. It would be too tediuous to loadbar each individual item for the research, but if its all complete, then the bar starts, that be awesome. Much preference to a UI, opposed to text based prompts. If something is in progress to research, it may show on our hud, and the bar slowly fills up. In System Shock 2, each research took various amounts of time. Usually fast early game, and much slower for higher tech or late tech researches. I enjoyed having to go back, get some research 'started', and it shows how much longer it has.. and I'd be okay that will take 30 minutes of ingame time, better just sweep an entire floor for now (or that might mean in starfield, if I finish this quest.. by that time, this complicated late game research be done, because I'd rather do that then wait and sleep which consumes my basic needs from another mod)