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vyvexthorne

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Everything posted by vyvexthorne

  1. Yep.. been playing with it. I purposely downloaded a bunch of mods just to put me over the active limit. Then I marked a few of the empty feathers as light. … So far, everything seems to work fine. Pretty much played around most of the day without any crashes or weirdness (other than the obvious weirdness that just comes from the game being the game.) I now have 250 active, 26 light.
  2. I'm apparently using version 0.18.6 I think it updated just a week ago or so. At any rate.. if that is a new feature and it does work as intended then I guess it is really, really cool. I obviously discovered it by messing around and not really having any knowledge of the function. I tried it out on the "live action Mr. Handy" mod as it had a blank feather next to it and the mod seems to work fine. Most of the mods that can be converted seem to be patches.. I have a buttload of patches. My fear obviously is of going over the mod limit and discovering that any mods I've marked as Light aren't actually light. Hopefully someone that knows the feature will come along and confirm it's usefulness.
  3. If you double click a blank feather in the plugins section it opens a window in which there is a button that states.. "Mark Light".. this then changes the status of the mod from active to light. Are you saying this actually does nothing? States.. "This is a regular plugin that could be turned into a light one. (also known as an ESPfe) when you do this it will no longer take up space in the load order while still working as usual." You can also change a marked light one back into an active plugin.
  4. So over half my plugins have the little feather icon next to it indicating that they could be marked as ESPfe.. (which as I understand it doesn't count towards your total active mod count?) Is it actually safe to just mark them all as light or is it more of a "If you need the space you can mark some of these as light .. maybe." kind of thing. Just for counting purposes.. I currently have 21 light mods and 235 active mods.. out of those 235 active mods, 126 are marked as "could be light." Is it actually safe to just mark all those as light?
  5. The way to really see is simply wait until the next game comes out. Each new game has been bemoaned, whined about, faced vitriol and compared to the last game. When Oblivion came out everyone bitched and moaned, when Fallout 3 came out, everyone bitched and moaned. Over the years those voices get louder and louder mainly due the simple fact that more and more people play games every generation. But the posts remain the same for every new game. The delusions happen later.. after the game has been out for awhile. Some that started with older titles are way too far into their delusions to be able to even see them. Clouded by nostalgia.. Lots of people who started their gaming lives with more recent titles can't stomach the earlier titles. Can't get through them, can't find the fun.. don't understand the "hype" of those older games. Everyone has a "first" game.. The game that popped their cherry so to speak. Lots of people seem to have a hard time moving on from their first. My delusions come more monetarily.. "I paid for this game, I'm going to enjoy it damnit!"
  6. You mean like this? http://www.nexusmods.com/fallout4/mods/8841/?
  7. Mods are still made by the pc users and as long as the pc modders are against paid mods I just don't see paid mods happening. Charging for mods would simply create a wider piracy problem and instead of modders simply having to worry about people on Beth.net stealing mods, they'd instead start seeing their payed mods uploaded to torrent sites. (I mean, there already are mods uploaded to torrent sites but it'd be a lot worse) Now, they could try to charge just console users but that would cause quite an outcry as modding would still remain free for pc users. Also, by creating paid mods Bethesda could actually create their own competition. If paid modding is at all lucrative you'd start seeing small companies forming just to make mods. Even though Beth would make a certain percent of money from these mods they could still possibly lose out if that mod was more popular than their own DLC.. or their entire game.
  8. I feel like a lot of the a.i. stupidity starts when you get too many settlers. All in all, settlements seem to function best with only a few settlers and a lot of open space. Most likely has to do with a.i. pathfinding. You get too many 'blocked' paths or something and the game doesn't know where to put the settlers.. so they start ending up on top of roofs or just stand in one spot.
  9. It's your basic 'kid in the candy store' type of mentality. With every new game you get those new to modding and when something is new and free, we all have a tendency to want it all. 'I'M GOING TO EAT ALL THE CANDY!!" Modding is a learning process and it just takes some time (and probably a lot of crashes and re-installs of the entire game) before people figure out that they actually don't need to eat all the candy in the store..
  10. To be honest thieves should be locked out of the Beth site entirely if found, not just from uploading content but downloading anything as well. True.. It doesn't seem like they have a ban hammer in place yet. I'm not sure where they bought that forum software or if they made it themselves but it's obviously lacking. They really seem to be racing towards the finish line with fallout, releasing patches, modes and dlc monthly since the game came out. Hopefully, they are racing so they can get to the fixing but truthfully, their timing seems haphazard and their actions seem weirdly frantic.
  11. It's most likely that the DLC area will somehow be located in the commonwealth but still a separate entity with no crossover into the main game. It's unlikely that we'll be turning around and raiding our own settlements. Especially since you can get all the settlements yourself without joining any faction. Probably each park zone, (Safari Adventures, Kiddie Kingdom, Galactic zone and Dry Rock Gulch) will be controlled by a different raider faction and have it's own settlement.. we'll then choose one of those factions to lead to war against the others for some reason.
  12. I looked at it this way.. My character has killed over 2000 human enemies alone. DIMA has killed 2 or 3? I really have no moral ground to stand on... Everybody has used me as their own personal hit man and I've happily obliged them because I'm supposedly protecting the commonwealth.. .. So off I went to kill Tektus.
  13. Is it a settlement that you have companions at? I stuck most companions in Sanctuary for my first game and now Sanctuary is the buggiest place in the world in that game. Two robots seem to be the same robot. One won't take an assignment unless I assign the other robot to the same assignment, then they both do the same assignment. Like if I tell one to supply red rocket.. it won't, but if I tell the other.. they'll both become provisioners. The other major bug is that If I fast travel to or from Sanctuary I lose all perks or armor mods that deal with weapon stabilization. My weapon sway will go back to how it was at the beginning of the game. I'll also start regenerating health at a crazy speed if I fast travel to or from there. I can fast travel to red rocket and run to sanctuary and everything is fine. It's really weird.
  14. Nah, footy pajamas wouldn't turn you into a psycho.. Although they might turn you into a furry. Most likely it's just because of his name. Connie Kellogg.. You pretty much know if you meet a boy named Shannon that he's most likely going to be a bully. I imagine it's the same thing for a guy being called Connie.
  15. Curious, since Skyrim has a less reactive world than FO4 in it's vanilla state. You start out as John or Jane Doe and you cross the finish line as John or Jane Doe. Now I know there are mods taking care of that, but the NPC population simply doesn't react to anything you did. Apart from calling you Dovakhim off and on. That didn't change since Morrowind, where it also was up to the modders to make sure you're not treated like a toerag when leading the legion. As I stated in my other post.. I think this has to a lot with the lore. Skyrim has tons and tons of books to read..., Many of those books are from past games and you've read them before or in some cases, experienced them.. If you are a reader, TES is pretty packed with a rich tapestry of history. Lots of the Fallout universes history is a complete and utter mystery.. Fallout just sort of lays there, desperately needing some stories from it's past. I think this is a big reason that so many people are confused by what Fallout is supposed to be. You aren't given enough information within the game to take that big leap into an alternate timeline.
  16. Yeah.. it was the patch that came out right before Far Harbor that caused it. This and Heavy Dog armor doesn't show up. Seems like there was something else but those two are the most obvious. There are mods out that fix these issues but I'd much rather they officially fix them. I have a feeling they are just trying to shove out all the dlc and what not so they can just have one big final patch. .. Or maybe that's why they released mods so early on consoles... so they can blame everything on mods and not have to patch anything.
  17. Yeah.. You basically just lay them around the floor close to the walls. Makes it look a bit cleaner than having wires draped all over the place at least..You can sort of use the vertical ones to get wires upstairs but their positioning and length makes little sense. Conduits are quite easy to get from the inside of the building to the outside so that's a plus. The ones that are obviously for putting on the ceiling are broken and can only be snapped to the floor.. so, no reason to use those. All in all I had fun using them to build my little factory.
  18. I'm thinking most current mods will work fine.. but mods made specifically for the new version might not work on the old version and so would probably need their own category.
  19. I like the looks of it. Definitely gave me some good ideas for future playthroughs. .
  20. I have to say, that as much as I enjoy Bethesda's Fallout games they really fall flat when compared to the TES series. This is easily chalked up to the fact that TES is their baby. They built the world from the ground up and sat around at young ages creating all the lore and whatnot. I feel that they've had a lot of trouble making Fallout feel like theirs and thus have trouble making a world that feels rich and alive. Fallout needs some good lore and at the moment it doesn't have that. There are huge gaps in pre-war and post war history... I think if they would sit around and flesh those out they'd find it easier to create a richer feeling world.
  21. Other than patches and Ui mods. nothing. Try to play it in it pure form, you don't want to mod it in the first run as much as you can. Yeah, that's how I like to do it as well. First runs (and sometimes second and third runs) I do with the vanilla game. I really want to know what types of mods I will want or what I think would improve the flavor of the game before I mod up the game. . But that's just me.. Many people play these types of games simply for the mods. I actually have trouble staying away from mods as well so I always buy the game on console first. I wait until the game is completed (all dlc and what not) and then I'd buy it on pc and mod to my little hearts content. Console mods are going to make it a bit tougher on my fragile willpower. Hopefully I'll be able to play a bit with mods and then be satisfied enough to wait for the rest of the DLC to be released before wanting to venture out into a fully modded game.
  22. Most likely they made their own mods for testing purposes. But also, unless they plan on releasing some sort of Skyrim beta or early release for pc, people will most likely be expecting day one mods. .. which would pretty much be impossible on console since nobody will have made mods available for consoles yet. So it's entirely possible that Bethesda employees have been sitting around making their own Skyrim mods specifically to just be there for consoles on launch day.
  23. It's just one of those things that's going to take time to work itself out. In five years hardly anybody will remember this chaos.. (most likely because there will be a new chaos to deal with.) We have a massive influx of people who may not understand mods and definitely don't understand the community and it's unwritten rules. You can either set out to educate them or let it turn into a lord of the flies situation. (poor piggy.) It's not up to Bethesda how this all turns out. It's up to the community. A boycott's not going to do much.. new modders are born everyday and old modders stop modding. We can create good new modders or evil thieving modders depending on our actions. Sitting around being angry and trying to find some way to protect games hasn't stopped people from pirating games.. most likely won't stop people from stealing mods either.
  24. Mostly because of a glitch or bug. Reload to figure out a way around it. After playing bethesda games for years i've become an avid fan of oversaving. I make about 8 or 9 permanent saves which I rotate. Save instinctively about once every hour. Save before I start a quest, save after I finish that quest.. Save, save save. This has made survival a bit of a scary thing for me to play but so far I'm having fun with it. Every now and then my thumb will automatically still try to open the save screen though. I basically just put my character on a good schedule.. go back to a settlement and go to bed at 10:pm every night. This has made it slow progress but also, if I die I'm only going back up to 48 minutes. That's really no big deal. There are a few quests I'm totally scared of though. We'll have to see how those go.
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