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JoTheVeteran

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About JoTheVeteran

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    Working to make a living! It's great!
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    Modded Minecraft, yeah sure, whatever

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  1. Hey, Arthmoor, if you're talking about piracy I personally use it to demo games I am about to play. If the game is good, I buy it. If not, then, screw'em. They don't deserve my money. But there are legit reasons not to update, and while mentioning them all will take a while, I will just mention the most important one for me. The game changes! Bug fixes, sure, but also rebalance, skins, AI tactics, a myriad other things could change. When that happens while I'm used to the game, it just pisses me off to have to relearn it. It can be a reason for me to abandon it, so I always treat updates with caution. And when I do it, I first check all the changes in detail, maybe watch a video, or two on it. Or I do it when I hit a wall in my progress, and I'm starting to get bored of it. Member banned for piracy. --TNL
  2. Um.. Alea iacta est? People don't read anymore? okkk... I guess I'm a millennial boomer then.
  3. Well I don't care what people without a brain will do, as long as it doesn't affect me. I only care to have all the info lay at my feet. If I choose to ignore them, the fault will be on my head. As is now, the responsibility falls first in nexus, then the author, then myself. I am proposing a change that will absolve the first two parties.
  4. Sure, two authors do what they are supposed to do, the rest of the majority don't because reasons. Where is the solution then? We have those two authors make all the mods in existence? You realize I'm not advocating towards the people that don't read mod descriptions, right? I'm advocating for a system that makes sure that critical information is there for you to see. I'm not asking for their birthday, or what they had for dinner. I'm asking for a system, that makes them not forget to mention critical info. Why is that such an alien concept to pass on? I don't get it.
  5. Well, not really, you are correct. I only read stuff I am invested in. If I can find the solution to a mod problem though, I usually find it in forums. Yes, there are some ignorant people there, their opinions hardly matter. Those that cooperate with the mod author are the ones that do.
  6. I don't agree with that. Any version of the mod should still be there, just specified that their work for X version of the game by the checkbox. The listing system of nexus is fine as it is, it shouldn't change. A reason for not updating the game, or mod is that it simply changes. Some people need a change when start to bore, not before.
  7. Well, technically, yes. That is the correct course of action when distributing any product, you need to be exact. Still, they can always write in the description something along the lines of: "My mod has been tested, and is compatible from version 0.45, to version 1.21" Which is highly unlikely, mods break in every version, but is still a possibility. If the players want to stay in an older version of the game, this checkbox makes makes it so much easier for them to find the correct version of the mod for their game. The listing stays as is, I never said nexus needs a redesign. In each file you'd have the correct game version compatibility box, a stamp of approval from the mod author themselves. I don't see any problem other than, that the mods already in the nexus will all become "unverified". But you'd still be able to download, and play. They won't get banned, or deleted.
  8. No one can force anyone of harming your game as is. They can make a mod that's dedicated in messing your save.. I don't see the reason for it, but they certainly can. What I am suggesting is protecting the gamer from messing their game, through nobody's fault really. It also protects the modder from unwarranted criticism. No one blames a mod author for breaking their game. They know the risks when installing mods. But omitting critical information about the mod itself, is a responsibility from the mod author's side, we need to find consensus in at least that. The release version IS critical information. I never asked a penalizing system for the mod authors. I specifically said, the developers of nexus should make a checkbox to the uploader of the file, with the game version the file is intended for. If the mod author doesn't want to provide that, or forgets, or even does it maliciously, when you try to download the mod you would get a prompt of shorts. [The game version for this file has not been specified, do you still wish to proceed with the download?] [Yes, No] That way you cover all the million mods that came before, they become unauthorized of shorts, but people can still get them, and the mod authors may have included the game version in the description, as all should do anyway. That is all.
  9. So in your opinion, early access versions of games shouldn't exist, nexus should only host mods for official releases, and "certain" gamers feel entitled, and are angry towards the modding community. Well that's an entitled opinion you got there, Siiiir... Aaaaaanyway, since everything above is just your personal preference, and not what actually happens in the gaming scene, I would still push for a checkbox that indicates for what game version is the thing you are downloading. This goes for releases as well. It is amazing you know, but games do go from 1.0, to 1.1, 1.2 etc etc. Mods compatibility most often breaks in those as well, crazy! Yes, early access builds are full of bugs, so more often undated, but still.. just a single checkbox... version 1.4.1 or something. So simple. No pain, only gain... - The Entitled gamer (work for me you modding peons!)
  10. I just f***ed up my Bannerlord campaign with some outdated mod. Gotta rewind back to 2 weeks or something. Is it so amazingly hard to make it a necessity for a mod author, to state the exact branch of the game his current version of his mod is compatible with? Most mod authors display the branch version that their mod was made for, but some just don't seem to give a f***. - "Here is my mod, version. 3.1.355b" - "um cool, thanks and all, but for what branch of the game?" *crickets* - "Guess I'm gonna risk it.. it works! I'll just save and pick with everything back tomorrow" *12 hours later* - "Why is my game freezing when I click anywhere? I'll just load the save without the latest mods.. nope. Load with no mods at all.. nope!... f***!" I mean, this just makes sense, doesn't it? How to impose this for the mods already uploaded to this day? You can present a warning message that the mod author hasn't stated the version of the game, so using it, it might break your game. Simple. Your thoughts.
  11. You are my God Damn Hero! Installing and testing now with no other mods enabled.
  12. Off course it is, what the hell was I thinking? Well, that makes things easier I guess but still I don't see all that much excitement from the community about the whole idea. Yup, none whatsoever...
  13. I considered maintaining the inventory a big deal because I thought the inventory defaults for each NPC in the world at sometime. But now that I think about it, that doesn't happen with their equipment, only in merchants probably with their gold and the stuff they sell. It does however happen to companion characters and maybe some other NPCs. For example if I where to steal my companion's armor he'd walk about naked, but if I reload the game, he defaults. If on the other hand where to steal the armor from guards, whenever I pass at the place they guard, I see a bunch of them patrolling with only an underwear (which is pretty hilarious considering the harsh Skyrim weather :D) They did defaulted however at sometime but I believe it was after I installed a bunch of mods. This actually would make the mod easier, but I don't know if all NPCs handle equipment that way. Your idea of a hidden background chest I also believe is the right one. Mystra007 also suggested something similar with the gold exchange. This also has to be coded that way that it'd keep the values after a game exit, and because of that it has to be interconnected to the save files somehow. Item goes into chest -> chest index is updated into RAM. When saving -> chest HD permanent file gets updated from RAM index. Exit game. When loading game -> chest RAM index is loaded from chest HD file. Yup... really complicated stuff.
  14. Thanks for the very thorough explanation SinderionBones. I see how hard is this, or at least the way I'm proposing it. Actually creating city-wise economies would be much simpler. It'd be an accumulation of numbers that when > something it'd make the city flourish. The problem here is that no one would actually care about that, it has no real impact to the player, except if maybe the traders of a rich city have more gold to exchange for items. Actually I also see how the name of the mod confuses people allot, it's shouldn't be called an "economy mod", it's rather a "global items circulation mod", that is a part of the economical system of a society but still not the actual mod itself. It's also NOT a dress the guards mod idea, these where examples I proposed. "Create an NPC that sells items to everyone, EVEN the guards". You say the game handles most events as "quests" and that kinda confused me, so I guess those are actually subroutines that connect to the main code that is the game. But can you extract values from certain subroutines, or change them if other ones have been also changed? Is that, a no then? If not, then you also say how the game can't track each thing happening in the world so it actually randomizes certain events that you come in contact with. It does so in order to save memory, but what if those actions were to be stored in files? Track the path of a sword that was brought created somewhere in the world. And that trail doesn't have to go on forever, you get to fight enemies with unique items, enchanted ones of plain rare. Why not an item that was created from a blacksmith then, instead of a random game spawn? Again, inside a city with random weapons created by a smith, and gold amount for each NPC and no live economy, how possible is this:
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