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CamonnaTong

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Posts posted by CamonnaTong

  1. If anyone is using SkyUI 2.2, remove it. I'm not sure about the other versions, but after realizing today that after I installed it was when my issues started, I had the idea of removing it. I no longer, as far as I can tell, have this issue. It wasn't really bad at first, it started about 3 or so hours in while playing, but the more I played, the worse it got. Eventually, it became about 10 - 15 minutes in that would have the issue, and so I devoted myself in the last couple of days to trying to solve this. I've been playing a few hours and still have yet to run into the problem. Not sure if this will solve the issue entirely, as it probably has several reasons for it to happen, but hopefully it helps with most.

  2. In response to post #50666337. #50668842, #50669047, #50674842, #50677502, #50689872 are all replies on the same post.


    Yondaime12 wrote:

    Wow! I love it.

    Great that they reached out and that you're doing the give away.

    I got Fallout 3 and NV as soon as I saw the sale. The Steam version was very lacking. Glad to see them up there on GOG. :)

    nordsavage wrote: It is the same version of the game no matter where you buy it from how could it be lacking?
    Ethreon wrote: Don't mind OP, they've got no idea what they're saying.
    arcticblue wrote: nordsavage, It's not quite the same version. The Steam version requires hacks to get running on Windows 10. The GOG version requires no such hacks and comes pre-patches for >2GB memory access.
    J.O.D. wrote: Brilliantly off-road post...
    JamesG73 wrote: Love FO3, all hail the GOG! Yep, sunk countless hours over the years into this and still nowhere near finishing the main quest. :) Modding it up just makes it a thing of beauty.

    I think one of the main reasons for it's longevity with me has been I find it too easy to set out on a fresh wasteland quest only to start waging a one man war on any wrongdoer I come across. LOL 'Taste Assault rifle raider scum. Oh, What's that? Missing a leg now? I'll have that armour and ammo thanks. Now what was I doing again?'


    I've ran the Steam version multiple times with no problems on W10, at least compared to W7. You are right about the >2GB memory address, but that's not hard to fix. Only time Fallout 3 has any problems is with a bunch of mods, and that's just because the engine is unstable in general. I get more null saves than anything else, and even on Windows 7 that still happened.

    It seems to vary for users. Some experienced problems with Oblivion running post WinXP, but I never did.

    And a simple .ini tweak isn't really a hack.
  3. In response to post #43579020. #43579810, #43579820, #43579830, #43579945 are all replies on the same post.


    Dovahkiin1973 wrote: I have a lot of concerns and questions just like everyone else who is going to give the SSE a try. A big one is will it replace regular Skyrim or will it stand alone as a separate game so that everyone out there who tries it and it doesn't work on their PC can go right back to regular Skyrim. I've Google searched this issue and no source I found were there any 100% Yes or No answers. Also for those that don't know the game is being released at Midnight on the 28th but that is for only one time zone on the planet. For me I am EST so I will be getting it on the 27th around 8pm. My computer should play it as I have mid range specs as defined by the minimum and recommended specs and I am going to play it Vanilla first before adding any mods to it to see how it plays untouched. All the other concerns about the game can wait. I want to see how it plays Vanilla on my PC and if it does alright then I will begin to think about all the rest.
    SirSalami wrote: SSE will definitely be a separate, stand-alone installation and will be treated with appropriate file segregation within NMM as well. Personally, I'm going to keep Skyrim Legendary Edition installed alongside SSE, each with their own set of mods, for the foreseeable future.
    Camonna Tong wrote: It's a separate game than Skyrim. When you install Skyrim Special Edition, Skyrim and all of your mods will still be intact.

    From what I hear, the game runs really great and is very well optimized. It features some pretty nice things graphically and immersion wise. For example, according to youtube videos and MrMattyPlays, there is rain and snow clipping now. In other words, there's no need for Real Shelter which can heavily slow down Skyrim because of its script heaviness.
    Dominque wrote: Well I would believe if you just download it in a separate directory, it would stand alone you can do that thru Steam>settings>steam library folders and create a new file location, then it should be a "stand alone"
    Dominque wrote: Comonna Yea I get that.......but.......if you are using mods that are reliant on SKSE not sure that would be a good idea, I'm thinking you would be better off not using old save files, and just starting a new run thru and add compatible mods according.


    I'm restarting my saves myself. I can't get Skyrim to run well for me with my 150+ "essential" mods. I approach the 3.2Gb limit really easily even with all of the memory patches and combinations of them. It'll run well for most areas, and then certain areas will CTD. I can fix that by changing up the memory allocation, but then other areas will CTD that didn't before. It's a mess.
  4. In response to post #43579020. #43579810 is also a reply to the same post.


    Dovahkiin1973 wrote: I have a lot of concerns and questions just like everyone else who is going to give the SSE a try. A big one is will it replace regular Skyrim or will it stand alone as a separate game so that everyone out there who tries it and it doesn't work on their PC can go right back to regular Skyrim. I've Google searched this issue and no source I found were there any 100% Yes or No answers. Also for those that don't know the game is being released at Midnight on the 28th but that is for only one time zone on the planet. For me I am EST so I will be getting it on the 27th around 8pm. My computer should play it as I have mid range specs as defined by the minimum and recommended specs and I am going to play it Vanilla first before adding any mods to it to see how it plays untouched. All the other concerns about the game can wait. I want to see how it plays Vanilla on my PC and if it does alright then I will begin to think about all the rest.
    SirSalami wrote: SSE will definitely be a separate installation and will be treated with appropriate file segregation within NMM as well. Personally, I'm going to keep Skyrim Legendary Edition installed alongside SSE for the foreseeable future.


    It's a separate game than Skyrim. When you install Skyrim Special Edition, Skyrim and all of your mods will still be intact.

    From what I hear, the game runs really great and is very well optimized. It features some pretty nice things graphically and immersion wise. For example, according to youtube videos and MrMattyPlays, there is rain and snow clipping now. In other words, there's no need for Real Shelter which can heavily slow down Skyrim because of its script heaviness.
  5. In response to post #37025410. #37053255 is also a reply to the same post.


    thestoryteller01 wrote: What about this: http://www.game-debate.com/news/?news=19982 "It Looks As If Paid Mods Are Slowly Being Reintegrated Back Into Steam"
    Crimsonhawk87 wrote: Ahh, the weaselly snakes could not resist slithering their way back into the wallets of their customers. Guess it was inevitable, although I don't think it will be the boon that everyone thinks it will (modders and gaming company alike).


    Seeing as Fallout 4 will use Bethesda.net not Steam Workshop, this doesn't really matter. They removed the Steam Workshop API back in December.
  6. In response to post #36933110. #36934215, #36937610, #36938095, #36951420, #36963935, #36967545 are all replies on the same post.


    xBlackBu11 wrote: When I update my game to the official 1.5 version, will that overwrite any of my mod files? will I have to reinstall any mods? or just activate the plugins?
    bubinga64 wrote: It doesn't do anything to the mods. It just deactivated them because they were not being addressed correctly due to the new format. Basically it was the same as unchecking the .esp in NMM. All of the files were still there, they just didn't load into the game on a save that was using the survival difficulty. They did still load on a save that used any other difficulty. (Based on my limited testing) From what I understand the new NMM version takes care of that.

    Edit: texture and mesh replacers always worked. Even with the beta. Just the .esp files were disabled.

    So if NMM doesn't do it automatically then you should just have to activate the plugins.

    I haven't actually tested NMM yet. I just read on one of the articles on the front page it's been updated for 1.5. Previously, if you were running the beta, you just needed to locate your plugin.txt file and add an * in front of any .esp you wanted to load. Any texture and mesh replacerers worked automatically because it was still pulling from the data folder before the games data.

    I keep reading that it's an updated Skyrim engine, but it looks more like an updated Fallout engine from what I'm seeing.
    wer123456 wrote: I agree with bubinga64's assessment, but I'd like to address a small concern of mine. Even though the files will be intact, will our installation information (on the Mods tab as opposed to the load order tab) be left intact? Otherwise, even though the mod files themselves will be intact, I won't be able to tell which mods were installed in what order.

    I just realized I can sidestep the issue by deleting all the mods that I don't have currently installed, but that seems drastic.

    Thoughts?
    Ansler wrote: Since the mods tab saves the install and download date of each mod, and I've never seen a NMM update that resets those, you should be fine.
    Camonna Tong wrote: Fallout 4 uses an updated Creation Engine. The Creation Engine is based on Gamebyro but heavily rewritten. Bethesda's Gamebyro was a lot of their own code, so with the Creation Engine, they rewrote the rest of it, and even replaced quite a bit of their own stuff.

    Here's the thing, a lot of the bugs people call Gamebyro bugs aren't actually Gamebyro bugs because you can't find them in other Gamebyro games. Most of the bugs were introduced with Bethesda's coding.
    janishewski wrote: I thought there was no more Gamebryo code in the CK. Legally, I don't think they could have offered paid mods if it is still there, unless they worked out some sort of deal.
    Ansler wrote: To say that there is no more Gamebryo code in the Creation Engine invokes Theseus' paradox at best.


    There's still a bit left (Ie, NIF), but it's more Bethesda's coding of Gamebyro than Gamebyro itself. The engines before were Bethesda's custom coding plus Gamebyro. With the CK, Gamebyro was replaced with more of Bethesda's custom coding, but there's some things that they barely changed for their own code. CK is pretty much 99% Gamebyro free, but in a way, because the coding is based on the older coding in bits, it isn't. Though when you get down to it, that's how engines work.

    John Carmack said most engines copy other engines one way or another. The only way that wouldn't happen is if the engine uses a completely foreign programming language, but then it won't be compatible with most things.

    Why Skyrim and Fallout 4 looks like the older Bethesda games is because of Bethesda's custom coding, not Gamebyro. Gamebyro is also used in games like Civilization, and Civilization looks nothing like what Bethesda does. It comes down to what Gamebyro binaries (because Gamebyro is a bunch of binaries) the developers use, and the developer's custom coding on top of it.
  7. In response to post #36933110. #36934215, #36937610, #36938095 are all replies on the same post.


    xBlackBu11 wrote: When I update my game to the official 1.5 version, will that overwrite any of my mod files? will I have to reinstall any mods? or just activate the plugins?
    bubinga64 wrote: It doesn't do anything to the mods. It just deactivated them because they were not being addressed correctly due to the new format. Basically it was the same as unchecking the .esp in NMM. All of the files were still there, they just didn't load into the game on a save that was using the survival difficulty. They did still load on a save that used any other difficulty. (Based on my limited testing) From what I understand the new NMM version takes care of that.

    Edit: texture and mesh replacers always worked. Even with the beta. Just the .esp files were disabled.

    So if NMM doesn't do it automatically then you should just have to activate the plugins.

    I haven't actually tested NMM yet. I just read on one of the articles on the front page it's been updated for 1.5. Previously, if you were running the beta, you just needed to locate your plugin.txt file and add an * in front of any .esp you wanted to load. Any texture and mesh replacerers worked automatically because it was still pulling from the data folder before the games data.

    I keep reading that it's an updated Skyrim engine, but it looks more like an updated Fallout engine from what I'm seeing.
    wer123456 wrote: I agree with bubinga64's assessment, but I'd like to address a small concern of mine. Even though the files will be intact, will our installation information (on the Mods tab as opposed to the load order tab) be left intact? Otherwise, even though the mod files themselves will be intact, I won't be able to tell which mods were installed in what order.

    I just realized I can sidestep the issue by deleting all the mods that I don't have currently installed, but that seems drastic.

    Thoughts?
    Ansler wrote: Since the mods tab saves the install and download date of each mod, and I've never seen a NMM update that resets those, you should be fine.


    Fallout 4 uses an updated Creation Engine. The Creation Engine is based on Gamebyro but heavily rewritten. Bethesda's Gamebyro was a lot of their own code, so with the Creation Engine, they rewrote the rest of it, and even replaced quite a bit of their own stuff.

    Here's the thing, a lot of the bugs people call Gamebyro bugs aren't actually Gamebyro bugs because you can't find them in other Gamebyro games. Most of the bugs were introduced with Bethesda's coding.
  8. In response to post #36924460. #36937585 is also a reply to the same post.


    SirSalami wrote: "There's not a lot they can do yet other than edit textures and a couple other things, because the Creation Kit isn't out," Howard told Tech Insider. "And once it's out early next year, I think the sky's the limit."
    - Dec 3, 2015, Business Insider: “What to expect from 'Fallout 4' in 2016

    As you’re probably aware, the 1.5 update is currently in open beta and will likely be officially released very soon and with it comes the long-awaited Fallout 4 Creation Kit. Along with this, Bethesda is changing the way plugins will be handled by the game.

    The result is that mod management software, including our own Nexus Mod Manager, will need to be updated to adhere to the new standards being set by Bethesda. Thankfully, by providing access to the beta updates, Bethesda has allowed us to be able to preemptively make the changes needed to NMM so that when the patch does arrive, you will be affected as minimally as possible. However, there are some things you need to be aware of:

    When the Fallout 4 1.5 update is released, NMM users will need the to have the latest version installed. With that done, the first time you open NMM with the Fallout 1.5 update installed, all of your plugins will no longer be enabled. If you take advantage of NMM’s profile system, this can be most simply resolved by selecting “Import load-order” from the “Profile” menu, which will enable all of the the plugins associated with that profile at once. Otherwise, if you are not using an NMM profile, you will need to enable each plugin again in the usual fashion, either by selecting the plugins and clicking the green check-mark, or simply double-clicking each one. This is only a one-time thing that you will be reminded of the first time you open NMM with the 1.5 update installed.

    Other mod management software (such as Mod Organizer) may handle this differently so be sure to check with them to understand what steps you may need to take. To those of you that prefer manual installation, the process has also been slightly streamlined so we’ve updated the wiki accordingly.

    It’s important to remember that the amazing work that the Fallout 4 modding community has accomplished so-far has all been done without official support or tools from Bethesda. The pending release of the Creation Kit will not only provide the tools needed to make more expansive changes to the core game that we’re all looking forward to, but also likely more education directly from Bethesda themselves. Hopefully all of this leads into a healthy relationship between us and the new Bethesda.net mod repository, as well as the upcoming console modding community.

    Very exciting times, indeed! This is going to be a unique transition period for the Fallout 4 community and we’re hoping to help make it as seamless and fruitful as possible. We’ll be sure to keep you updated with any developments!

    mwhenry16 wrote: ...""There's not a lot they can do yet other than edit textures and a couple other things, because the Creation Kit isn't out," Howard..."
    -9000+ mods prove Howard to be slightly off


    It's obvious Todd wasn't expecting us to adapt Skyrim's tools so fast to Fallout 4. It took longer with Skyrim than Fallout 4 though.
  9. In response to post #36664880.


    DannyOuter wrote: Man...
    ...I want to play this beta, but since I have play this game with the mods that I have, I don't want to go back. Anybody knows how long this beta will last? And when they will release it as a non beta update?


    If you put a "*" in front of a mod in your plugin.txt, your mod will work. For example, If there's a mod called mod1.esp, then under the other plugins you will put *mod1.esp and so on.

    Bethesda never disabled mods, they just changed the way the mods are loaded in preparation for the CK and the Bethesda.net uploading. If I were to guess, the game will remove the asterisk to disable the mod.
  10. In response to post #35510435. #35514960, #35525990 are all replies on the same post.


    Cryzeteur wrote:

     

    In response to post #35233235. #35235665, #35238745, #35252665, #35253695, #35255415, #35257020, #35273125, #35369995, #35379820, #35405040, #35413890, #35418540 are all replies on the same post.


    Mazz123 wrote: The reason why they're holding back on the GECK is because if they released it right now no PC players would bother to buy the 1st or 2nd DLCs because they are easily copied and made into mods. They're dicking us around because they're afraid of losing money.
    ShadowPhase wrote: Exactly. Also, a dog that is kept hungry will jump through more hoops than one that isn't.
    I hear that Bethesda is going to start providing a jar of Vaseline and ankle hand grips with every game... I can just see the lines backing up to them now.
    Astral Nexus wrote: You forgot about the ball gags. Can't f***ing wait to try out my Elder Scrolls brand ball gag, mmmm mmmfmfmfm m fmmfm mfmfmfm!!!
    Eruadur wrote: Correct me if I'm wrong but the G.E.C.K. for FO3 and NV was also released before the DLC's were released.
    To my knowledge nothing was copied out of those DLC's because the G.E.C.K. was released beforehand....

    Don't know what you are on about, but what I think you are stating is just silly...
    d00m2009 wrote: @Eruadur
    This is a really broad issue that stems down to how milking gamers and treating them like s*** is a legitimate business tactic.

    Those DLC are actually concepts that could've easily been done by modders with the G.E.C.K. The build your own robot concept was already done by a modder right here on the nexus! Building your own robots in settlements for defense purposes!

    Bethesda is simply refining that idea, sure they may have already planned to do so (maybe) but no one is going to pay for a DLC that is already accessible for free through modding.
    Release the modding tools and no doubt before that DLC is released (or announced) someone would've already made a mod where you can build robot companions alongside new version of robots (robobrain, fisto is my fav tho).

    Mods that involve capturing creatures aren't original either, that's been done to death in Fallout 3 and NV.

    If anything Bethesda is trying to squeeze every last dollar they can out of their fanbase because they can, because they're immune to the people who say, what the f*** are you doing Bethesda?
    That comes back to the root problem with companies taking advantage of their fanbases. Bungie with Destiny ("Pay for the game twice, and then after two year we will release it again so you have to pay a third time, or don't we don't care"), Activision with releasing the same formula every time which works, Ubisoft with games that have a major part of their content cut for future DLC, Microsoft with Xbox Live subscriptions and poor service, Sony with Playstation with PS Plus stooping to the level of MS because why compete with your competition when you can simply stoop to their level and still make sales?
    I can go on for years, bottom line:

    TL;DR - THEY WANT YOUR MONEY AND WILL DO ANYTHING TO GET IT, THEY DON'T CARE ABOUT YOU
    Eruadur wrote: @d00m2009
    Seriously?

    Uhm, stop playing games if you don't like the gaming business? ffs...
    Just stop whining about it in here please ?

    ValdrFireBorn wrote: If you guys really think Bethesda can't create content more enjoyable, polished and in-depth with these concepts than 90 % of modders, you have no place playing their games. With or without GECK, nobody creates stuff possessing more depth. Skyrim's DLC added house building, which itself was already a mod. But guess what? Bethesda's version was better. Dawnguard as well, simply an amazing DLC that shows Bethesda's capabilities. The only thing that would be better than a good ol' fashioned Bethesda DLC would be DLC from Obsidian.
    berdie1 wrote: You have got to be kidding me.
    1. Of course Bethesda needs to make money. It is a company. It needs to pay all the people who make the games, and all their other employees, and make a profit on top of that. Otherwise it goes out of business and you will not get any more games from them.
    2. Bethesda is remarkably friendly to modders. They will even give us the GECK for free. The alternatives are no mods, or mods that are extremely limited in what they can add to the game.
    3. We have to wait for the GECK, because Bethesda makes changes to it before they release it. They surely do not bother with that before the game itself is released because they are concentrating on the game itself. In the meantime modders are doing really impressive things without it. I for one enjoy observing the difference in mods before and after the creation tools are released; some modders probably enjoy figuring out just how much they can do even with out the GECK.
    4. With so many mods out there, Bethesda could just not bother making DLC for people like you who don't seem to appreciate their efforts. But they do make them, and of course they need to be paid for them, see point #1 above.

    Modders make their mods as a creative outlet and a labor of love. Bethesda's employees may love their work, but it is their work. They need to be paid. If you think that means that you are being treated badly, I don't know what to tell you. You are having a first world problem that is created in your own head and is easily solved by not playing Bethesda games at all.
    ESJonnez wrote: A company wants to make money? Who would have known?
    kaobserver wrote: No doubt bunch of gd cry babies...
    shyahone wrote: the people who make games and write stories for one. I dont think money desire directly leads to great creations.
    aquilacozorav wrote: if bethesda is pretty honest of supporting comunity and modder, they should release geck in time of release. xcom 2 mod kit ship with the game on release, and the firaxis also include what esentially the tool they have for making the game itself.

    sorry, but fallout 4 dlc in theory is not better than what modder could ussually do. they lies of patch some bug that eventually force the community to make unofficial patch instead. again a phenomena that sadly unique to videogame industries.

    Dukoth wrote: um, nope

    majority of mods require DLC to function as they use assets or functions from that dlc

    @aquilacozorav
    "sorry, but fallout 4 dlc in theory is not better than what modder could usually do"

    Oh yeah, you are totally right !! Of course !!!

    Uhm... Fallout 4 DLC's haven't been released yet, smarty pants.
    How can it not be better than what the community of modders can come up with ?
    Oh ye of little faith !!

    Why the frog are people so negative about Bethesda...

    Thank you :smile:

     

    It seems pointless to argue about the Creation Kit (that is what Bethesda is calling it) just days before release. But it seems a few comments are appropriate. People are generally happy with the upcoming DLCs and the nay-sayers are just a loud minority.

    1. Creation Kit is in Beta Test and needs to finish the testing cycle. This determines it's release date.

    2. The new DLC are not what was expected. Everyone thought Bethesda had stated they would release three packages similar to Skyrim's three DLC packages. The Robot DLC (Automaton) seems to correspond to the Skyrim family and housing DLC but does not seen to be as comprehensive -- no families. The Island adventure (Far Harbor) seems to correspond to the Vampire DLC but again not as comprehensive. The third DLC is an unknown (Wasteland Workshop). Is it really a pet mod or really a companion mod or something much more? My opinion is that the three DLCs stack up well against Skyrim DLC.

    3. Yes. I mod. I make mods. I already made a mod for Fallout 4 which I use. Creation Kit is not necessary but it saves modders an immense amount of time. Can we make mods better than Bethesda? No. We may not like Bethesda's approach to some features but the overall games are successful because we love them.

    4. Gamebryo engine is not the ultimate game engine. The next-gen game engine will have better AI and get rid of some archaic features in the current engine. We need a new game engine. Gamers are tired of NPCs giving out stock answers. Admittedly, the current desktop assistants are a little dumb, but even that level of stupidity is better than the same old joke repeated a thousand times as you play through a game. And, of course, Bethesda needs to improve facial animations to exceed those of Witcher 3 since Witcher 4 will be amazing.

    5. Unfortunately, I see developers putting a lot of effort into VR before solving the AI problem. Oh well.

    Camonna Tong wrote: Far Harbor is more like Dragonborn, albeit WAY bigger, as Shivering Isles is the biggest landmass they've ever done as a DLC (a third of the size of Oblivion's gameworld) and Far Harbor is going to be bigger than that. Wasteland Workshop is like Hearthfire, and Automaton is like Dawnguard.
    lWolfkillerl wrote: Automaton and wasteland workshop is like heartfire x2. they are planning to release more dlc in the future which is why they raised the price, whether or not they will be as big as fallout 3 (and new vegas) dlcs is to be discussed


    Automaton has a new questline and new locations, so it's more like Dawnguard. Wasteland Workshop is more like Hearthfire 2.0, but it seems like it might add more things than we think.
  11. In response to post #35510435.


    Cryzeteur wrote:

     

    In response to post #35233235. #35235665, #35238745, #35252665, #35253695, #35255415, #35257020, #35273125, #35369995, #35379820, #35405040, #35413890, #35418540 are all replies on the same post.


    Mazz123 wrote: The reason why they're holding back on the GECK is because if they released it right now no PC players would bother to buy the 1st or 2nd DLCs because they are easily copied and made into mods. They're dicking us around because they're afraid of losing money.
    ShadowPhase wrote: Exactly. Also, a dog that is kept hungry will jump through more hoops than one that isn't.
    I hear that Bethesda is going to start providing a jar of Vaseline and ankle hand grips with every game... I can just see the lines backing up to them now.
    Astral Nexus wrote: You forgot about the ball gags. Can't f***ing wait to try out my Elder Scrolls brand ball gag, mmmm mmmfmfmfm m fmmfm mfmfmfm!!!
    Eruadur wrote: Correct me if I'm wrong but the G.E.C.K. for FO3 and NV was also released before the DLC's were released.
    To my knowledge nothing was copied out of those DLC's because the G.E.C.K. was released beforehand....

    Don't know what you are on about, but what I think you are stating is just silly...
    d00m2009 wrote: @Eruadur
    This is a really broad issue that stems down to how milking gamers and treating them like s*** is a legitimate business tactic.

    Those DLC are actually concepts that could've easily been done by modders with the G.E.C.K. The build your own robot concept was already done by a modder right here on the nexus! Building your own robots in settlements for defense purposes!

    Bethesda is simply refining that idea, sure they may have already planned to do so (maybe) but no one is going to pay for a DLC that is already accessible for free through modding.
    Release the modding tools and no doubt before that DLC is released (or announced) someone would've already made a mod where you can build robot companions alongside new version of robots (robobrain, fisto is my fav tho).

    Mods that involve capturing creatures aren't original either, that's been done to death in Fallout 3 and NV.

    If anything Bethesda is trying to squeeze every last dollar they can out of their fanbase because they can, because they're immune to the people who say, what the f*** are you doing Bethesda?
    That comes back to the root problem with companies taking advantage of their fanbases. Bungie with Destiny ("Pay for the game twice, and then after two year we will release it again so you have to pay a third time, or don't we don't care"), Activision with releasing the same formula every time which works, Ubisoft with games that have a major part of their content cut for future DLC, Microsoft with Xbox Live subscriptions and poor service, Sony with Playstation with PS Plus stooping to the level of MS because why compete with your competition when you can simply stoop to their level and still make sales?
    I can go on for years, bottom line:

    TL;DR - THEY WANT YOUR MONEY AND WILL DO ANYTHING TO GET IT, THEY DON'T CARE ABOUT YOU
    Eruadur wrote: @d00m2009
    Seriously?

    Uhm, stop playing games if you don't like the gaming business? ffs...
    Just stop whining about it in here please ?

    ValdrFireBorn wrote: If you guys really think Bethesda can't create content more enjoyable, polished and in-depth with these concepts than 90 % of modders, you have no place playing their games. With or without GECK, nobody creates stuff possessing more depth. Skyrim's DLC added house building, which itself was already a mod. But guess what? Bethesda's version was better. Dawnguard as well, simply an amazing DLC that shows Bethesda's capabilities. The only thing that would be better than a good ol' fashioned Bethesda DLC would be DLC from Obsidian.
    berdie1 wrote: You have got to be kidding me.
    1. Of course Bethesda needs to make money. It is a company. It needs to pay all the people who make the games, and all their other employees, and make a profit on top of that. Otherwise it goes out of business and you will not get any more games from them.
    2. Bethesda is remarkably friendly to modders. They will even give us the GECK for free. The alternatives are no mods, or mods that are extremely limited in what they can add to the game.
    3. We have to wait for the GECK, because Bethesda makes changes to it before they release it. They surely do not bother with that before the game itself is released because they are concentrating on the game itself. In the meantime modders are doing really impressive things without it. I for one enjoy observing the difference in mods before and after the creation tools are released; some modders probably enjoy figuring out just how much they can do even with out the GECK.
    4. With so many mods out there, Bethesda could just not bother making DLC for people like you who don't seem to appreciate their efforts. But they do make them, and of course they need to be paid for them, see point #1 above.

    Modders make their mods as a creative outlet and a labor of love. Bethesda's employees may love their work, but it is their work. They need to be paid. If you think that means that you are being treated badly, I don't know what to tell you. You are having a first world problem that is created in your own head and is easily solved by not playing Bethesda games at all.
    ESJonnez wrote: A company wants to make money? Who would have known?
    kaobserver wrote: No doubt bunch of gd cry babies...
    shyahone wrote: the people who make games and write stories for one. I dont think money desire directly leads to great creations.
    aquilacozorav wrote: if bethesda is pretty honest of supporting comunity and modder, they should release geck in time of release. xcom 2 mod kit ship with the game on release, and the firaxis also include what esentially the tool they have for making the game itself.

    sorry, but fallout 4 dlc in theory is not better than what modder could ussually do. they lies of patch some bug that eventually force the community to make unofficial patch instead. again a phenomena that sadly unique to videogame industries.

    Dukoth wrote: um, nope

    majority of mods require DLC to function as they use assets or functions from that dlc

    @aquilacozorav
    "sorry, but fallout 4 dlc in theory is not better than what modder could usually do"

    Oh yeah, you are totally right !! Of course !!!

    Uhm... Fallout 4 DLC's haven't been released yet, smarty pants.
    How can it not be better than what the community of modders can come up with ?
    Oh ye of little faith !!

    Why the frog are people so negative about Bethesda...

    Thank you :smile:

     

    It seems pointless to argue about the Creation Kit (that is what Bethesda is calling it) just days before release. But it seems a few comments are appropriate. People are generally happy with the upcoming DLCs and the nay-sayers are just a loud minority.

    1. Creation Kit is in Beta Test and needs to finish the testing cycle. This determines it's release date.

    2. The new DLC are not what was expected. Everyone thought Bethesda had stated they would release three packages similar to Skyrim's three DLC packages. The Robot DLC (Automaton) seems to correspond to the Skyrim family and housing DLC but does not seen to be as comprehensive -- no families. The Island adventure (Far Harbor) seems to correspond to the Vampire DLC but again not as comprehensive. The third DLC is an unknown (Wasteland Workshop). Is it really a pet mod or really a companion mod or something much more? My opinion is that the three DLCs stack up well against Skyrim DLC.

    3. Yes. I mod. I make mods. I already made a mod for Fallout 4 which I use. Creation Kit is not necessary but it saves modders an immense amount of time. Can we make mods better than Bethesda? No. We may not like Bethesda's approach to some features but the overall games are successful because we love them.

    4. Gamebryo engine is not the ultimate game engine. The next-gen game engine will have better AI and get rid of some archaic features in the current engine. We need a new game engine. Gamers are tired of NPCs giving out stock answers. Admittedly, the current desktop assistants are a little dumb, but even that level of stupidity is better than the same old joke repeated a thousand times as you play through a game. And, of course, Bethesda needs to improve facial animations to exceed those of Witcher 3 since Witcher 4 will be amazing.

    5. Unfortunately, I see developers putting a lot of effort into VR before solving the AI problem. Oh well.


    Far Harbor is more like Dragonborn, albeit WAY bigger, as Shivering Isles is the biggest landmass they've ever done as a DLC (a third of the size of Oblivion's gameworld) and Far Harbor is going to be bigger than that. Wasteland Workshop is like Hearthfire, and Automaton is like Dawnguard.
  12. In response to post #35365155. #35365730, #35365740 are all replies on the same post.


    Shaitan051 wrote: "the Fallout 4 Creation Kit is due to release between DLCs 2 and 3"

    -_- You would think that would be the FIRST thing to release. I've been holding off replaying the game until some big mods come out.
    happyinmyhead wrote: well, to be fair. Every time a major dlc is released, modders get more toys to play with. So, in a way, this helps the first set of mods be better.
    happyinmyhead wrote: well, to be fair. Every time a major dlc is released, modders get more toys to play with. So, in a way, this helps the first set of mods be better.


    It's actually between the first and second DLC according to the article, so early April or mid-April. Between the second and third DLC would probably have it released in May.
  13. In response to post #34912955. #34953895 is also a reply to the same post.


    teemu92 wrote: Would you people stop whining already? jeez, this is why i avoid the F4 steam community hub, i would have thought this place was more down to earth but i quess not, time to steer away from comments here too.
    Dreogan wrote: Yeah, the "You're not giving me what I want when I want it so YOU'RE being greedy!" line gets old, doesn't it? Not to mention...unsettling.


    The funny thing is that Bethesda is one of the few that does it, and yet they get criticized for it. I see way too many that think that we're entitled to the modding kit. We're not. When it comes down to it, it costs millions (resources, licensing, manpower) for them to release the modding kit.

    I'm a big fan of Witcher 3, but I'm still waiting on the modding tools for that. I don't really see too many complaints for that though. According to them, the SDK isn't really mod friendly at all though, so they might still be working on making it user friendly.

    Overall, one thing I hate hearing is, "Bethesda shouldn't use mods as a DLC". First of all, even the small DLCs from Oblivion had uses with modding, you know, scripts and such. Second of all, I'd rather have BGS do things, because us modders will have to work around it. It will allow for less conflicts and allow things to be more uniform. Another thing is that Wasteland Workshop and the Automaton DLC were heavily requested features, and I am definitely looking forward to the modding possibilities with them.

    Generally though, quite a few of us hate to use mods as a base so we can reach as many people as possible.

    Hearthfire had an awesome building base for certain mods like Skyhaven Temple - Recruit More Blades.

    To sum things up, I just hate the entitlement and such I see here and other places. Bethesda is a company that likes to make money, and gives us modding tools, which is something they don't have to do. It's something they themselves invest in, and don't have to. It might increase the longevity of the game, but it doesn't help sells throughout. It does on the PC side, and they probably get a couple more million sales because of it, but overall most of the sales are on the consoles. I'm speaking until now, so console modding is definitely a benefit now.
  14. In response to post #33485500. #33489495, #33492560 are all replies on the same post.


    bladexdsl wrote:

     

    In response to post #33458975.


    bladexdsl wrote:

    Does this patch make it a RPG?

    LOL WAT?

    Yeah it's no real RPG. Just because you get levels, doesn't make it an RPG. ^^
    But it's more RPG than Fallout 1-2 ever was, if you ask me.

     

    so because it doesn't have magic and spells, anime characters in tight skimpy clothing and little girl characters with big tits it's not an rpg?! :laugh:

    Evilken42 wrote: More like the pacing and the perk system is completely antithesis of common Western RPG's. Say what you want, but the perk system is completely against any common logic of RPG's.
    Darg727 wrote: Sorry, but RPG's only follow one rule: you play a role in a story with player character development/progression. FO4 has that in spades. Just because the story or character development is nonlinear does not mean a game is not an RPG. There are no strict guidelines.


    So Witcher 3 isn't a RPG? As far as I knew, it was one of the best RPGs around. However, it has a perk-like system and I disagree with them calling it skills. Then again, maybe my definition is different. They can call it a Talent tree, a perk tree, so on and so on, but you don't get better in anything except through unlocking the perks and setting them as active.
  15. In response to post #33505620.


    Ethreon wrote:

    * Added status menu for settlers in your settlements
    * Added ability to rotate an object you are holding with left/right triggers and pressing down on left thumbstick lets you switch the rotating axis
    * Improved "ESDF" keys remapping support while in Workshop mode
    Just for this I might download. And for the workbench bug fix. However, why remove the wiring copper requirement? That was a very logical thing?

    Well, rotating things on different axis doesn't work if you play using a keyboard.

    Copper req. removed is dumb, but a mod can be easily put together in a few minutes.


    I liked having the wires require copper too, however, quite a few people hated it, and thought it was a waste of copper. You know how it goes, if enough people don't want it, they remove it.
  16. In response to post #33374230. #33396750, #33399830, #33419400 are all replies on the same post.


    jdb1776 wrote: Don't know why, but whatever they did with 1.3 caused ridiculous loading times. I have some of the fastest OCZ SSD's available, and I never had the 5 minute loading times everyone was complaining about on release. It would be like 5 or 10 seconds tops, with two dozen mods even! Now suddenly it's up near a minute or two. That doesn't make any sense.
    printerkop wrote: same here.. 2 minutes with SSD, instead of 20 seconds what it was before.
    wanstaag wrote: Yup, there is something wrong with that patch. Maybe it´s called beta1.3 couse of 1-3 mins loading times? Anyway, rolling back to previous version seems to make FO4 fast and familiar once again.

    Keeping this release on hold for now.
    DarthCruciare wrote: I can also confirm this. I have a SSD and am used to absolute max, 30 second load times, average is about 15 seconds. This patch increased to about a minute or two. I reverted back to the last stable patch.


    I have a SSD and haven't experienced this problem. I know a lot of people are reporting it though, and it only applies to SSD users.
  17. In response to post #28663749. #28664219, #28665004, #28665334, #28675154, #28676099, #28680064, #28683254, #28685979, #28688519, #28692194, #28693064, #28695724, #28698454, #28699519 are all replies on the same post.


    axonis wrote: Many people here don't seem to get it. This isn't a discussion about premium modding. This is coming, whether they like it or not. This is a discussion about helping the Nexus keep AAA modders here. So, if you feel that you owe something to Dark0ne and the rest, then give them your support by

    1) Shutting up your drivel against creators who want to sell their products.
    2) Try to think of ways to keep those creators happy by flowing donations.
    3) Donate, if you can.
    MrJoseCuervo wrote: Greedy modders can take a hike. If they want to try and make a living modding good luck with that because it will not happen.

    Real modders will continue to make mods and get exposure for their talents.

    Mods are not a requirement. If you want to spend hours working on something then attempt to charge for it, then hardly anyone will see your work or it will just pirated from you. You are just peeing into the wind.
    Galadreal wrote: Wow, you just totally missed the point of the previous comment, didn't you? I mean seriously, I have seen your other posts on here, and I can only guess that you are just here for the trolling. And while I think everyone is allowed to their opinions, this is not a place for trolls. Please remove your hands from the keyboard unless you actually have something constructive to contribute.

    Oh, wait, I'm sorry, you don't contribute anything, you don't have any mods that you share with people, and you only have 26 posts, most of which I think are on this thread. So yeah...I don't actually care what you have to say.

    Edited: to try to be less angry...and FAILED. I am still angry.
    MrJoseCuervo wrote: I see, you don't care about the people who use your content.

    That is obvious since you want to join the corporate goons and destroy modding as we know it with the hopes of getting money.

    Lets see what mods you have done.

    One adds more food to Inn keepers inventory.

    The other adds more beds to homes

    Your final mod add a general stores chest to certain location.

    Hardly anything ground breaking or original. Do you think you would make money with that?

    No you wont. You are just helping to drag down modding and are suffering from delusions of grandeur.

    And just because I do not agree with you and entertain your greedy dreams does not make me a troll.
    Ghatto wrote: What makes you think sites like this will survive should big business actually succeed in turning out paid mods?
    Zaldiir wrote: There will always be games with free modding.
    Ghatto wrote: True. That does however just throw away criticism of the games that don't.
    bethjunkie wrote: Paid modding doesn't have to happen. Bethesda cannot sell what modders don't make. If the only way to share mods is by swapping cash through bethesda.net then I will not mod for Fallout 4.
    I am not delusional enough to think my few thousand downloads for old games makes a difference in the grand scheme of things but if everyone who felt similarly did the same it might. Personally I feel there's a better chance at getting a third season of Jericho by flooding CBS with truckloads of nuts again than there is staving off paid mods permanently because of the damage the first go-round did to the community.
    axonis wrote: I don't think that will happen. I feel that Bethesda knows that repeating TSR's mistake in controlling fan-made content with lawyers is very bad for business in the role playing genre.

    But provide a platform where content authors can sell their creations if they wish to ? Yes, I think that's perfectly sensible. In the worst case, they could start selling their authoring software. I hope this won't happen, but even if it does, it won't be the end of the world.
    phellen wrote:
    axonis wrote: I don't think that will happen. I feel that Bethesda knows that repeating TSR's mistake in controlling fan-made content with lawyers is very bad for business in the role playing genre.

    But provide a platform where content authors can sell their creations if they wish to ? Yes, I think that's perfectly sensible. In the worst case, they could start selling their authoring software. I hope this won't happen, but even if it does, it won't be the end of the world.

    Taken from Bethesda.net, (regarding Fallout4)

    "Early next year we’ll release for free the new Creation Kit for the PC. This is the same tool we use in the studio. You'll be able to create your own mods and share them with others. We’re especially excited these same mods will then be coming to Xbox One, and then PlayStation 4."

    macintroll wrote: "We’re especially excited these same mods will then be coming to Xbox One, and then PlayStation 4."
    Weird...Is it me or i see here a "Bethesda controlled" mods store?
    I'm not a console user, so who can explain me How these mods will be Downloaded, installed and managed on a console ??
    So far each console has his own included store (playstationstore, xbox store) does this mean mods will ONLY be downloaded from thoses stores ?

    A step before paid mods ?
    And what about the nexus ? can it be possible to make a nexus for consoles ??
    Camonna Tong wrote: From what I understand, PC users can choose from the usual sites, and Steam Workshop. All of the console mods goes through Bethesda.net, which is where the modders will upload their mod if they wish it to be available through consoles. As of yet, I don't see them getting rid of Steam Workshop or anything. It was Valve after all that proposed the paid mod system.

    Thing is, if they go to Bethesda.net with paid mods for Fallout 4 on PC, that would remove Valve's cut. Thus, Bethesda can give more to the modders that way, or keep more for themselves. Even going 50/50 Bethesda would get more than they would have with Valve.

    Still, as I said, I highly doubt they will use Bethesda.net for PC modding. Since Steam workshop is through Steam, that is what makes it easy for mods on there. Unless Bethesda makes a DRM, or an app for all of this, it won't happen. They've already stated Bethesda.net isn't a DRM. Maybe with TES VI or something, but unless Bethesda pulls something out of nowhere, it's not going to happen now.
    Arthmoor wrote: Console modding only being available via bethesda.net is likely to be a restriction insisted upon by the consoles themselves rather than something Bethesda decided on their own. If Microsoft and Sony let people download from arbitrary websites, then I guarantee you Bethesda wouldn't mind one bit if you got your console mods for free from Nexus or anywhere else.

    As far as it being a "first step" toward paid modding, I say good. It would indicate Bethesda is being more cautious about it and planning things in smaller steps. Whatever they're up to, it's obvious they're building an infrastructure to handle file hosting and by the very nature of doing so they can integrate it with their own storefront to construct a pay site if they want to.

    At the same time, keep in mind they're beginning to loosen their exclusivity arrangements on distribution of their older games with the move toward putting every TES game from Arena up to Morrowind on GoG. So they're broadening their horizons in what looks like an effort to at least partly break away from Steam. I have no doubt this was accelerated by Valve's careless attitude toward the paid mods site.
    macintroll wrote: Thank you both, very instructive real facts, it confirm what I thought...
    Arthmoor wrote: If you had asked me that a month ago, I'd have said no. The move to put older TES games up on GoG changes everything though and I think they may be seriously considering reopening a DRM-free pathway for their games. If so, GoG is a natural fit for that. They just need to get more recent titles up before I'm fully convinced :P


    Think they might go DRM-free again, Arthmoor? It's quite a bit easier for them to go through Steam alone though. Who knows, they might go like Witcher is, and have a Steam-tied purchase and a regular DRM-free purchase. I suppose they could do a DRM-free game, and have an app that will allow you to connect to Bethesda.net and so on. The game won't use that app to launch or anything, but you can choose to use that app alongside your game if you want. I guess you can say it would be like Bethesda's own mod manager, just with a browser interface. Still, I guess it's really to be determined.
  18. In response to post #28663749. #28664219, #28665004, #28665334, #28675154, #28676099, #28680064, #28683254, #28685979, #28688519, #28692194 are all replies on the same post.


    axonis wrote: Many people here don't seem to get it. This isn't a discussion about premium modding. This is coming, whether they like it or not. This is a discussion about helping the Nexus keep AAA modders here. So, if you feel that you owe something to Dark0ne and the rest, then give them your support by

    1) Shutting up your drivel against creators who want to sell their products.
    2) Try to think of ways to keep those creators happy by flowing donations.
    3) Donate, if you can.
    MrJoseCuervo wrote: Greedy modders can take a hike. If they want to try and make a living modding good luck with that because it will not happen.

    Real modders will continue to make mods and get exposure for their talents.

    Mods are not a requirement. If you want to spend hours working on something then attempt to charge for it, then hardly anyone will see your work or it will just pirated from you. You are just peeing into the wind.
    Galadreal wrote: Wow, you just totally missed the point of the previous comment, didn't you? I mean seriously, I have seen your other posts on here, and I can only guess that you are just here for the trolling. And while I think everyone is allowed to their opinions, this is not a place for trolls. Please remove your hands from the keyboard unless you actually have something constructive to contribute.

    Oh, wait, I'm sorry, you don't contribute anything, you don't have any mods that you share with people, and you only have 26 posts, most of which I think are on this thread. So yeah...I don't actually care what you have to say.

    Edited: to try to be less angry...and FAILED. I am still angry.
    MrJoseCuervo wrote: I see, you don't care about the people who use your content.

    That is obvious since you want to join the corporate goons and destroy modding as we know it with the hopes of getting money.

    Lets see what mods you have done.

    One adds more food to Inn keepers inventory.

    The other adds more beds to homes

    Your final mod add a general stores chest to certain location.

    Hardly anything ground breaking or original. Do you think you would make money with that?

    No you wont. You are just helping to drag down modding and are suffering from delusions of grandeur.

    And just because I do not agree with you and entertain your greedy dreams does not make me a troll.
    Ghatto wrote: What makes you think sites like this will survive should big business actually succeed in turning out paid mods?
    Zaldiir wrote: There will always be games with free modding.
    Ghatto wrote: True. That does however just throw away criticism of the games that don't.
    bethjunkie wrote: Paid modding doesn't have to happen. Bethesda cannot sell what modders don't make. If the only way to share mods is by swapping cash through bethesda.net then I will not mod for Fallout 4.
    I am not delusional enough to think my few thousand downloads for old games makes a difference in the grand scheme of things but if everyone who felt similarly did the same it might. Personally I feel there's a better chance at getting a third season of Jericho by flooding CBS with truckloads of nuts again than there is staving off paid mods permanently because of the damage the first go-round did to the community.
    axonis wrote: I don't think that will happen. I feel that Bethesda knows that repeating TSR's mistake in controlling fan-made content with lawyers is very bad for business in the role playing genre.

    But provide a platform where content authors can sell their creations if they wish to ? Yes, I think that's perfectly sensible. In the worst case, they could start selling their authoring software. I hope this won't happen, but even if it does, it won't be the end of the world.
    phellen wrote:
    axonis wrote: I don't think that will happen. I feel that Bethesda knows that repeating TSR's mistake in controlling fan-made content with lawyers is very bad for business in the role playing genre.

    But provide a platform where content authors can sell their creations if they wish to ? Yes, I think that's perfectly sensible. In the worst case, they could start selling their authoring software. I hope this won't happen, but even if it does, it won't be the end of the world.

    Taken from Bethesda.net, (regarding Fallout4)

    "Early next year we’ll release for free the new Creation Kit for the PC. This is the same tool we use in the studio. You'll be able to create your own mods and share them with others. We’re especially excited these same mods will then be coming to Xbox One, and then PlayStation 4."

    macintroll wrote: "We’re especially excited these same mods will then be coming to Xbox One, and then PlayStation 4."
    Weird...Is it me or i see here a "Bethesda controlled" mods store?
    I'm not a console user, so who can explain me How these mods will be Downloaded, installed and managed on a console ??
    So far each console has his own included store (playstationstore, xbox store) does this mean mods will ONLY be downloaded from thoses stores ?

    A step before paid mods ?
    And what about the nexus ? can it be possible to make a nexus for consoles ??


    From what I understand, PC users can choose from the usual sites, and Steam Workshop. All of the console mods goes through Bethesda.net, which is where the modders will upload their mod if they wish it to be available through consoles. As of yet, I don't see them getting rid of Steam Workshop or anything. It was Valve after all that proposed the paid mod system.

    Thing is, if they go to Bethesda.net with paid mods for Fallout 4 on PC, that would remove Valve's cut. Thus, Bethesda can give more to the modders that way, or keep more for themselves. Even going 50/50 Bethesda would get more than they would have with Valve.

    Still, as I said, I highly doubt they will use Bethesda.net for PC modding. Since Steam workshop is through Steam, that is what makes it easy for mods on there. Unless Bethesda makes a DRM, or an app for all of this, it won't happen. They've already stated Bethesda.net isn't a DRM. Maybe with TES VI or something, but unless Bethesda pulls something out of nowhere, it's not going to happen now.
  19. In response to post #28684264.


    Lisnpuppy wrote:

     

    In response to post #28677409.


    Lisnpuppy wrote:

    In response to post #28671324.


    Lisnpuppy wrote:

    Here is what I believe and this is not my thoughts or wishes but what we know.

    Mods will be monetized. That will be done through Beth's own new and shiny site as they want the piece of the pie. it will not be donations-make no mistake. The donation system here at the Nexus is different and separate from the Beth.net. Will they still allow donations after that time? We don't know. Will Beth get involved in pricing? Again, we don't know. Will Beth or anyone be accountable for mod quality? We do not know. If the mod is freely shared there is really no expectations on anyone's part beyond release. If you may for something, regardless of how minimal the amount...then having standards are nice.

    Will Beth allow for The Nexus and free modding to continue-I think yes to a point. I believe if you release a mod there, for the money, you can not go and put it up free elsewhere. If you want to share it free, I don't think they will stop that...at least not in the foreseeable future.

    Will Beth allow modders to have things like the Patreon? I doubt it, again this is about making money.

    As for the entire question of should modders get paid, want to be paid, are they evil-succubus worshiping people if they do...

    I know how hard it is to make any kind of mod at all. Just learning the necessary skills takes time and sometimes money. Being of the staff side of this place I have see exactly how the mod authors are often treated about their mods. As to how good they are, what they "should" have done, the "hey bro, make it exactly like I say and I might toss you an endoresement."

    I think of it like this, it would be nice if this stayed free forever-but it isn't going to and I am shocked it lasted so long. But mods are a bit of an art form. Like being able to paint or draw or whatever. Maybe you don't have a "job" doing this-it is a hobby. People offer you the ability to get a bit of money for doing some work. Then maybe you can put your painting in your friend's craft store to sell with a few bucks going their way. Its a bit of cash but nothing to live on. Maybe you still do some free stuff for friends. Still today ever little dollar helps, right?

    Will I be able to afford the amount of mods I currently have-I very much doubt it. I can't afford a great many things but I don;t abuse people for trying to make money off their talent. Just because I maybe would not or so-and-so doesn't, I won't begrudge them one damn dime. Everyone will have to decide for themselves what they can or can not accept.

    Regardless I won't call mod authors out for it. I won't think of them as less for it, or more for it either. It just IS. It will happen and there are just not enough folks against it to do that anyway. Add to the console modding and there is already a mindset there for buying things and microtransactions. If all the PC people stopped playing it really wouldn't make Beth loose much sleep-and why is that? Because the people that decide such things are trying to make money. That is why paid modding will happen. Not becuase Beth wants to do a good-deed to modders. Not because they want to screw over the little man. It is how capitalism works. You see a need, you provide that need and make money to go do other fun things with.

    The only thing all these conversations of who is right and wrong and the how dare you-the only thing they are doing is making modding a whole less fun. I am not going to live someone's life and tell them what to do. I got three kids for that *har!* If you don't want to participate in paid modding then don't, you don't want to pay for mods, then don't. You want to put free mods out-then do and awesome. But stop behaving worse that bossy little children who think they know what motivates people or thinks they know how it all should work and demands that it be thus. Have a bit of decorum and kindness. If you can't say something nice then just don't say anything.

    Sorry brah, but while I respect your opinion and your well-constructed post - I'm still gonna be critical of stuff I don't agree with. If we all just stayed silent on negative change then we'd all just get steamrolled. I mean think about it man: if I like Skyrim mods and enjoy coming to the website every day seeing what amazing new things people have made, appreciating the community built here around sharing and helping each other to all build their own personal perfect version of Skyrim, why would I want to see that change for the worse? Why wouldn't I show my disappointment, or provide my criticism for broken systems?
    Yeah I don't have to be abusive to the modders, a lot of people are assholes, and a lot more were just full-on seeing red. I do think most people agree that modders were not the bad guys here, but alas - this event required them to be willful participants in something some people would love and others would hate.

    If this whole controversy didn't begin then there'd be no fighting. Bethesda and Valve built the ring and put the money in the middle.

    Well..1st I am not a "brah". I am female, hear me roar. yes I am like the unicorn and fairies-a real female on the internet. lol

    That aside if you disagree by all means, fight the good fight. I don't think you will stand much chance but have at it. I don't have issue with that. What I have issue with is the pure venom on either side of this where modders who would may take advantage of what Beth offers is a snake and people that disagree with that are morons. If I had a magic wand I would make it so it was beautiful and free and all modders had enough money from other things so they did not have to or even want to change it. I would make capitalist more compassionate and all be gamers slobbering over the wonderful mods and all games would be made perfect from the start.

    Will I continue to buy Beth games (or anyone) who go where I have personally drawn my line in the sand? Maybe not.

    My exception when I said if you can not say anything nice spoke to this-not the disagreement itself (though this thread is really off topic at this point.)

    Some folks don't try to say the good or bad of this, they just call others that disagree names. Construct a good argument, talk about what other companies do or don't do, industry standards, where paid content works and where it does not. Don't say folks are greedy for taking one path and put others up on a pedestal that do not. I fail to understand why people get out the pitchforks on something like this or anything else. One can present a compelling argument and agree to disagree without any name calling, personal insults or making wide generalizations on things of which they can not know (and I am talking to the thread at whole here not individuals.)

    The Nexus has had donations in place for YEARS. This isn't new. The new is trying to see how people could more easily donate. There are very strict rules in place as Robin said, and if a file is discovered/reported that goes against said rules then the moderation team will act accordingly. It is however only by Beth's grace that the donations are allowed at all-because they used to not be.

    So I prepare myself for the future. I know when it comes it will likely be a hot mess. I don't have to have Fallout 4 immediately or even immediately when the GECK comes. I got a jar of change I am filling up for mods that I may wish to buy or to authors to whom I wish to donate. If I can't afford something..so be it.

    I also think it would be more productive to discuss that paid modding will happen and how Beth can do it RIGHT this time. Instead of saying it is evil and trying to beat it away with a stick-what would be the best way to handle it. Come up with good, supported discussion on that-and maybe they will take notice. Continuing to throw out the baby with the bathwater probably won't do much good on either side.

    Haha. Sorry about the colloquial generalism.

    I do agree that the abuse and vitriol isn't required. I suppose I'm just not surprised it's there, especially since everybodies actions end up communicating an ideology that may or may not be their true attitude or opinion, yet there's nothing else to attack if people have been tripped into raging bull mode (super easy on the Internet).

    And yeah I get that I'm some kind of fuddy-duddy for refusing to get with the times and accept that a mod-shop is coming. The thing is though, how can I productively discuss how best to do a mod-shop when I simply don't want it to happen?

     

     

     

    I think looking into it and those things I spoke about. The last time this happened Beth and Valve really, IMO, handled things badly. How could paid modding be handled better? More fairly? How can Beth and/or the mod makers assure quality of mods without it being a like a bunch of monkeys throwing poo at everyone? If you think to yourself, Under what conditions could I deal with paid modding and fashion a good argument from there. I mean if I was someone in charge and Beth and saw how many of these posts looked, I would turn off the computer and go do my thing. We are (should be) adults that are capable of stating our displeasure without acting like we are six.

     

     

    In response to post #28663749. #28664219, #28665004, #28665334, #28675154, #28676099, #28680064 are all replies on the same post.


    axonis wrote: Many people here don't seem to get it. This isn't a discussion about premium modding. This is coming, whether they like it or not. This is a discussion about helping the Nexus keep AAA modders here. So, if you feel that you owe something to Dark0ne and the rest, then give them your support by

    1) Shutting up your drivel against creators who want to sell their products.
    2) Try to think of ways to keep those creators happy by flowing donations.
    3) Donate, if you can.
    MrJoseCuervo wrote: Greedy modders can take a hike. If they want to try and make a living modding good luck with that because it will not happen.

    Real modders will continue to make mods and get exposure for their talents.

    Mods are not a requirement. If you want to spend hours working on something then attempt to charge for it, then hardly anyone will see your work or it will just pirated from you. You are just peeing into the wind.
    Galadreal wrote: Wow, you just totally missed the point of the previous comment, didn't you? I mean seriously, I have seen your other posts on here, and I can only guess that you are just here for the trolling. And while I think everyone is allowed to their opinions, this is not a place for trolls. Please remove your hands from the keyboard unless you actually have something constructive to contribute.

    Oh, wait, I'm sorry, you don't contribute anything, you don't have any mods that you share with people, and you only have 26 posts, most of which I think are on this thread. So yeah...I don't actually care what you have to say.

    Edited: to try to be less angry...and FAILED. I am still angry.
    MrJoseCuervo wrote: I see, you don't care about the people who use your content.

    That is obvious since you want to join the corporate goons and destroy modding as we know it with the hopes of getting money.

    Lets see what mods you have done.

    One adds more food to Inn keepers inventory.

    The other adds more beds to homes

    Your final mod add a general stores chest to certain location.

    Hardly anything ground breaking or original. Do you think you would make money with that?

    No you wont. You are just helping to drag down modding and are suffering from delusions of grandeur.

    And just because I do not agree with you and entertain your greedy dreams does not make me a troll.
    Ghatto wrote: What makes you think sites like this will survive should big business actually succeed in turning out paid mods?
    Zaldiir wrote: There will always be games with free modding.
    Ghatto wrote: True. That does however just throw away criticism of the games that don't.

    Paid modding doesn't have to happen. Bethesda cannot sell what modders don't make. If the only way to share mods is by swapping cash through bethesda.net then I will not mod for Fallout 4.
    I am not delusional enough to think my few thousand downloads for old games makes a difference in the grand scheme of things but if everyone who felt similarly did the same it might. Personally I feel there's a better chance at getting a third season of Jericho by flooding CBS with truckloads of nuts again than there is staving off paid mods permanently because of the damage the first go-round did to the community.

     

     

    Paid modding didn't damage this community. WE all damaged this community. Tossing our anger at Beth and Valve (though in a better way) would have been understandable. Hanging our fellow mod makers and mod "users" out to dry is what tore this community up. It happened all at once and most people did not get a lot of notice about it all. Ok it is understandable that people would be pissy. But nobody pushes that send button on a post but that person. No one Valve or Beth comes to your door and forces one to write a post so full on venom people are still swollen and green from it.

     

    We have some time (abet not much) to think about it and if you feel strongly one way or another then again, express oneself in a productive way. One has to look no further than this thread to see how things can go straight into the crapper rather quickly.

     

    Look, I am not telling everyone to drink the kool-aid here. However we as PC users have, by in large, a different mindset about modding that folks that don't play PC games or modded games. Though there are more PC users than I think most people say-we still are a very small part of the pie. Perhaps if you and all the modders didn't mod it would give Beth pause-that would never happen as part of the modding community wants this to happen in one way or another. Then if all the console modders just even say-make simple texture replacers, simple armors, god-items...people WILL happily buy it. Look at the minecraft textures on Xbox and you can see that. If it didn't make money it wouldn't be there.

     

    So you can decide, I am not making any mods at all even if there is paid and free modding. I will make free mods but protest and not make paid ones. I will make both mods but still protest. Or you can try to engage Beth and everyone else in a way that works towards some common goals. A way to perhaps own more of this rather than just throwing down and going home. Work on a way that it can become the RIGHT way to do things (and there are gonna be issue folks, when this comes out-so calm oneself and try to fix things not yell loudly.) Maybe we can't stop the train but perhaps we can lay down some tracks for a direction it can go.


    I definitely agree. In my opinion, the worst thing about paid mods wasn't the paid mods themselves, it was us, the community, and how we acted. No one should have been treated like how certain modders were treated. I used to be fairly active in the modding community, and then the whole paid mods thing happened. It wasn't paid mods that drove me away. It was the community and how much hate, flaming, and other things that were spewing around.

    I obviously know it wasn't everyone that did this. I just wish, everyone could have acted rational about the whole things. Companies would much rather listen to nice fans, than rude fans. They usually ignore the rude fans.

    I can see several things happening out of paid mods personally. One thing is that there will be more paid mods "jokesters", but this can be dealt with a better system. "Jokesters" are ones who will leave a mod buggy on purpose, mess your game up with it, and so on. I honestly can see more people fully dedicating themselves to a mod, and making an expansion size mod because of this. I can see more quality mods, among other things. What really matters the most with this system is those that are the "jokesters" will be dealt with. Another thing is illegal and copyrighted content, but many don't realize this has been a thing before Steam Workshop. It needs to stop, but it's hard to deal with the international ones.

    In the long run, I don't really want paid mods mainly due to how the community acted.
  20. In response to post #25824399. #25825194, #25856609, #25880619, #25882239, #25927774, #26005499, #26035929 are all replies on the same post.


    Letalis001 wrote: Im writing this in response to the dumbing down fears that bethesda is supposedly noted for.

    I started with Morrowind. loved it thought it was a great game.

    for its time.

    i never really got a chance to play daggerfall and arena properly. DOS emulation can be a chore to setup and even when that style was all the rage. i wasnt really keen on the controls and gameplay felt stiff.

    Oblivion i considered an improvement over morrowind in terms of gameplay. sure not being able to make a spell that wipes out the entire town and no levitate spells sucked but lets be realistic here. no npc had a single cast nuclear spell that would just annihilate things. they also couldnt use levitate spells. and in oblivion, they actually fixed magic so that playing a mage was an actual viable option vs morrowind where you spent more time sleeping or drinking potions than actually using magic.

    oblivion had some things however that were broken too. chameleon anyone? enchant all your armor with 20% chameleon then walk through town and punch random people in the back of the head. and watch the illusion of people with some semblance of sanity unravel as you officially unleash war in the imperial city, or well anywhere in cyrodiil actually. since they couldnt see you, theyd just murder each other. sure its funny to watch, but hardly would i call that immersive.

    oh you dont have to 'find' the quests because the arrow tells you where to go. uh. first off. morrowinds 'directions' were bad in best case scenarios and abyssmal in worst case scenarios. most adventurers would carry a compass. better still. most adventurers would even be good at using said compass and a map. all bethesda did really was give you a convenient way to find a needle in a 14 square mile sized haystack. so you can equate quest selection to simplifying the process of marking a location, and based on distance, landmarks (on the map) and current location, the marker shows the relative position of the target.

    With that said, Skyrim is not without its flaws. but lets be real here. Skyrims combat is far more fun than in any other tes title. the spells, while not as diverse because of a lack of spell crafting overall were pretty well done and varied enough to make playing a mage more effective. and where did most of these game mechanics derive from?

    Mods.

    Now for fallout. Ive played fallout since the first game. loved it then. still love the game. and when fallout 3 came out it was a good game. But i feel new vegas outshined it in every way. because the game mechanics were closer to the original games than 3's.

    With bethesda back at the helm, i hope that they take some pages from obsidians playbook for 4. because the additions that obsidian made truly made for a more authentic fallout experience. and more than likely. they will. skyrim is proof that bethesda isnt stupid when it comes to seeing what players want and how to do it. skyrim i dont think was dumbed down, simply streamlined. and most of skyrims best gameplay mechanics were derived directly from oblivion mods.

    good examples of dumbing down? mass effect series. you have a game that had traditional rpg elements, that by the third game was just a third person action title. Bethesda has never done that. usually if they see something that doesnt work well. they simply consolidate it and streamline it.
    BluePixel wrote: This a fresh perspective in this comment section. All TES games have flaws and strong points.
    For example, content was massive in Daggerfall and was reduced significantly in Morrowind. This in itself doesn't mean the game was bad.

    Also, there''s an already patched installer for Daggerfall that works really well
    http://www.uesp.net/wiki/Daggerfall:Files

    As for Fallout 4, it seems the character customization will be very limited. A very bad direction.

    Cyther8897 wrote: Isn't it always? :')
    undeadcrab wrote: And also people are complaining about how some npc's in skyrim are essential. Do you realize how frustrating it is when an important quest npc walks into lava pit(morrowind)?
    jim_uk wrote: Obsidian didn't have essential NPCs other than companions, it wasn't a problem. Essential NPCs save providing alternative routes through quests, they're ideal for Bethesda whose quests are always on rails, I'd rather they followed Obsidian's lead and provided for alternatives rather than fall back time and again on indestructible NPCs.
    Wintercross wrote: not to mention Skyrim actually had the solution to the issue but failed to use it fully... Protected NPC's. They won't die from falling off a ledge or get killed by bandits, but the the player fights them you can kill them.

    Much better than the god like indestructible npc's imo.
    KensaiTonada wrote: "As for Fallout 4, it seems the character customization will be very limited. A very bad direction."

    Hopefully mods like Race Menu for TESV will alter this.
    Camonna Tong wrote: If I recall, at least from what I read, they had AI problems with the whole protected NPCs thing.


    People thought the same with Skyrim. They showed a default Nord with an Iron helmet. It still allowed for customization. Same will be for Fallout 4. They are just making a default guy to show him off more in a sense.
  21. In response to post #25904771. #25911555, #25926789, #25929359 are all replies on the same post.


    digitaltrucker wrote:

    For all of you who are putting any stock whatsoever in that stupid reddit post, yet more proof it's a load of BS. This is in addition to this.

     

    Hey guys! I used to work for Bethesda too! Until I got fired for doing obscene things to Todd Howard's Twinkie stash, that is! I played TES VI: Atmora! It's full of flying monkeys and magical talking sweetrolls! It's also designed exclusively for Android smartphones and the Super Nintendo console! The player character is going to be a giant were-mudcrab!

     

     

    Get a grip.

    TheCourier13 wrote: Indeed.
    SMB92 wrote: Well I'm relieved if this is true. The uncertainty is killing me.

    But I can't help but think this is gonna be another x86 (32-bit), buggy-ass Gamebyro driven game, those graphics sure look like it maybe in DX10 or 11 (I think it's safe to say it won't be DX12 lol) but that might not mean much if it is on the same buggy crap we've been getting for years now.

    And I sincerely hope that it will be 3 times bigger than Skyrim mapwise :)


    From what I saw it was impossible for the engine they are using to be 32-bit. There is no way they would have that big of a city if it was 32-bit. Also, if they're only using a 32-bit engine, that would be dumb, as there would be 1.3 GB of RAM they won't be able to use for the consoles. (4.5 gb is for the games, 3.5 gb is for the OS) For Bethesda games, that's huge. That's several times what the 360 and PS3 had for their games. There was 512 MB for the PS3 and 360, but some of that is also the OS, (they never specify how much) so it's probably at least 100 MB less. Finally, DX11 and Parallax is in Fallout 4. That's another reason of many it wouldn't be 32-bit only. They will run out of RAM fast and just have so many CTDs and problems if it's not 64-bit. Skyrim itself had several problems without mods that 64-bit would have solved.
  22. In response to post #25824399. #25825194, #25856609, #25880619, #25882239, #25927774, #26005499 are all replies on the same post.


    Letalis001 wrote: Im writing this in response to the dumbing down fears that bethesda is supposedly noted for.

    I started with Morrowind. loved it thought it was a great game.

    for its time.

    i never really got a chance to play daggerfall and arena properly. DOS emulation can be a chore to setup and even when that style was all the rage. i wasnt really keen on the controls and gameplay felt stiff.

    Oblivion i considered an improvement over morrowind in terms of gameplay. sure not being able to make a spell that wipes out the entire town and no levitate spells sucked but lets be realistic here. no npc had a single cast nuclear spell that would just annihilate things. they also couldnt use levitate spells. and in oblivion, they actually fixed magic so that playing a mage was an actual viable option vs morrowind where you spent more time sleeping or drinking potions than actually using magic.

    oblivion had some things however that were broken too. chameleon anyone? enchant all your armor with 20% chameleon then walk through town and punch random people in the back of the head. and watch the illusion of people with some semblance of sanity unravel as you officially unleash war in the imperial city, or well anywhere in cyrodiil actually. since they couldnt see you, theyd just murder each other. sure its funny to watch, but hardly would i call that immersive.

    oh you dont have to 'find' the quests because the arrow tells you where to go. uh. first off. morrowinds 'directions' were bad in best case scenarios and abyssmal in worst case scenarios. most adventurers would carry a compass. better still. most adventurers would even be good at using said compass and a map. all bethesda did really was give you a convenient way to find a needle in a 14 square mile sized haystack. so you can equate quest selection to simplifying the process of marking a location, and based on distance, landmarks (on the map) and current location, the marker shows the relative position of the target.

    With that said, Skyrim is not without its flaws. but lets be real here. Skyrims combat is far more fun than in any other tes title. the spells, while not as diverse because of a lack of spell crafting overall were pretty well done and varied enough to make playing a mage more effective. and where did most of these game mechanics derive from?

    Mods.

    Now for fallout. Ive played fallout since the first game. loved it then. still love the game. and when fallout 3 came out it was a good game. But i feel new vegas outshined it in every way. because the game mechanics were closer to the original games than 3's.

    With bethesda back at the helm, i hope that they take some pages from obsidians playbook for 4. because the additions that obsidian made truly made for a more authentic fallout experience. and more than likely. they will. skyrim is proof that bethesda isnt stupid when it comes to seeing what players want and how to do it. skyrim i dont think was dumbed down, simply streamlined. and most of skyrims best gameplay mechanics were derived directly from oblivion mods.

    good examples of dumbing down? mass effect series. you have a game that had traditional rpg elements, that by the third game was just a third person action title. Bethesda has never done that. usually if they see something that doesnt work well. they simply consolidate it and streamline it.
    BluePixel wrote: This a fresh perspective in this comment section. All TES games have flaws and strong points.
    For example, content was massive in Daggerfall and was reduced significantly in Morrowind. This in itself doesn't mean the game was bad.

    Also, there''s an already patched installer for Daggerfall that works really well
    http://www.uesp.net/wiki/Daggerfall:Files

    As for Fallout 4, it seems the character customization will be very limited. A very bad direction.

    Cyther8897 wrote: Isn't it always? :')
    undeadcrab wrote: And also people are complaining about how some npc's in skyrim are essential. Do you realize how frustrating it is when an important quest npc walks into lava pit(morrowind)?
    jim_uk wrote: Obsidian didn't have essential NPCs other than companions, it wasn't a problem. Essential NPCs save providing alternative routes through quests, they're ideal for Bethesda whose quests are always on rails, I'd rather they followed Obsidian's lead and provided for alternatives rather than fall back time and again on indestructible NPCs.
    Wintercross wrote: not to mention Skyrim actually had the solution to the issue but failed to use it fully... Protected NPC's. They won't die from falling off a ledge or get killed by bandits, but the the player fights them you can kill them.

    Much better than the god like indestructible npc's imo.
    KensaiTonada wrote: "As for Fallout 4, it seems the character customization will be very limited. A very bad direction."

    Hopefully mods like Race Menu for TESV will alter this.


    If I recall, at least from what I read, they had AI problems with the whole protected NPCs thing.
  23. In response to post #25824664. #25824914, #25825809, #25825919, #25826019, #25826209, #25826354, #25826574, #25828999, #25830289, #25830979, #25831614, #25832299, #25832644, #25850134, #25852914 are all replies on the same post.


    Lisnpuppy wrote:

     

    In response to post #25824069.


    znancekivell wrote: Excellent.

    In fact, I have only a single complaint about the whole trailer.

    We all know that Fallout 4 will ( or should! ) let us choose which gender we want to be, so as far as the actual game is concerned this is a moot point, but I am disappointed that Bethesda chose ( yet again! ) a male stand-in for the PC instead of a female wanderer. I really am becoming utterly sick of all these Caucasian males running around in video games, and I would prefer to see some actual variety in the spice of nuclear apocalyptic life.

    Love the dog, by the way. Wo/Man's best friend!

    If rumours are correct there is no female player character, that's going to piss some people off, as for dudes in nearly every game...



    Contains strong language.

     

     

    If that is true...(and I hope to the internet deities that Bethesda has learned players want MORE choices and not less) then that may actually be a deal breaker for me. That is going backwards. The last two games you could play as female so it makes little sense why you would not be able to do so now.

     

    It wouldn't even be totally about the fact I am female...it is at the end, choice. Bethesda seems to narrow games more and more with each one. I don't care how pretty the graphics are or if the game has drivable cars. Let me have at least a semblance of choice and be able to choose male or female.

     

    With everything that has taken place in the past few years regarding women's place in gaming I would think that in a title that is looked forward to by so many that gender choice would be a no-brainer. I would smack of lazy and that Bethesda has had its fingers in the ears and are loudly singing "la la la la la can't hear you la la la."

    jim_uk wrote: This woman was mocked at the time but so far what she's said has been on the money https://www.reddit.com/r/Fallout/comments/28v2dn/i_played_fallout_4 not just the date and location but if you check out of the developer making the spin off you'll find they're a Bethesda partner and looking to hire people with Gamebryo/id Tech experience. If the post in genuine then it's not looking good for those who want choices.
    Darkspazz wrote: Good lord everyone chill out, They already hired voice actors for both the male and female character, You'll be able to play as a girl. Can y'all stop circle jerking nonsense?
    SMB92 wrote: Can you back that, Darkspazz, with say, some EVIDENCE :/

    Back to the topic, I don't particularly feel comfortable with having a "gender change" at the end of the story, in fact if at all. I always play my character as "Trinity" from the Matrix, this would piss me off severely. And hopefully that woman from reddit isn't joking about a new engine + map size, let's hope it's moddable. With all this talk of cutting everything else, I wouldn't be surprised if it wasn't. But then, they'd probably want to charge wouldn't they?
    JianXintou wrote: Are there any sources for these supposed VAs?

    The reddit post above may not be 100% accurate but doesn't seem too far off, either.
    CRBASF23 wrote: If we was really the person who leaked the information to Kotaku, why in the Kotaku article it says that they called for both Male and Female actors, when in her reddit post says you can only play as Male?
    CRBASF23 wrote: Kotaku the supposed magazine which the woman leaked the info to, in it's article said that they had a casting call for both male and female VA's: http://kotaku.com/leaked-documents-reveal-that-fallout-4-is-real-set-in-1481322956
    jim_uk wrote: Try reading the Reddit post, it says you can switch to female after the main quest, that would explain the female VA as would having women Npcs.
    jediakyrol wrote: In every fallout you could play as a woman...even BoS for XBox... It would be the stupidest thing in the world if they locked you to one gender (unless it was for like a flashback chapter where you are put in the shoes of your ancestor)
    frogzilla98 wrote: Yeah. White men are the devil. /s
    monsterseventeen wrote: i play fallout as a woman, and most games as the same character where i can put her, the reason might seem sexist, i have put her there since oblivion on playstation 3, this was the first game i played where a player could fully customise there own character, so naturally i put myself or as close as i could as the character, then half way down the gold road toward anvil a bunch of female bandits jumped out and set about me, i killed one before feeling uncomfortable, since then i have had the same kick ass woman in every game i can, i feel a great affection for her, apart from the fact she is all i want to look at 'cos i play 3rd person, i always try to find her romance.
    NDDragor wrote: If they are taking away the option to play as a female, then they are destroying the creative process of creating your own and unique character that was one of the things which I enjoyed the most in the Fallout and TES series because the different characters which I created felt alive and I could play the games again and again, always making my own and new story with a different character.

    But to play with a predetermined character is making me feel like something is limiting me and I cant feel the freedom of the game anymore. But this opinion of mine is only about the Fallout and TES series. There are many games where I enjoy the predetermined protagonists.
    CRBASF23 wrote: This is what the kotaku article said:
    The casting documents describe some of the other characters in the next Fallout's wasteland, like a radio DJ named Travis Miles and an engineer named Sturges who is described as "a cross between Buddy Holly and Vin Diesel." Casting calls for both the male and female versions of the player character note that the player begins the game in a cryogenic sleep chamber.
    JianXintou wrote: @CRBASF23: Thanks for the source.

    " it says you can switch to female after the main quest"
    That sounds like an odd design decision. "Hey, you're done with the MQ, congrats. Now you can go to some big MT-esque geniuses that can change your sex!"

    "a new "Classic Mode" that will put the game into birds eye view and play similar to the classic Fallout Games."
    This sounds curious, kind of like DA. Not sure how this will play out if it's true.
    CRBASF23 wrote: She claimed that Fallout 4 is using a completely new engine: "This version uses a brand new engine built from the ground up to take advantage of the power of next gen systems. Absolutely everything is new, and no assets or scrips are being used from Fallout 3/NV or Skyrim."
    From what I saw from the trailer it's more like a modified Gamebryo engine than a new one to me, but with tweaks to lighting and animations, that's all. But I'm Ok with it since this way modders will have an easier time modding it.
    †TYRANICK†™ wrote: But gamebryo sucks. Look at all the problems with 32bit/64bit issues and limited RAM availibility and no x64 .EXE and the game not using more than 4 gbs of ram and a whole host of bugs, limitations and all sorts.

    I for one hope it's on a brand new engine if it's really been in development for so long...I am hoping for UE4 but that's a long shot. the gamebryo engine is dead, dated and limiting, i really really hope it's not a tweaked skyrim engine or we'll suffer all the same issues as last time, but even worse.

    People have 4-12gb GPUs now and 8-24GBs of RAM in there machines these days and rely on x64 a lot, if they are using a tweaked Skyrim engine well the game is crippled to x32 straight away unless they figured out how to make it x64 this time.

    Time will tell.

    Also that "leak" is so full of guess work, don't believe a thing.


    I highly doubt they would not make it x64. That would leave 1.3 GB of RAM they can't use. Yes, only 4.5 GB of the 8 GB is usable of the consoles for games. The rest is for the OS. It will be x64. I can guarantee it. Especially after seeing how big Boston is, and how much they've done.
  24. In response to post #25807244.


    numgun wrote: If the player character will have a voice, then making custom quest mods where the player has to respond verbally might be akward.

    Unless, ofcourse, Bethesda has actually made a revolutionary text-to-speech system for all its "voice acting".


    I don't mind the voice.... as long as it's optional. Bethesda has to have a way for modders to make their quests and not be awkward. They could just skip the way you communicate back and make it go automatically to someone else talking.
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