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Why not use NVSE?


Fee510

  

62 members have voted

  1. 1. Should modders accommodate users who do not use NVSE?

    • Yes
      23
    • No
      39


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I am not trying to convince you to discard nvse. I am only pointing out that each "hurdle" you put in front of your potential player causes you to lose some of them. Given two equally interesting mods, one of which requires nvse and one doesn't, it seems to me some potential players will be scared off by the additional step and possible instability or risk. So they will spend their time playing the mod which has fewer "hurdles".

 

Maybe I am the only one on the modding forum who feels this way, and maybe there is no good way to survey the real audience. So we will never know how many potential players you have shut out. One interesting point to consider is that not a single one of the top ten FNV quest mods uses nvse.

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@David

You make a good point about the "hurdles." I think an invaluable tool for modders would be a good survey of the population. However, that can't be done on this site due to the TOS. As soon as you say "I don't use NVSE because I didn't pay for FNV," you're kicked off the site. So I guess we'll never really know who our audience is in that sense.

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I think if they want to play your mod, they will install NVSE. Not the other way around.

The other problem is a fear of the unknown. A lot of people have enough trouble getting these games to run stably on their own, don't necessarily understand what NVSE is and what it does, and don't want to introduce something else that is going to threaten the game finally running the way they want it, whether there is a basis for that perception or not.

Personally NVSE has never negatively affected my game and I don't put much stock in those who say it does.

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A lot of people have enough trouble getting these games to run stably on their own, don't necessarily understand what NVSE is and what it does, and don't want to introduce something else that is going to threaten the game finally running the way they want it, whether there is a basis for that perception or not.

That describes me exactly, by the way, except that I do understand what it does. In fact I usually uninstall one mod before installing the next, and I am astounded to see load orders with 100+ mods. There are about three mods I was interested in, which require nvse (actually fose, same situation), and I have bumped them down to the bottom of my list. After I have completed playing all the non-script-extender mods I am interested in, I may go onto script-extender ones, or more likely I will move onto DA2.

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I don't run NVSE because I am not that interested in mods that add new features or functions to the game. I am happy enough with the functions and features of the game as they stand, and am more interested in mods that add content, such as new areas, 'dungeons' and quests. So I don't really fit into any of your original categories. I imagine there are some others like me as well.
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I'm just too lazy to install any script extenders because I keep hitting the usual button to start the game anyways. So to that end, I work without it in my mods (Although I don't do enough complex scripting to necessitate using the script extender anyways). As for mods that require it, I'll install them if it's a particularly interesting concept, like I saw with Side_s's sailing ships, but I dislike mods that only use a few functions from the extender without using its full potential.

 

THe entire thing can probably boil down to that some people (Like me) are just too lazy to install multiple utilities for a mod when there are thousands more that don't need it.

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I'm not going to lie, I pirated the game (I NOW OWN IT) and when I noticed the top 2 mods I wanted required NVSE and I couldn't use them I went out and BOUGHT the game... If Project Nevada or RTS didn't use NVSE then I wouldn't own the game right now. :)
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I tried to make my mods accessible to non NVSE/FOSE users where possible in the beginning. But to be honest at this point I feel it is useful. When NVSE does not work, I cannot even play the game because without stutter remover it is such a hideous game :) Plus so many other critical mods stop working. For me patch days are a time to do something else.
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I can almost see where you are coming from in that a lot of mods that require NVSE are "over the top" and add stuff that is so new to the game that it can be seen as unbalanced (ex: Project New Vegas, ... )

Yes, the infamous Project New Vegas and its over-the-top features.

 

 

As for when to use NVSE or not, I think it's mainly a matter of quality. There are exceptions, but usually NVSE functions allow a much tighter integration of mod-added features. So I rather set NVSE as a requirement and aim for the best possible implementation, which benefits every user who plays the mod (=long term). The initial setup might be harder for a few users, but hopefully soon forgotten once everything is running smoothly.

Also, I think there are other ways to increase usability mod authors can utilize before sacrificing functionality.

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