nivea Posted March 19, 2011 Share Posted March 19, 2011 (edited) Eh... I love NVSE Edited April 14, 2011 by nivea Link to comment Share on other sites More sharing options...
sputnik421 Posted March 19, 2011 Share Posted March 19, 2011 I don't use NVSE and don't download mods that have to have it. Although I don't get much game play in as, Floatsup has me playing with models in 3DS Max for most of my free time. If you want to make a mod that requires NVSE that's your choice to make you are the moder. If you want to use my models in a mod that requires NVSE that is also your choice. I may even install NVSE to check out where you put them, but it will be removed before I get back to gaming. Link to comment Share on other sites More sharing options...
vaeth Posted March 22, 2011 Share Posted March 22, 2011 I can not use NVSE with my (legit) stupid german version of the game because* The German no-gore version of NV is probably not supportable as it is not available in this region. Link to comment Share on other sites More sharing options...
FrankFamily Posted September 3, 2011 Share Posted September 3, 2011 I've voted no, because: 1) NVSE is needed in order to run so much mods that i think everyone that mod FNV must have it. 2)I don't understand how a human don't understand how to install NVSE... 3)I don't think NVSE make your system slower... 4)A lot of people use FOMM and it has a button to launch NVSE, so it's no longer unconfortable (i mean having the original FNV launcher, the NVSE launcher... with fomm you have it all in one place.) 5)I'm a modder and sometimes, i need it to make a good mod, though the installation of G.E.C.K, GECKpu, and NVSE -editor... it's not as easy as installing NVSE for just playing. 6)Pirates don't have to be accomodated XD... but they can run NVSE, with a cracked game. (I've made a reserch about what a pirate can do with FNV and my answer is: EVERYTHING... they can use the game itself, they can install mods, they can use FOMM, GECK, NVSE... I personally think bethesda have to look for a way of making Fallout New Vegas imposible to be cracked [i don't know how XD] And that's all. Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted September 3, 2011 Share Posted September 3, 2011 I'll use NVSE in a mod, even it it's not particularly necessary. I don't go out of my way to use, it or avoid it. It just so happens that for quite a few of the things I want to do, NVSE provides a specific function to do just that, whereas without it, I'd spend probably 2+ hours trying to figure out a workaround and code it to work. So I use NVSE for a two main reasons:It saves me time having to do a workaround, or write an extra long script when I can just walk a formlist in 12.I already have it installed, so why not use it?As stated, my mods are made for me, and shared because I think someone else might wan to use it. If they don't use NVSE, that's not my problem, it's theirs for cutting themselves out of a chunk of the mods available just because they don't want to/or can't, install a simple piece of software. No offense is intended here, but my general rule is, if someone asks for a version that doesn't require NVSE, and I already made it, then that's too bad. They're welcome to attempt to make it not require NVSE, but I won't go out of my way to fix something. If, however, a mod request is made BEFORE something is done, then I will attempt it to the best of my knowledge. Link to comment Share on other sites More sharing options...
Glenstorm Posted September 3, 2011 Share Posted September 3, 2011 I voted Yes. Not that I have anything against NVSE, it's a marvellous piece of work. It's just that I like to reduce/eliminate dependencies on my mods if at all possible (Requires: Absolutely nothing except the base game - has a certain ring towards it don't you think?). Also, when NVSE updates (which it will after a game patch) it might call for an update on a dependent mod, and I am the sort who create mods, bugfix and then ignore them once it is working. Needing to update a long finished mod because the new NVSE breaks it.... that's kind of frustrating. Then again, that might be a stupid argument in the face of the sheer amount of stuff NVSE allows a modder to do. I had this brilliant idea for a mod and I scoured the web for an incredible amount of time only to find out that the core feature of the mod is only possible with NVSE. Vanilla functions allows me to do most of it, but the kicker feature required NVSE. In conditions like that, we have no choice but to use it. But even in that scenario, I would release two versions (or one version which autodetects NVSE install) so that it caters to both NVSE-users and phobes alike - NVSE users getting a better deal. It's a matter of preference really. I don't want to use NVSE unless it is absolutely necessary. Link to comment Share on other sites More sharing options...
ozziefire Posted September 3, 2011 Share Posted September 3, 2011 (edited) I remember when I first found Fallout NV modding and went wild installing mods without know what NVSE, Lings, GECK etc were, had no idea about conflicts or file masters required, only skimmed the descriptions, if the picture looked good I downloaded it and installed it and a dozen other mods at once before trying to run the game. I gradually learnt about this stuff and started modding usin my Commodore VIC20 honed programming skills :). I have NVSE for other peoples mods I play, I haven't needed it for my own yet though have come close a few times. I guess we have to consider not everyone using mods is as computer skilled as the people writting mods. So the less complex they are the better at times. Then again I only installed NVSE because a mod looked so good that I needed it to run it, I didn't even know what NVSE was till later, I just needed it and the mod maker had a link in the description so installed it. Edited September 3, 2011 by ozziefire Link to comment Share on other sites More sharing options...
AlexanderJVelicky Posted September 3, 2011 Share Posted September 3, 2011 I weigh the too options when deciding whether or not to use NVSE whilst making a mod. 1. How does it limit who can use my mod? 2. How would it be usefull in the mod? If it cuts out 1/3 of modders because they dont have/use NVSE, but I would only use it for one little script command in one place, I will deal without. If I could make the ENTIRE mod like 10x as good by adding NVSE commands all over the place, I would go ahead and use it. In other words, does the amount it would improve my mod, outweigh the loss in 'fanbase'. Link to comment Share on other sites More sharing options...
rickerhk Posted September 3, 2011 Share Posted September 3, 2011 I voted 'No' at first, but during the process of building my mod I changed my mind to 'sure, why not?'. I made my FNV mod so that it is whole and completely functional without NVSE, but if you do have it, i've sprinkled some 'glitter on the frosting', mostly to do with weapon and ammo handling. I learned a great deal by postponing the NVSE sections till last, as a challenge to see what I could do without it. If you don't have NVSE, you can still run scripts that have NVSE code compiled into them. The script writer just has to insure that the sections of NVSE code are never reached if NVSE is not detected. Link to comment Share on other sites More sharing options...
michel92 Posted September 12, 2011 Share Posted September 12, 2011 (edited) Voted no. I once thought that NVSE brought problems to my game, but it wasn't NVSE actually. How much hassle there is in putting some files inside the game folder and, if not using FOMM, create a shortcut for it? Awesome mods are capable only by using NVSE, and it hasn't been proven that it causes problems, so, why not? I don't like to stop progress. Edit: ofc, there are people who simply can't run it. And, if a mod is not too dependant on NVSE, I'm sure most modders would make a version that do not require it. Peace and Love. Edited September 12, 2011 by michel92 Link to comment Share on other sites More sharing options...
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