Moksha8088 Posted February 23, 2016 Share Posted February 23, 2016 1. Once the Creation Kit and the full version of FO4Edit comes out, could there be some type of Nexus or other branding indicating the mod was made with the Creation Kit and cleaned by FO4Edit? 2. Is there any more word about mod/ add-on pricing from Bethesda or Steam? Link to comment Share on other sites More sharing options...
lilkandeekid Posted February 23, 2016 Share Posted February 23, 2016 1. Not sure why thats necessary.2. Are you talking about the DLC's? Link to comment Share on other sites More sharing options...
Moksha8088 Posted February 23, 2016 Author Share Posted February 23, 2016 1. Not sure why thats necessary.I could be mistaken, but I am assuming mods made with the creation kit and cleaned by the full FO4Edit would be more stable and compatible with one another. Seems like this would be a quality assurance measure. Link to comment Share on other sites More sharing options...
Boombro Posted February 23, 2016 Share Posted February 23, 2016 The modder has to do it by themselves.Some mods do have dirty edits that was needed for them to work in the past. Same may apply. Link to comment Share on other sites More sharing options...
DexesTTP Posted February 23, 2016 Share Posted February 23, 2016 (edited) I could be mistaken, but I am assuming mods made with the creation kit and cleaned by the full FO4Edit would be more stable and compatible with one another. Seems like this would be a quality assurance measure. You're right, but having this kind of verification for these mods would be difficult - and definitely time-consuming - for mods to ensure, and I don't believe they would accept if we ask them to do it. Some kind of automatic verification is also probably not possible. Just using or having used both the CK and FO4Edit doesn't ensure by itself that the mod will be stable (e.g. a heavily scripted mod, created by the CK, can corrupt a save file). I'm not against some kind of peer-reviewed stability insurance, but this too would be something difficult to do, especially given the fact that this would require people to evaluate mods, and that it would devaluate non-reviewed mods. This would also be sensible to someone brigading their mod, who could "approve" an unsafe mod. One other idea would be to have a tag to "warn" mods that can cause problems, with a "strike" system e.g. to put an "unsafe" mention on the mod. The mod-based version could work, with mods reviewing a "possibly unsafe" mod and putting the mention if necessary. The community-based version, however, would too have problems with brigading, with people "striking" a mod they don't like as unsafe. My point is, any evaluation of a mod that isn't purely based on its gameplay/in-game quality (endorses, votes, etc) can be hard to ensure at it require specialized skill. As such, any "official" way would require too much time IMO for unpaid people, and any "community-based" review could be drowned in possible brigading, thus striking or endorsing mods in a wrongly fashion. Edited February 23, 2016 by DexesTTP Link to comment Share on other sites More sharing options...
radiumskull Posted February 23, 2016 Share Posted February 23, 2016 Isn't this what the NexusMods system is supposed to do, allow peer reviews and comments? I've got the site asking me to review mods I downloaded and never used, so the reviewing system is in place here... Link to comment Share on other sites More sharing options...
mm137 Posted February 23, 2016 Share Posted February 23, 2016 (edited) 1. Not sure why thats necessary.I could be mistaken, but I am assuming mods made with the creation kit and cleaned by the full FO4Edit would be more stable and compatible with one another. Seems like this would be a quality assurance measure. You are mistaken. Not only is the CK absolutely not a guarantee of stability, it will not render previously made mods somehow unsafe either. Most mods will be updated after the CK comes out, after the author opens it up, checks everything, and tweaks anything that needs to be fixed. I keep seeing these threads where people expect the Ck to be some kind of magic bullet, but this is woefully misguided. Furthermore, "quality assurance" from every random yahoo with access to the CK (i.e. everybody who owns the game) is essentially useless. The Ck will allow people who don't know what they are doing to screw up your game in a wide variety of new ways, not yet possible with the current tools. Once they have access to scripts, it's a real crapshoot. The best practice is to back up your saves, pay attention to what you are doing, read the descriptions and comments thoroughly, and don't just install every cool-looking mod you see or some youtuber shares. Edited February 23, 2016 by mm137 Link to comment Share on other sites More sharing options...
Boombro Posted February 23, 2016 Share Posted February 23, 2016 You are mistaken. Not only is the CK absolutely not a guarantee of stability, it will not render previously made mods somehow unsafe either. Most mods will be updated after the CK comes out, after the author opens it up, checks everything, and tweaks anything that needs to be fixed. I keep seeing these threads where people expect the Ck to be some kind of magic bullet, but this is woefully misguided. Furthermore, "quality assurance" from every random yahoo with access to the CK (i.e. everybody who owns the game) is essentially useless. The Ck will allow people who don't know what they are doing to screw up your game in a wide variety of new ways, not yet possible with the current tools. Once they have access to scripts, it's a real crapshoot. The best practice is to back up your saves, pay attention to what you are doing, read the descriptions and comments thoroughly, and don't just install every cool-looking mod you see or some youtuber shares. Edited by mm137, Today, 06:24 PM.1+ Everyone warships modders can forget this. Link to comment Share on other sites More sharing options...
mm137 Posted February 23, 2016 Share Posted February 23, 2016 There are plenty of post-CK Skyrim mods that bloat your saves, leave loose scripts running around, edit things for no reason, delete navmesh, stack things in the wrong order, etc. Cleaning an esp with xEdit will not fix any of these problems. Link to comment Share on other sites More sharing options...
lilkandeekid Posted February 23, 2016 Share Posted February 23, 2016 You are mistaken. Not only is the CK absolutely not a guarantee of stability, it will not render previously made mods somehow unsafe either. Most mods will be updated after the CK comes out, after the author opens it up, checks everything, and tweaks anything that needs to be fixed. I keep seeing these threads where people expect the Ck to be some kind of magic bullet, but this is woefully misguided. Furthermore, "quality assurance" from every random yahoo with access to the CK (i.e. everybody who owns the game) is essentially useless. The Ck will allow people who don't know what they are doing to screw up your game in a wide variety of new ways, not yet possible with the current tools. Once they have access to scripts, it's a real crapshoot. The best practice is to back up your saves, pay attention to what you are doing, read the descriptions and comments thoroughly, and don't just install every cool-looking mod you see or some youtuber shares. This right here :) People tend to forget that xEdit is what is used to clean up things from the CK. Some mods for Skyrim where made entirely with xEdit (Truestorms for a popular instance).While having the CK will be nice (level building!!!!) and shed some light onto some currently unknown things, its not a cure all thats going to fix everything. As pointed, I more worried about mods that come out after the CK....the things you can do with scripts bahaha. Link to comment Share on other sites More sharing options...
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