Aeradom Posted April 15, 2016 Share Posted April 15, 2016 (edited) To start out, I want to make it clear I'm not very creative. It's for that reason that I've stayed away from trying to make mods as it's just not for me. However, with the upcoming release of the GECK, there's several mods that I REALLY want to use, and don't want them to fall into neglect. A perfect example of this is Extended weapon mods by Akhanami which it would appear is going to be updated any time soon, as it hasn't been for several months and mod author hasn't responded to posts. I want to use this mod, but I also hate mods that aren't fully usable because of bugs that the author won't be fixing (or worse, crash the game). So, I'm wanting to know how to fix it myself. However, as I said before, I've never modded in my life. I only have a very loosely familiarity with programs FO4E to created merged patches and the like from Skyrim and other games. And I've never had to program, so yeah, really starting behind the 8 ball. So, I guess what I'm asking is if there's any point in me trying (like it'll all be so far over my head it's not worth it) or is there hope? Also how much of a time sink is it to make patches for mods? I'm sure there's not an exact number, but like a range so I can know if this is something I'll have time for in the first place. And yes, I know about the tutorial sticky, and if I choose to dive in will check it out, this is more about knowing the basics and what's required in terms of time and base knowledge to work off of. Edited April 15, 2016 by Aeradom Link to comment Share on other sites More sharing options...
EmissaryOfWind Posted April 15, 2016 Share Posted April 15, 2016 FO4Edit really isn't that hard to figure out, you can learn most things by looking at the files themselves, but it's not exactly the fun part of modding, at least for me. Making compatibility patches can take you as long as there are mods on the Nexus, so all the time that you'll want to spend on it. And it's ungrateful work. So yes, it's easy, but please... don't do that to yourself. Unless you have to make these two mods work together. Link to comment Share on other sites More sharing options...
Aeradom Posted April 15, 2016 Author Share Posted April 15, 2016 FO4Edit really isn't that hard to figure out, you can learn most things by looking at the files themselves, but it's not exactly the fun part of modding, at least for me. Making compatibility patches can take you as long as there are mods on the Nexus, so all the time that you'll want to spend on it. And it's ungrateful work. So yes, it's easy, but please... don't do that to yourself. Unless you have to make these two mods work together. For me, it actually could be. You have to understand that I love analysis and statistics. When I played Skyrim, I wrote down by hand all the crafting materials and possible potions, trying to find the optimal way to get all the potions I wanted. Yes I could of opened up the console command and just gave me a bunch I suppose, but for me, that's not really that fun. And for me, being able to use these mods, especially the one like the one listed above in my game, is really the reason I'd be doing it. Putting it out for others is more the bonus. Besides, some of these mods where the author is no longer active, I just don't want to see them forgotten when the CK comes out. So if I can make them work, I'll be preserving them for others to use. So yeah, I'm a boring and sentimental old fool but that's not gonna change (no matter how much my GF might wish). But yeah, so tell me if I'm correct but, from my understanding, to be able to make a "patch" it's a lot like building a merge patch correct? What's the difference, if there is one? Link to comment Share on other sites More sharing options...
Ethreon Posted April 16, 2016 Share Posted April 16, 2016 I recommend FNVEdit manual as most of it stands correct.http://www.nexusmods.com/newvegas/mods/38413/? GECK wiki/CK wiki (and upcoming CK wiki update) are a good place to look at for advance matters. If you want to make and publish mods, make sure your mod is entirely yours, or that the assets used are free to use according to explicit consent from the author(s). This includes mods. Link to comment Share on other sites More sharing options...
Aeradom Posted April 16, 2016 Author Share Posted April 16, 2016 I recommend FNVEdit manual as most of it stands correct.http://www.nexusmods.com/newvegas/mods/38413/? GECK wiki/CK wiki (and upcoming CK wiki update) are a good place to look at for advance matters. If you want to make and publish mods, make sure your mod is entirely yours, or that the assets used are free to use according to explicit consent from the author(s). This includes mods. What about patches for mods? I mean I certainly will credit the original mod author, but is it still necessary to get their permission? I only ask before the mods I'm most interested in updating, it seems the mod author is no longer around. Link to comment Share on other sites More sharing options...
Ethreon Posted April 16, 2016 Share Posted April 16, 2016 (edited) Not for patches, and as long as you only include plugins. I think somewhere in the ToS all this is explained. Edited April 16, 2016 by Ethreon Link to comment Share on other sites More sharing options...
PoliteRaider Posted April 16, 2016 Share Posted April 16, 2016 (edited) What about patches for mods? I mean I certainly will credit the original mod author, but is it still necessary to get their permission? I only ask before the mods I'm most interested in updating, it seems the mod author is no longer around. Yes, explicit permission is required. Edit: Whoops, Ethreon is right sorry. I was thinking if you re-upload containing the original files rather than just a patch that requires the originals. However check the permission's box on the mod's nexus page (Actions: Perms underneath the download counter). They may have modification permission saying either: "Yes but you must credit me as the original creator" or "Yes, No credit or permission needed". In either case, this is permission to create updates although it varies as to the credit requirement. Edited April 16, 2016 by PoliteRaider Link to comment Share on other sites More sharing options...
Aeradom Posted April 16, 2016 Author Share Posted April 16, 2016 What about patches for mods? I mean I certainly will credit the original mod author, but is it still necessary to get their permission? I only ask before the mods I'm most interested in updating, it seems the mod author is no longer around. Yes, explicit permission is required. Edit: Whoops, Ethreon is right sorry. I was thinking if you re-upload containing the original files rather than just a patch that requires the originals. However check the permission's box on the mod's nexus page (Actions: Perms underneath the download counter). They may have modification permission saying either: "Yes but you must credit me as the original creator" or "Yes, No credit or permission needed". In either case, this is permission to create updates although it varies as to the credit requirement. Ah! See that's what I needed to know then. Yeah like I said, I'm really not wanting to create new content, I'm more interested in making sure the mods I want to use continue to work. And since I'm such a nice guy, I thought I might as well post any patches I create to Nexus and wanted to know that procedure. Link to comment Share on other sites More sharing options...
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