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Dark0ne

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You should avoid mods for any game if they haven't been updated in years. It really doesn't matter what game they're for. And yes, mods for games like Rimworld or Bannerlord should be entirely avoided if they've seen no updates in months as it's unlikely they function correctly anymore.

I disagree here. Lets take oblivion for example. MOST of the mods for the game haven't been updated in nearly a decade. Should we avoid them as well?

 

Fair few mods for fallout 4 haven't been update since shortly after the game was released, the majority of them still work perfectly fine.

 

Sure, there are some that are going to have issues, but, I believe (for beth games, in any event) they are in the minority. As for other publishers? Don't know. I don't play those games. This site is predominately for Beth games. Collections is aimed mostly at beth games. Version control is a minor issue at best.

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You should avoid mods for any game if they haven't been updated in years. It really doesn't matter what game they're for. And yes, mods for games like Rimworld or Bannerlord should be entirely avoided if they've seen no updates in months as it's unlikely they function correctly anymore.

 

As a blanket statement, this is highly suspect, to say the least. Fallout 3, Fallout NV, Oblivion and Morrowind haven't been updated in over a decade, and neither have the greater majority of the mods for those games. But the vast majority still work quite well. A mod which is never updated might just be a mod which is well made and never fails. I use a mod which was made in the early days of Fallout NV, and still works today.

 

Further, if not updated in the last year is the fundamental criteria, then this statement implies the games listed above shouldn't be played.

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Some non-updated mods haven't been updated because they are "finished"

A bug-free mod written for the final version of Morrowind wouldn't need to be updated, so a mod like that could indeed be a decade or more old.
Look at the mods for Oblivion, there's some "Old Faithfuls" I still download like the Banking mod that adds a bank to Balmora etc etc

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Has there ever been consideration given to adding a "Support Request" tab to mod pages?

 

Some mods have the "Bug Report" tab disabled because it isn't used correctly and too many people just glance at the number and assume the worst. The regular discussion thread is just a text box so a lot of people asking for help give too little or irrelevant information when asking for help and you end up having to coax the needed details out of them.

 

A dedicated Support Request tab could give the user a form requiring specific information and how to acquire it. A text box for a general description of the issue, a box to copy your load order into (with instructions on how to generate it in mod managers) which could also include information on whether a Collection was used to install, game version number, script extender version number, anything else that is useful. The form could then generate a post with decent formatting (load orders in spoiler tags, for instance).

 

This would allow both the mod authors and the community to help with support while providing them with useful information from the outset and leave the discussion tab for discussions.

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Has there ever been consideration given to adding a "Support Request" tab to mod pages?

 

Some mods have the "Bug Report" tab disabled because it isn't used correctly and too many people just glance at the number and assume the worst. The regular discussion thread is just a text box so a lot of people asking for help give too little or irrelevant information when asking for help and you end up having to coax the needed details out of them.

 

A dedicated Support Request tab could give the user a form requiring specific information and how to acquire it. A text box for a general description of the issue, a box to copy your load order into (with instructions on how to generate it in mod managers) which could also include information on whether a Collection was used to install, game version number, script extender version number, anything else that is useful. The form could then generate a post with decent formatting (load orders in spoiler tags, for instance).

 

This would allow both the mod authors and the community to help with support while providing them with useful information from the outset and leave the discussion tab for discussions.

 

I actually am seeing your point with this one...

 

Unfortunately....

 

Go look at all the mod pages where the description page covers EVERYTHING that could possibly go wrong with the mod and how to fix it, and gives a detailed walkthough on how to get everything working, and even gives a LOAD ORDER, that also explains what mods their mod is Incompatible or Compatible with...or walks them through how to solve their problem with the mod, then go to the comment section and read how many posts are asking every single question that was already answered in the Description Page.

 

Only a handful of people read them.

I have literally seen Mod Comment Sections where the Mod Author posts a Sticky saying "THIS MOD IS INCOMPATIBLE WITH MOD "X"

 

And a post right below it asking "Is this mod compatible with Mod X?"

 

You can't make people read when they don't want to, and instead want all the answers handed to them without even looking or trying to find them for themselves.

 

This is basically the audience that Collections are going to appeal to the most.

 

The "Low Effort" crowd, who just want things to work, without having to understand or learn why "IT JUST WORKS" (to quote TODD)

 

But apparently, they will be happy getting the same Collections over and over and over again

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You should avoid mods for any game if they haven't been updated in years. It really doesn't matter what game they're for. And yes, mods for games like Rimworld or Bannerlord should be entirely avoided if they've seen no updates in months as it's unlikely they function correctly anymore.

 

As a blanket statement, this is highly suspect, to say the least. Fallout 3, Fallout NV, Oblivion and Morrowind haven't been updated in over a decade, and neither have the greater majority of the mods for those games. But the vast majority still work quite well. A mod which is never updated might just be a mod which is well made and never fails. I use a mod which was made in the early days of Fallout NV, and still works today.

 

Further, if not updated in the last year is the fundamental criteria, then this statement implies the games listed above shouldn't be played.

 

 

Good for them. It most definitely doesn't apply to NV where the modding scene is quite active, and neither does it apply to F4 where the same happens and most mods that haven't been updated are very likely to not function correctly due to a multitude of factors. This becomes way more obvious for games that don't work like beth's.

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You should avoid mods for any game if they haven't been updated in years. It really doesn't matter what game they're for. And yes, mods for games like Rimworld or Bannerlord should be entirely avoided if they've seen no updates in months as it's unlikely they function correctly anymore.

 

As a blanket statement, this is highly suspect, to say the least. Fallout 3, Fallout NV, Oblivion and Morrowind haven't been updated in over a decade, and neither have the greater majority of the mods for those games. But the vast majority still work quite well. A mod which is never updated might just be a mod which is well made and never fails. I use a mod which was made in the early days of Fallout NV, and still works today.

 

Further, if not updated in the last year is the fundamental criteria, then this statement implies the games listed above shouldn't be played.

 

 

Good for them. It most definitely doesn't apply to NV where the modding scene is quite active, and neither does it apply to F4 where the same happens and most mods that haven't been updated are very likely to not function correctly due to a multitude of factors. This becomes way more obvious for games that don't work like beth's.

 

 

We shall have to agree to disagree. I have found that mods which haven't been updated generally don't need to be updated; whereas it seems your experience is quite different. Such is life.

 

Here's wishing you better luck in your future mod selections.

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The only time that mods for Beth games should become "outdated" is in the event of major changes to the main game executable (some of the Creation Club releases did this by adding new functionality to the base game) or if they are Script Extender based and need to be updated due to the SE having built in disabling of outdated mods. And the SE problem has been largely mitigated in Skyrim SE and Fallout 4 by the Address Library.

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