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Is Fallout 4 Modding Scene Dead ?


Aeradom

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Wasn't complaining about the Ckit and I agree it's only gotten better. Sometimes people sound like they are saying "You guys have been using this since Morrowind, GET TO WORK!" :verymad: My real point is it's different and there is a "learning curve".

 

Anyone who says "Get to work" can stick it. :P

 

I have a lot of stuff I've done that I haven't put up on nexus. This is because of the 'leeches' acting entitled. A 'leech' is what I will call someone who has no contributions, nor understanding of the process of modding, but is an eager consumer of mods.

 

Any mod I make, it's to change something for me, in my play-through. I put them up here because other people can download and save themselves the headache of making it. I do not, ever, make any kind of mod with target audience or for anyone other than myself. People need to understand this more. So when I get complaints, entitled requests from 'leeches,' I am generally annoyed. If a user does not like something about a mod, don't use it. Or change it! DIY is encouraged and is the way all this exists.

 

The exception is one mod where I specifically ask users for feedback about the features of the mod, because it deals with such fine-grained game-play variables I have difficulty noticing.

 

When users complain about "modding scene dying," maybe they are sad because the "modders" aren't catering to their massive appetite. Well instead of whining about it, they should fire up the toolset and try their own hand. I honestly don't understand why they don't. I wasn't half an hour into Nuka-World before I quit and opened it up in CK. The urge to mod is this intense itch.

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I've got over 5500hrs (five-thousand five-hundred) in FO4 and tried over a thousand mods, so far.

 

 

There are only 8760 hours in a year. 9336 7200 hours since fallout 4 released. that means you have been playing some 19 hours a day since release.

 

Ie 5 hours a day to sleep and 0 hours doing anything else.

 

Oh yeah? Well, what if those hours were counted by the Fallout 4 calendar?

 

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It is not fair to put Fallout and the Elder Scrolls side by side for sheer numbers because the Elder Scrolls has a bigger following. What you can say is that they are open world, non-linear games that are better than all the rest for the audience that enjoys them.

 

As far as Fallout 4, the best is yet to come. I think some authors are hanging back waiting for Bethesda to finish with all the updates. Complex character and quest mods take time to develop. The new voice features have added something new but do-able. Just look at the mod Tales of the Commonwealth to see these new voice features in action. The upcoming mod I am jazzed about will be LlamaRCA's new Willow of Boston named Heather.

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Fallout modding is growing. By almost every objective measure, it's growing. It was never as big as Elder Scrolls modding and unless something big changes in the design of either franchise, it will probably never be as big as Elder Scrolls modding. I could write a long essay about the design content and the nature of their storylines and why one franchise has more to offer modders than the other, but that's probably a topic for a whole different thread. Let it just suffice to say that anyone who honestly expected Fallout 4 modding to take off on the same scale as Skyrim modding was probably an idiot to begin with.

I didn't touch Fallout4 modding until a few weeks ago. I have several good reasons. For one, I also mod Skyrim, and I have Skyrim mods that need finishing up. Also, yeah, the Fallout4's rollout has been rocky for modders. Waiting for the DLC/major patches is one thing and waiting for the various modding tools to come out is another thing. Then there's also that little problem where Fallout 4 straight up broke mods for a lot of people. There was a time there when I really wasn't confident that Fallout 4 wasn't going to be able to modded reliably, and I didn't want to bother trying to get mods working when there were still so many errors popping up on Bethesda's end.
Then there's also that thing where it's nice to just play a game. You know, get wrapped up in the storyline, try to turn off that part of your brain that looks at your virtual lover's face and thinks "his nose has visible vertexes, I should fix that" and just enjoy the game. It's also a good time to familiarise myself with the new lore and artistry so that the mods I create will blend seamlessly with the rest of the game, and so that I've gone all the places and seen all the things and know what sort of assets I've got to work with when I create my mod.



As for the theft of mods being a major deterrent.... I don't know, I've been involved with the art industry for a long time. This kind of s#*! has been happening for the entirety of human history, and yeah, it's lame, but it's part of the struggle of creating stuff that other people want to use. But from the perspective of someone who depends on their IP for a living... all the forum drama and flouncing off we see in regards to IP theft is, well... mostly it's just naivete on the part of the community. It's kind of precious, really. We have a free-to-use hosting site that is well run, well-moderated, and takes IP rights very seriously. Stolen work gets removed and thieves get banned with very little effort on the victim's part. Our entire community is founded on the premise of taking Bethesda's IP and doing as we please with it, but we as modders are allowed the right to deny usage from anyone we want for any reason we want. So while all of ya'll are sitting around complaining about IP theft for your hobby project, I'm sitting here in the real world wishing that the illustrations I create for a living had the same level of freedom and protection as MacCready's nose job.

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The low activity on the forums less than a year after release are telling imo. Fo3 and vegas forums had much more traffic back then.

 

And yes there are more mods for 4, but quality > quantity imo, some of the fo4 mods are really lacking to put it mildly.

 

And let's just face it, fallout 4 is severely lacking as a game also, no matter how many mods they can't fix that. Unless you like playing bob the builder vs the sims play radiant stuff :)

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The low activity on the forums less than a year after release are telling imo. Fo3 and vegas forums had much more traffic back then.

Of what? That people are tired of explaining this to you?

 

And yes there are more mods for 4, but quality > quantity imo, some of the fo4 mods are really lacking to put it mildly.

Oh man. You're right. I totally forgot about how none of Fo3's mods sucked. It was just 13 thousand FWE-level mods. Wait, no it wasn't.

And before you say it, there's less overhaul mods, because there's to fix with FO4. The shooting is better than FWE and survival, weapon mods and so on are all vanilla.

 

 

And let's just face it, fallout 4 is severely lacking as a game also, no matter how many mods they can't fix that. Unless you like playing bob the builder vs the sims play radiant stuff :smile:

 

Does anyone--ANYONE!--who thinks modding is dead not think fallout 4.... Sorry I got distracted by Maxwell's world. What was I saying?

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I've started playing New Vegas and the activity on the NV nexus is depressing, a lot of mods with stickies from 2011-2013 saying the author has moved on etc.

 

Anyone who thinks Fallout 4 modding is in decline should see what it's like there to compare.

 

Some things I am really missing from Fallout 4 in NV:

> The NPC bodies.

> Movement animation

> Realtime conversations

> Layerable apparel

> the 3d inventory transforms instead of 2d icons

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I've started playing New Vegas and the activity on the NV nexus is depressing, a lot of mods with stickies from 2011-2013 saying the author has moved on etc.

 

Anyone who thinks Fallout 4 modding is in decline should see what it's like there to compare.

 

Some things I am really missing from Fallout 4 in NV:

> The NPC bodies.

> Movement animation

> Realtime conversations

> Layerable apparel

> the 3d inventory transforms instead of 2d icons

If they ever decide to patch NV to work with new CK I'll go back and do my storyline mod I lost years ago when a HD crashed. But yea, not looking to work with those old tools again.

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