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CITY MOD PACK?!? UNIMMERSIVENESS ISLAND?


MauroF

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Maybe I made a translation error.
Ethreon said: "Mod packs are not allowed here."
If I join one mod with another, is not it a "mod pack"? If I ask permission to some modders to use one or ten other weapons and clothing in my mods, would not it be a "mod pack"?
All standalone mods that use contents from another mod are not allowed?
What do you understand as a mod pack?

 

You can use content from other mods, given the permission (if you want to publish them ofc - for your own use you can do whatever you want). However, taking a bunch of mods and putting them together as an intended mod pack is not allowed here.

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Short and dry answers!

OK.. I'm a newbie who don't speak your language...

but don't play me like a child.

 

I can't understand why nobody care to maintain a mod pack.

Why you response for everybody?

 

I just thought will be easier to players if its possible activate just one mod who leave me to place with 20, 30 new mods for appreciation.

 

And be easier for modders to post an actualization and automatically every user will receive the files!

 

So... if you don't wanna looks like a hater, please be patient and explain to me... WHY????

 

 

Short and dry answers!

OK.. I'm a newbie who don't speak your language...

but don't play me like a child.

 

I can't understand why nobody care to maintain a mod pack.

Why you response for everybody?

 

I just thought will be easier to players if its possible activate just one mod who leave me to place with 20, 30 new mods for appreciation.

 

And be easier for modders to post an actualization and automatically every user will receive the files!

 

So... if you don't wanna looks like a hater, please be patient and explain to me... WHY????

 

Pick up CK, try to make a quest mod and then come back and tell me how easy it would be to have 20 or 30 quest mods merged just for your benefit.

My benefit? May I sold my mod pack???
In fact I've tried to do a quest ... without the help of CK.
Have a legended version????
Difficult, no doubt ... but impossible? I wouldn't say that.
I learn fast and I like being self-taught, always installed manually my mods and I never needed NMM.
Playing with FO4Edit is not difficult when you start duplicating something that works and changes what is possible ... like what I did with the "Postal Delivery Service" by Akarnan.
Many things I've changed has been horrible ... but when the postman came in with a new outfit, I thought it was cool!
Akarnan authorized and I published.
Not a big deal, but it's my first mod!
Should I be ashamed? Or banned from the site by do a mod pack???
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Hmmm ... now I understand you! And I totally agree!


If I get the top 10 mod, just join and create a great mod with the hard work of others just to be the king of downloads, I'd be a jerk!


But my idea was more like: some day open the site and see at the hot files:


  • DX MOD PACK - all DX clothes in a single mod

Or maybe a partnership ???

  • CROSSOVER MOD PACK - DeserterX + Vasstek + DX
The ultimate clothes pack!


Not done by me, but by someone with experience, a real workstation (not my cheap pc), a decent presentation video, these things.


But many mods are not immersive even if they are cool.

And some are completely out of the game.


Where does the sole survivor make Brazilian wax to have a CBBE??? (nobody cares!)


So I thought of a scenario outside the community avoiding tainting the main story.


But since the primary missions are dead (no prediction of new a DLC??) and the modders continue to expand the game, you modders should join efforts to continue exploring the engine and maybe launching your own DLC.

Edited by MauroF
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I doubt any "top 10 authors" would even allow you to use their mods...

 

Because once you publish it even if you have their permission....the actual benefit is yours (endorsements and DONATIONS ).

 

So why should anyone agree to your "pack" when all you did is take OTHER peoples hard work and use it for YOUR benefit ?

 

Also note that in any case a "pack" of mods from different authors would have a crapload of issues (conflicts etc) and also "force" the end user to use ALL the mods it contains without a choice...

Or are you gonna make a selective install as well... ?

 

Its obvious my friend that you have limited to no knowledge of how things work aside from the programming skills needed.

 

This topic is useless sorry to say..

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To add on to what greekrage said, because it would be an all-or-nothing thing, you would invariably get people asking for each different combination, and you either ignore (in which case, what is the point of making the mod pack in the first place?) or you spend way more time than anyone wants to making different versions for (largely ungrateful) mod users. And on top of that, each time one of the included mods updates, you have to remake the modpack plugin(s), and if you are crazy enough to actually offer different versions, you have to update each version that contains that mod.

 

THAT is why no one would maintain it. Because it is a ton of work for very little benefit*, beyond making it so mod users can be even lazier. And no, compatibility is not a big factor. Mod conflicts aren't actually as big of a problem as you might think for most mods, and the ones that do conflict can usually be fixed by the right load order, or conflict in such a way that you have to choose one over the other (like weapon balancing mods), which results in even more potential versions people will be whining about.

 

In any case, the things you are asking for (beyond a mod pack) make me think you don't understand how modding works for Fallout/TES games

 

*No fun from making something new and interesting, and while you will get some thanks, you are likely to get even more complaints from people wanting you to spend hours tailoring things to their individual needs/asking for new mod packs/criticizing the current mod pack(s).

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Hello modders!
I had a weird idea and I wonder if it's possible.
A CITY MOD PACK!
____________________________________________________
PS.: In fact, researching on nexus has realized that almost everything is ready!
If I can get authorization of each modder to join a mod from a new land, some mods from settlements, some from NPCs, some store sellers in a thematic store with a showcase to expose the mods, maybe some quests, and make all it works together ... can I publish my own DLC?
Or I will just are doing a boring opportunist mod pack??
_______________________________________________________

 

 

You need to read Nexus Terms of Service very carefully, particularly the part that prohibits mod compilations:

 

 

Do not upload compilations of other users work irrespective of whether the authors of the work you would like to compile together have agreed to your using their work in your compilation.

Edited by steve40
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I doubt any "top 10 authors" would even allow you to use their mods...

 

Because once you publish it even if you have their permission....the actual benefit is yours (endorsements and DONATIONS ).

 

So why should anyone agree to your "pack" when all you did is take OTHER peoples hard work and use it for YOUR benefit ?

 

Also note that in any case a "pack" of mods from different authors would have a crapload of issues (conflicts etc) and also "force" the end user to use ALL the mods it contains without a choice...

Or are you gonna make a selective install as well... ?

 

Its obvious my friend that you have limited to no knowledge of how things work aside from the programming skills needed.

 

This topic is useless sorry to say..

 

 

Okay man.
Thank you for be patient to explaining better!
Sorry for the useless post!
How may i do to delete it???
You're right. My knowledge is limited.
I thought this forum was for people with less knowledge who someday want to be a modder get help about creating mods.
But my biggest mistake was to use the words MOD and PACK together.
When I imagined my MOD PACK, I never thought about winning endorsements!!!
VERY LESS MONEY!!!! I have my job!!!
My mods do not have the "donate" option.
I make mods for my fun, and if looks good I share! only that!
If you or anyone wants to publish the mod, I do not care.
I just imagined that some showcases could be created to everybody enjoy various mods at once, without altering the gameplay and immersion of the game, with a clean installation and full compatibility between they.
Simple like that!
Do not sell or become famous !!!
I don't find good instructions about FO4edit, and I do not understand the YouTube videos.
(so add a language limitations! about an hour to write this message!!!)
So I learn how things work by copying the original records, pasting in new .esp file, and reconnecting the keys to create a duplicate standalone.
Then I change what is possible within my limited knowledge and equipment.
Names, meshes, textures. effects...
So, is hard to me understand why is so difficult to create (duplicate) a quest trigger like a door or a boat, who leading to a small map.
A land like Spectacle Island, with a Fallon's shop or a RedRocket, with one vendor NPC, and 10 mods of suits or guns, or anything.
If the top modder don't wanna see your jobs with its competitors, maybe some non-pros modders likes to see their job exposed.
This is a so bad idea?
Or I just post my idea on a wrong place???

 

Anyway, sorry for any inconvenience!

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Hello modders!
I had a weird idea and I wonder if it's possible.
A CITY MOD PACK!
____________________________________________________
PS.: In fact, researching on nexus has realized that almost everything is ready!
If I can get authorization of each modder to join a mod from a new land, some mods from settlements, some from NPCs, some store sellers in a thematic store with a showcase to expose the mods, maybe some quests, and make all it works together ... can I publish my own DLC?
Or I will just are doing a boring opportunist mod pack??
_______________________________________________________

 

 

You need to read Nexus Terms of Service very carefully, particularly the part that prohibits mod compilations:

 

 

Do not upload compilations of other users work irrespective of whether the authors of the work you would like to compile together have agreed to your using their work in your compilation.

 

 

OK, man! I dont have nothing to post.
But the rules of what is a compilation and what is a co production are not clear to me.
I do not want to offend or irritate anyone, I just want help to understand what I can or cannot do.
Obviously, mod pack means problem and I should not have described my idea like that. Looks like a taboo or a heresy.
So if you're not mad at me, give me some tips and I promise never to write the words mod and pack together again, right?
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To add on to what greekrage said, because it would be an all-or-nothing thing, you would invariably get people asking for each different combination, and you either ignore (in which case, what is the point of making the mod pack in the first place?) or you spend way more time than anyone wants to making different versions for (largely ungrateful) mod users. And on top of that, each time one of the included mods updates, you have to remake the modpack plugin(s), and if you are crazy enough to actually offer different versions, you have to update each version that contains that mod.

 

THAT is why no one would maintain it. Because it is a ton of work for very little benefit*, beyond making it so mod users can be even lazier. And no, compatibility is not a big factor. Mod conflicts aren't actually as big of a problem as you might think for most mods, and the ones that do conflict can usually be fixed by the right load order, or conflict in such a way that you have to choose one over the other (like weapon balancing mods), which results in even more potential versions people will be whining about.

 

In any case, the things you are asking for (beyond a mod pack) make me think you don't understand how modding works for Fallout/TES games

 

*No fun from making something new and interesting, and while you will get some thanks, you are likely to get even more complaints from people wanting you to spend hours tailoring things to their individual needs/asking for new mod packs/criticizing the current mod pack(s).

Wow, dude! Thank you very much!
Without the preconception of my bad words (mod pack), you got better my idea.
And I agree with you ... compatibility would not be a problem, as it often is today.
There are no rules of compatibility between modders ???
Something like: "-do not create mod that alter these keywords => ..."
I finally begin to understand what the "maintain" mod would be. I thought I would need to rent a server, or pay a www.
Can a mod not be loaded by more than one user?
Could not be available for many authorized modders to change?
I'm not a modder and really don't know how modding works for Fallout/TES games.
About the rules of what not must do, or about how do a mod to be accepted by bethesda?
I think that some finished mods must be put together... but not to keep doing weekly updates.
Many mods has no actualization!
And I just wanna see the creation of some tasting mods, some showcases.
If the user likes some mod, he should download the full version, endorse the creator, and donate to those who actually did the hard work.
So, if I gave the impression that I wanted to take advantage of the work of others, I really really apologize!
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But the rules of what is a compilation and what is a co production are not clear to me.
I do not want to offend or irritate anyone, I just want help to understand what I can or cannot do.
Obviously, mod pack means problem and I should not have described my idea like that. Looks like a taboo or a heresy.
So if you're not mad at me, give me some tips and I promise never to write the words mod and pack together again, right?

 

 

A DLC-sized collaborative project would be something like Maxwell's World or Fusion City Rising. Maxwell's World uses mostly original assets. Fusion City Rising uses limited assets from a large number of mods (with permission) but it is an original creation and not simply a bunch of existing mods merged together.

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