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Who else?


Spartanfox01

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@spartanfox01

you ask a very interesting question.

that is an interesting assertion, though I don't see any evidence to support the 'weaksauce' claim.

it would be awesome to discuss this in FO4General, The Lounge off topic, or even the Debate sections

where we might have more discretion and scope to answer that hypothetical.

 

how do we differentiate the different types of mod? what quantifiable data supports the claim made?

the part I specifically have a nuance of opinion over,

is the "literally no game changers what-so-ever" part.

A lot of modders at nexus and elsewhere, have made a lot of awesome mods and continue to work on making mods,

to make our games more enjoyable. Often, these projects are on a voluntary basis,

and they get no real return other than people enjoying the game.

 

mods-per-time-interval have plateaued somewhat, I would agree partially to that,

though we need to consider a lot of factors as to why that might be the case.

(see "the golden ratio - mod requesters to mod-makers")

the turn-around time for a lot of the more ambitious mod projects will necessarily take more time -

and I don't mind the wait, as quality will best quantity for many folks most of the time.

I would rather wait a little bit, and not have mod conflicts or unstable mods... than have to deal with 300+ mods all having numerous simultaneous failures, because they were all rushed...

so far, we have thousands of mods which function more-or-less very well with one another.

I am in awe of how awesome modders are, and the creativity of folks is astounding.

 

-----

so, given the assertion that the present mods are not to some's subjective tastes;

spartanfox01,

what mod projects are you envisaging to rectify that gap that you've identified?

what collaborations are you working on? I'm keen to hear your ideas, concepts and sketches etc.

what is the "call to action" or 'desired futures outcomes" you're seeking, as kavetching is fun and all,

and there are many gripe-threads, though vision is often omitted in these kinds of discussions.

I'd rather divert efforts into productive activities, than berate the few modders for not doing their awesome stuff fast enough hehe.

 

I think we're still working on a few major-scope projects;

such as "Talking heads" AGIXML input system,

adaptive AGI 'games master" system overhaul/ FORPG/GURPS2,0

bounty board end-game dynamic quests,

real-time texture switching/lenticular and holographic surfaces,

.gif facegroup player

karma system overhaul,

any mod any fail/weapon maintenance system,

stealth mechanics overhaul,

house returns

enclave returns

the under-boston

the posthumous trial of Vault Tec Inc.

dynamic realtime shadows and reflective surfaces

cloud-computing livestream ambient in-game aural objects,

and not least -

multiplayer/LAN mode overhaul.

 

many of those are going to be long-term projects, and will require collaboration

and 'many hands making lighter the work', they'll take a while to get working just right.

they're not impossible, they're just tricky and will take time and effort.

I'm sure we'll also see a lot of FO4VR mods in the near future too

 

I look forward to hearing from others on this subject.

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Its going to take more time for some of the more extensive mods for FO4 to be realized. I would suggest trying to make a few mods yourself if you have the time and knowledge. Later this year I would keep an eye out for a bigger selection. I try to show support to any mod author for at least trying and not really expecting anything in return. :cool:

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@taryl80

indeed, and well said.

modfuzius hehe I like that - it should be on a T-shirt, i'd buy that, a little animated avatar, I'd probably wear it to a convention etc.

though the Original Poster asked a really good question.

it's a deceptively simple question, with a complex answer.

 

It would be all too easy to give in to ad hominems and invectives,

rather than engage with the question.

I wouldn't want to discourage a potential mod collaborator and fellow nex-ite from asking questions.

I do in part agree with some of where the OP is coming from -

indeed, there are differences in the scope and type of mods projects.

elsewhere (beth.net, dare we speak its name),

a lot of mods are cosmetic only, owing to constraints placed on some console projects.

there is a discernible pattern to the quantifiable types of mods made;

complex mods have less than the simpler mods, as one might expect.

there are probably a lot of multivariate factors as to why this is so.

 

a lot of folks are perhaps,

trying to look at quantifiable metrics,

and are wondering why the

mods-per-interval rate is approaching zero, across the board.

They might compute that value at a given moment, and make inferences on that temporary state of that value...

"in |time interval|, will the mods-per-interval rate and the number and quality of complex mods exceed a value cutoff?"

"if after 6 months, the mods per interval rate is still zero, is the game 'dead'?"

"at what point is a game 'dead'?"

 

"Mod drought", "mod-flood",

mod elnino, mod anthropocene?

the point is, for a number of reasons, the mod-per-interval rate is a seasonal figure.

that is, it is cyclic, just as the product lifecycle and 'fashion tastes' are 'cyclic'.

 

that is a good question - and a lot of modders in many different mod-forums or spaces

all around the world,

are asking a similar kind of question, albeit in different ways.

It's a shame when people have misunderstandings based on how those questions are posed,

as that is a distraction from the underlying discussion itself.

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OK. Montky, what are you getting on about? Is it that there cannot be a simple answer to anything?

 

In regards to the very accusatory "question" by the op - the simple answer is that some of the more complex mods under development need F4SE to be updated with more functionality before they can progress. Others are very large projects that will need more time before they are completed. Obviously, there are potentially numerous other reasons why the selection on offer is not larger and more varied. The op's short question warranted an equally concise answer IMO. :smile:

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Who else is sick of the weak mods coming out of the Nexus these days?? Literally no game changers what so ever.

 

Then pick up the tools, learn how to work them and change the situation if you think it's that bad.

 

 

More beautiful words have never been spoken.

 

i second this statement

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