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TheReverendTholomewPlague

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They managed to put god rays in Oblvion so i see why not, especially the Oblivion graphics extender wich i have never , ever figured it out.
Performance its pretty bad on those injectors. I was talking bout useable stuff. SSAO shouldnt require a GTX580 to work properly, specially since other games like Risen had pretty nice lighting without dropping to 20 fps all the time.

 

I also remember back when i had Xp, if you wanted Crysis dx 10 like features there was a mod for it that enabled them through dx9, its not about the dx version its about fps.
Never mentioned the DX issue. Besides, it really depends on how you write the shader. If you code it for PS_5_0, it will expect PS_5_0 and will fail if the OS doesnt delivers. Crysis was coded in a way that used PS3.0 for a big part of the shaders so it didnt have many issues (besides some transparencies in leaves).

 

That said, using compute shaders of DX11 did made STALKER's Call of Prypiat SSAO run better, 30 fps in DX10, 35 fps in DX11 with higher quality settings from one bench that i read a while ago. Very nice stuff.

 

 

True at that..

 

Although SSAO is possible with enb mods and so is some form of hdr god rays, not true godrays the fake hdr kind.

Edited by Thor.
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I have a question. Apparently there are a lot of modders who do not wish to upload their creations on the SteamWorkshop. What happens if someone downloads their mods here on the Nexus and upload them themselves onto the Workshop?

 

This could potentially become a very big problem, considering the sheer number of idiots out there.

 

I think one good idea, to give the creators control over it, would be to upload a dummy file to the Workshop.

 

You would essentially just establish ownership of your mod in the workshop, but instead of providing the mod, you would simply provide a link to it's page here at The Nexus. This isn't a fool-proof plan of course, but it's better than nothing. Maybe someone else could add to this, or think of something entirely better?

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honestly just chill about it and see how it goes! this steam workshop is probably superior in installing mods so why flame it!

 

HERESY!!!

 

 

:P

 

Careful what terms you throw around dude, the Inquisition may hear. Next thing you know, the whole planet is marked Purgatus, and we're sucking down virus bombs and Void-Missile saturation bombing. Or worse, they could send the Adeptus Sortia in... *shiver*

 

Anywho, i tend to agree with Belgarion. I've noticed people around here like to make a stink about something they don't even have in their hands. Wait until its out, THEN complain about it. At least then you'll have the real thing instead of rumour and here-say.

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If someone takes my work, and uploads it to steam... I highly doubt they will care to moderate it at all. :verymad: So now do I have to upload it first to steamworkshop to have claim to it? I can see them doing something like this.
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There have been several discussions on the officla TES Modding board for Bethesda regarding moderation of uploded and linked mods. They've made it pretty clear that they watch whats going on very closely, first to make sure unappropriate modes are not being linked on official pages, and second to make sure no one is stealing another modders work. I don't expect that policy to change with Steamworkshop.
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We make a stink about this because we are ardent supporters of the Nexus, it has served us well, it is an established community with room for all, and we want to see it continue. We don't need Steam Workshop and we don't want it.

 

I fail to see how Steam Workshop could possibly be superior in installing mods. It will merely be a quicker way of trashing your game for people who don't know what they are doing, and I feel that it is outright deceit to try and tell noobs that it can be as easy as doing it at the click of a button. Ha! I'd really love to hear how they are going to make the Skyrim equivalent (when it comes) of FCOM or FOOK work that way, good luck with that. If people are not prepared to understand conflicts, overwriting, load orders and so on, then they should not really be using mods. On Nexus, noobs will get support and someone will patiently explain the importance of those factors and of backing up your files, and inspecting the contents even of an OMOD/NMMMod before installing. How do you think I or anyone else learned except by asking people who knew what they were doing?

 

Now don't tell me that the Steam Workshop is going to give a brass farthing about any of the technicalities. It's all about emphasising how easy it is, one tap on your smartphone my foot. Mods getting auto updated rather like the auto patching of the game itself. Ugh, not always a good idea (updated versions sometimes have their issues, Deadly Reflex 6 springs to mind, but of course if you knew what you were doing it was eminently repairable....). As I have said before, and indication of what we could be in store for comes when you consider that for FONV, some people couldn't even manage to install a simple body replacer that had blow by blow instructions. Imagine how much of a trainwreck they are going to make with this "easy" install with Steam Workshop, off they'll go and download everything and hose their game.

 

This is not rumour or hearsay. The Bethblog itself made much of the one click of the smartphone nonsense and the tagging and autodownloading. As an experienced beta tester who does make (if not release) mods as well, I think noob mod users are being deceived.

 

As to modders not wanting their mods on Steam Workshop, I know that there are a lot of those.

@Ganon2020, you may well have something there, but the question is, would the Workshop allow that?

 

I have had a little input into some forthcoming readmes and that is the crux of it. Modders need to state explicitly something to the effect that "You download this mod for the enhancement of your own game only. You are not permitted to upload this mod anywhere else, INCLUDING to the Steam Workshop. HELL NO!"

 

And THEN if someone does reupload it there, you make such a thorough going nuisance of yourself by harping on it to the Workshop staff that they remove it in the hope that you will go away.

 

Question for the staff - if a modder had made it quite clear in their readme that their mod was not to be redistributed, and it was subsequently downloaded by a Nexus member and reuploaded to Steam Workshop, would I be correct in assuming that, on proof being found, the banhammer would be applied to their arse?

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Now don't tell me that the Steam Workshop is going to give a brass farthing about any of the technicalities. It's all about emphasising how easy it is, one tap on your smartphone my foot. Mods getting auto updated rather like the auto patching of the game itself. Ugh, not always a good idea (updated versions sometimes have their issues, Deadly Reflex 6 springs to mind, but of course if you knew what you were doing it was eminently repairable....). As I have said before, and indication of what we could be in store for comes when you consider that for FONV, some people couldn't even manage to install a simple body replacer that had blow by blow instructions. Imagine how much of a trainwreck they are going to make with this "easy" install with Steam Workshop, off they'll go and download everything and hose their game.

 

This is not rumour or hearsay. The Bethblog itself made much of the one click of the smartphone nonsense and the tagging and autodownloading. As an experienced beta tester who does make (if not release) mods as well, I think noob mod users are being deceived.

 

As terrible a thing as it is for me to say, this whole train of thoght actually made me chuckle... I'm not very old, and i remember the days when installing a computer game was a complex process of manually setitng up file directories and writing command lines require to trigger seperate files uploaded from different discs (of course, in those days my father did it all for me). When they started comming out with 'installers' i remember hearing rants about how "if one thing goes wrong it won't work" or "How are stupid people going to troubleshoot when they don't even know whats happening". Well, now pretty much every game has a pre-set instalition process which opperates on a push-button interface. There were some kinks to work out in the early days, sure, but it didn't take long for them to get worked out.

Edited by Lachdonin
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You know you can just download mods here and upload them somewhere else too, Steam workshop isn't going to increase "File-stealing"

And we don't know how the auto updater works yet. Maybe you can download a mod once and then CHOOSE you never want to auto update them?

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