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Nexus mods sorting kills new cool mods.


VSRevan

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fraquar, bad example:

1) it's only 6.3%

2) it has over 10k endorsements

I want some mechanism that will give to the good (not necessary new) unknown mods chance to be noticed. Believe me, there are plenty of those. The thing is, most of players don't bothering with searching and digging for a hidden gems. They just look at the "top 100 endorsed" and happy with that. Some players watch youtube reviewers or event read forum and reddit, but not many (not enough to change the situation). Besides, youtubers often not bothering with digging nor actually playing mods either. This situation makes new mods invisible (even if they are high-quality).

So what you are talking about is mods like Vilja in Skyrim? 10%ers?

Again, they could be 30%, at the end of the day WE have to look at mods and determine are they what we want in our version of Skyrim?

Vilja? No, I wouldn't give it a 2nd thought. Has nothing to do with the quality of the mod though.

Achievement Mods Enabler? Thats roughly an 8%er - again, it's a cheat mod giving you credit for achievements no matter how ridiculously overpowered the mods you use are.

No Thieves Guild Grind - thats an 8%er - again, it's essentially a cheat mod.

Khajiit Speak? Thats a 7-8%er. Since I don't usually play a Khajiit and rarely interact with them - it's not something I'd want adding to the mod workload.

 

Again, it's about finding the mods that you want that fit your playstyle.

 

Virtually all of the mods I run are in the 4-6% range, they simply don't stand out by that ratio. They'd get dwarfed by a lot of mods that I'd never consider - like some of the ones I listed above.

 

Highest ratio mod I run, it's around 6%. Depending on the player though, they'd likely consider it a cheat because of how easy it is to make and how high the armor ratings are - Nordic Ranger Outfit by Frank Dema. Only reason it fits for me and isn't a cheat is because I have some level of self restraint that keeps me from making that armor until I've earned everything I need to make it. My own restriction - I have to make it with Sabre Cat hides that I kill.

 

Not sure yet another ratio is going to help much - in the end we all have to do our due diligence to make sure we get the mods that suit our playstyle.

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fraquar, Yeah! People got what they wanted! Vilja? Hm, I wouldn't try before your post, but with 10% - probably she is not so bad. If she is -> I won't endorse after download and try - > %quality get lower.

I will never dig through hundreds of pages with mods, but 5-10 pages I can handle (especially with smart categorization). Of Course, my proposition is not perfect and you still will miss cool mods with 5-6%, but that will definitely free you from digging garbage with <=2%. And most important, the picture on the first page will be changing every day and will always contain "worth to read description" mods.

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If it helps you and others, it's all good. I guess I'm just looking at it from my own perspective.

 

I've been down the whole new mod chasing road - been there done that and don't intend to do that again. Spend way more time looking for mods and trying to get them to play nice and have the "perfect" look than actually playing. Was far, far worse back in the day when many of the mods weren't integrated like they are now.

 

Yeah, I still look for new mods on occasion, but when I do it's for one specific type of mod and it's just digging through 1 or 2 categories tops. With a relatively clean mod loadout less than 50 mods I'd like to keep it that way.

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Digging for mods is definitely a pain in the ass, especially when the categories start to get massive and you have to sift through 20 or more pages of crap to find anything. Using the search function to narrow your search down often results in missing stuff, in part because mod authors don't take the time to appropriately tag their submissions. Some mod authors straight up miscategorize stuff, which isn't helped in situations where the categories aren't really discreet, so you end up having to sift multiple categories.

Mod features (videos and articles) do help me find mods, but of course a lot of that is crap, too. There are a lot of really well-made, useful mods that get no love from mod journalists because they're not big and exciting enough, but if you make the absolute worst city mod in the history of city mods there's still going to be half a dozen videos featuring it just because it's a city mod. Then of course you also have to contend with these youtubers and bloggers not curating their recommendations or just plain having s#*&#33; taste so looking at their 'features' is about as helpful as picking mods at random.

I mean, Nexus does give us the tools to promote good new mods, but if people don't use them well then we don't get much value out of them.

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Maybe it's me, but I hear a lot of people say there are a lot of well made useful mods that get no love.

I'd love to hear some of these, because I only know of 1 that was worth the download so far that fits my Skyrim universe.

 

Mine is Hermit Mountain Cottage - a Buildable Home by jasperthegnome. Nicely positioned and organized small home for my tastes - and the rare one that is sitting in Stormcloak territory.

 

Sure, it's missing auto storage, but for me that's a plus not a negative. Everything pretty much has it's place and it makes sense.

 

For me this was a lot easier than it seems simply because I fully expected for the kind of house I was looking for that it wouldn't be popular.

 

Location? Not in Whiterun area, where nearly 1/2 the mods are. A lot of people drive by once they see the location isn't where they want it - same way I drive by any mod made in Whiterun area.

Size? Small, where most are Medium to Humongous with things like smelters shoved INTO the home - ugh.

Layout? That I wouldn't know until I read up on and downloaded/tested mod

 

What sold me most was the overwatch position behind the house. That and the fact that with Frostfall, I pretty much had to have a separate clothing set just to work/live in those elements than what I usually wore when adventuring. Come home, change clothes, get to work/sleep/chill.

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Maybe it's me, but I hear a lot of people say there are a lot of well made useful mods that get no love.

I'd love to hear some of these, because I only know of 1 that was worth the download so far that fits my Skyrim universe.

 

Mine is Hermit Mountain Cottage - a Buildable Home by jasperthegnome. Nicely positioned and organized small home for my tastes - and the rare one that is sitting in Stormcloak territory.

 

Sure, it's missing auto storage, but for me that's a plus not a negative. Everything pretty much has it's place and it makes sense.

 

For me this was a lot easier than it seems simply because I fully expected for the kind of house I was looking for that it wouldn't be popular.

 

Location? Not in Whiterun area, where nearly 1/2 the mods are. A lot of people drive by once they see the location isn't where they want it - same way I drive by any mod made in Whiterun area.

Size? Small, where most are Medium to Humongous with things like smelters shoved INTO the home - ugh.

Layout? That I wouldn't know until I read up on and downloaded/tested mod

 

What sold me most was the overwatch position behind the house. That and the fact that with Frostfall, I pretty much had to have a separate clothing set just to work/live in those elements than what I usually wore when adventuring. Come home, change clothes, get to work/sleep/chill.

The only reason why most mods are in Whiterun is because it has the largest hold with a large surface area that has almost no trees. Less trees = less fiddling with them and less worries of having to make compatibility patches because, "da tree you moved 10 yards from your house is now sitting nice and comfy inside another mods house". It's like a big ass football field.

 

To that end though, is almost the reason I never touch the area in general. Because of lot of crap goes on there in vanilla, it makes for being also the most unstable place.

 

I feel mods are also suffering from nitpicking. I think I better stop reading this thread, it's making me feel a lot of negative emotions towards the whole subject >_>.

Edited by TheDungeonDweller
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I was under the impression that the main reason most home mods are in Whiterun hold is because it's at the center of Skyrim's map and often passed through on quests, and therefore, most convenient for travel.
Compatibility seems like an unlikely reason. In fact compatibility is exactly why I don't build near Whiterun if I can avoid it. There are just so many mods that edit that area, you can't place a cheese wheel on the ground without it clipping through five player homes, three merchant stalls and two city expansions. Meanwhile if you pick a nice spot in The Pale or the Druadach Mountains, you can move as many trees as you like and it won't matter because your mod will be literally the only mod that exists for that spot.

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