Daethz Posted January 2, 2018 Share Posted January 2, 2018 (edited) I really don't have the patience to troubleshoot mod compatibility anymore, and there seems to be no "mod packs".Would it really be that hard for someone to compile a whole bunch of mods into one giant file that are compatible with each other and can be thrown right into the fo4 folder enabled and played?One would figure a entire branch of a mod website would be dedicated to that, yet there isn't. Like how do i know if the beantown interiors project breaks idk, a sanctuary redesign mod, neither one mention eachother, yet back when I heavily modded my fallout new vegas i consistently had crashing issues in certain regions because of mods that didn't play well together. Anyway, im just really looking for a whole host of compatible general mods to expand the game, improve systems like the modding system, more exploration maybe more custom story's so I can have a reason to invest time into playing FO4 again, but picking mods atm feels like a messy confusing game of Russian roulette where id have to spend a month finding the right addons to not cause a crashfest if i try to play the entire game with them enabled. Id also very much like to use the sim settlers but does using world landscape changes to builable areas cause that to glitch out and cause crashes? the only way to see is to try it out apparently, which takes a TON of invested time, might aswell design my own massive mods at that point to change the entire game myself... Edited January 2, 2018 by Daethz Link to comment Share on other sites More sharing options...
TheVampireDante Posted January 2, 2018 Share Posted January 2, 2018 Short answer: - Permission issues.- Mod update/compatibility problems. That's why. Link to comment Share on other sites More sharing options...
Jeir Posted January 2, 2018 Share Posted January 2, 2018 The closest you'll ever get on this site are things like Skyrim's Septim/Gems/Step/etc. In other words, mod lists with a step-by-step guide to installing and configuring.The reasons why mod packs are non-existent/extremely rare are talked about in Dark0ne's Reddit post here. Link to comment Share on other sites More sharing options...
Ethreon Posted January 2, 2018 Share Posted January 2, 2018 "Would it really be that hard for someone to compile a whole bunch of mods into one giant file that are compatible with each other and can be thrown right into the fo4 folder enabled and played?" Really.. you need help answering yourself this? Link to comment Share on other sites More sharing options...
KnorKater Posted January 2, 2018 Share Posted January 2, 2018 Well, the main problems are permissions and updates, so why not have authors opt in to a package system, that only contains mods that are marked as finished? Link to comment Share on other sites More sharing options...
femshepping Posted January 3, 2018 Share Posted January 3, 2018 What The Vampire Dante said, and also because everything you want in a mod pack, someone else might hate. So then you will have to have 500 different versions of one mod pack otherwise people just complain. It's easier to download mods individually.Also you can always ask if something is compatible with something else.. Link to comment Share on other sites More sharing options...
tm2dragon Posted January 5, 2018 Share Posted January 5, 2018 What The Vampire Dante said, and also because everything you want in a mod pack, someone else might hate. So then you will have to have 500 different versions of one mod pack otherwise people just complain. It's easier to download mods individually.Also you can always ask if something is compatible with something else..I find this doesn't work nearly as often as it should. Usually, the response is something along the lines of "I dunno, try it and find out". For some of us that only have a loose understanding of modding and are having difficulty understanding things like "load order", experimentation is not something we can really afford to do. Not everyone knows how to fix a corrupted save, and fewer still know what steps to take to make sure things don't go sideways in the first place. Small bundles of mods that are already pre-approved and organized would be a GODSEND to many less computer savvy folks. I sort of understand the worries of "mod theft" in a loose sense. You worked hard on something, you want recognition for it. It might be irksome to have your mod downloaded from elsewhere with little more than a name-drop and maybe a link to your page, but it ALSO means that people too nervous or inexperienced to try those mods now have the opportunity to do so safely. Some people aren't being very considerate of the system (the whole mod-drop controversy is a good indicator), but things like that are TOOLS. And helpful ones at that! The fact that people aren't being considerate of the concept is no reason to dismiss it completely. As for the different likes and desires in a modpack, that CAN be an issue, but can be eased by using smaller packs, and keeping each in a theme. A few mods that improve the UI, HUD, and item sorting in one bundle. A collection of texture improvements for things like roads and trees. A small pack of compatible weather mods. A bundle of 5 or 6 lore friendly weapons. Each with links to the mod page and a reminder to like or donate if you enjoy what you get. You'll still get the same people downloading the mod directly, the confident ones who know what they're doing. You'll ALSO get recognition from a whole new category of users, ones who were too hesitant to try something in the first place, or too confused by the variety to pick a single mod. Authors are more likely to GAIN recognition than lose it through mod bundles........at least, if done correctly. Honestly, I think the best way to do this would be to add mod-packs as a subsection of Nexus itself. Let people post up their packs in a separate section from the singular mod pages, but since they're doing so on Nexus, proper links, information, and credits would be much easier to handle. Perhaps a like or endorsement of a mod BUNDLE would count as one on the INDIVIDUAL mod pages as well? They can get their recognition, and people who otherwise couldn't enjoy those mods get to experience them properly. This is a complicated matter with a LOT of variables, but there ARE solutions. Unfortunately, recent sloppy forays into this have led to some authors feeling slighted, which is understandable. Sadly, this is the Internet, and all it takes is one author and a few fanboys getting their dander up to start the mob mentality rolling. Chances are that after the whole mod collection scene is burned to the ground and the torches and pitchforks finally lowered, it will be quite a while before anyone is willing to give the whole concept another shot. Link to comment Share on other sites More sharing options...
Transient3292 Posted January 5, 2018 Share Posted January 5, 2018 What The Vampire Dante said, and also because everything you want in a mod pack, someone else might hate. So then you will have to have 500 different versions of one mod pack otherwise people just complain. It's easier to download mods individually.Also you can always ask if something is compatible with something else..I find this doesn't work nearly as often as it should. Usually, the response is something along the lines of "I dunno, try it and find out". For some of us that only have a loose understanding of modding and are having difficulty understanding things like "load order", experimentation is not something we can really afford to do. Not everyone knows how to fix a corrupted save, and fewer still know what steps to take to make sure things don't go sideways in the first place. Small bundles of mods that are already pre-approved and organized would be a GODSEND to many less computer savvy folks. I sort of understand the worries of "mod theft" in a loose sense. You worked hard on something, you want recognition for it. It might be irksome to have your mod downloaded from elsewhere with little more than a name-drop and maybe a link to your page, but it ALSO means that people too nervous or inexperienced to try those mods now have the opportunity to do so safely. Some people aren't being very considerate of the system (the whole mod-drop controversy is a good indicator), but things like that are TOOLS. And helpful ones at that! The fact that people aren't being considerate of the concept is no reason to dismiss it completely.   As for the different likes and desires in a modpack, that CAN be an issue, but can be eased by using smaller packs, and keeping each in a theme. A few mods that improve the UI, HUD, and item sorting in one bundle. A collection of texture improvements for things like roads and trees. A small pack of compatible weather mods. A bundle of 5 or 6 lore friendly weapons. Each with links to the mod page and a reminder to like or donate if you enjoy what you get. You'll still get the same people downloading the mod directly, the confident ones who know what they're doing. You'll ALSO get recognition from a whole new category of users, ones who were too hesitant to try something in the first place, or too confused by the variety to pick a single mod. Authors are more likely to GAIN recognition than lose it through mod bundles........at least, if done correctly.   Honestly, I think the best way to do this would be to add mod-packs as a subsection of Nexus itself. Let people post up their packs in a separate section from the singular mod pages, but since they're doing so on Nexus, proper links, information, and credits would be much easier to handle. Perhaps a like or endorsement of a mod BUNDLE would count as one on the INDIVIDUAL mod pages as well? They can get their recognition, and people who otherwise couldn't enjoy those mods get to experience them properly.   This is a complicated matter with a LOT of variables, but there ARE solutions. Unfortunately, recent sloppy forays into this have led to some authors feeling slighted, which is understandable. Sadly, this is the Internet, and all it takes is one author and a few fanboys getting their dander up to start the mob mentality rolling. Chances are that after the whole mod collection scene is burned to the ground and the torches and pitchforks finally lowered, it will be quite a while before anyone is willing to give the whole concept another shot. basically you want someone else to spend a bunch of time finding a big list of mods that don't "cause a crashfest" if you read the details on the mod page, it's usually pretty easy to find incompatabilities. everyone had a vague understanding of modding when they started. Link to comment Share on other sites More sharing options...
tm2dragon Posted January 5, 2018 Share Posted January 5, 2018 basically you want someone else to spend a bunch of time finding a big list of mods that don't "cause a crashfest" if you read the details on the mod page, it's usually pretty easy to find incompatabilities. everyone had a vague understanding of modding when they started. I'll admit that it can seem like a lazy approach, wanting others to do the work for us. Still, I don't see the harm, especially if they seem willing to do said work. A person with a proper understanding of modding COULD do what many of the mods on Nexus accomplish on their own with a bit of time and effort. Others were kind enough to do the work for them, and thus we enjoy the benefits of an improved gaming experience with a minimum of hassle. Packing a few good mods together and clearing out any compatibility issues to present to mod users in a simple bundle just seems like a logical next step to me. Also......well, not everybody has the same knack for learning as others. I've been using mods for several years now, and despite watching Youtube videos and reading articles on the subject, I STILL have only a loose grasp on most of the concepts. It's still mostly trial and error for me, and I've had to scrap more than a few games because I simply didn't know how to FIX an issue I caused, or identify which mods were causing it in the first place. Modding probably seems self-explanatory to folks who have a better grasp of computing and game systems, but lots of gamers couldn't even explain to you what a "gif" is, much less untangle the complex, ever-changing web that is mod dependencies, conflictions, and load orders. Getting the groundwork stuff like UI improvements or visual overhauls taken care of by downloading just a couple files is more than just saving us work; it's giving us access to access to tools and improvements we wouldn't feel capable of even attempting otherwise! Basically, some of us just aren't cut-out for the complicated stuff, and getting a hand from someone who "gets it" is helpful and appreciated. Link to comment Share on other sites More sharing options...
gamefever Posted January 6, 2018 Share Posted January 6, 2018 (edited) What The Vampire Dante said, and also because everything you want in a mod pack, someone else might hate. So then you will have to have 500 different versions of one mod pack otherwise people just complain. It's easier to download mods individually.Also you can always ask if something is compatible with something else..I find this doesn't work nearly as often as it should. Usually, the response is something along the lines of "I dunno, try it and find out". For some of us that only have a loose understanding of modding and are having difficulty understanding things like "load order", experimentation is not something we can really afford to do. Not everyone knows how to fix a corrupted save, and fewer still know what steps to take to make sure things don't go sideways in the first place. Small bundles of mods that are already pre-approved and organized would be a GODSEND to many less computer savvy folks. I sort of understand the worries of "mod theft" in a loose sense. You worked hard on something, you want recognition for it. It might be irksome to have your mod downloaded from elsewhere with little more than a name-drop and maybe a link to your page, but it ALSO means that people too nervous or inexperienced to try those mods now have the opportunity to do so safely. Some people aren't being very considerate of the system (the whole mod-drop controversy is a good indicator), but things like that are TOOLS. And helpful ones at that! The fact that people aren't being considerate of the concept is no reason to dismiss it completely. As for the different likes and desires in a modpack, that CAN be an issue, but can be eased by using smaller packs, and keeping each in a theme. A few mods that improve the UI, HUD, and item sorting in one bundle. A collection of texture improvements for things like roads and trees. A small pack of compatible weather mods. A bundle of 5 or 6 lore friendly weapons. Each with links to the mod page and a reminder to like or donate if you enjoy what you get. You'll still get the same people downloading the mod directly, the confident ones who know what they're doing. You'll ALSO get recognition from a whole new category of users, ones who were too hesitant to try something in the first place, or too confused by the variety to pick a single mod. Authors are more likely to GAIN recognition than lose it through mod bundles........at least, if done correctly. Honestly, I think the best way to do this would be to add mod-packs as a subsection of Nexus itself. Let people post up their packs in a separate section from the singular mod pages, but since they're doing so on Nexus, proper links, information, and credits would be much easier to handle. Perhaps a like or endorsement of a mod BUNDLE would count as one on the INDIVIDUAL mod pages as well? They can get their recognition, and people who otherwise couldn't enjoy those mods get to experience them properly. This is a complicated matter with a LOT of variables, but there ARE solutions. Unfortunately, recent sloppy forays into this have led to some authors feeling slighted, which is understandable. Sadly, this is the Internet, and all it takes is one author and a few fanboys getting their dander up to start the mob mentality rolling. Chances are that after the whole mod collection scene is burned to the ground and the torches and pitchforks finally lowered, it will be quite a while before anyone is willing to give the whole concept another shot. Building an actual working mod pack isn't as easy as you want to think that it is. Its not just a matter of getting the permissions either....Its making sure that said pack works. For an example of some mod packs you have FWE (Fallout Wasteland Wanderer for Fo3) and Book of UUNP (I built that) From my experience the construction of a good pack takes many months of long work days everyday of the week to get produced so it works consistently...Most end-users don't really understand that and they don't understand that the work is largely done by one person either...A lot of guys think oh just cram all this in and hit some buttons....Nope....In my work on the Book I built everything to fit a specific body in the UUNP Bodyslide system took about 12 months...Now mind you I split that work up over a couple of years or so but yes I kept track of my time. Time to toot my horn....See a good mod pack isn't just a collection, it has an intended outcome that has to be fussed out and even created as in the case of my own pack...I built a system so that all the outfits would show up on the NPC's, leveled lists, have appropriate enchantments...I went the extra miles beyond what any other comparable armor mod had done for Skyrim....Top that off with Bodyslide Support and a slew of brand new outfits....Basically I wasn't just rolling a bunch of other peoples stuff into an ease of download mod, I was building my own mega mod with new content using the other mods as resources....Still it took a lot of time. A real mod pack is a serious endeavor, a true labor of love, and takes real commitment to see through to the end...This is why your not seeing a whole lot of these raining from the sky. __________________________________________________ A Mod Pack system, sounds nice but it wont work. You just run into compatibility problems, one person wants to update his mod, but now he cant because if he does than all the mods that integrate into his have to also update or be broken and the whole system breaks... I know I put that really in simple words and it sounds too simple to be the truth but basically if a person really wants a mega pack that works than the whole selection of mods must be fully integrated into one final file. As an example, I'll point at FWE again. FWE stopped updating at some point, its page also stopped getting maintained...Suggested mods to use alongside FWE were MMM and some Laser Mod....So you were directed to use FIOP patches... Thing is that MMM got an update and the version of MMM that was needed was no longer available...Breaking compatibility....Also the FIOP patches were now also worthless. A year later someone produced new patches, named "Blackened"Im not sure but I believe that those also became useless due to broken compatibility cause an author updated their mod. However FWE as a core mod, still working....Just without all the suggested other mods to use...This brings me to another point...Even when you have a mod pack, you have compatibility issues that creep up due to other mods that said end user wants to play with in their load order... Anyway,Short Answer....Mod packs do exist even on this site...These take hefty time investments...Fallout 4 is still really young game, there may likely be a mod pack in another year or two who knows. Anyway, Im not thinking mod pack the way some think of mod packs...Those things don't really work out stuff breaks...Only way to make an actual working mod pack is to turn it into a fully functional singular file like a DLC either as a singular ESP or ESM, making sure in the process that said ESM or ESP file only needs the base game and can function fully on its own in that game without other downloads that's the only way to ensure against changes in the modding environment moving forward into the future. Edited January 6, 2018 by gamefever Link to comment Share on other sites More sharing options...
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