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Nexus mods pages really need a way to warn users of broken/outdated mods.


GRUmod

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Let's also not forget all those older games with tons of mods, which have last been touched some decades ago.

Do you want, like, everything on, say, Morrowind Nexus, Oblivion Nexus, Fallout3, New Vegas, what-have-you Nexus, suddenly show up in orange frames, only because those games were done ages ago and so are the mods, no updates happening for years, as no updates are needed ever again?

 

I just don't think that automated orange-bordering idea will work out in any way across all 625 games... unless you're in for an all-out-orange Nexus within the next month. But who'll be downloading any mods at all anymore then, or instead pay any attention to the orange frames, if orange will be all there is? :ermm:

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Modding a game is a risky business. It was, is, and always will be that way. Who assumes that risk? The game developer? Nexus Mods? Your mod manager? Mod authors? No - you the gamer assume that risk. No one forces you to mod a game. That's a choice you make. When you make that choice, you shoulder the risk and bear the consequences, whether good or bad.

 

As for curating mods, Nexus Mods has the best curators in the world - the people who actually use the mods! Nexus Mods need do nothing more about curation than to let mod users speak. And speak they will if there are issues of consequence in a given mod. Frankly, I can't imagine why anyone would download and install a mod without first reading the mod comments.

 

Finally, in the matter of filters, my search method is very simple and pedestrian, and it achieves the results I want. Generally I shop by categories and apply a time filter as needed. If I shop by a key word or phrase, I do the same. I don't like a lot of filters because I'm afraid I'll miss something good. Please understand that I'm not at all prescribing this method for anyone else; I'm simply describing what I do.

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Does a mod automatically become obsolete because there's some new patch, though? I have for example Fallout 3 meshes that are from before the first patch, and for that matter from before there was a CK, and they still work just fine, many years later.

 

Frankly, I've seen more problems the other way around: people trying to load a newer mod into a game they were refusing to patch, because they're protesting some thing or another. I'm not sure what they were protesting in FO3 and NV, since those never had a CC or something. But people were already protesting patches or something. Or I guess protesting the fact that their favourite pirate site never made a crack for a patched version :wink:

 

Older mods being broken by new patches, is actually a very rare occurrence and needs some special circumstances. Like Beth rearranging the workshop build menu for its workshop DLCs, or Obsidian deciding to change unused weapon animations into something completely different when they came up with their own DLCs. The former only affected building mods, and the latter, well, other than me there were very few people who even considered using that kind of relics in the .bsa. At any rate, you had to fit some very specific criteria to be affected at all, and most mods weren't.

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Yes mods go obsolete for many games *shakes fist at minecraft*

 

 

Game version not mod version

 

While not entirely invalid, how authors know off hand what version of their game they're modding for?

Â

I couldn't tell you wish version of SSE I currently have installed without looking it up.

Not to hard but it's different for each game. Skyrim has it in the in game pause menu
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I think simply allowing mod authors to have a place to add version number would be useful

 

We already have that :wink:

 

bsH8aPz.png

 

Does that exist for what game version a mod was created for?

 

That's especially useful for mods with scripts that had been compiled with a specific game version, at least it is how it is with MWSE mods for Morrowind.

 

All Morrowind mods that has scripts created with MGE 3.8.0 (has the internal MWSE 0.9.4 IIRC) could work for MWSE 0.9.4a, but there is no gurantee it will work.

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"Caveat Lusor", "YMMV", and "Save early. Save often." are words to live by if you mod your game.

 

Providing a way for mod authors to indicate which version of the game they tested with *might*, in a few cases, be of value to some players. So that field might get added to the mod upload metadata in the future. But the Nexus isn't going to require that information, very few authors are going to retrospectively enter it, and it doesn't impact the vast majority of mods and players.

 

It's up to the player, not the modder, to pay attention to the issues that may interfere with any particular mod working in any particular player's game. This is especially true with older mods and games. And that's where reading the Comments, especially from other players, becomes most valuable.

 

Want/Need out-of-the-box functionality? Stick with official vanilla installs, patches, and DLC.

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