A Quick Question on Mods. ..

Post » Fri Nov 27, 2015 8:30 pm

Just wondering what you think about mods in general. . .I know that after the first or second playthough Im going to be haunting Nexus and tinkering with moding myself again.

That and I bet the mods will be happier when they add in a modding section . . .

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Jade MacSpade
 
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Post » Fri Nov 27, 2015 7:50 pm

i love mods but i realy only dive into them when i get bored of bgs game which takes very long time which good because the really good mods TAKE FOREVER to come out with very good reasons

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Charlie Sarson
 
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Post » Fri Nov 27, 2015 7:58 pm

This.

And personally, I find it kinda weird to look forward to a game because of mods. I mean, we haven't even played it and don't know how much content there even is. Plus, I'd hope any feature that I'd normaly mod in made it into the vanilla game. Minus unrealistic mods like "BE IRON MAN IN THE WASTELAND" or things like that <_<

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Loane
 
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Post » Fri Nov 27, 2015 7:07 pm

Also name a mod that is not exactly the usual list of mods that you ran into over the years

for Fallout NV it was Light My Flare. very usefull in the more realistic lighting mods and underground

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DAVId Bryant
 
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Post » Fri Nov 27, 2015 5:40 pm

i kind of agree with this because a lot of the early mods are just eh. That old marrowind skeliton dungeon for example popped up right away and took several complete rebuilds to get working.
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Kill Bill
 
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Post » Sat Nov 28, 2015 6:06 am

Tacos?

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Cagla Cali
 
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Post » Sat Nov 28, 2015 1:38 am

I don't touch mods until after a couple play throughs. Even then I never go with complete overhauls of anything.

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Allison Sizemore
 
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Post » Fri Nov 27, 2015 9:34 pm

I prefer fajitas!?!?

I prefer the burrito thing at Chipolte

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Julie Ann
 
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Post » Sat Nov 28, 2015 8:34 am

Mods are a major draw for me, and greatly extend the life of the game. I will use mods, and lots of them. But, looking forward to mods more than the game itself? Er ... no. I would be looking forward to the game a whole lot less though if it wasn't going to be modable.

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Sammykins
 
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Post » Fri Nov 27, 2015 7:13 pm

Going to do a vanilla playthrough or two and use mods afterwards.

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Sakura Haruno
 
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Post » Sat Nov 28, 2015 12:55 am

I usually like to go with the light touch on mods. Just unoffical patches, tweaks to improve game performance (That NV one that removed all those tiny rocks was amazing), and the occaisional lore-friendly radio station. If I see something that strikes my fancy then I might give it a shot, but I'm normally a purist when it comes to Fallout.
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OTTO
 
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Post » Fri Nov 27, 2015 6:50 pm

Mods are what makes Beth games over the top and actually worth paying for every DLC.

I keep harping on this, but i hope we get a 64 bit game, so we can exceed the 255 mod limit. That was only there because it was a 32 bit executable. If we finally get it, people will realize how different the mod scene will be.

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BlackaneseB
 
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Post » Sat Nov 28, 2015 4:24 am

I thought the Civil War Overhaul and re-inclusion from all the material left out by Bethesda and re-hashed together in Skyrim by a modder was rather interesting.

The World of Pain mod in New Vegas added some wonderful additions in locations.

There never seems to ever be enough hair styles, even with mods.

A UI mod, and game mechanics customization with physics, rag doll effects, clipping issues, invisible barriers between fence posts, and other openings that should allow a projectile passage, as well as tweaking NPC AI like the Interesting NPCs mods, and many more all are almost necessary once played with, and compared to vanilla.

Playing vanilla compared to with mods is like the difference between a low end budget car, and having a personal luxury helicopter.

:)

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Tiffany Castillo
 
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Post » Sat Nov 28, 2015 2:55 am

As a modder, and because I haven't played the game yet, I'm more excited about what new features and tools we'll have to create things with than what mods will be made.

For me Skyrim needed less mods than Oblivion to make it more enjoyable and cool. If Fallout 4 continues that trend, that's a good thing.
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michael flanigan
 
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Post » Sat Nov 28, 2015 6:40 am

todd coined it in interview with geoff keighley "all the real good mods take awhile too bubble to the surface"

https://www.youtube.com/watch?v=bNgEO6ehqp0

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Madison Poo
 
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Post » Fri Nov 27, 2015 11:45 pm

I don't shy away from using lots of mods in Beth games, My game will be 100+ after a while surely. Installing and trying out new mods and tampering with the modding tools was like an addiction for me for a while, I'm much better now though :D
As to name a mod that's not in a particular category, for NV: Manual Reload, Sortomatic and the Flashlight mod.
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Jessica Phoenix
 
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Post » Sat Nov 28, 2015 1:55 am

Much more interested in making than using, although I hardly go overboard with that, either.

I'll certainly be keeping a sharp eye out for any information about tools, scripting, model format, and any third-party tools that might be created.

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Robert Jackson
 
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Post » Sat Nov 28, 2015 1:39 am

I always play BGS games with mods. Even for my first playthrough. So, needless to say, I'm really looking forward to them. I suppose I'll put off buying the game on release while I wait for the first unofficial patch and a few interface/gameplay-improvement mods.

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gary lee
 
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Post » Sat Nov 28, 2015 2:44 am

I only use texture replacers if the CK/Geck isn't out yet, and maybe not even that much if things look fine in the vanilla form. I won't use hex-edited plugins ever (what a mess that was for Skyrim).

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Kaylee Campbell
 
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Post » Sat Nov 28, 2015 6:21 am

Yeah, my first game will be largely mod free, at least through the story and stuff. The GECK won't be out until next year and by January 1st I'm sure to have at least a hundred hours of play logged. :)

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evelina c
 
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Post » Sat Nov 28, 2015 12:18 am

I'm probably going to leave it a while and wait for the patching to catch up. I'll play unmodded the first time, just to see what Bethesda did, and then hopefully modding will have caught up when i get around to my second character.

They kill so much potential by leaving the GECK for months after, when all the casual players have moved , taking a lot of would-be modders with them. Takes ages for the community to recover.

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Francesca
 
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Post » Sat Nov 28, 2015 4:37 am

Bear in mind that the GECK is derived directly from the in-house tools they use... and you can bet that the tools they use have some issues of user-friendliness and bugs that just aren't worth fixing because;

  • They're practised and familiar with using some command-line tools alongside the GECK, and those suit their workflow.
  • Poor user friendliness that doesn't actually slow them down is irrelevant - they're professionals and just have to use the tools provided.
  • Bugs are only significant if they effect the work currently being done. An improvement to dialogue-flow display that messes up window-handling of object lists is fine, if all the area building and cluttering is already finished. And the developers can always flip back to an earlier GECK version if they really have to.

Before they release the GECK to the public they need to sort out the most egregious user-interface and workflow issues, fix the worst bugs, consolidate any different versions being used for different tasks in-house, and strip out any parts which use licenced middleware which they can't re-distribute.

And they have to do all that while (or more likely after) dealing with major day 0 bugs which must be patched as a priority.

[edit]

Oh, yes, and they have to add some feature to package up mods for upload to whatever mod-distribution service they favour, which will not be in the in-house GECK.

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BRAD MONTGOMERY
 
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Post » Sat Nov 28, 2015 3:50 am

I generally avoid mods on the first playthrough (exception is minor visual/UI improvements like Skyrim's "Quality World Map"....) Need to see how the basic game is, of course, before I can decide what I'd like to mod....

Once that's over, though? TACOS! :D

Eh, wait, that's not right....

Ah, yes - Pretty Hair/Eyes/Skin/Faces/etc. Impossibly Cool Clothes. Pretty world graphics. Weapons. Utilitarian house improvements (the one I use in FO3 doesn't give me tons of free stuff, or 48 rooms of mannequins. But it does add a bunch more containers to the basic Megaton house.)

And then there's the whole miscellaneous "Wow, that's an interesting mod!" category - things that I wasn't looking for, but turn out to be pretty cool. Like FO3's "DC Interiors Project". Such a great mod.

There's another good reason to go modless on the first playthrough - it takes time for the mod community to really get going. :tongue:

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Phillip Hamilton
 
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