posted by yoba333For 48 hours only, the original Fallout game is free on GOG. If you're a newcomer to the Fallout series and have only played Fallout 3 or New Vegas, this is your chance to see how the series got its start. You can download the game here.
If you're expecting a game that is similar to Fallout 3, you're looking in the wrong place, however. The original Fallout was developed by Interplay, whereas Fallout 3 and New Vegas were made by Bethesda Game Studios, a different company entirely. The original Fallout is a CRPG, a turn-based game that is much different than the modern Fallouts.
Despite it's differences, I highly encourage you to head over to GOG and download the game that started it all. It is only free for 2 days, so do it quickly.
If you caught us during our down-time, welcome back, if you’ve just come on and don’t know what’s going on, then..hello!
Over the past few months we’ve been beta testing the new site code I’ve been talking about for yonks now. We went in to open beta a few weeks ago where we provided a test site for willing users to help us root out any bugs in the sites before we went live. I first of all want to say a big thank you to those of you who took time out of your internet schedules to help us beta test, your help was invaluable and we’ve squashed lots of bugs. Many more people did this than I thought, so it was great to get some support from you. Thanks again.
So we’re now in a transition state from old code to new code, where we need to swap out all the old stuff and replace it with our brand-spanking new stuff. We’re doing this on a per-site basis and I needed to pick a first site that has enough traffic on it to be a good test of things, but not too much traffic that I risk bringing down entire servers because of one or two bugs. I’ve picked Fallout 3 Nexus because it fits this criteria, and the Fallout community has always been very good with helping to report any issues with the site, so I’m hoping that can continue!
If you’re reading this then you’re on the new, updated site. You’ll notice not much, if anything at all, has changed aesthetically. That was the plan all along and not the main focus of this initial stage. So if, when browsing around the site, everything works as usual and nothing seems out of place or odd then this transition process has been a success and we’ll breathe a sigh of relief before moving on to the next Nexus site to convert. If you come across errors, bugs, or things seemingly out of place then this is something we need to fix, and we can only do that if you let us know about it!
To that end we’ve setup a bug tracker on the forums for you to report any bugs you think you’ve found with the site. It uses your Nexus username and password so you don’t need to sign up or do anything different; it’s just like posting a new forum thread. The sooner you report them, the sooner we’ll fix the bugs! There’s 3 of us sitting around waiting for these bugs to come in to fix them, so they should get fixed very quickly.
This upgrade is the combination of over 10 months of work, and has been a huge project with every single line of code on the sites rewritten. I think it’s only logical to think that there are going to be a few teething issues during this process so please, have patience with us! We’ll fix things as fast as possible.
This conversion from old to new is the final stage of our upgrade process before we move on to adding some great new functionality to the Nexus sites. My hope is obviously that the code is as bug free as possible so we can get this conversion done as soon as possible and move on to the really fun stuff, but we’ll ensure we monitor the sites as much as possible to ensure they’re as good as before, and better, very soon.
It's being widely reported across the internet that Zenimax will be announcing their work on an Elder Scrolls MMO next month.
First of all if you weren't expecting an MMO announcement, where have you been the past four years? Most had expected a Fallout MMO, but some of us had our heads to the ground and heard the whispers about an Elder Scrolls MMO yonks ago!
Now I know your initial reaction to the news will more than likely be "awww pish!", but I just wanted to make one thing clear.
This MMO has been in the works for over 4 years now. Zenimax, the owners of Bethesda, setup a new department called Zenimax Online to act as their MMO specialists and this department is separate from Bethesda Studios. So the important thing to take from all this is; an Elder Scrolls MMO being in the works hasn't, and won't, detract from the games Bethesda release. Skyrim is proof of that. So if you're worried an Elder Scrolls MMO means that Fallout 4 or the Elder Scrolls VI will be delayed or cancelled, don't worry. Of course I'm not speaking with authority on this, but that makes logical sense.
Personally I think an Elder Scrolls MMO is a nice little side game that I can play while waiting for the next single player Elder Scrolls and Fallout games to come out. It can serve as a distraction, in a world filled with lore I already partially understand. And I think if Zenimax Online are clever, they'll have designed the game to be as good single-player as it is multi-player so it can catch all you folks who are sworn off MMOs to part with a fee each month.
You might have noticed I've been a bit busy recently releasing some new Nexus sites in to the fold. These aren't really part of any plans of massive expansion, but have merely coincided with one another out of coincidence! I'm thinking that this will be the last one for a little while at least as we focus on rolling out the new site code and features, but don't hold me to that! But anyway, on with the announcement...
Following on the heels of the newly released Mount & Blade Nexus and Neverwinter Nexus, two awesome RPG franchises in their own rights, I'm happy to announce a site that has very little to do with role-playing. That is, unless you like to pretend you're a tank (like me). World of Tanks Nexus is a Nexus site to help support the English speaking World of Tanks modding community.
Never heard of World of Tanks? This is normally the part where I chastise you, but I'll let you off this time. I can't forgive you if you've never heard of Mount & Blade or Neverwinter Nights, but World of Tanks is in a different genre of game, and a relatively new one. In World of Tanks, you are a tank (I'm not joking), and your job is to work with 10 - 16 other team mates to destroy the other team's tanks or capture the enemy team's base by sitting in it for about a minute without being shot.
It's described as an MMO, but not to be confused with an MMORPG; there aren't a few thousands tanks roaming around hills and cities trying to sell their wares or loot the same monsters with slightly different colour schemes like World of Warcraft (except the tanks part..). So what makes it an MMO? First of all, it's online only. Second of all, it's multi-player only. When you want to play, you pick your tank, click the "Battle" button and the game instantly matches you with other tanks of similar tiers to you and away you go. I should note that matchmaking is almost instantaneous; you will never have to wait more than 5 seconds for a match to be ready for you, and they're always full, which is an impressive feat and a testament to how many people play the game which is regularly in the 60,000+ online at any one time range. So if you're the kind of person who likes to play solo and doesn't play multiplayer games much then don't be put off by World of Tanks if the concept interests you; I've been playing this game for almost a year on my own, without any friends (woe is me) and I'm really enjoying it.
Battles follow the Counter-Strike concept, in that once your tank is blown up (dead) that's the end of the round for you. You can carry on watching your team mates who are still alive, or you can leave the battle, jump in another one of your tanks and have another battle. It's this aspect of the game that is so appealing; you're never sat around waiting for a battle to end, even if you die very quickly.
Similarly appealing is the persistent nature of the game. Each battle you fight in provides you with credits and experience depending on how well you did. You can use credits and experience to upgrade your tanks, and once fully upgraded you can move on to the next tier of tank. There are 5 types of tank; SPG/Artillery, Light tanks, Medium Tanks, Heavy Tanks and Tank Destroyers and each has a different role to play on the battle field. Light tanks act as scouts for artillery and other larger tanks, medium tanks are nippy tanks with bigger guns, Heavy tanks have big guns but are cumbersome and Tank Destroyers sit on hills and camp all day. Each class of tank has its own tiers, and you need to research these tiers by using the experience you gain in your battles in order to work your way up the research tech tree to bigger and better tanks. On top of that there are four countries each with their own tanks. American, Russian, French and German tanks all feature, but you don't have to stick to a specific faction of tank and you play with mixed nationalities when you battle. It sounds very complicated, but it's not really, though the game has many, many tanks (most from the WW2 era) so there's always something to work towards. On top of that RPG "levelling" type concept, your tank has crew inside it that also gain experience, making them better and giving them better abilities like repairing damaged components faster or putting out fires faster.
The best news of all is that World of Tanks is completely free to download and play. It has a micro-transaction system that gives you certain benefits, but you don't need to think about that until you've been playing for quite a while (at which point it becomes beneficial to pump a bit of money in to it). So you can definitely try before you buy.
So what can be modded in the game? Typically speaking MMO's can only change aesthetics on the user's own computer like skins and user interface elements, and it's the same for World of Tanks, though some mods can provide really nice benefits over the stock game. New cursors, tank skins, mini-maps and so on and so forth can be modified and added to the game to make a better experience.
I'm aware that up until now the Nexus has mainly focused on RPG's, so it's nice to have a break from the norm and support a different type of game. Plus I've been playing this game to death for the past 10 months (3,500 battles and counting!) so it's always good to support a game you're regularly playing! If you're looking for me, my name is iPokeTanksWithSpoons. Hit me up in game some time. God know's I'm on it enough.
While I don't normally like to do cross-site advertising across all the Nexus sites unless it affects all of the sites, this offer is just too good to pass up, and links up nicely with our recent launch of Neverwinter Nexus.
Today only, and in fact as of the time of writing for only 9 hours more, the complete Neverwinter Nights series of games is available on Gamer's Gate for £5 (that's about $7.50 USD). This package includes both Neverwinter Nights games and all of their official expansions. That's a big 75% saving on how much it normally costs, and Steam doesn't have the original Neverwinter Nights for sale (from what I can tell), and NWN2 costs £14.99. So it's a real bargain. You can grab it here.
If you've never played the series, lost your copies, or planned to play the series but were waiting for the right time I think you'll find this is the best time to buy the games. Heck, pick them up and save them for a rainy day, just make sure you buy it within the next 9 hours. The Neverwinter Nights series is one of the best RPGs to grace the gaming world and you really should have a part of it.
Now, back to your originally scheduled programming.
A few weeks back a couple of individuals from the Neverwinter Nights modding community contacted me about the possibility of starting a Nexus sites for the veteran series of games. While I was sceptical about the prospect at first because the games have always been dutifully serviced by the Neverwinter Vault site, unfortunately it's also common knowledge that IGN are starting to wind down their fan site services and some are already falling in to disrepair, and the worry is that losing the Vault would decimate the Neverwinter community.
After talking it through with the modders over on the BioWare Social Site it became apparent that interest in a Neverwinter Nexus was high, and that it might help to provide stability and even revitalise the community in some areas. While the series has not had a new game in over 5 years, and is unlikely to see another since BioWare created their own IP in Dragon Age to remove their reliance on licensing the D&D universe from Wizards of the Coast, supporting this great community seemed like something I had to do out of duty. And that's why I am happy to announce the launch of Neverwinter Nexus.
If you've never played either of the Neverwinter games then stop what you're doing and go buy them. Where have you been these past 10 years? The series is arguably one of the last bastions of quintessential cRPGs, where your character build and the story telling play a more important role in the game. Remember when levelling up your character meant putting points in to your attributes like strength, dexterity, agility and so on and so forth? Remember when you could pick from lots of different classes, feats and abilities and you could literally spend hours planning your character build before you'd even started playing the game (and enjoy doing it, as well)? Remember when storylines were at least half interesting and slightly less clichéd and generic? Remember when developers didn't think you had the attention span of a five year old? That's Neverwinter Nights (and Icewind Dale, and Baldur's Gate...).
Neverwinter Nights (NWN) has a very mature modding community, as mature and large as the Morrowind and Oblivion modding communities respectively. The types of modifications for NWN are slightly different to Elder Scrolls mods, however, and mods tend to be released less often, but are much larger and content filled than their Elder Scrolls counterparts. So while Elder Scrolls modding has lots of small tweaks, texture patches, weapons and armour and so on, Neverwinter modding is more about the large expansions, conversions and additions. It's a nice balance. Case-in-point, a mod has just been released for NWN2 that is a complete remake of Icewind Dale, 3 years in the making. The entire Icewind Dale game from start to finish, remade for NWN2. Brilliant.
If you're from the NWN modding community and new to the Nexus community of sites then welcome. We're a 3.5 million member strong community of mod authors and mod users for various games, focused on providing as top-notch, stable, easy and efficient modding experience as possible. I understand that learning a new site interface and working out where everything is can sometimes be quite daunting, especially when you're so used to using one site for so long, but hopefully you can work it all out eventually. If you are struggling then you might find some of our Wiki articles are worth a read to get your bearings, or alternatively you can always ask on our forums for help or guidance.
Many mod authors have already uploaded their mods to the site, and I'm sure there are plenty more to follow, and it's really great to see a modding community so enthusiastic about modding the games even 5 years on from the last game release. My hope is that over the coming weeks and months I can work more closely with the community to get some spotlight features out, including some interviews and reviews of some of the content that is on offer here and elsewhere, because we all know that the Neverwinter Nights community already has lots to offer.
But for now, let me just welcome everyone to this new site, and I look forward to seeing the great mods this community has already created, and will create, being show-cased on another Nexus site.
Up until today we have had a policy of not allowing users to request or receive donations from other users on the Nexus sites. This has included things such as mod authors asking for Pay Pal donations in their file descriptions. This policy stemmed from a long running rule on Bethesda's official forums, dating all the way back to the launch of Morrowind where asking for donations, or even talking about the prospect of donations is not allowed. The reason is very simple; it's a legal grey area. In between EULAs and contracts, no one really knows the full extent of the law in this regard and it's been better for everyone that the matter is just kept a closed book so we don't open pandora's box.
It's never been a big issue on the Nexus because, as the largest source for Oblivion and Fallout modifications we helped to ensure this policy remained intact, so Bethesda have never had to look too deeply at the matter. In essence, we enforced the policy because our relationship with Bethesda, and ensuring modding isn't more hassle than it's worth for them (so they continue to release SDK's for their games), is more important than mod authors receiving donations. And I'll stand by that thinking.
The truth of the matter is that I coded a donation system on the Nexus many months ago, before the launch of Steam Workshop, in anticipation of any changes that the integration with Steam Workshop might bring. There's a 13 page thread in the private mod author forums, where I discussed the various options with mod authors that I started months ago as proof of this. Those changes were put on hold until we could tell whether Bethesda's policy or endorsement of mod author donations changed with the Steam Workshop integration. Steam Workshop did not offer any direct donation or payment methods, however, with the launch of Steam Workshop several mod authors have questioned recently why Bethesda/Valve were allowing mod authors to request donations on the Steam Workshop in their file descriptions, but we weren't. I assumed that, actually, Bethesda weren't allowing it, but instead were just unaware that mod authors were doing this. So this seemed like the perfect time to rock-the-boat a little and enquire further on this matter.
So I fired off an email to Bethesda this morning and we had a conversation on the matter. It was good to know that Bethesda and I are on exactly the same page in regards to this subject. However, I have now received a confirmation that if users want to ask for donations on their page then that should be fine. Which is good news. The worry is in the further ramifications, like mod authors trying to offer their services, support or files for money in any shape or form and that's something I agree with absolutely.
It's great to know that Bethesda do not have a problem with mod authors receiving voluntary donations from other users (and they used the analogy of a tip jar) but we need to make sure that's all that donations are used for. Voluntary donations are fine, but let's list some of the things that aren't fine so we're completely clear:
- Asking for donations in exchange for password protected files or additional content e.g. offering your own kind of DLC for mods in exchange for donations. All mods must remain completely open, and completely free. You cannot offer additional content for donations.
- Asking for donations in exchange for updates for your uploaded files e.g. saying "for every £10 I receive I will update my mod with new fixes and features".
- Asking for donations in exchange for help or support e.g. saying you won't help someone to install or fix problems with their mods unless they donate to you.
- Offering incentives for people who donate to you
- Anything that isn't just a straight forward, voluntary donation, in exchange for nothing
We have to be strict on this because there are bigger legal ramifications at stake when money is being exchanged. Because of this, and because I don't want file descriptions to be spammed full of "PLEASE DONATE TO ME" messages, we are going to enforce a rule of absolutely no donation solicitation on the Nexus. That means you cannot ask or talk about donations in your file descriptions, profile pages, comments or private messages. And we mean that. We have updated our Terms of Service accordingly.
I have coded a donation system in to every Nexus site that you can now configure in your preferences area. First things first, the donation system is completely optional and you most definitely do not have to use it. It's completely opt-in, so if you want to accept donations you need to fill in the required fields in your preferences.
When you fill in your donation preferences you can set where you would like donation links to show. At the moment you can set them to show on your profile page and/or all your file pages and it's a simple toggle to turn that on or off. Once on, new links will show on the pages you selected, with a donation button and text reading "Like what this author does? Consider donating money to this user through Pay Pal to help support and encourage them.". That's it. All donation links on all files are in the same place, so if a user wants to donate to you, they will. So remember the no solicitation rules in regards to donations.
I hope that this new feature within the community will be used, because god knows mod authors deserve any support and encouragement you're willing to give them, but I hope it's used properly and not exploited. We'll be monitoring the situation very closely to ensure that's not the case.
Over the past 10 months we have been working behind the scenes on a completely new Nexus site code. Because my code was not up to professional standards the premise was really simple, I've hired on 2 great programmers, and in order for us to make the most of the quality of these coders we needed to rebuild the site code so we had a strong base to push off from. We haven't added any new functionality or major changes, in fact, by the time we're happy with the code we want the site to look and behave exactly the same (apart from one or two bug fixes and small improvements).
Think of it like you would a house: You have a house. It has 2 bedrooms, it's old, decrepit and falling apart. You want a better house, with more rooms, an extension, a conservatory and lots of mod cons on the same patch of land. You can try and build on and extend your old house, but it's likely that at some point all the new extensions and additions you make to the house will make your old, decrepit house fall in on itself from all the load and burden you're placing on it. You don't want your house to be held together by sticky tape and band aids, or be afraid of it falling down at any moment! So what you do is demolish the old house, reset the foundation and rebuild the house brick by brick to your new specifications. That's what we've done. We've rebuilt the site brick by brick, but better, and with massive room to grow.
Before we roll-out this new code we would really love your help in testing it out. We want you to jump all over it, and try out all the features on the site to make sure they work exactly like they do right now on the Nexus sites, because as much as we test it, there are things that you do that we don't! And it's impossible for us to test every eventuality. To that end we have setup a Beta Site which is a mock-up of TESNexus. It is using completely dummy, test data. This means all the data on the site, and anything you add or change will NOT be live on any Nexus site and you're safe to test things with test data without having to worry about affecting the general operation of any of the Nexus sites. Feel free to add, upload, modify and delete to your heart's content because it will not affect any of the content available on the Nexus sites.
The beta site should look and behave exactly like the current sites. We haven't made any major changes to the looks or functionality of the sites, so it should be practically like-for-like, and if it isn't, it's a bug which we need to squash! If you find a bug then please use our bug tracker to let us know and we'll get it fixed ASAP! So please, take 15 minutes out of your busy schedule to help us beta test the new code, because the sooner we roll-out the code the sooner we can start adding some really awesome new functionality to the sites.
This beta test is important as it enables us to iron out bugs before we roll out the code to the sites. If we don't know about a bug then we can't fix it, and you'll come across it on the live site (which might have worse implications!), so help us to help you!
So hurry up and help us ensure the transition is as smooth as possible by using every feature you can think of on our beta site.
Nexus Mod Manager version 0.15.7 has just gone live on the release server and should be available when you start NMM (if you can start NMM) or from the download page for NMM. This is a hotfix patch to resolve the issues that 0.15.0 presented.
A big thanks to kaburke and wrinklyninja who have worked on a Saturday to get this out for us.
In regards to version 0.15.x of NMM it's important to note that while NMM is now using BOSS API to manage load orders NMM does not currently use BOSS's auto-sorting functionality. That means that your load order is still completely managed by you. Priority with this release has been to just make sure the load order functionality is restored after Bethesda and Valve changed it to accommodate Steam Workshop. NMM does ask you if you want to download the latest BOSS masterlist, but at the moment this will not have any effect on your load order. It will be patched in soon (you are safe to pick yes or no).
If you are unfamiliar with BOSS then it would be a good idea to read up on what it does on the BOSS file page here on the Nexus. Here's some of the blurb:QUOTEBOSS (Better Oblivion Sorting Software) will re-order your mods to their correct positions, putting any mods it doesn't recognise after them, in the same order as they were before BOSS was run.
BOSS is designed to assist in the usage of mods, helping mod users avoid serious conflicts. It is not a complete solution to load ordering issues, as there are far more mods out there than BOSS knows about. To properly place mods BOSS doesn't know about, a good working knowledge of mod load ordering for Skyrim is still necessary, for which some research and documentation reading will go a long way.
Once NMM is fully integrated with BOSS you will be able to use the BOSS masterlist, which tries to come up with the best load order for your mods automatically. You can still manually manage your load order, and you can use BOSS's autosort feature to see what BOSS thinks is the best order then edit that order to your heart's content.
At the end of the day it's about providing you with as much help, and flexible choice, as possible.
Last night we released the Nexus Mod Manager version 0.15.0 for general download to fix the issues that Bethesda and Valve presented all the mod managers out there with the changes to the way load orders are handled. Sadly Bethesda didn't give us nearly enough time to ensure we could solve the issues they've presented us (and I'm sure they'd argue they don't have to), so I know that wrinklyninja (of BOSS) has worked at least 100+ hours in the last week alone on getting the BOSS API to a usable state for kaburke (NMM) and Lojack (Wrye) to equally spend a lot of time updating the respective mod managers.
Unfortunately version 0.15.0 of NMM has a program breaking bug in it at the moment that is going to need to be hotfixed as soon as possible. Lots and lots of people have reported this issue so I think it's safe to assume that almost everyone has the same problem! There is a fix for this right now, however, if you are willing to do a little folder copy and pasting. Alternatively you can wait for a hotfix, that will hopefully come today, or roll-back to version 0.14.2.
The fix is very simple. Navigate to where you have NMM installed (the default location is C:Program FilesNexus Mod Manager), copy the "data" folder from inside the Nexus Mod Manager directory, go back one folder (to C:Program Files) and paste the data folder inside the Program Files directory. NMM should now start, load, and work. If it doesn't then I'm afraid you have a different problem, and one that has likely been in NMM since before this version.
When a hotfix gets released for version 0.15.0 you'll be safe to remove the copied data folder from your Program Files directory.
Many apologies for the program breaking bug, but everyone involved has been scrambling and putting in ludicrous hours (especially wrinklyninja, who deserves your thanks) to get this problem sorted for you as quickly as humanly possible.
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