WIP Next Generation Palettes
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9 comments
MEES BACK
I'm on semi vacation now. The office is still on rotating summer vacations and whoever is not on vacation is working half days until labour day weekend and then we star the grind all over again
I have like hundreds of pics to post on. I'll catch up over the next week.
I really got into this band over the last few weeks. They have become my summer soundtrack so to speak. I am pleased to hear you enjoyed listening to them too. They kinda remind me of Kate Bush. Remember her
I started to read your story and after finishing I tried to copy my old FV game and play it. it worked but it was very wonky so I deleted everything and I'll start from scratch and rebuild.
Have you ever tried that DUST mod?
Having said that, maybe it's time for a fresh start. I know a lot more about plugins than I did six years ago and can copy/swipe a lot of the smaller things that I hold on to older mods for. My biggest challenge to overcome would be maintaining two different mod profiles to avoid hindering my story stuff. For F3/NV I'm still using FOMM, maybe I'll give NMM a crack at them. It's not like I don't know how to repackage mods, just annoying to do it if I don't have to.
Actually you can use Mod Organizer for FV. That is even a better idea. Yeppers, use that! MO does a similar function but in a much more advanced way. It also can save different load orders and it saves them virtually. YA, that correct! VIRTUALLY! Cool stuff eh? SO you can easily have all your mods on a USB key and MO will remember all your game builds and load them up with virtual copies. hey you may want to check this out. I am currently in the middle of setting this up. I recommended it to FBC. http://wiki.step-project.com/User:EssArrBee/FalloutNewVegas
A lot of my issue is that I've edited and modified a lot of things from their installed state. I've added variations of armors and mashups to mods, for example, and the new items are in the plugin. In the cases when I haven't done that, I'll use a master override mod. If I remove a mod from that I'll need to update that and create a new plugin to hold those changes for if/when I want that mod again so I don't have to go through the process of developing desired changes again.
Like I was saying.... it's a delicate ecosystem.
I would never have thought there was such a potential in Morrowind
I wonder, is the game stable with all these tweaks or is "stable" like my "FNV" ?