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  1. sligth
    sligth
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    Flooding the Nexus Complaints

    Please understand that my intent when publishing lots of individual mod pages isn't to spam the Nexus. There is no way to publish a page but have it hidden from the front page of search results. I am trying to trickle out the pages slowly, but I have 40 to upload so if I upload 5-8 per day as I have been doing it is still going to take me most of a week to do it.
    Preparing all the materials for all the pages took me upwards of 80 hours over the last week, so believe me if there was a viable alternative I would have taken it.
    That isn't counting the time it took to prepare the optimized textures, testing etc.

    Some people have accused me of click-baiting. I am using descriptive titles, it is not my fault some views truncate the titles, but it only takes a mouse over and you have a clear description too if you are using a tiled view.

    Optional files isn't designed to handle 120+ current "optional" files and I will most likely have more than that soon enough.

    Version numbers for optional files downloaded in NMM are set at the time of download based on the version number on the options page, bottom right of each file entry, or from what is in the FOMOD (I don't use Fomods for this project). When NMM does a version check it compares that number with the current version number of the mod as a whole.
    So for mods with lots of options such as Armorsmith, you get lots of triangle warnings even though you are up to date on all files. It causes me no end of frustration on multiple popular mods with lots of options.

    Here is an example of what it is currently like using the main SWOP file and some older patches that are still "current" because I haven't retired them yet (the guns have their own pages).



    Just imagine what a block of 20 or 30 seclected texture mods is going to look like... a wall of triangles with false warnings, and no idea when an actual warning is true.

    It causes what I like to think of as "warning blindness" - half your mod version column ends up full of warning triangles for optional files which are actually up to date. As a mod author changing the version number on the page doesn't help the people who have already downloaded the files.

    What NMM should do is compare filename downloaded to filename on server, and if you have the latest filename then the 2.1 optional file is still current, even if the main file is at 2.2. But it doesn't.


    It kinda works for real optional files that change every time a primary file changes, such as some of the landscape/grass retexture projects that also offer upscales/downscales with every release, and it works for some option patches for guns that get updated frequently to reflect a current version.

    Unfortunately it can't possibly work for my project.

    Creating all these extra pages is a considerable investment in time, but eventually every single page will have it's own optional files, and maybe also optimized versions of retextures, thus multiplying out the amount of files considerably.
    It also has a negative marketing effect. If someone downloads an optional file, they can endorse the parent. In my case I only get endorsements on the main project if someone downloads the main project instead.

    Ultimately I am thinking about the long-term usability for my users, whereas a few are thinking about the short term inconvenience for them of clicking a link to look at a second page.
    So much so they troll my comments on multiple mods.


    Any constructive comments regarding this I am happy to entertain in this dedicated forum post on the main SWOP mod page.

    Any similar discussion here henceforth will be deleted and reported to moderators as per the terms of service.
  2. onymaru9
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    im still using this version of the gun, why isnt the grab the damn mag not working? in the CK it says its using the submachinegun anim just like the other guns
  3. reapurmod
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    Hi Guys,
    Can you please help me understand what to install and the order for the swap weapons?
    I have the SCAR, the LSW and the desert eagle.
    Do I install two mods for each? for example, do I install the weapon mode first, and then install the swop mod?
    I just installed the SCAR like this
    First this: http://www.nexusmods.com/fallout4/mods/10804/?
    Then this: http://www.nexusmods.com/fallout4/mods/11419/?

    Is this the correct way to do this?
    Thanks
  4. VaultBoy3000
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    Why is everyone who's making weapon mods only making modern weapons, they don't fit in in the Fallout universe.
    1. sligth
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      It is hard to say what is really in the universe when Bethesa themselves add ammo types which are not in the timeline either

      5.56 1963 https://en.wikipedia.org/wiki/5.56%C3%9745mm_NATO
      7.62 1954 https://en.wikipedia.org/wiki/7.62%C3%9751mm_NATO
      10mm Auto 1983 https://en.wikipedia.org/wiki/10mm_Auto

      Then there are the portable nukes, gauss rifle, plasma/laser weapons etc which are so out there.

      What technology comes between?

      And like what is in game... .38

      .380 ACP ?
      .38 S&W Special
      9x19 Parabellum
      .38 Super
      .38 Special
      .38 Long Colt
      .38-40 Winchester
      .38-55 Winchester

      Then .50 BMG is 99mm long compared to .50 AE 32.6mm but then I would never have my Desert Eagle...

      Data from https://en.wikipedia.org/wiki/Table_of_handgun_and_rifle_cartridges

    2. DOOMBASED
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      As far as I know the mid 1900's still happened in the timeline. Just because there was a divergence doesn't mean that all things afterward didn't happen. It's actually quite the opposite if you look into things.