Fallout 4

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sligth

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sligth

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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. flightguy69
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    I love your contributions but sadly none of your stuff works for me. Everything you posted has a bad file structure. I tried to manually modify them but nothing I do works! I tried this one hoping it would work but as all your stuff comes up with bad file structures within my mod manager! I tried to manually install them too but that causes my game to crash.

    Hopefully one day I can get one of them to work. Once they release the creation kit, I can narrow down what the problem is!

    Anyhow, thanks for all your uploads as I am sure some people may be getting them to work!
    1. sligth
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      I love comments like this because I am sure I will end up learning something I haven't been modding that long

      Seriously I want to make sure you can use all of my textures.

      First of all which Mod Manager are you using? I have only used NMM

      Everything I upload has been using a top level Data folder in the archive. I have read that it isn't necessary, but as NMM was working with it anyway I haven't changed what might be a bad habit.
    2. flightguy69
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      I cannot use the Nexus Mod Manager because it requires me to have Sp1 on my Windows 7 which I do not have. There are things in the the Sp 1 that interfere with my other games so I chose not to update that.
      However since the Sp1 uses the Dot.net framework 4.6 which is needed to run the Nexus Mod Manager, I had to use the one someone made as a standalone Mod Manager!
      It has been working for most mods with the exception of a few and yours. It is a nice Mod Manager because it literally tells you when there is a file structure issue.
      So that is when I manually installed it and it did not work. So then I tried to edit my Fallout 4 ini file to ignore the structure error but still did not work!

      Once they release that creation kit then I can find the issue!
    3. sligth
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      You just need to tell me which one so I can do a specific test with it
    4. flightguy69
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      I do not remember them all! I know this one was one of them and about 3 others! I did not try every single one of them but the ones that I did try did not work. I know this one was for sure one that did not work. That was kind of why I wrote none of your mods work for me! If you used the same layout and structure means none of them will work.
      The creation kit will be coming out soon so once that comes out you can probably see why there is a structure error. I even tried to uninstall the mods I currently use to see if one of them are interfering with the other but even when I install it by itself it gives me the bad structure error. So there might be something in one of the lines that is not in order so to speak.

      I am probably going to upgrade to Windows 10 here soon so I can use the Nexus Mod Manager. I know some mods that do not work for me work for my friends who use the Nexus Mod Manager! I did try to install it manually though without the mod manager too and then it just caused my game to crash all together.

      I am almost certain it is a simple fix! I am waiting to do some modding myself once they release the creation kit!
    5. sligth
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      Sorry I should have been more specific... which mod manager?

      There are a few alternatives I know of, and probably a few I don't
    6. flightguy69
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      This is the one I am using because it actually reads the files. I had the original nexus Mod Manager working but once I updated it, it stopped working.

      http://www.nexusmods.com/fallout4/mods/495/?

  3. otisjasmodeus
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    I dont mind the spam, it actually has been reminding me to update my old weapon mods, and showing me ones I hadn't seen before
    1. sligth
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      Yeah... I am sympathetic to the complaints which is why I haven't blasted out 40 pages in 1 go and didn't force myself to post any yesterday... it is hard work just posting the pages and I needed a break.

      Lots of weapons are gaining a little extra exposure and I deliberately use a randomized list (random.org) so I am not posting the most popular mods first. And whilst I wanted to cover as many popular mods as I could out the door, I also went for variety and made sure I had lots of unique and melee weapons.

      There is another mod I want to finish up and post which might need up to 500 optional files depending on how I structure it.
      That might go beyond what the site can actually handle and I am waiting on feedback from the powers that be.

      Today it looks worse because so few plugins are being posted - I have posted 5 weapons over the course of 12 hours.

      Tons of people are playing beta, can't get their plugins working etc so in many ways a quiet day would be the best to post more... but people don't think of things like that