Its more the fact that one shouldn't in general over saturate the database with the same mod, if your mod has a value that makes it unique among its peers, then everything is okay.
The nexus database is more than capable of handling this extra record from a technical point of view, and from a content point of view if it's not liked it'll fade into obscurity due to having a low endorsement / age ratio.
There are always different preferences for different things, so you'll always see a multitude of different approaches to solving each 'game issue' in the mod landscape. This is a good thing, modding is about people customising the game to their own taste, not about installing the approved list of mods according to the book of Akrilloth.
I would seriously think twice about telling anyone they shouldn't upload a mod. Luckily I'm not new to modding, but if I was, your narcissistic proclamation that this mod is not even worth the server bytes it occupies might well have put me off what would have been a very rewarding hobby.
Your response settled my decision about which to use. Downloading yours. Thanks for your time and care with this mod, I expect it to fit right in with what I wanted (after hesitating with the other headlamp mods).
Here is a good history lesson for people with thoughts like Akrilloths. You can never have enough mods that do things to make some aspect of play better. Here is what will happen over time.
1. 4 people will make a mod that does similar things and then have to listen to people that think they are some kind of mod police. 2. Over time Beth will update and patch the game and these updates will render some of the mods broken. 3. Some of the mod authors will go back and patch the mod with a new version that is compatible with whatever Beth did, but some will not. 4. Over time some modders will have moved on to other things and will never revisit the mod again. Only new people posting whether the mod works in the comments section will let you know if the mod is still good or not. 5. Now what seems to some people like a glut of mods that do similar things, will really only leave a couple that actually still function properly. Either someone must update their old mod, or a new modder will need to make a new one and post it.
This evolution will continue until all the DLC's have been released, Beth has issued its final update, and they have moved on to Elder Scrolls 6 or STALKER 2.
Thanks! This is just what I'm looking for actually since for some reason my game got bugged to where my Pip-Boy is pure white instead of slightly amber.
Ok doing the necropost thing here - I've tried them all, I prefer this one. Word of caution to anyone thinking about using it, I recommend the non-shadow version. The shadows were not showing properly on my computer. It looked like a black cardboard cutout standing right behind the person / object being lit up. Only things that were laying on the ground had shadows that looked correct.
While this is definitely the best of the headlamp fixes I've seen so far, it still has one immersion-breaking problem that I'd love to see fixed if possible: enemies don't respond to the light. I can be sitting in darkness, but fully highlighting a batch of raiders in brilliant white light, and they go merrily on their way without noticing. Is there any way to increase the sneak penalty with the headlamp activated?
Like most of the comments here, I've been looking for a longer range headlamp but wound up with some laser beams for lights. Yours is by far the best looking but i was wondering if you could make it just a tiny bit shorter range. You see, while my headlamp will emit shadows, enemies don't and the increased range on the lamps makes it so many times they'll shine their light at a wall, the light will go through the wall and light up the area across. Thx for the mod.
46 comments
I made it for myself, and put it up in case anyone else wanted it. I don't feel I have to advertise it to you.
The nexus database is more than capable of handling this extra record from a technical point of view, and from a content point of view if it's not liked it'll fade into obscurity due to having a low endorsement / age ratio.
There are always different preferences for different things, so you'll always see a multitude of different approaches to solving each 'game issue' in the mod landscape. This is a good thing, modding is about people customising the game to their own taste, not about installing the approved list of mods according to the book of Akrilloth.
I would seriously think twice about telling anyone they shouldn't upload a mod. Luckily I'm not new to modding, but if I was, your narcissistic proclamation that this mod is not even worth the server bytes it occupies might well have put me off what would have been a very rewarding hobby.
1. 4 people will make a mod that does similar things and then have to listen to people that think they are some kind of mod police.
2. Over time Beth will update and patch the game and these updates will render some of the mods broken.
3. Some of the mod authors will go back and patch the mod with a new version that is compatible with whatever Beth did, but some will not.
4. Over time some modders will have moved on to other things and will never revisit the mod again. Only new people posting whether the mod works in the comments section will let you know if the mod is still good or not.
5. Now what seems to some people like a glut of mods that do similar things, will really only leave a couple that actually still function properly. Either someone must update their old mod, or a new modder will need to make a new one and post it.
This evolution will continue until all the DLC's have been released, Beth has issued its final update, and they have moved on to Elder Scrolls 6 or STALKER 2.
You can never have enough good mods.
Thanks layam.