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EssArrBee

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Everything posted by EssArrBee

  1. I think the idea behind it was to use MO's BSA loading mechanism to load the BSAs. xEdit won't load the BSAs without the plugin though.
  2. Here's a few things I've finally come to realize over the last year about F&L... I've been thinking that I can tweak the guide only so much nowadays because I've pretty much taken it to endpoint of what it will ever be. There are some basic changes I can make like taking out the Yuki mods section and replacing it with darth's mod, but otherwise there isn't any real overhauls I can really do anymore. For a long time I've been bouncing around the idea of stripping the guide down and rebuilding it from scratch. I'd do this mostly in private since I wouldn't just do that all at once since that would throw a big wrench in F&L right now. I wouldn't switch them out till the new one have at least 75% done. I think I just miss building something from nothing instead of rebuilding what I already have over and over again. I started F&L in October of 2013, so it's about time to revamp the whole thing. I just can't work the guide anymore with the same affinity I once had and that will only lead to something that is lower quality. I kept telling myself I could just return after a break, but that isn't it. I took it as far as I could, but now it's time for something new. The guide has always tried to balance four main things; realism, lore, immersion, and fun. The problem I personally have with that is that fun is really the only one that ever mattered to me. I find a lot of realism is only for the sake of realism, which is pointless. Lore is great, but after your 20th playthrough it just doesn't matter anymore. I've never been immersed in any game if I'm being honest. I just don't think I'm wired that way. Everything I did with F&L was with two thing in mind. I wanted to make the guide in a way that would appeal to lots of users (who mostly want realism and immersion). Hopefully everyone that used it felt there was something in it that they enjoyed. Then I did it just to see if I could do it all my own. Of course it wasn't 100% me (there has been plenty of help along the way), but there really isn't any part of the guide that doesn't have my hands on it. I don't think there are any supplemental guides on the STEP site that aren't a showcase of the author that started it. SRLE without Neo or C&PD without Kelmych is just an idea people talk about without anything to show for it. It's part of what makes STEP, as a community, special. That we have these individual creations that become their own communities within the larger one. Without other users pushing me along, F&L would just be a disorganized mess and maybe about 40% of the mods wouldn't even be there. A lot of that input really did go into the guide while I was plodding along adding one section after another and added pages for this or that to make sure it covered every inch in case even one user wanted it. Not sure where I'm going with all this, but I think what I'm trying to get to, is that I made the guide mostly for other people to enjoy, but about a year ago, I just didn't have the time, patience, or fortitude to keep doing it for other people. I want to do it for a different reason now. Not that I stopped liking people, just that I have hit a limit of what I can give with this particular project. I don't want to get rid of F&L or anything like that, but I do want to create something again. FNV is probably my favorite game of all time, or at least my favorite game to mod endlessly, so I want to do more with it. What exactly that is, I don't know yet, but I know it won't be more of the same. Way back when it hit 10K page views I was like "Holy crap, this is amazing." Now it's probably over 2 million, but we don't track that anymore and I still can't believe people liked it enough to use it that much. But, I did kinda prove that I could make a guide people want to use. I even inspired a couple other users to make their own guides. If I'm being honest, it all got a little out of hand. At some point, you have to let things go and knowing when to do that is the hard part. I think this is the right time though. I haven't been around much this year anyways, so it is time for me to just tidy things up and keep F&L up-to-date, but forget about big projects within the guide itself. I can do more good if I move on to something different. So, after 3 1/2 years I'm going to stop adding things or saying that I will come in a do a bunch of work that I never end up getting around to. It's just easier for everyone if I finally just say that enough is enough. I'm sure there are other people who will pop in from time to time for an edit here or there, like Mono or Audley, but I'm just going to do maintenance from here on out. I've forgotten more people that came around to help than people I can remember, but everyone that did help in anyway was awesome for doing so. We do this for free, so it says something about people that give their time to help out without the need to receive anything in return. Thank you all for putting up with me this whole time. If you bought ticket, I hope you enjoyed the ride. - SRB
  3. That's exactly why I put 3rd party DLC in the title. I was watching Gus from roosterteeth talk about it while he read some of the stuff from a press brief he got. It said you had to apply to join the creation club, you have to setup a development timeline, you have to work with Bethesda devs and QA, and that you would be paid for reaching development goals. It sounds like they hire people as freelance contractors. The majority of this stuff will be made professionals who are careers freelance workers or out-of-work developers that are between jobs and need cash. Of course some modders will jump on and try to make some cash as well, but I think going through a dev cycle they have never experienced may turn them off.
  4. I doubt there are any changes needed. This mod was surprisingly easy to deal with. Any conflicts with GDO were preference rather than substance type of stuff.
  5. I will. Mostly I'm just trying to figure out the Toggle settings. They behave in a way that I can't quite figure out from just doing a few runs. I probably need to just spend some time with it. Hot take right here. I think most of us feel that way about SSE. I don't want to Skyrim again, I want to play some other monstrosity that I make by shoving the game full of mods.
  6. If you are following the STEP recommended options then go with Normal res.
  7. I've been gone for a while, so my batteries have recharged a bit.
  8. If you don't want to update, then just finish your playthrough with 2.2.9.2. The 2.10.0 guide will still be here when you are done and ready to try something new. When you are ready, make a new profile with MO by copying your current profile and naming STEP 2.10 or w/e you like. Then, as Tech said, use the changelog to remove old mods, and install new mods. It shouldn't take you to long to do so. You don't have to unistall old mods though, you can just untick them in the left pane of MO. Then if you want to go back to 2.2.9.2 they will still be there. That's the great thing about profiles.
  9. I would have added it for the latest STEP release, but I didn't have the time. I will be working on it the next week or two. I haven't been around much the last year, so I have forgotten so much stuff about modding utilities that I needed more time to look Mator Smash over for STEP. Awesome, didn't realize you put more documentation together.
  10. Now Pete Hines is on the roosterteeth stream. EDIT: He just talked about Evil Within 2.
  11. Bethesda is about to have someone on the Roosterteeth youtube stream. Maybe they will have more details about Creation Club. EDIT: NVM, it's just some guys from the Wolfenstein studio.
  12. It's the physics engine that is locked at 60 fps across all Bethesda games.
  13. Use the changelog linked at the top of the guide wiki page that lists all the new mods and removed mods.
  14. It might not exist yet. They basically rebuilt the whole patcher for 307.
  15. We may need to make a note that the stable version of Wrye Bash is used, version 306. The beta has added stuff in for Graphics and Cell records that cause issues without proper tagging. Keeping the beta version means we would have to have users run the tagging script on mods. It's a long and annoying process. I hope to do away with it soon when I figure out Mator Smash better. I hope to have it done within two weeks. I'm pretty much part-time this summer, so I have lots of time re-learn everything I've forgotten in the last year.
  16. That's why I put 3rd Party DLC in the title. This isn't modding in the typical sense. This is pitching an idea to Bethesda, getting funding to make it, having to deliver that product, then getting a cut for making it. I bet that the devs don't even get a very big cut of it. They were doing 25% for the other paid mods, but do you think that all the devs that made Skyrim walked away with 25% of the revenue from the game? That was like $200 million. I get the feeling that they want their internal devs to release stuff and to attract professionals that are taking a break or have free time to make stuff for them. There is no 25% for that type of work though. You are more of a contract worker.
  17. I think that a lot of the initial stuff will be from the game devs. Stuff they made in game jam or that got cut from the games due to time or it didn't fit. They'll accept stuff from people as time goes on though. Those contracts with Beth devs and QA helping are going to be really small until launch when they can actually sell some stuff. I want to know how the pricing will break down. I'm guessing one point is one cent, and that Bethesda will set the price with the creators they bring on.
  18. They recognize the mistake of last time and that's why this is going to content from official Beth employees and outside developers will have to go through QA. I'm wondering if the Script Extender guys will be offered anything. I wouldn't be surprised if they were real Beth employees anyways and never told anyone.
  19. Bethesda is bringing in an official modding to FO4 and SSE it seems. This is different from what happened with Steam Workshop where anyone could upload a mod. Instead this is made internally and with external developers that Bethesda brings on to make content. Current mods will not be allowed to be ported into this system and only original content will be allowed. This could hlep them get around Sony's rule that 3rd party content is not allowed on their system.There is a points system for buying the content. You purchase the points on Steam, Xbox Live, or PSN.Creators must go through a full development cycle with Bethesda developers to release something and get paid. They set milestones for your project that you much reach, so bethesda QA can approve your content. They pay you for certain development milestones before release.You must have already submitted content before they will accept you to the creation club. It's a closed system that Bethesda is curating this time. We all knew this was coming back eventually. It doesn't affect any mods coming out for free or any mods already released, so that is good. Here's the FAQ: What is the Creation Club?Creation Club is a collection of all-new content for both Fallout 4 and Skyrim. It features new items, abilities, and gameplay created by Bethesda Games Studiosand outside development partners including the best community creators. Creation Club content is fully curated and compatible with the main game and official add-ons. What types of content will be included in Creation Club?Creation Club will feature a wide variety of content including but not limited to: WEAPONS: New weapons, material skins, parts, etc.APPAREL: New outfits, armor, and items for your character.WORLD: New locations, decorations, foliage, etc.CHARACTERS: New abilities, characters, companions, etc.CREATURES: New enemies, mounts, pets, etc.GAMEPLAY: New types of gameplay like survival mode, etc. What platforms will Creation Club support?Creation Club will be available in Summer 2017 on PlayStation 4, Xbox One, and PC for Fallout 4 and Skyrim Special Edition. How do I get Creation Club content?Creation Club is available via in-game digital marketplaces in both Fallout 4 and Skyrim Special Edition and purchased with Credits. Credits are available for purchase on PSN, Xbox Live, and Steam. Your Credits are transferable and can be used in both games on the same platform. Can I become a Creator?Whether you are a professional developer, artist, or modder; you can apply to be a Creator here. Be ready to share work you’ve already done as part of your application. If I’m accepted to be a Creator, what can I create and what is the dev process?Creators are required to submit documentation pitches which go through an approval process. All content must be new and original. Once a concept is approved, a development schedule with Alpha, Beta and Release milestones is created. Creations go through our full development pipeline, which Creators participate in. Bethesda Game Studios developers work with Creators to iterate and polish their work along with full QA cycles. The content is fully localized, as well. This ensures compatibility with the original game, official add-ons and achievements. Are Creators Paid For Their Work?Yes. Just like our own game developers, Creators are paid for their work and start receiving payment as soon as their proposal is accepted and through development milestones. Is Creation Club paid mods?No. Mods will remain a free and open system where anyone can create and share what they’d like. Also, we won’t allow any existing mods to be retrofitted into Creation Club, it must all be original content. Most of the Creation Club content is created internally, some with external partners who have worked on our games, and some by external Creators. All the content is approved, curated, and taken through the full internal dev cycle; including localization, polishing, and testing. This also guarantees that all content works together. We’ve looked at many ways to do “paid modsâ€, and the problems outweigh the benefits. We’ve encountered many of those issues before. But, there’s a constant demand from our fans to add more official high quality content to our games, and while we are able to create a lot of it, we think many in our community have the talent to work directly with us and create some amazing new things. EDIT: I'll add more info as I go through it. Link: https://creationclub.bethesda.net/en
  20. Ah, so we are going with 2.10.1. I wasn't really sure.
  21. Thread closed. Please redirect all bug reports to the STEP 2.10.0 bug report thread which will be up soon.
  22. Can I put a maybe on this in case it does have a conflicts. I don't want to spend an extra two hours in xEdit because of a new mod if we are releasing tomorrow.
  23. Everyone is in agreement about the bow. Unless we are going to just add the sword, I don't think we accept this mod.
  24. With Vivid accepted this is dropped from testing.
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