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 What makes you walk away from a mod?

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ichigo350z



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PostSubject: What makes you walk away from a mod?   Thu Sep 22, 2016 8:58 pm

I've come across some really poorly executed mods. What are the deal breakers for everyone? OK I'll go first


  1. Mods with replacement textures, I'm fickle and may want to remove said mod, if I get a big purple jacket at the end because a texture was overwritten.... pass
  2. Mods that have other mods as requirements besides AWKCR and SK (I love Nieros work but the Cross Framework required by some of his mods really jacked my game up) pass


I've never found things like vanilla sounds or animations enough to make me dislike a mod.
What makes you uninstall a mod?
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NewVegasMerc



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PostSubject: Re: What makes you walk away from a mod?   Thu Sep 22, 2016 9:16 pm

I don't really like mods that are not lore friendly. Not saying that non lore ones are bad, but when it comes to a quest mod I dislike it. Also when it comes to weapon mods if it's a brand new mesh and texture I'll give it a go. But if the textures are awful I usually steer clear as I feel it looks out of place.

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RelayQuad4



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PostSubject: Re: What makes you walk away from a mod?   Thu Sep 22, 2016 9:22 pm

I tend to lean toward the immersive mods the most, so if there is no immersion I'm not really interested. Like @JoJoman45 lore friendliness is a must as well. Oh an the size of the mod too.

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gibons45



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PostSubject: Re: What makes you walk away from a mod?   Thu Sep 22, 2016 9:23 pm

the majority of mods i use are gun mods so this is what kills a gun mod for me

1. misaligned iron sights
i'm an iron sights freak so if the sight are bad that's an instant uninstall.

2. reloads where the mag/bolt is static
its very rare especially nowadays but that's another instant uninstall.

i'm mostly referring to NV mods as i haven't seen any Fallout 4 that have those problem Very Happy

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mixtape69



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PostSubject: Re: What makes you walk away from a mod?   Thu Sep 22, 2016 9:40 pm

If it hasn't been updated in a while for most cases, I tend to ignore it and find a better alternative. If I feel it's too lore breaking or doesn't feel like it belongs there, I trnd to avoid it.

I love many of the modern weapons mods for New Vegas, but I really can't stand ultra tacticool weapons probably ported over from CoD or Battlefield. I prefer the more realistic approach of having what would be useful instesd of trying to show off. In general for all games, I think BF3/BF4 gun sound effects are overrated and overused and tends to make me want to not install the mod, find a different one, or a different mod that changes the sounds.




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rojok2



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PostSubject: Re: What makes you walk away from a mod?   Thu Sep 22, 2016 10:46 pm

I dislike mods that add weapons that are unbalanced to the base game, modern weapons for fallout 4 has cool models but are extremely overpowered at lower levels.
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Dewderson



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PostSubject: Re: What makes you walk away from a mod?   Thu Sep 22, 2016 10:57 pm

Unbalanced weapons or armor, especially if it's not lore friendly. As well as weapon and armor mods that are overpriced when you sell it to a merchant.

"Oh a mod weapon, here just take it all then." **Gives you everything they own.

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Dreceratops



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PostSubject: Re: What makes you walk away from a mod?   Thu Sep 22, 2016 10:59 pm

I'm willing to effort into installing a mod if it looks like its worth it. While Weaponsmith Extended has a very lengthy installation, I felt that the weapons added really fit FO4's world. Some weapons and armors just look too clean or noticeably stick out compared to Fallout's aesthetic. Not that I don't appreciate the work put into them, they're just not for me.

@ichigo350z wrote:

[*]Mods that have other mods as requirements besides AWKCR and SK (I love Nieros work but the Cross Framework required by some of his mods really jacked my game up) pass

What problems did CROSS give you? Even now that half of his mods rely on AWKCR and the other half don't, the most tedious thing is having a separate workbench.

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SuperChunkChief



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PostSubject: Re: What makes you walk away from a mod?   Fri Sep 23, 2016 12:07 am

I'm not a fan of fetch quests for example someone tells you to go somewhere and pick something up then you have to go back and give it to them. Then they tell you to do the same thing over and over again. Pretty much lazy quest making with no real heart to it.

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LuckyFatCat



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PostSubject: Re: What makes you walk away from a mod?   Fri Sep 23, 2016 12:14 am

Companion mods where the companion (male or female) has super exaggerated...anatomy.

Mods that have a bunch of required mods to run properly...not so much a walk-away-from...but I won't DL/install it until sometime down the line after its updates become less frequent. (because nothing spells frustration better than spending a potentially irritating amount of time constantly updating everything, every other day to ensure the mod doesn't break.)

Mods that change certain textures but not detail them in the Description (SUPER rare nowadays), and mods that are missing textures completely...despite the amount of updates it goes through (Very rare).

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rower97



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PostSubject: Re: What makes you walk away from a mod?   Fri Sep 23, 2016 12:32 am

In most cases, I always stick away from mods that haven't been updated in a few years. Also I'm not really a fan of non-lore friendly mods (I make an exception if they're very good). I particularly dislike when mod authors purposefully break the fourth wall in an attempt at humour. And I just don't see the point of the cheat weapons that people upload. They literally just make an esp that gives a 9mm SMG 1 million damage, no custom meshes or textures. I guess I can understand if it's someone's first mod, but still, anyone can go into the GECK and change damage.
I must sound really angry lol  
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ichigo350z



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PostSubject: Re: What makes you walk away from a mod?   Fri Sep 23, 2016 1:50 am

@Dreceratops wrote:

What problems did CROSS give you? Even now that half of his mods rely on AWKCR and the other half don't, the most tedious thing is having a separate workbench.


I had tried the half mask and the cybernetics. I probably could have done some troubleshooting but they weren't something I had to have vs just getting something else. Im glad to see that hes moved away from the framework.
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MojavePlasma



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PostSubject: Re: What makes you walk away from a mod?   Fri Sep 23, 2016 2:13 am

When it has "Slooty" on the name. I'm not fond of over-sexualized characters and clothes.

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linkin79



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PostSubject: Re: What makes you walk away from a mod?   Fri Sep 23, 2016 3:22 am

Took the words out of my mouth@"MojavePlasma".i love armor mods.like decking my character up.But if it's a slooty armor as the cool kids call it nowadays.
Its an instant pass.Even if its well made it takes me out of the game.That's why i like Dragbody"s armors cause that would be something someone would actually wear in a post apocalyptic wasteland.
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joshwist55



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PostSubject: Re: What makes you walk away from a mod?   Fri Sep 23, 2016 3:49 am

Mods that are just op weapon mods. WHY? just why? you could of just made a cheating bat for the .44 magnum (mysterious Stranger Magnum) and give it to someone or just use the console commands.

Second is the slooty mods that makes armors look like softcore porn or makes pedophilic armor for idk. I know the body in fallout is usually looking like a clay mold but at least add some armor that functions like armor. Such as armors with bulletproof vests, just add it on the females even if its uncomfortable to look at. Thats what it suppose to do and protects you.

Lastly, are the mods that are REALLY BADLY MADE like mods that looks like a 5 year old slapped all the models together. Now their are some exceptions like AG Supplementary Uniques which by the way is the #1 mod i run with lore mods as it expands the already huge unique weapons and hides them in very well place and gives you the most satisfying time when finding the best weapons as they are usually hidden and found in difficult areas. Anyways well thats all the mods that will make me push my buttons.

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Dreceratops



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PostSubject: Re: What makes you walk away from a mod?   Fri Sep 23, 2016 4:40 am

I don't like skimpy mods. To me, they just don't fit the Fallout Universe, but it's not like I care if you use them.



But this just feels silly to me.

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gibons45



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PostSubject: Re: What makes you walk away from a mod?   Fri Sep 23, 2016 4:56 am

@Dreceratops Man the nexus staff really like Shadman...

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joshwist55



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PostSubject: Re: What makes you walk away from a mod?   Fri Sep 23, 2016 5:01 am

@Dreceratops OMG Nexus is the new loverslab. Thank god Gunetwork don't have these mods.

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Dewderson



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PostSubject: Re: What makes you walk away from a mod?   Fri Sep 23, 2016 6:47 am

@joshwist55 wrote:
@Dreceratops OMG   Nexus is the new loverslab. Thank god Gunetwork don't have these mods

One of the leading reasons of why I remained at GUN. Practically all of the actual modders at Nexus ragequit after Bethesda.net happily allowed mod theft. Eli is about the only person that keeps me even checking out Nexus. Saw easily the best power armor mod on Nexus get buried under "SHADMAN'S NSFW RETEXTURE" called War Tags, it went into mod limbo while all these NFSW retextures stayed on the front page.

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Limitlessness



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PostSubject: Re: What makes you walk away from a mod?   Fri Sep 23, 2016 12:44 pm

Well here is my list:

1. Anything with the name Shadman in it
2. The grand majority of Skyrim follower mods
Skyrim Nexus Hot Files:
 
3. Those fucked up loli mods that somehow make it to the hot files
4. Overpowered weapons
5. Really out of place and unexplainable armours
6. Fetch quests
7. Really bad voiceovers (just keep the npcs silent if the audio is subpar)
8. Bad retextures
9. Bad storytelling
10. And lastly, mods that are dependent upon multiple mods across the the board (frameworks, script extenders and commonly used mods excepted).

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PostSubject: Re: What makes you walk away from a mod?   Today at 7:56 am

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