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 What makes you walk away from a mod?

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snippy123

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PostSubject: Re: What makes you walk away from a mod?   What makes you walk away from a mod? - Page 3 EmptyFri Sep 30, 2016 12:50 am

Usually skimpy non lore friendly ones, I'll download like one joke mod to amuse myself like Birthday Brigade

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Lucianhector

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PostSubject: Re: What makes you walk away from a mod?   What makes you walk away from a mod? - Page 3 EmptyFri Sep 30, 2016 1:12 pm

When I feel like not much effort has gone into the smaller details.

For Example, Mods that populate the wasteland, on the whole is a great Idea, but populating it with NPCs that stand and do absolutely nothing? A definite no.

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Zetman

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PostSubject: Re: What makes you walk away from a mod?   What makes you walk away from a mod? - Page 3 EmptyFri Sep 30, 2016 1:52 pm

Stability and or performance issues, major ones at least.
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beardofsocrates

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PostSubject: Re: What makes you walk away from a mod?   What makes you walk away from a mod? - Page 3 EmptyFri Sep 30, 2016 4:11 pm

I'm fairly open-minded to most mods out there, but I've come to avoid handful:

1. Over-dependency on other resources. I'm not talking about common scripts like NVSE or SKSE, but very specific requirements that take up load order-space. The less esps the better, especially with NV.

2. Any quest mod trying to make a political statement. I don't mind a philosophical undertone, but if it's shoved in my face, even in a good quest, it's uncomfortable and patronizing.

3. Overly sexualized NPCs. I don't care if they're sexy, but often it seems these characters are stripped of their humanity, and originated out of some horrid fan fic.

4. War zone mods. Most of the time, these are very well made, and kudos to the authors! To me though I don't like turning a nice piece of countryside into a Battlefield after already handling a conflict in a local town.

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Vrig88

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PostSubject: Re: What makes you walk away from a mod?   What makes you walk away from a mod? - Page 3 EmptyFri Sep 30, 2016 9:51 pm

Gotta be lore friendly, or at least, realistic. I cant stand joke mods. Also, unfinished/bad mods, for example; weapons. I dont mean to sound like a d*** or ungrateful to the modding community,but there are somethings out there, that i swear are just half-a**ed. The nexus is full of them. I get that if youre new to modding, your stuff probably isnt gonna be the greatest, but that doesnt mean just throw it out there either. Continue to work on it, make it better, and ask for help. It should be quality over quantity.

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Proudnoob4

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PostSubject: Re: What makes you walk away from a mod?   What makes you walk away from a mod? - Page 3 EmptySat Oct 01, 2016 9:23 am

Well mods that have very sluty clothing is pretty odd to have it-in an post apocalyptic game, and some mods that try to make the game more Modern and try to make the game move away from the 50's feel from a Fallout Game

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Emperor Slyther

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PostSubject: Re: What makes you walk away from a mod?   What makes you walk away from a mod? - Page 3 EmptySat Oct 01, 2016 11:30 am

The only problems I ever have with certain mods, that which I choose to walk from or experience in full fruition and hate their story/layout, as if games couldn't possibly have enough of them, is goddamn cliffhangers and for the story part, sacrifice endings. I mean yeah, sure. You can either sacrifice yourself or Sarah Lyons at the Project Purity place in vanilla Fallout (If not using Broken Steel and the game ends), but I've actually seen this same course of action in a rather popular, yet total conversion mod for Skyrim. I will not spoil the details, play it if you wish.

I could stomach a few cliffhangers, like if you were captured by certain enemies in a mod and you gotta escape prison somehow. But I mean the fact you get downed so many times like as if it's f*cking Call of Duty, and I've seen plenty of that in these games before I stopped playing them by the time Black Ops 2 came out, I mean I'm not against surprises and unexpected experiences in general, especially when it comes to mods and all, but I say this because the cliffhangers happen way too much in certain mods like the one I just played, just pisses me off in general.

Aside from that, I have no other reasons than mentioned above which really makes me walk away from a mod. That or possibly you get stripped of your player items and if you're a modder like me, you could always just edit the esp files and scratch the player.removeallitems (optional container ref) from scripts entirely. I don't know what to say really. I guess I'm more of the run and gun kinda player that just likes to kill random mobs for fun...

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Wertologist

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PostSubject: Re: What makes you walk away from a mod?   What makes you walk away from a mod? - Page 3 EmptyThu Oct 06, 2016 12:17 am

For me, the mod has to be good. Not very descriptive I know, but it depends on the type of mod. Like nv weapon mods.

First, they must look appealing. I don't want crude mash-up guns ruining my play through with beautiful armors and other guns. I tend to stay far away from vanilla modeled weapons. I think the only one I used was a varmint rifle, but only because it healed whoever got shot by it. It was really useful as I got tired of friendlies getting killed by common enemies.

Second, they must be functional and practical. I don't like op weapons. The only one I have is one I made in the geck. A unique ranger sequoia that does I think 1000 damage per shot, BUT it only takes mini nukes as ammo so using it is very expensive. It's a good last resort weapon. If I got surrounded by deathclaws, one or two shots could save my life. I like to only carry small amounts of ammo so I'd have to use all my weapons instead of unloading thousands of 5.56 rounds.

Third, I avoid anime mods. I don't want disproportionate cartoon characters in environments they don't blend at all in.

On a side note, I've been without a PC for months and I guess I missed the nexus being overrun with shadman? That sounds horrifying.
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zoro4661

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PostSubject: Re: What makes you walk away from a mod?   What makes you walk away from a mod? - Page 3 EmptyThu Oct 06, 2016 1:12 am

Less "overrun" and more "a few mods with his stuff being made". It's really not that bad.
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OSOK

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PostSubject: Re: What makes you walk away from a mod?   What makes you walk away from a mod? - Page 3 EmptyThu Oct 06, 2016 7:03 am

I nearly "walked away" from FO4 last night...because of mods. Trying to keep all of the mods I wanted installed AND have a visible pip boy apparently was asking too much...load orders add/remove...finally I had to get yet another mod to wrangle the others and keep that pip boy visible...it's only visible when I use it now...so I kind of like that...I didn't mean for it to work this way but HEY...at least I'm not in county lockup because of this madness.

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