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Should I add Far Harbour and Nuka World as dependecies?

Should I add Far Harbour and Nuka World as dependecies?

  • Yes.

  • Yes?

  • Sarcastic (Yes).

  • No.


Results are only viewable after voting.

Altairp

Mayor of the Farm
Staff member
Verified Builder
Messages
119
Greetings!

A few days ago, I started to consider the idea of just adding a couple of masters (Far Harbour and Nuka World) to the mod; I kind of wanted a second (or third, fourth, seventh, whatever) opinion because I'm terribly indecisive on this.


Why should you vote yes?

- I'd get three .esms worth of stuff and things I can mix & match.
- I could shove re-textures for DLC animals (like chickens/rabbits) with ease.
- I could probably (hopefully) add whatever new animal in the mod (animals created by modders that make use of DLC content, I mean, like Squirrels; I'd ask for permission first).
- You wouldn't have to deal with homebrew spawning scripts that could cause a nuclear explosion inside your factory new wi-fi router.

Why should you vote no?

- Adding Far Harbour and Nuka World (the only DLCs I have an interest in, to be fair) will create a dependency on these two bad boys. Players without the expansions will be unable to use the mod.


...so, let me now what you think.
 
Altairp, a while back you sent me a PM with a modified version of your mod that fixed a problem I was having. You were genuine, nice and it was one of those gestures of kindness that folks remember in the real world, not just the modding community. Given this, I understand why you ask.

This is my humble response to your question:

Given how the community is adopting all the available content including creation club, and integrating things like .esl files I would hope the DLC dependency issue would not be such a big deal. Maybe if FO4 was new? Many longtime players are not so much playing fallout but playing mods seeking to expand and experience a new personalized version of the game. Adding DLC seems to me to support a deeper play-through. Lastly, though I am an entitled pc player Kiggath has done a fantastic job supporting all audiences, console, and pc with a platform that places most folks in a state of near equal access to this content. I think console support is likely of greater concern to a broader audience?

Given your own comments, it seems you are wanting to expand your artistic and creative horizons? I think if that is so "it is a good thing" and encourage that.

I am confident where you go with your mods. Your supporters and fans will follow. Don't ever let us hold you back. Have fun and thank you for sharing all you have done for us / the community.
 
Isn't there the capability to add content based on the dependencies being installed like only having the donut shop plot in the rotation if the creation club mod is installed?
 
Isn't there the capability to add content based on the dependencies being installed like only having the donut shop plot in the rotation if the creation club mod is installed?

Yeah, I'm already doing that with some plots (radchicken pen, rabbit pen, wolf martial plot).
Doesn't allow for much customization, though. I cannot change texture on a NPC, for example. I can't create my own (the ones I spawn are added through a script, then aliased to change faction/inventory/essential flags/etc). There's some other stuff I can't do at all (or easily) with this (fantastic) option.

I just want to go all-in and add DLCCoast and NukaWorld as masters, but I also kind of wanted to hear other people's opinion about it.
 
I always like to get all the DLCs myself. I know that some people absolutely refuse to do that and will certainly share their displeasure should you make them dependencies without a no DLC optional download.

You could always make a no-dlc version from what you have now and let everyone know that you only intend to update that version for critical SS changes. You'll still get complaints about doing that though.

It'd be great if you could export mods to xml files and copy/paste and patch wouldn't it? Without a simple way to update two versions in parallel it may become too much of a pain to update at some point.
 
If you really want to be on the safest side, either update your current mod to patch the latest bugs/add whatever content with base game only resources or proceed to add a new and shiny version with FH and NW and let the old version in the miscellaneous files.
I dont see how it could go wrong that way unless Kinggath completely change how plot plans are supposed to works which would be silly at this point.
 
If that's what you feel you want to do, then yes, you should. If you are worried about cutting people off due to dlc requirements, I would consider the age of the game and the multiple sales that have existed in the past year or so on both the base game and the dlc/season pass. I myself bought the base game at a rediculous sale price and then waited for the season pass to also have a silly sale price. I imagine, based on data scientifcally pulled from said imagination, that most folk who will get into using mods and SS will have dlc.
 
I think keeping up the older version on your page with no DLC requirements, but all future versions requiring DLC makes a lot of sense.

Obviously I'm biased since I've required all 6 DLC from day one, but I've had surprisingly little hate about it and didn't see nearly as much "hey, what about a no DLC version" as I thought I would.
 
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