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Actually I'm finishing a new follower mod, but a different concept from this one. Should be uploaded on Steam later today or tomorrow.
Is there an ID that allows me to spawn them close to me via console?
I can't deny that havong a mod appear on the workshop front page for a couple of days is a nice feeling, but what I want to do right now is to fix the releases bugs and finish my remain WIP mods so I can focus on Fallout 4
GAIA: remodeled 7B vanilla (game default) Blades armor conversion by me; standalone version not available to download.
KELYN: BattleMage Female armor resource shared by tumbajamba and converted to UPN by me; you can search Nexus for alternative models here: http://www.nexusmods.com/skyrim/mods/69681/?
WICCA: remodeled CBBE vanilla Leather by Caliente with Textures by exray catt;
MARTYA: Magus Armor by Brandybuck.
Just scroll down to the MEGA link below the followers screenshot where it says "MEGA Link to GKWM Followers Steam version" and click on "link" to proceed to a MEGA file that you can use to install via NMM (just add the unzipped file with the Add file function) or manually (extract the .esp and .bsa files from the compressed file, drop into your \Skyrim\Data\ folder and activate the .esp file on the Skyrim Launcher or NMM load order list).
I'll give you a small example: last weekend I've created a patch for a NPC mod that allows you to adopt her instead of recruit as a follower. http://www.nexusmods.com/skyrim/mods/69006/? They share the same plugin file name, so mine will overwrite the original.
On Nexus, the main mod and the patch are on the same mod page, and the updates are displayed without automatic install.
The same mod & patch on Steam implies the creation of two mod pages (one to the main file another to the patch); if the mod get updated, Steam immediately installs the update without warning and could crash\mess up your game if the patch isn't updated too.
The workaround is to create two independent files but not every author does or allow it, specially those with lots of variants or patches like the skeletons or body mods.
tl;dr:
Steam mod subscribe system is disastrous for Skyrim if you release a mod with multi-options system (FOMOD installer) or relies on basic mod knowledge to work.
Explanation:
Actually the vast majority of mods could be on Steam without much hassle. The big problem is that Steam subscribe system discourage modders to use it, specially if the mod has several install options packed together for convenience.
Imagine this on large optional mods like XPMS/XPMS (that have lots of skeleton options and compatibility patches) or Body mods (who have lots of variants). Even a "simple" NPC follower mod usually has UNP, 7B and CBBE versions at least, some DG, LB versions (each one with variants, plus HDT...).
Also, installing via Mod Manager gives you an insight on how mods work (load orders, what thing is replacing what thing, for instance). Via subscription you don't have that perception and is more prone to overwrite files or easily mess up your mod setup.