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Tryout questions (poll closed)


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As I said, I respect your decision + democracy and stuff ^.^

 

However, I have chosen the route of a stable game, and this means < 120 or so ESPs.

 

Somehow I have to fit it all in, no put intended, so choices have to be made. I'll not go down the route of the all DLC + TTW.

 

In Oblivion, it's reasonable to expect people to have OB + SI + KoTN nowadays : that's three 3 slots, among 255. There's no mod author that expects everyone to have the other mostly crappy DLCs, not even the big shots like <Better Cities> which would probably have most advantage of it.

 

If I counted all the FNV DLCs, there are maybe 10 slots (I wouldn't know) taken among 120. Double that for TTW. There is just no room left with all the "compatibility" patches for half of what I really deem essential to my game.

 

In my opinion, the all DLC option is not reasonable for FNV.

 

No hard feelings or anything, just wanted to explain myself, and give you some feedback.

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I can't disagree with you on Lonesome Road but Dead Money is really interesting and well worth your money.

 

 

People have different tastes, even I understand that.

 

I've looked into all DLCs on Steam for a looong, long while.

 

Money has never been the issue for me.

 

It's time.

 

It's the hassle of setting up a stable game.

 

It's the motivation to play the content to the end (to make it feel worth my bucks), especially something with "lonesome" in its title, when there are literally tons of good RPGs out there nowadays.

 

OWB comes with an interesting quest, HH I bought mainly because of Niner (yup, and I have a soft spot for tribals), but the rest what for ? To play Halo in FNV, to get a gun or some goodies that are inferior to what one can find on modding sites ? Naw.

 

YMMV, I can appreciate that of course.

 

PS : Please don't mind my little rant ^.^

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Sorry I missed the poll. If Tryout ever requires Dead Money, I'll have to stick with an older version. I don't have Dead Money and never will. It sounds terrible and I've watched two different New Vegas LPs on YouTube that confirm it for me. Which means I also can't use TTW, as it required DM last time I looked at its requirements. I have the other DLCs, except Courier's Cache.

 

I have a shit computer, so like the other guy above, I'm trying to keep my plugin count down. If you can get "Approach Rate = 0" to mean those people leave you alone completely, integrating all the different plugins into just one sounds great. Even when set to 0, I still get people coming up to me.

 

Is Vault 19 ever going to work again? I liked it before it was disabled.

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As I said, I respect your decision + democracy and stuff ^.^

 

However, I have chosen the route of a stable game, and this means < 120 or so ESPs.

 

Somehow I have to fit it all in, no put intended, so choices have to be made. I'll not go down the route of the all DLC + TTW.

 

In Oblivion, it's reasonable to expect people to have OB + SI + KoTN nowadays : that's three 3 slots, among 255. There's no mod author that expects everyone to have the other mostly crappy DLCs, not even the big shots like <Better Cities> which would probably have most advantage of it.

 

If I counted all the FNV DLCs, there are maybe 10 slots (I wouldn't know) taken among 120. Double that for TTW. There is just no room left with all the "compatibility" patches for half of what I really deem essential to my game.

 

In my opinion, the all DLC option is not reasonable for FNV.

 

No hard feelings or anything, just wanted to explain myself, and give you some feedback.

There are 5 NV DLCs. I wouldn't ever require the pre-order packs. TTW requires Fallout 3 and its 5 DLCs and the TTW plugin - that is a total of 12 slots if you ran TTW, 5 if you did not.

 

Sorry I missed the poll. If Tryout ever requires Dead Money, I'll have to stick with an older version. I don't have Dead Money and never will. It sounds terrible and I've watched two different New Vegas LPs on YouTube that confirm it for me. Which means I also can't use TTW, as it required DM last time I looked at its requirements. I have the other DLCs, except Courier's Cache.

 

I have a shit computer, so like the other guy above, I'm trying to keep my plugin count down. If you can get "Approach Rate = 0" to mean those people leave you alone completely, integrating all the different plugins into just one sounds great. Even when set to 0, I still get people coming up to me.

 

Is Vault 19 ever going to work again? I liked it before it was disabled.

Getting Dead Money for $2.50 during a Steam Sale is worth it just to be able to run TTW.

 

As for Vault 19, it'll be working in the next update. Combining the plugins also lets me do some crazy stuff, though I don't know if the crazy will be in the next update.

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It's commendable of you that you had the courtesy to query your users for feedback *before* doing the switch. There are mods on the Nexus which used to offer no-DLC versions, and dropped support for it almost over-night.

However, I remain on my position, and think that forcing all-DLCs on FNV mods is not the right thing to do :

1 ESM - Honest Hearts
1 ESM - Old World Blues
1? ESM - Dead Money
1? ESM - Lonesome Road
4 ESM - Courier's Stash
1? ESM - Gun Runners' Arsenal

= 9+ ESMs, not 5

This doesn't account for the multiple BSAs which come with each of these DLCs (I can only vouch for OWB and HH, but I would be surprised if it was any different for the others). Don't forget that BSAs also seem to count towards an internal limit, at which point the game simply refuses to start, and it's usually not recommended to touch/alter/merge any of the official content.

So why am I counting 9 ? Because Josh Sawyer's overhaul requires them all, and I fully expect mod authors that today require all DLCs (as in 4 ESMs? no wait, 5 ESMs with GRA included ? or ?) to move towards that boundary in the future, for the sake of... uh, conformity ?

Because let's be honest for a moment, what exactly in the DLCs warrants for a mod to link/master to them ? Some textures not found in the base game ? Some meshes that belong to Bethesda, and can't be altered without permission ?

Let me take the example of FCO. This is a mod you'd be hard pressed to find me ever criticizing on forums. I simply adore Drumber's work. Yet, the latest version of his mod comes with a OWB requirement. Basically, all the people who bought all the other DLCs but this one, or none at all, are screwed.

I took the mod apart, and sorted the OWB content out from the rest, thanks to Drumber's kind assistance. As far as I could see, anything related to the OWB DLC can be summed up as :

- a single texture <textures\shared\EmptyTrans.dds>, which is empty and transparent (because it's too difficult to create and use a custom one...)
- a couple of Lobotomites, maybe 15 or so

The mod itself has 2150 records according to FNVedit, probably several hundred stock NPCs retouched masterfully by Drumber, outstanding hand-painted high-rez hair, eye and teeth textures that require nothing but the base game. So now you tell me if you feel that the OWB requirement is justified.

Requiring all DLCs (with no fall-back option) is the *lazy* route.

I've seen several awesome Paradox games go down the drain that way, not to forget the Sims games. In each case, end-users eventually got hit hard by the content bloat that mandatory all-DLCs requirements on mods induce.

 

I understand that mod authors want to streamline their work as much as possible, with whatever plugins they currently use, and don't mess with support of extra "optional" plugins. I can't really blame them. On the other hand, the work that the modder doesn't do, sorting out the relatively small extra content linked to DLCs and pulling it into "optional" DLCs addons to their mods, hurts the end-user :

1/ either he/she can't use the mod at all
2/ either he/she has to go through the pain to remove the content before using the mod, with the risk of totally messing it up
3/ either eventually suffers from content bloat

3/ being my main argument here. Sims3 complete, as installed by Steam/EA, is literally *unplayable*, even with all the modern toys like 4GB patches on modern x64 machines with godly amounts of RAM/VRAM. So what do you do if you want to mod your game ? Untick the DLCs. Except that your favorite mods now all require ALL DLCs, for the sake of... conformity. Duh!

In the case of "optional" DLCs addons to a mod, it's a simple matter of merging these addons to the main ESM/ESP. Almost any end-user can do that, and it's almost totally risk-free. In my mind, it is the only thing to do, the only viable route on the long term, especially on a game limited to 120 slots.

DLCs are fine on game that aren't moddable. DLCs are a curse on games that are.

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I wouldn't require the Courier's stash - each one of those is an outfit and a weapon and it would be stupid to make anything require them. When I was talking about 5 DLC packs, I meant real DLC packs.

 

A non-DLC and a DLC version would be a stupid amount of time to maintain for someone who has little time - namely, me. If it ends up requiring DLC it would only require the four story based ones, and probably not all of them. I don't think it's unreasonable for me to make a requirement on a five year old game something that can be collectively bought for less than $5 during a Steam sale. Hell, every time it goes down to $5 for the whole Ultimate Edition I buy a copy to keep on hand as a gift for people I know who don't have it.

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The facts are

  • The Steam sales makes owning various DLCs dirt cheep. So why not have them.
  • You don't have to activate any of the DLC if you don't need them and need more room (esp/esm wise)
  • Content creators (mod authors) will not generally take the time to maintain two seperate versions one with the ESP and one without or the other path where there are "Patches" that add the DLC content (which in its own increase the esp/esm plugins usage) Most are moving to one central mod that has MCM switches to turn things on or off in their mod. Much like Loogie is working on :D.
  • Other mods will eventually require most if not all of them so if you use mods you will run into the requirement eventually. Even if it is this mod requires that DLC and this mod require3s the other DLC etc. You will eventually be required to have all of them very much like the Oblivion mod scene.
  • Creating alternate equipment that could easily be used from the DLC. (assets) will add to those records being handled by the engine by those that did get all the DLC's. Not to mention takes valuable time from the mod authors creation process. That time could be better used to expand their mods

I am sure there are other reasons. In the end if you want to keep up and continue to use various mods it is in the best interest that the DLC's are bought and available. You don't have to use them if they aren't required or needed for that playthrough and Mods. Just keep them available for when they are.

 

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@ritualclarity:

 

- The Steam sales makes owning various DLCs dirt cheep. So why not have them.

 

Please let's stay on-topic.

I've already mentioned that money is not the problem, not to me, nor to people who know how to scour the less savory places of the Web for "replacements". The issues at heart here are content bloat, the ESP slots limit and perhaps, as underlying discussion, some healthy mod design principles for Fallout New Vegas, and Sexout in particular. As extension, how will the Sexout mods of tomorrow be built ?
 

 

You don't have to activate any of the DLC if you don't need them and need more room (esp/esm wise)

 

Oh? This is interesting. If a mod is mastered to another, last time I checked, I had to activate both or my game would crash. This is how I understand "DLC required" any way. If you're saying that <SexoutTryout> will require DLCs in the future as <SexoutCommonResources.esm> does, without activating their individual ESPs, that's another matter. Feel free to correct me, but I don't think it's what Loogie had in mind.
 

 

Content creators (mod authors) will not generally take the time to maintain two seperate versions one with the ESP and one without or the other path where there are "Patches" that add the DLC content

 

That is fine. No one is to dictate modders how to use their time. We all have a RL. We all have different preferences. Only a few of us care or are able to really learn the toolset, create interesting mods and share them with other players. This alone gives them the right to decide what to do with *their* mods.

However, as one of the end-users, I can also provide feedback, in the hopes of making these mods a better experience for me (selfishly) and other players. As can any other end-user. Up to the mod author to decide what to do with this feedback. Ideally, sort out the stuff that is too subjective or questionable, and keep what could make the mod the best experience for *everyone*. My hope in this thread is to expose an issue to mod authors, and that they will think about it. They are free to consider it, I am free to use their mods.
 

 

(which in its own increase the esp/esm plugins usage)

 

I believe I've discussed this matter in extenso in my previous messages, but since my point didn't seem to get across:

1/ <SexoutMod.esp> (all-DLC required)


PROS:

- cool, everything works fine for the people who have all the DLC
- easy to maintain for the mod author
- only one ESP slot is required (questionable)

CONS:

- people who lack some of the requirements can't play, or need to jump through hoops to get there, which takes time and skills
- actually, the number of required slots is much higher :

DLCs = 9 slots
Mod = 1 slot
TOTAL = 10 slots

+ what about the question of the additional BSAs/total number records limit that everyone seems to conveniently obfuscate from the "all-DLCs required" business ?

Compare this :

OWB - about 62k records according to FNVedit
HH - about 45k records

to that :

Project Nevada/Core - 641 records
Project Nevada/Equipment - 1130 records
Project Nevada/Extra Options - 115 records

Which has the better "fun/in-game value per record used" ratio in your opinion : a mod that requires OWB/HH because it uses some of its assets, or <Project Nevada> ?

- content bloat

What if I don't use any of the DLCs' features in my game at all, but <SexoutTryout> would suddenly impose on me the requirement ? What worth of note do DLCs actually have to you once their quests are finished ? If I keep just the DLCs I bought activated once "consumed", I am stuck with over 100k useless extra records somewhere in the game cache, which probably count towards a yet undiscovered records limit (rather than a pure ESP slots limit), contribute to content bloat, a slower and potentially less stable game.



2/ <SexoutMod.esp> (no-DLC required) + add-on patches for each or all DLC (<SexoutMod-OWB.esp>, <SexoutMod-allDLC.esp>, etc.)



PROS :
- leaves no one behind
- add-on patches can easily be merged with FNVedit into the main mod, this process is almost 100% risk-free
- every player benefits exactly of the content that they want to see in-game, in pro-rata of the invested slots

To elaborate, if I really cared so much about gun porn, and I didn't mind wasting spending an ESP slot on the GRA DLC, instead of, say, a much better user-modded alternatives found on the Nexus or elsewhere, I could activate the GRA add-on. I would have the *choice*, instead of being imposed upon by the mod, which is nice!

CONS :
- takes more time for the mod author to create (?)
- takes more time for the mod author to maintain (?)

I challenge both points.

More time to create ? The no-DLC version probably exists already, could be left as is and slowly enhanced with time. The add-ons could be built upon that version. How does this workflow significantly differ in charge from working on only one version ?

More time to maintain ? Since content is clearly separated (or should be), my opinion is that it probably helps the mod author instead, to pinpoint issues faster. The number of add-ons could even be reduced to one, like this :

<SexoutTryout - base (or no-DLC)>
<SexoutTryout - all DLC addon> (which can be merged with the base)

One could assume that if a user really wants the DLC content, they will want it all bundled together anyway.



With option 2/, you give your end-users more cards to play with, to tweak their game as they intend to play and enjoy it, at little to no expense of your modding time.
 

 

Most are moving to one central mod that has MCM switches to turn things on or off in their mod. Much like Loogie is working on .

 

Sure. That sounds like the ideal solution, but this only works for pluggable assets (like clothes in <SexoutCommonResources> or weapons), and doesn't seem to me any less workload on the modder's shoulders than providing separate add-ons. Plus there is always the issue that end-users green-light content that they do not have.
 

 

Other mods will eventually require most if not all of them so if you use mods you will run into the requirement eventually.

 

Right, this is where the "all-DLCs" requirement leads. Tomorrow, <SexoutTryout> should only require a couple of DLCs, because Loogie will have cherry-picked what he wants, the day after I can see the mod requiring all of them like you, because... well, just because... which is a mighty argument, indeed.

I don't want to give Loogie (or any other Sexout mod authors) intentions or thoughts that they do not have. I have (and keep) utmost respect for his work, and generosity to share it with us. However, since I am probably more cynical than the norm, it's almost a given to me that we're going to end up there (and you agree with me!) if we leave this sliding without some deeper and proper reasoning.
 

 

Even if it is this mod requires that DLC and this mod require3s the other DLC etc. You will eventually be required to have all of them very much like the Oblivion mod scene.

 

I can't let you say this, this is a lie.

The overwhelming majority of Oblivion mods require SI only, some few SI+KoTN, even among the biggest and most popular mods on the Nexus. Oblivion mods that require more DLCs are very specific, only to enhance/fix the DLC itself, and I probably could count those mods on the fingers of my hand. 2 slots required out of 255 for Oblivion. I challenge you to prove the contrary.

Now compare this to FNV : is there any DLC that adds significant system upgrades ? scripting functions ? anything that NVSE could take advantage of ? a more robust cache or memory manager ? anything that the majority of us would think absolutely essential to our games and mods ? I don't think so.

For reference :

Morrowind :

* All DLCS required = MW+Tribunal+Bloodmoon
* 3 slots out of 255
* Why the req ? TB and BM add significant system upgrades (scripting/code patch needs it), whole landmasses and largely (+50%) adds to the main quest at higher levels.

Oblivion

* 2 DLCs required = OB + Shivering Isles (+Knights of the Nine) required
* 2 slots out of 255
* Why the req ? SI adds significant system upgrades (scripting/OBSE needs it), not to mention a quest with high-quality assets that have been unanimously praised and fix/improve the vanilla ones by a landslide margin. Its other DLCs are crappy, devoid of any value and mere quick cash grabs

Skyrim

* not significant, too early to tell, but slot limit is back to 255.



You thought you listed facts. It would be fair to add this simple fact : there is no DLC that is objectively needed to modding in FNV, unlike in other games. None. If a mod author imposes a requirement on them, it's by personal choice.
 

 

Creating alternate equipment that could easily be used from the DLC. (assets) will add to those records being handled by the engine by those that did get all the DLC's. Not to mention takes valuable time from the mod authors creation process. That time could be better used to expand their mods

 

I do not know what you're looking for in a mod when you select it to download and be installed to your game, but I don't care about any that adds red hats instead of yellow stock ones. A mod is valuable to me if it brings interesting custom content to the table, not a couple of meshes here and there, with maybe some slightly tweaked textures. If a mod author has such a goal for their mod, that's fine, but I don't feel compelled to use it.

Loogie's <SexoutTryout> currently brings tons of custom content to the table. It meshes well with the base game. I feel it objectively enhances it if one looks for an adult and heavily expanded version of the tutorial quest in Goodsprings.

I can't speak for Loogie, and his plans for his mod. I am just thinking that switching the mod to require all-DLCs (or any at all) is a mistake if all what the said switch would imply is the use of a couple of assets from said DLCs, should they come as hand-picked. If the future <SexoutTryout> expands as heavily upon the quests in the DLC areas as the current one does for vanilla, makes extensive use of the thousands of extra records that the DLCs carry with them, then of course my opinion would change. I would see the point of the requirements, but we are not there. I still wouldn't be convinced by the lack of support for a no-DLC version.
 

 

I am sure there are other reasons. In the end if you want to keep up and continue to use various mods it is in the best interest that the DLC's are bought and available. You don't have to use them if they aren't required or needed for that playthrough and Mods. Just keep them available for when they are

 

That may work in an ideal world, where FNV mods could be plugged in and out of a game, painlessly, without compromising anything else. You and me both know that this is no true. You don't add DLCs, you build a setup upon them (compatibility patches, NVSE co-saves), and modding a playable/stable setup is a matter of patience, trials, errors, conflicts and headaches sometimes.

 

To make up for this, one should look for mods that minimize the risk of issues, in keeping a small foot-print but a large "return on investment" by affecting most of the game for the better. I do not count FNV DLCs in this category. Once consumed, they're uninstalled.

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@Loogie

 

If I insist so much on this issue in this thread, it is because :

1/ <SexoutTryout> was the first <Sexout> mod that I had ever installed. It's the mod that lured me into <Sexout>, and I am glad that it did. I had tons of fun thanks to it, and I am certain that it will be the same experience for many LL users to come. In many ways, it could be considered the flagship mod, and what you do, many <Sexout> modders may want to do after you.

2/ You are a skilled and tenacious modder. I have your attention here, at least for a while longer (if I don't keep pestering you too much, I guess). I have the conviction one can trust your judgement on matters of what works or not in working with the GECK.

I just ask you to think about what has been discussed so far in this thread :

- mods that today require DLCs for only minor benefits or changes (like FCO)
- mods that tomorrow will require all DLCs for no other reason than to have them all, just in case
- mods that do not take advantage of even 5% of the assets of the DLCs they link to
- mods that perfectly have worked in the past, grew in size and popularity, and continue to do so, without DLCs
- the risk of going overboard. The situation of the Sims 3 modding scene for example should be a serious red flag to any mod author and consumer.

 

Consider the long term situation of FNV (and especially <Sexout>'s) modding scene. You are not the only one to decide about <Sexout>'s destiny, but as I've said you are part of it. That, and PrideSlayer, Halstrom, Odessa, Zippy, Amra, A.J., t3589, etc. haven't mastered their mods to DLCs yet, bless them ^.^

 

No one seems to know how many records are too much (before the game going boom!), but no other Bethesda game requires as much space for stock content with as many limits for user mods as would an all-DLC FNV. Plus, its DLC content is situational. I think it's sub-par, good as fast-food, to be consumed and thrown away. It might seem a good idea to use everything that is at hand's reach at first, like official DLCs, but it's not.

If you wish to create a story/quest mod in DLC worldspaces, do it. Go full steam, and use the DLCs, of course. It only makes sense. However, if you want to sprinkle some assets here and there over the existing Tryout worldspaces, I am convinced that you (or any other modder) would be better off finding them elsewhere. Fairly easily (if time is too short to create them), and in better quality too.

Ultimately, whatever I could say doesn't matter. It's your mod, and you'll have the final say regarding its evolutions. There is no doubt about this in my mind. By simple respect.

I would just dread to see the day come where <Sexout> requires 10 DLCs, because there was a precedent set by its flagship mod. <LAPF> for Oblivion requires 1 DLC, and that is all. Maybe is it a battle that is in the process of being lost, but I won't let it go without trying. Not to be the one who is right, but to be among those that spurred a collective reasoning, and set some safe-guards somewhere.

 

Thank you for your time reading.

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Please let's stay on-topic.

It is on topic. Loogie, the creator of this thread stated the very thing that DLC are cheap. If the OP states this  in response to comments on his thread it is on topic,  I am only seconding this statement.

 

 

Oh? This is interesting. If a mod is mastered to another, last time I checked, I had to activate both or my game would crash. This is how I understand "DLC required" any way. If you're saying that <SexoutTryout> will require DLCs in the future as <SexoutCommonResources.esm> does, without activating their individual ESPs, that's another matter. Feel free to correct me, but I don't think it's what Loogie had in mind.

Try re-reading the statement that I gave.

"You don't have to activate any of the DLC if you don't need them and need more room (esp/esm wise).

 

If there is a mod that requires one or all of them OF COURSE YOU WOULDN'T UNCHECK IT. The intent of this statement was get the cheap DLC's and if your current mod list don't need them you can just unclick them. If you find you do... just click or activate them again.

 

As for the rest of your comments. I am not going to hijack Loogies thread and take up an whole page dissecting your comments and accusations. Many of your comments are very much like the comments I addressed above.

 

 

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@ljaquard

Your arguments are well-reasoned, and to a certain extent I agree with them. I do, however, have a couple disagreements.

 

1) Each DLC adds extensive content far beyond their own quests. Armors, weapons, ammo types, building sets, races, and animations are just the largest contributions I can think of. With these assets as a base, modders have a large font of content to build upon. For a character of an evil bent, the tribals of Zion National Park (Honest Hearts) are an extensive source of slaves. For someone with architectural aspirations, Sierra Madre (Dead Money) offers a whole new architectural style to build with. If science is more your scene, Big MT (Old World Blues) has tons of new lab equipment to experiment with. Lonesome Road has a ton of new large-scale weaponry. I could continue, but I'm sure you get my point.

 

2) Where the hell are you getting 10 DLC? If you're counting the Couriers Cache stuff, don't. It's universally panned, and there is not a single mod I know of that includes that crap. Hell, even A Tale Of Two Wastelands makes Couriers Cache optional. With that garbage removed we're down to 5, and that's including Gun-Runners Arsenal which is literally nothing but weapons and a few weapons-related perks. Which brings us down to the 4 in my examples above.

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@ljaquard

Your arguments are well-reasoned, and to a certain extent I agree with them. I do, however, have a couple disagreements.

 

1) Each DLC adds extensive content far beyond their own quests. Armors, weapons, ammo types, building sets, races, and animations are just the largest contributions I can think of. With these assets as a base, modders have a large font of content to build upon. For a character of an evil bent, the tribals of Zion National Park (Honest Hearts) are an extensive source of slaves. For someone with architectural aspirations, Sierra Madre (Dead Money) offers a whole new architectural style to build with. If science is more your scene, Big MT (Old World Blues) has tons of new lab equipment to experiment with. Lonesome Road has a ton of new large-scale weaponry. I could continue, but I'm sure you get my point.

 

2) Where the hell are you getting 10 DLC? If you're counting the Couriers Cache stuff, don't. It's universally panned, and there is not a single mod I know of that includes that crap. Hell, even A Tale Of Two Wastelands makes Couriers Cache optional. With that garbage removed we're down to 5, and that's including Gun-Runners Arsenal which is literally nothing but weapons and a few weapons-related perks. Which brings us down to the 4 in my examples above.

I couldn't agree more KainsChylde.

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@Loogie

 

 

As I've stated before, if it needs DLC, it'll require it.  If doesn't, it won't.

 

As it stands, the four pre-order packs have no reason to be required - not even TTW requires them.  Gun Runner's Arsenal is just a bunch of weaponry, so there's no reason to ever require it.  Dead Money has all the sex appeal of roadkill, though its assets could be used for interesting things.  The only DLCs that could include sex as part of their stories are Honest Hearts (White Legs are a nasty bunch), Old World Blues (Dr. Dala is a perv) and Lonesome Road (tunnelers breed like crazy).  Since I have ideas but no actual execution, I can't say whether or not anything involving these would be in Tryout itself or in separate plugins, possibly even totally separate from Tryout. I can't even say I'll ever have the time or inclination to make them.  The only thing I have a conrete plan to make is a Tryout plugin for the Pitt via TTW - it's a pretty rich area for it and there's also a bunch of opportunities to shamelessly ripoff pay homage to some of the more interesting Oblivion mods.

 

Your fear that the pre-order packs and GRA will ever be requirements just because they exist isn't logical.

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As I've stated before, if it needs DLC, it'll require it.  If doesn't, it won't.

 

As it stands, the four pre-order packs have no reason to be required - not even TTW requires them.  Gun Runner's Arsenal is just a bunch of weaponry, so there's no reason to ever require it.  Dead Money has all the sex appeal of roadkill, though its assets could be used for interesting things.  The only DLCs that could include sex as part of their stories are Honest Hearts (White Legs are a nasty bunch), Old World Blues (Dr. Dala is a perv) and Lonesome Road (tunnelers breed like crazy).  Since I have ideas but no actual execution, I can't say whether or not anything involving these would be in Tryout itself or in separate plugins, possibly even totally separate from Tryout. I can't even say I'll ever have the time or inclination to make them.  The only thing I have a conrete plan to make is a Tryout plugin for the Pitt via TTW - it's a pretty rich area for it and there's also a bunch of opportunities to shamelessly ripoff pay homage to some of the more interesting Oblivion mods.

 

 

 

Loogie.. If I didn't have the DLC's I would get them for this mod, this even includes the GRA even though it is pretty useless otherwise :P. This mod as only improved over time each time you have re-worked it. It has a deep story lines and many options and experiences packed into one mod well worth the time of anyone that uses Sexout. To truly experience all Tryouts has to offer it takes more than one run through. Very few mods does this. As for TTW. When you get it up and running I will have to set up a TTW game/run through just to experience the Pitt as you have envisioned it :D.

 

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Beating a dead horse here, but I've found that I can't live without TTW. I missed the poll (since I usually only look at the downloads area) and just wanted to chime in as another voice of go for it.

 

On a related topic - I've ran into the issue with hitting the .esm/.esp file cap (I don't run into issues until I push 140) and simply took to trimming things I actually don't use (I was surprised by how many things I added because they looked cool, yet never got around to using), and I combined others. The TTW community also has released mods that consolidate some items. And it's cool to run around with both Amata and Sunny as your companions. :)

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