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Any modders want to help finish a project?


joshua121

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Hi,

 

I'm the author of The Deathsong Brotherhood. It's a massive quest mod that adds a Dark Brotherhood style group to New Vegas. You may or may not be familiar with it. I've been working on it, on and off, for about 9 years. I released it as a WIP in 2013 and I had worked on it a long time before that.

 

I gave up on it for a while there, four or five years, something like that. But it's been eating at me that I never finished it. So I came back to it and started working on it again, and I've been making some great progress. But it would be fantastic to get a few other people who know what they're doing to help me finish it and make it better.

 

So this is my shout out to any of you modders that are in between projects or want to be part of this one, that I'm looking for help. Playtesting, bug fixing, navmesh, decorating, voice acting, writing, etc...

 

Thanks for reading.

 

 

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Navmeshing ? Wow Radio ... your a better man than I to offer that ?

 

But hell Ya Josh ... mee too just got back ... and I can't say I ever really did anything .

Spent a lot of time learning though .

And would be interested to see if we could integrate some of my ideas/work . Which are mostly concepts ( types of play ) Not story .

I am better at helping someone get their story idea working than making my sorty idears wurk .

 

But actually ya ... I can navmesh ... have an exterior section at south shore Lake Mead , east of ceasars base there ready to go . I think it is 20+ cells ?

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Thank you both. That would be fantastic, I will take all the help I can get.

 

I just made a lot more changes to the mod, so I will update the file here on the nexus in just a bit. The new version will be 018.3.

 

I have version control setup on my geck so if you guys want to work on it, all you have to do is work in an .esp with my .esm as it's master. Only my .esm though, I have taken great pains to make sure only new vegas is required to play the mod, so I don't want to add any dlc requirements.

 

As far as navmeshing goes, very little of the sleeping sands facility is navmeshed. I could really use some help with that.

 

Also some of the cells are just kinda empty. The sewers to sector 17, parts of the abandoned tunnels, the disgraced paladin's hideout, . If you run through the mod you'll see what I mean. I really need some help, just placing decorations in some of that.

 

I really need to deal with all of the dead terminals in the facility as well. I have a huge backstory, but haven't really told it yet. And I really need some entries typed up for them. I have a timeline I made that should really make things a lot clearer about what is going on.

 

I really need people to playtest as well. Being the author it's very easy for me to not try things in new ways, and since I work with a clean install (no other mods) I never find conflicts on my own. Although I try very hard to avoid them by never deleting anything, and using a naming convention for any new items I make (JL121DSBH). So if anyone works on the mod I would ask that you use your initials with the DSBH so I can find your edits easily.

 

My email is in the esm's description, so you can just email me your .esp and I can merge it into the master.

 

Also I'm not up to date on what the most current setups are for teams to work together so I'm open to suggestions on that as well.

 

Thank you guys so much.

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Do you have the specific name of the sewer cell you're talking about? I could do some interior decorating for you as well.

 

Edit: Also, with the Sleeping Sands Facility cell, there's a huge navmesh with no actual geometry around it. Should that just be deleted?

 

 

Navmeshing ? Wow Radio ... your a better man than I to offer that ?

Apparently I'm some kind of freak, because I actually enjoy the process.

Edited by Radioactivelad
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Do you have the specific name of the sewer cell you're talking about? I could do some interior decorating for you as well.

 

 

Navmeshing ? Wow Radio ... your a better man than I to offer that ?

Apparently I'm some kind of freak, because I actually enjoy the process.

 

Has navemesh, but it's not current/completed and needs to be addressed

JL121PSGSPosiedonSewers - needs more decor

JL121DSBHBOSSafeHouseForOutcasts needs more decor

JL121DSBHBOSHideoutShack

 

navmesh needs to be deleted and redone as the level moved

JL121DSBHECVBrigg

JL121DSBHECVDeltaLabs01

JL121DSBHECVEngineering

JL121PSGSMainLevel

JL121PSGSGeneratorAndTestsubjectHousing

JL121PSGSCryoroom

 

 

Has no Navmesh

JL121DSBHECVStasisFacility02

JL121DSBHECVMainFrameRoom

JL121DSBHECVHangar4 Finished this one today

Edited by joshua121
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Also I'm not up to date on what the most current setups are for teams to work together so I'm open to suggestions on that as well.

Thank you guys so much.

 

If we make it up ... weee will be the most current set up :cool: :pirate: :teehee:

 

I'll get on over at discord ... sorry i'm slow with the comp of late ... Ida showed up to stop people from talking bout Katrina round here :happy:

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OK. I've been playing it off and on since yesterday morning. I'm at the paladin Saul in ReppConn quest.

 

I've been fixing things as I go, which includes pretty much every script. Here are some things:

 

1) In the Gomorrah room where you meet Mal the first time, changed the exit door to all have scripts on them to deal with your property. The one door that goes back into the casino has a new script to remove the player's weapons except for holdouts the same way the front door script does it, except you don't get a choice of all or all-but-concealable. It just does the latter. I don't think the player should be able to enter the casino armed if they came in through the back-door. An alternative, for your mod, could be to give the player immunity from the weapon ban as long as they were in the Brotherhood, but you would need to modify the front entrance code to handle that too.

 

The two doors that exit the room have the same script that does what your (now disabled) triggerbox did and give the player back their property and the stuff taken from companions is given back to the companion or the player if the companion managed to die since coming in to the casino. Trigger boxes are meant (mostly) for things you want to do only once. Otherwise you can get into a situation where it fires constantly when the player impacts it

 

I found similar problems with many other result scripts, where it was something you only wanted to run under certain circumstances and/or only do its thing once.

 

2) I put some code into making the mod work with Freeside Open, without having to be dependent on that mod. If FO is present, it moves Rusty to where you initially placed him in Freeside North. Your code moves him to the Mick & Ralph town crier, and all he does is stand right there next to the crier. EDIT: It still moves him to the cryer if FO isn't there, but this must be changed).

 

The first problem is that the crier might not even be there for numerous reasons. The second is that he just stands there instead of going to the bus stop and using the benches there. I liked where you put him originally, and move him to an xMarker I put in the same position in Freeside (for FO), but I cannot get the f**ker to sit for more than 5 seconds,

 

Secondly, Rusty needed some extra urging to flee if you let him go (do a .ResetAI command on him and off he goes).

 

3) I worked on Jonas in Goodsprings, by changing his package to a sandbox, and putting things around for him to play with and making the trailer there look like his pad. Once I caught him at the workbench and another time he was just sitting in his chair.

 

I am also finding pretty dumb stuff, like scripts that try to act on a door that isn't set to persistent. Other scripts that won't compile for various reasons.

 

So, it's really unpolished and needs both bug-fixing and something to just give it more panache (edit: I meant atmosphere or mood), but the dialog is well thought out (even though much of it is poorly acted and/or recorded,(background bad microphone noise) and the quests are drawing me along to keep playing and fixing everything I find.

 

What are you working on with it now?

Edited by GamerRick
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ehmm I realized by GamerRick response here ... I would be a whole nother level of gamer perception.

And not one that is needed here. First timer to the lore ... but not new to the engine workings .

And I don't really have the time needed anyways ... to be a helper instead of a drag.

 

If you have something specific Josh ... that's what I'm best at ... solving an A to B point of your hypothetical screenplay .

Me getting involved in the bigger picture of your mod ... would most likely not be beneficial to it getting done.

 

And what I mean by A to B ... is the many paths in the tool set to achieve a perceived outcome.

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