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Hello to the members of the Nexus mod community. I’m the lead project director for the newly reformed and revitalized Fallout 4 New Vegas project and we’re seeking out new skilled members to join the project team. We’re looking for creators who specialize in a multitude of areas of game development ranging from level design, asset creation, scripting, programming, concept and texture art and overall an understanding of how to navigate and use the Creation Engine/Creation Kit. We communicate entirely through Discord so an account is required. As a member of the team you will assist with the recreation of Fallout New Vegas in the Fallout 4 Creation Engine. This project isn’t just about the recreation of Fallout New Vegas but to allow each member to gain experiences, establish networking relationships, artistic and technical knowledge and resources to grow as artists to further their pursuit into careers pertaining to their artistic capabilities. We advise you to inquire anyone on the team regarding information and resources that you’ll find valuable to the project goals and your independent growth as an artist. We are looking forward to reviewing your previous work and abilities and to have you as a member of the team. Stay classy! https://form.jotformz.com/wanamingo/f4nv-project-application-form

Edited by Nakiosan
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Looks very shady. Could you be more informative about the project?

  • What is already done? A little presentation would be ideal.
  • Who are the people in charge of that thing? Previous experience? Mods published?
  • Your site mentions C++ experience. Why?
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There was no intention on it being shady in any sense. I'll answer your concerns regarding that.

1. The project itself is newly established following a previous projects closing and works with the Fallout Capital Wasteland Team.

2. I'm the project director and specialize as an environmental and prop artist and am a current student majoring in the game development field. Spacegorilla1 and metamoth741 are leads and management and both work with the Creation Engine. I myself have not published any mods of my own but am currently working on a series of weapons that will be released upon completion. Here's spacegorilla's Nexus page: http://www.nexusmods.com/fallout4/users/4791731/?

3. C++ was listed due to the projects dependency of the Fallout 4 Script Extender (F4SE) and is ideal for a scripter and programmer to understand and allows us to make greater judgement of an applicants capabilities when dealing with forms of programming.

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Still don't fully understand why do you need an aplicant to know cpp but it is your right of course. Let me explain a little.

 

Coding using F4SE is absolutely no different from coding only on the pure Papyrus; it adds several new functions and events (it may be considered as library), that is all. This makes me think that you yourself don't know how exactly you're going to benefit from cpp and when you want to implement it during the development process. Knowing c or cpp is good for general knowledge, sure, but it doesn't mean the one who can code on cpp can sit and write down some dope code in papyrus. He will have to spent time to learn it from scratch and spend lots of time to master it. Thus cpp is not useful here in terms of what you described. Regarding this question I would recomend that you were looking for the guys who can already work with papyrus sucessfully, not the ones who will have to learn it.

 

Don't mean to be rude. Thank you for answering.

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  • 5 weeks later...

Much like werr92 I'm uncomfortable with a few of the details, can you clarify them a bit if it's not too much trouble?

I too intend no offense or personal remark here, I'm purely here as a prospective applicant and enthusiast with some concerns.

 

1/

If you've never actually published or completed a mod, are you confident that organising a team of modders is something within your skill-set?

 

Having actually spent hundreds of hours modding for numerous games, and separately almost a decade of my life managing large projects and staff, I'm not sure I'd be confident managing a project of this magnitude, never mind announcing it so soon. I'm all for enthusiasm and ambition, but dedicating yourself to a project of this size needs a level-headed approach, and from the already-public reveal/announcement I'm not sure that's the most visible aspect of the project so far. As much as I appreciate that you need to be visible to attract talent, a full-on project announcement strikes me as far too premature when a discussion forum post would achieve similar effect, if somewhat less publicly visible. The fact that I discovered this project from a YouTube video before I saw it on the Nexus is a fairly large bone of contention in that regard; you potentially have a very large, very public audience to placate now right from the word go.

 

Bigger and more experienced developers have buckled under that same pressure before now - are you prepared for that level of community interaction? Will that attention divert your focus from managing the project efficiently? It's worth bearing in mind that complete silence is also a form of communication; 'going dark' is a poor alternative to solid community interaction if you're looking for more talent in the future.

 

2/

You stated that you're 'majoring in the game development field', which comes across as a pretty generalised statement. Is there a specific college/course you're attending? What disciplines are you studying?

 

Similarly, you 'specialise as an environmental and prop artist' but there's no visible portfolio of work or sign of experience other than your own mention of it. Where/when/how did you become specialised?

Is there somewhere we can see your previous work, or reference to it? If you're very talented in that area, would you not be better placed as an environmental artist rather than managing the entire project?

 

3/

I'm seeing a lot of 'department titles' bandied about, which is one of my main points of concern.

 

If you have yet to actually 'hire' all of the modders for the project, surely you'd be better served waiting until you had the workload and roadmap organised before assigning 'lead' and 'manager' roles to individuals?

It comes across as people who are 'taking charge' rather than a communal effort, and while you do arguably need people to direct focus I can assure you that giving yourselves pretentious assignations isn't the way forward.

All you've done thus far is potentially alienate rather than endear yourselves to a bunch of people who are basically going to be doing a large portion of the work you're not doing yourselves, for free.

Such titles should, if implemented at all, represent hard work and considered effort, and be based entirely on merit... not handed out to the first people who arrive on the scene to take charge.

 

When all is said and done, the most experienced are the ones who should be taking the lead. Organising groups or departments based on skills is one thing, but understanding the work and roles is another thing entirely.

I say this as someone with no interest in leading, organising or managing people; there's no agenda on my part. I've done it before, as I mentioned... you've got your work cut out for you, I just hope you understand that you do!

 

4/

How much of the previous attempt is still usable/salvageable? Are you basically starting from scratch?

 

It's probably worth mentioning to prospective applicants just how much work/time/effort is going to be required of them. If I have to dedicate several years of my free time to help remake a game practically from scratch,

personally I know I'd rather go and work on a game of my own design or with a group of people releasing something new, when a remaster or remake from Bethesda could be right around the corner.

Large modding projects are a dime-a-dozen at the conception phase, and one-in-a-million at the release stage... what's different about this one that should draw our time and effort instead of one of the others?

 

To that end, how long do you foresee the project taking, given the proposed amount of people involved and division of labour, etc? Is there a finished roadmap/outline of where individuals need to focus?

What happens to the project if a remaster or re-release DOES happen, can the assets already developed be turned to a new project, or is it then simply wasted time on the part of those involved?

 

 

Thanks in advance, and I wish you all the very best of luck!

Edited by XWolfJackX
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