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marcmorr6

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  1. It's been made very clear on the official forums that if you want to use the new assets in any mod whether nexus or bethesda.net you have to use the original esl as a dependant and that they will take legal action for theft if you don't. I assume they are watching nexus as closely as bethesda.net. It would be no different than using another murders assets without permission which is against nexus rules as well.
  2. Hello everyone, <spoilers> I don't know about many of you, but I have always been disappointed by the lack of growth and possibilities once one becomes director of the Institute. Your son dies, You inherit his responsibilities and the story ends at least officially. I have a vision for a mod that changes that. Let me introduce Rei Obsyn. I have attached a brief over all story arc and a first meeting. I have also been creating the game assets for the quest rewards, new functions for old items and I have even gotten permission to incorporate a few well known mods into this mod as part of this grand plan. I have attached two note files with this posting so I won't repeat myself here as I am sure that would get tedious. The general plan is to offer players a different perspective on the Institute starting early in the game. A slow seduction into the Institute faction, that makes logical and emotional sense. I would also like to create a new settlement faction i.e. the raiders from Nuka World using Gen 1 and Gen 2 synths to take over settlements instead of raiders. Slowly tearing down the rubble of the commonwealth to rebuild a shining future that exists in more places than just underground. I want to build a team in order to do this mod as professionally as possible. At the moment, I know we need a few key people: 1. A female voice actor (or a male who does a believable female voice) that has the range to play up being innocent and helpless while subtly showing some steel beneath in their conversations. This voice actor will also have to be comfortable changing tone mid mod as once the truth of Rei Obsyn comes out her personality will shift. 2. A master quest writer. While I am very good at writing the conversations and some character building this mod will require someone with dungeon master experience to help make everything a believable evolution. 3. An editor for the mod, someone to check over our work for spelling, grammar, and correct coding. I have created many of the reward and workbench assets but I am going to need help on the story end to make this as polished as it should be.
  3. I could really use a bit of help, I have been bashing my head against the desk for the past 8 hours trying to fix this naming issue. I am working on a Power Armor mod and everything works as intended but when I load it in world instead of saying :T45 Ground Pounder Armor: it says "T45 Armor" and I have no idea how to fix it. I have literally been trying to fix this since 6am. I have everything working finally on my mod BUT... the name. When I go in world and use my mod on the workbench I get the right graphic, the recipie uses the right name, but the hovering text over the power armor says T45 Armor instead of T45 Ground Pounder Armor and the item itself never changes its name from T45 either.
  4. Hi all, I play on Xbox One most of the time... because my kids steal my computer >< ... I am working on writing my own version of some of my favorite mods that are mostly bug fixes and quality of life items without using external assets. So far I have managed to work out how to rewrite Bot Mods Extravaganza and Nukatron Torso Paint. Both of those ended up neccasary only because bethesda doesn't make the DLC talk to each other. http://www.nexusmods.com/fallout4/mods/17946/? - Bot Mod's Extravaganza http://www.nexusmods.com/fallout4/mods/22418/? - Modable Nukatron Torso, by RJ. Williams 1. I still can't change the description line of the Nukatron Torso even though it changes for me in the creation kit. I added a speed boost and carrying capacity boost because.. Caffeine makes you hyper... but the new wording doesn't show up even though the effects seem to be working. 2. I would eventually like to add a little more functionality at least to any NukaWorld bots... I would like to give them a similar script to DrinkinBuddy but for Nuka Cola (and maybe a VIM hack) instead. It would also be cool if I could make the Nukaworld Robot companions hand you a bottle of Ice Cold Nukacola randomly, as Codsworth does with his purified water. 3. The Bartering bug is still there and still annoying. I can't figure out how Barterbots was set up to get around it so that is a future goal too. 4. I would also like to add something similar to the Dogmeat Pack System junk storage as well to all automatron robots. If you can offer any help or guidance to any of these four topics that use only in game assets so that I can share the final mod on PS4 as well as Xbox One it would be greatly appreciated. Marcus
  5. If paud mods are done, Zenimax should charge mod creators a fee for listing the mods for sale. This would cut down on the random mods made in 5 seconds from getting unearned money while professional grade mods start seeing a profit after breaking even. It would be similar in principle to renting land in second life works. Having every random person trying to make a fast dollar with no controls in place would never work.
  6. Todd Howard when asked about future micro transactions (paid mods): “How long was the payment system online? 24 hours? I can only speak for the present time, but currently there are no plans for a payment system.” Translation: That was a horrible plan and gave our company a black eye... so no... not touching that ever again.
  7. Paid mods will never take off for a few good reasons. 1. Mods would never be worth the prices people would ask for them. People will pay for full fledged, bug tested, official DLC.... a majority of people wont pay for homebrew with no real method of quality control. 2. Season Pass specifies free access to all DLC which would be taken to cover mods. 3. The tax being tracked on this would be a nightmare. 4. The real world penalty for not reporting the income from mods and paying tax on it appropriatly would catch up to modders eventually. I can think of other good reasons, this tops my list. The only way I could see money being used would be with a linden labs type exchange system and a bethesda specific virtual currency to avoid tax nightmares.
  8. https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/1770272 I have the companion working, I finally got armor to equip over the synth skeletal form, and he has a weapon default now... My questions would be, what would be the best way to go about my other goals for him? 1. Have synth broken at vault 111 entrance 2. Do a repair quest similar to ED-E to active the synth companion 3. Add holotape backstory 4. Add to robot workbench 5. Upgrade to Gen 2 via workbench 6. Upon joining institute, option to upgrade to gen 3 fully custom synth / human What I want to do is similar to things done already. /spoiler/ Curie goes from Ms Nanny to a synth woman /spoiler/ I have also seen synth enemies that lay and play dead until you trigger them, that coupled with Ed-E quest from New Vegas says having to repair him to start him as a companion is possible. I have no idea how to write a holotape yet, any links would be appreciated. Adding synths gen 1 and gen 2 to the robot workbench is a long term goal, but being able to upgrade the companion twice during its liketime would be interesting. Joining the institute and entering the goo room for synths should be part of the story to make him full gen 3. Lazygirls: Wintermute has a synth that you can change at will which is what I am basing that last idea on. She has been really helpful with creating this guy. What is the next logical step on this companion? Does it matter what order I tackle these in? Can anyone help me flesh this guy out?
  9. https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/1770272 I have the companion working, I finally got armor to equip over the synth skeletal form, and he has a weapon default now... My questions would be, what would be the best way to go about my other goals for him? 1. Have synth broken at vault 111 entrance 2. Do a repair quest similar to ED-E to active the synth companion 3. Add holotape backstory 4. Add to robot workbench 5. Upgrade to Gen 2 via workbench 6. Upon joining institute, option to upgrade to gen 3 fully custom synth / human What I want to do is similar to things done already. /spoiler/ Curie goes from Ms Nanny to a synth woman /spoiler/ I have also seen synth enemies that lay and play dead until you trigger them, that coupled with Ed-E quest from New Vegas says having to repair him to start him as a companion is possible. I have no idea how to write a holotape yet, any links would be appreciated. Adding synths gen 1 and gen 2 to the robot workbench is a long term goal, but being able to upgrade the companion twice during its liketime would be interesting. Joining the institute and entering the goo room for synths should be part of the story to make him full gen 3. Lazygirls: Wintermute has a synth that you can change at will which is what I am basing that last idea on. She has been really helpful with creating this guy. What is the next logical step on this companion? Does it matter what order I tackle these in? Can anyone help me flesh this guy out?
  10. If they find a way to monetize modding and make it a strong business model they would clamp down on independant modders because that would impact profit models. I have no idea if this is what is happening, half of the rants I have read on the subect in these forums have been 1/4 bullstuff 1/4 wishful thinking 1/4 Angst 1/4 Conspiracy theory. Sorting through what is actually possible, reasonable and rational is kind of the point of the threads I keep posting.
  11. What's Bethesda's future games going to be based on a new Game Engine having to do with that? Last time I checked id Tech (from id Software, the creators of Doom and any follow-ups/derivatives) was even more easily moddable than Game Bryo based games. And it'd be to their detriment, would they lock down independent open modding as well, considering how much they prospered from it by now. I'm not saying they can't do it, if they wanted to. I'm just saying they don't want to, and I haven't seen them saying otherwise so far either. So I'm just genuinely wondering what this is about here. :ermm: It was something I was curious about, I had read on other threads here that future mod tools from Beth would only work with bethesda.net and that they wouldn't release the mod tools for general use as they have been.
  12. Isn't this whole conversation over because Bethesda.net is going to make Nexus impossible with iDT being the new platform or something? I thought Bethesda.net was going completely in house over a phased period? That means what you have now is pretty much all you will ever get again with Bethesda games.
  13. Playing on PC is annoying and uncomfortable... playing on the couch, using your big screen tv is much more enjoyable :)
  14. So this idea could possibly help both those seeking privacy for their mods and for those who don't mind sharing for public use.
  15. If the mod community is actually ok with files that are uploaded and set to "Private" so only the uploader can use them than maybe Bethesda.net can make that option a lot more clear on their page.
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