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BlooperReel

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  1. I'm now also looking for additional voice actors for minor NPCs and major female NPCs, if anyone is interested: Minor NPCs: https://docs.google.com/document/d/1Z0nI5xBUtwrMaAXPQlCsDyrVRb7Saegu7SJeSAf2gVQ/edit?usp=sharing Female NPCs: https://docs.google.com/document/d/1ZJdDHWfVbXka6HAn0TJJj2QYwlmqgdpRjcFx_8amIjg/edit?usp=sharing
  2. Looking for 1-2 voice actors to voice a pair of NPCs for a Primm mod I'm working on. There might additional roles in the future, but for the time being I have completed scripts for 2 NPCs: https://docs.google.com/document/d/1aOmx0zGCat4jJXwmFYploXFXZrKrjNHeCVhhQbdZeho/edit?usp=sharing PM me if you're interested
  3. FOOK uses that one for the Radiation King Store, unfortunately.
  4. Boulder Dome used the clean utility resource set. Alternatively, the mothership zeta assets are available in the BSAs if you extract them.
  5. I noticed you had to change the sheriff's outfit due to the skin tone mismatch issues, but I do know a dirty solution to that sort of thing. If you make the NPC use a model of an existing vanilla NPC, the skin tone will change aswell so long as the 'use model/animation' box is ticked. Of course, this would be slightly limiting since your choice of faces go as far as what obsidian has included, but it works!
  6. I'm currently looking for several voice actors to record lines for a series of generic NPCs for a mod. At the very least, I'm looking for two male voices and one female voice capable of doing raderish voices: -One male voice with more of a controlled, calm tone with hints of instability. -One male voice with a more wilder, frenzied inflection. -One female voice to fill out of the requirement for one. Additional voices are appreciated! I already have the script ready (Read here!) And all I need now are the voice files. I'm looking for people with decent VA skill and good mic quality. If you have any questions or wish to send the voice files to me, feel free to PM me. Thanks in advance!
  7. Hello! I'm currently looking for somebody to record some lines for a doctor NPC. While the NPC in question is currently African-American and male, I'd be more than capable of changing those details if the need arises. The primary focus would be lines for medical services along with a few miscellaneous topics and banter. I'm looking for somebody with decent skill and mic quality, preferably so that the voice blends in relatively well with vanilla voice acting. Additionally, I'm looking for some lines for 1-2 generic patients, depending. These can be left to the same VA depending on how much range they have, or additional VAs entirely. PM me if you're interested. It would also help if you supplied me with some previous work if it's possible, but it's entirely optional. Thank you to anyone willing to apply in advance!
  8. Fallout 4 will happen eventually. But Bethesda has pretty much outright said that we shouldn't be expecting it for a long, long while. If you want to form a team, it's best to wait when there's actual confirmation that Fallout 4 is in development. Arranging one now could easily mean that by the time it's actually announced most members of it would have moved on to other things.
  9. Well, I figured it out. There's multiple terrain textures in landscape editing that appear to be coded so as to not spawn detail sprites. Look for rock textures, those seem to work best.
  10. Unfortunately, that's now how it works with grass. They're detail sprites that spawn in and out depending on the player's location and will always be in different places every time. You can't bring them up in the GECK because they don't even show up there. Hence why I'm trying to figure out how to make sure they don't show up at all.
  11. So right now I'm making a mod that adds some additions to the Mojave Outpost, but I've ran into a small snag regarding randomly spawning foilage clipping into models and NPCs. Here's what it looks like: http://i.cubeupload.com/izIWco.jpg As you can see, it looks out of place. Is there any way to make it so that the grass doesn't spawn on certain sections of terrain? It'll be a huge help. Thanks in advance.
  12. You're doing fine with some of the smaller details, but that's a ton of unused space I'm seeing. You'd probably be better off making everything more compact, since it'd save the player time travelling from destination to destination and give you an easier workload to handle in the process. You could also try and vary the terrain height a bit, since right now everything is kinda flat. Varying the terrain could easily lead to an impressive mini-visa similar to Megaton. Other than that, it seems to be going well. I'm a sucker for sandcrete, so points to that.
  13. That's incredibly unfortunate to hear, but it's completely understandable. You've made some fantastic mods in the past, but it's never gonna be something that'll be done forever. It was a blast to work with you on both Russel and FBZ but I understand your feelings regarding other team members. I definitely know that you'll still be able to produce some quality content and I certainly wish you luck on any future projects. Best of luck, man.
  14. Your tiles aren't matching up. Rotate and/or swap the tiles out with others ones until they lock up. The cave tileset has a tendency to do that.
  15. And I'm perfectly alright with that. I've never had the intention to create the next big mod and I'm sure as hell not going into it like it's a popularity contest, because then you get sloppy. Plus, I'd rather have a small number of people discover and are willing to critique my work and point out things that could do with improving or redoing than large swaths of yes men who aren't willing to question any of my design choices. Anyways, I've played Factions Reloaded - Followers and I really can't get into it. I wasn't exactly confident in what was on show in Legion and Raiders and playing Followers just showed me the big, glaring issues. Some particular issues I have with it include it not being a master file despite the presence of NPCs with differing skin tones, duplicated cells (Duplicating cells in general is a MASSIVE pet peeve of mine.), most of the "encounters" being easily summed as "Guys fighting guys" and not exactly adding any depth to the immersion and gameplay other than cluttering up the environment. There's also some really nonsensical design choices. (The entire bunker underneath the mormon fort has non-euclidean architecture with a ladder going straight into a ceiling despite the presence of a second floor, doors opening up into the space outside of the cell, tiles outright missing altogether etc) I could go on, but I feel like it's best reserved for another thread. I do kind of feel like you need to focus on giving your mods some much needed attention and work to get them into a more bug-free, high quality state before deciding you know all there is to modding because I get the feeling it'd leave a bad impression to new modders. Most of the advice is relatively sound regardless, but a lot of it just comes off as common sense to me.
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