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ToroMontana

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  1. Over the past years, I've been (very slowly) working on a mod called Recall Code: Railroad which is a synth roleplaying / quest mod inspired by Westworld and integrated into the Fallout 4 lore. This brings to life a fan conspiracy theory of Father deliberately undermining the Institute by creating a next-gen synth replica of his parent (neither of them survived Vault 111). Some parts of the vanilla game will be retconned or revealed as lies told by Father. (It will also tie into the Subversion mod, although it's not required to run it.) But, there will be new side quests and characters as well, similar to how Outcasts/Project Valkyrie had quests not directly tied to its main quest. One such arc will involve a vigilante operation in the Commonwealth. Information about murderers is compiled in a database (terminal and holotape to be more exact) and it's used to track them down and kill them. You can join these efforts, ignore these efforts, or become a target yourself, it depends on your choices. The vigilantes also have ties to regulators but they're not the same faction. The vigilantes are not omniscient however, especially when it comes to the Institute (being that it's a secretive faction). They are aware of their attack on University Point, the FEV, the replacing of people with synths and such, but have no knowledge of Father or the members of the Institute Directorate (or even that it's called the Directorate). Here are two sample entries on their watchlist: There will be many characters on the list like Captain Wes and Captain Zao and it will be up to you who you hunt down. You can hunt some and ignore others without penalty. Let me know if you'd be interested in roleplaying a vigilante (with the game giving you a long list of old and new villains to hunt down) and what would you like to see in a vigilante story arc. The sneak peak trailer can be found here:
  2. I thought about something like that, but decided it wasn't a priority because you can already tell DiMA that you're the Director of the Institute and you don't care about forcing the synths to go back. Funny thing is, you can even kill a courser that traveled to Far Harbor to capture some synths. I also don't think they're really interested in returning to the Commonwealth. Even with a reform of the Institute, there would still be enough bigotry to make them want to stay in Acadia.
  3. Well, I currently have 2 major mods integrated into the main quest, the third will be as well. They would make very little sense outside of the main quest since one is an alternate ending where Father survives, one is an alternate ending where you reform the Institute and spare the RR and BoS. The third I'm working on is a synth roleplaying mod and most of it again makes no sense outside of the main quest (although there is some limited content if you never play the main quest).
  4. Hi, I'm a modder for Fallout 4 and I'm planning to release a parody mod soon. What this mod does is that it replaces every single file of player dialog in the game, giving your player character the voice of someone who sounds like a Terminator Arnold (or Terminator Cameron if female). Some of it is pre-recorded, some of it is just deepfaked as there is a high volume of lines. I have permission from both voice actors to do this as well as permission to create deepfakes. I'm also planning to provide support for as much mod content as possible because new player dialog added by mods isn't immediately affected by this. For the player to always talk like this, both vanilla and mod dialog needs to be replaced with new lines. The question is if this sort of content requires permission from all modders involved (many of which appear to no longer be active at all). A few things to note here: 1. The mod will not redistribute any audio files from other mods. The audio files I'm distributing are made from scratch using a program called xVASynth, they are not even altered versions of the original file. So the only thing the files have in common is they share the same path. If the original file has a path like "PiperCaitCurieDialogueOverhaul.esp\PlayerVoiceMale01\00002e74_1.wav" then my file will have same path and the same name, but it will be a completely different file that overrides the original file. 2. The mod will not redistribute any plugins from other mods in either their original or altered form. 3. I've gone over the rules and one in particular states that: "User-submitted content that is predominantly intended to interact with existing user-submitted content is subject to the approval of all parties involved and may be removed at the request of the author of the original content." The kind of content I'm making does interact with user-submitted content, but not predominantly, interaction with third party mods being just a small part of the entire project. 4. As far as the spoken dialog being the same, a lot of player lines are very common sentences like "Works for me. I'll pay you when I have it. Good luck." My conclusion is that this either does not fall under copyright at all or that it falls under fair use due to it being a small portion of the entire thing, not being a viable market replacement and most importantly being a parody of the content (both of the vanilla content and the modded user-submitted content) which has strong fair use protection. However, I'd like an official Nexus Mods take on this as well before going forward with anything related to this. If this becomes an issue, I'll just keep a portion of the work private. I have been in touch with many modders and they don't have an issue, but some modders cannot be contacted at all.
  5. If you ask me communism isn't bad enough of a word.
  6. I completed my mod. If you want an experience closer to vanilla there's the mod Subversion. You can reform the Institute, spare the Railroad and replace Maxson with a synth. If you want a complete overhaul of the Institute there's Project Valkyrie by Thuggysmurf. Both mods allow an immersive lore-friendly peaceful ending, no cheats or weird console commands required and no "miraculous" restoration of factions that don't make any sense.
  7. Well, on the flip side you have bad faith users who post one-liners like "your mod sucks" "your mod doesn't work", give no evidence or don't even understand what they're reporting. 9 out of 10 "bug reports" I get are either extremely unhelpful (basically boil down to their ineptitude to even install mods) or ignorant (reporting on vanilla bugs or bugs caused by other mods that I have no control over). I'm sure you're not like that but we do deal with that regularly. I haven't banned anyone apart from a guy who outright said that my mods don't work (fact check false, they "do work", there's tons of video evidence to prove it), provided 0 details and, despite having weeks to elaborate on these outrageous claims, didn't. So I did him a favor, now he doesn't have to accidentally stumble on my allegedly non-functional mods and waste his time. And the way to counter this? Well, look, if a mod is really bad then it's going to have very few endorsements and downloads relative to the time it's been up.
  8. I'm working on a mod where you can do this, but no, you can't in vanilla.
  9. As long as you're not stealing material it's fine. Do your own thing if you think your vision is better.
  10. Looks like a lot of effort was already put into it. If the world is done the next step would be generating AI paths (couldn't tell if it's done or not), LOD (to see more into the distance), a world map and putting some boundary on the island so people don't go out to sea too much. Then I guess more NPCs and their quests come. With the amount of work done it should be easier to find voice actors I think. I'm not sure why the name Arcadia was chosen though, it's way too similar to another location in Far Harbor, Acadia.
  11. Journey to the Sun An Unofficial Fallout 4 Expansion The Institute has always had ambitious goals, but what about the seemingly impossible task of colonizing the Sun itself with "boots on the ground"? Can it be done under your guidance as the new Director? Can anyone complete such an insane task? You bet. Requirements: - Far Harbor DLC - Nuka-World DLC Features: - work with Allie Filmore and reform the Institute after taking over as Director - choice to free the synths - travel to the Sun itself and explore a vast new landmass of 2380000000000 square miles, much larger than Daggerfall ever had - side with one of the two Sun factions, make peace between them or destroy both - help Strong find the elusive Milk of Human Kindness - build your own Sun teleporter if you don't want to side with the Institute, visit the chem station, the better your science skills the cheaper the materials - and much much more Contact: [email protected] To support my work, subscribe to my BitChute channel (older videos). Also subscribe to my new YouTube channel which includes the newer videos. Let's reach a wider audience. It's all free. This mod is included in the Donation Point system as of the 17th of March 2020 all DP will be automatically donated to Doctors Without Borders. I get 0% of them. I have also donated all my remaining DP from all my mods on this website. Credits: Project Manager: Toro Montana World Building: Toro Montana, thePOSTALdude Voice Acting: Sarge, ben9191x, Brett Keane, uberdine, ratz7 Weather Effects: PaulS Storyline: Pwnzer General, Toro Montana Scripting: Toro Montana, Gatli, orlando99 Music provided by No Copyright Music: https://www.youtube.com/c/royaltyfreezone Music used: Awaken by Martynas Lau https://soundcloud.com/martynaslau/epic-cinematic-music-awaken Licensed under Creative Commons Attribution 4.0 https://creativecommons.org/licenses/by/4.0/ Other Music: Eon - Ambient Sci Fi Music - (royalty free) Special Thanks: Bethesda Softworks THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  12. Well there is a real adult Shaun companion mod that I made, but it's over 100MB for Xbox due to all the dialog. I don't think it's possible to have child Shaun as a companion on Xbox, even the "Command" option has a combat option and Bethesda doesn't want kids in combat. Many features have to be cut.
  13. I'd recommend Nora Spouse Companion+Dual Survivors. Project Valkyrie is an option if you want a synth Nora, can work with the other mods too. Could be cool having both real Nora and synth Nora by your side. Don't recommend (Immersive) Nora companion, it is not immersive at all. The scene where you meet Nora that was supposed to make you sad or something actually made me laugh with Nora's exaggerated animations and unnatural responses that no actual Gen-3 synth would do (also the number of bugs is too much). I don't know what to say about AFT. It's just not my thing.
  14. I had this idea for a new type of quest mod, not too small-scale, not too large-scale. What if you could play as the director of the Institute during the 2220's years, the "old man" who ordered Shaun's kidnapping. The campaign would be largely limited to the inside of the Institute with maybe a few scripted events above ground with Kellogg as your companion (no free roam, you would only teleport in and out of places you need to be). You would get to witness the rise and fall of the "old man" with multiple endings while running the Institute (the only thing you wouldn't have a choice over is Shaun's kidnapping, if you oppose it the game ends immediately). Or perhaps play as Father himself from infancy to Director similar to how Fallout 3 began (from infancy to the age of 19 with lots of time skips along the way) but a little lengthier. It wouldn't be very combat oriented, more story/NPC driven instead with lots of choices along the way, except what's already canon chosen for you. As far as effort goes, it would technically be a total conversion, but a very small one. The Institute interiors already exist and most of the game would take place there. So only NPCs would need to be made and given personality. If you play as the "old man" you'd be overseeing the events leading up to Shaun's kidnapping, Kellogg's enhancement as a nearly immortal cyborg, the creation of DiMA and Valentine (and dealing with the failures of that project following their escape from the Institute), the creation of the first Gen-3 synths, the massacre in Diamond City in the Broken Mask incident (perhaps this is what leads to your downfall as by that time the "old man" is no longer director if you listen to the holotapes) The ending could play out in several ways, either stepping down and facing natural death from old age, being murdered in a coup by the incoming director for refusing to step down or escaping from the Institute entirely, perhaps using the FEV as Virgil did to survive in the wilderness (this could involve a complicated stealth mission in the FEV lab)
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