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Thaiauxn

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Everything posted by Thaiauxn

  1. In response to post #75816293. #75817488 is also a reply to the same post. Unless your PayPal email and password is the same as your Nexus Site email and password, which is also the same as your email password and/or the cellphone number authentication just so happens to be the phone of the hacker who hacked the Nexus...... that is very unlikely to be the same. Unless you are the hacker and authenticated the PayPal login so you could hack yourself, or, you got a notification about an attempted PayPal login and replied to accept that it was you when it wasn't you, then it could be the same incident. (Unless you have no 2nd authentication on your PayPal or email, which you absolutely should.) Unless that's the case, I'm fairly positive that is not correlated.
  2. The fact that we're aware of it is the solution. It's the stuff we're unaware of that's dangerous. Whoever it is wants to target specific users and is probably a banned user who was a mod thief (or troll) who has beef with those users which reported them. No one is really to blame here. Malicious intents are hard to predict in a site this massive with so many users.
  3. Being in the Bethesda modding community, I'm deeply jealous of how cool the Kenshi modding community is to newcomers and shared projects. I haven't played Kenshi yet, but I want to. Especially since I've sent a couple mods art assets to use! :p You guys are doing great, keep it up!
  4. I have some insight into this now, because I'm experimenting with a couple plugins I bought for Unreal for a new game I'm prototyping, and I can assure you, trying to do this in the GECK or CK would be a nightmare. https://www.unrealengine.com/marketplace/en-US/slug/character-customizer And the two I bought: https://www.unrealengine.com/marketplace/en-US/slug/character-customization-male https://www.unrealengine.com/marketplace/en-US/slug/character-customization-female Using Morph Targets in Unreal is similar to the way the EGM system works in GECK/CK, but it makes, uh, sense. And you never have to f*#@ with a forest of incomprehensible nodes in your worthless nif format, just focus on painting correct weights and shader targets in an easy to use FBX file. All your morph targets are handled by the Engine, not the Nif with support by the engine that's hard coded. Your scripting guy can rig together this solution in Unreal in a few weeks of experimenting and developing, and master it over time with help from the hard won lessons of other Unreal devs and workshops focused on just this topic in Unreal. In CK? You're at the only company on Earth developing solutions on this pipeline. It's just you in the dark struggling with an antique meh format on an engine with no node based approach to shaders and zero (none) scripts that handle mesh deformation or vertex blending and shading of this type, blending the normals for multiple body and skin types with one mesh as a morph target slider introduces skin folds or wrinkles. There are body sliders for these games made as mods, but that likely they took approaches OUTSIDE the engine to make it work. It's not that devs don't want other body types, it's that it require so f*#@ing much work that it's almost an entire development cycle just to have that feature. It triples your budget, easy, and requires specialist team members. Just using one standard body type slashes your budget and reduces the cost immeasurably. Having males and females already doubles the cost. Adding body types quadruples and exponentially increases it for every feature after that, like destructible limbs and modular outfits.
  5. Years later, this just helped me fix the MPS on a missile trail. :p Thanks!
  6. I love it when someone makes it from modding to indie development. With initiatives like Modularity and Mod.io offering to help fund and publish indie games which feature modding, it's a good time to make the jump that way. Studios and AAA, however, seem to be the opposite of that -- they're shrinking teams and everyone is starving for work, so they can basically pick veterans for even entry level positions -- meaning they just don't need you if you're a modder. They can grab legends for lower prices. There are a lot of us making mods that I'm just like... if we had money on hand to just not have to work a day job, we'd do this full time and produce games. Modding to me is just what I do when I can't work on a feature length game with a staff!
  7. We got FNC's Main Quest and content produced and released as a BETA! Come join us to work on the last updates before 1.0: http://www.moddb.com/mods/falloutprojectbrazil/ & http://newvegas.nexusmods.com/mods/45138/
  8. In response to post #64617816. #64625956 is also a reply to the same post. https://www.youtube.com/watch?v=8XBpyRfK4Ok That should help!
  9. In response to post #65086131. It's likely corrupted download. There is a torrent available online.
  10. In response to post #64069346. I really proud you're looking frward to us more than a AAA or Indie, we did a great job putting this together and the effort really shows in the final product. The effort from everybody was justified. I just got back from playtesting and recording the last dialogue and I think I'm finally satisfied. We definitely can't outpace the AAA budget devs tho. :p That's subjective, sure, but that's up to you guys to decide, and I'm not sure it's accurate to say modders do it better, so much as, modders do it differently. :) If it's better or not, that's up to you. We just have a different sense of what is important.
  11. In response to post #64092001. We have I think, 3 or 4 low INT options in the mod, and they're mostly jokes, or, to check if you are truly playing a character not smart enough to figure your way out of a simple problem. :p Which happens, especially in the Enclave plot where intelligence wasn't a prerequisite for membership. :p To hilarious effect from Bragg.
  12. That's awesome! Great to see another New Vegas modder turning to Indie Development. Your mod tools sound really ambitious too. Really good insights from the GECK showing there, powered by a waaay more powerful engine. The asset swapping and new storyline tools will help a lot. I'd love to see your narrative system. Are you using Articy or writing directly into Unity? How is the storyline and dialogue implemented over there?
  13. I'm even more curious about the 100 Team Members note. Is that 100 people contributing a preexisting modders resource 1 time 3 months ago, or 100 people actively involved in the GECK making original and spontaneous content in constant contact with the leads? That's a lot of logistics either way!
  14. In response to post #63387631. I have no idea. During BETA200, try it out, write down the steps you take to get it working, and I'll post that process if you are successful. But, Rick and I will be focused on players running a minimum number of mods so we can fix our own mess. :p We take our responsibility first, so that means fixing our own bugs before those introduced by every random mod in the last 10 years.
  15. In response to post #63340426. You don't need NVSE, but if you can't get NVSE to work your problems very likely are not in the programme but in your ability to install them correctly.
  16. In response to post #63335506. #63336471, #63338151 are all replies on the same post. Ppbbtt. No. And the plan is a very generic ideal, not a literal "this is what I will do and how I will do it." Even in the words under the image it's obvious I'm thinking 15-20 years for all these, and the costs will have to adjust for what comes up, not what I wish they could be. But without an aspiration and a general plan, nothing, absolutely nothing, ever gets done.
  17. In response to post #63205836. #63271591, #63279756, #63302071, #63326431, #63334036 are all replies on the same post. TTW has nothing to do with New California. They might be compatible? We'll know during BETA. Roy fixed a lot of engine issues in TTW so it may be more stable, who knows. But you don't need TTW to run FNC.
  18. In response to post #63215396. I'll take it! :D Right now I need cash to hire a 2D Concept Artist. I need some Faction Outfits and Weapons, and some Landscapes! :D 2D Art List: https://docs.google.com/document/d/14ieE7QDKCCJIBDhMXtLrPsr70BFUT5nKvBPyA3UXmFs/edit?usp=sharing The kinds of drawing I do tends to be technical and decoration oriented, so I'm not a good concept artist. I will take the 2D art and translate it into 3D art over time as I work on the game. i'd like to build a long term relationship with an artist and have them join us permanently one day. Paying up front on a commission basis until then.
  19. In response to post #63225441. I like that attitude!
  20. In response to post #63243906. So many. :p More than you'll know what to do with!
  21. In response to post #63205836. #63271591, #63279756 are all replies on the same post. You only need a copy of New Vegas + A Mod Manager to run FNC. That's it. If you are on a Steam version, use the 4GB Patch from Roy: https://www.nexusmods.com/newvegas/mods/62552 If you are on GOG version you're good to go. We also have recommended mods here: https://docs.google.com/document/d/1Iciq_jIMJvZLMjkDQdCP0tDHmezpFme9nUKjDiZ1HGU But those are all optional. The only incompatible mods are Alternative Start mods and anything that interferes with XP gain rate. Otherwise all your mods are fine, but for our BETA phase I'd recommend turning them off til you are done reporting bugs. If you have mods causing conflicts with FNC, we'll make a note of them. We won't patch FNC to import assets or address issues with any other mod. We're only accepting bug reports pertaining to New California first and foremost, then if other mod authors want to make patches for FNC, that is their responsibility, not ours. But rule of thumb -- if it works with New Vegas it will work with FNC.
  22. In response to post #63210111. #63212446, #63214811, #63215036, #63215366, #63224841, #63228141, #63232081, #63233426, #63233611, #63233651, #63283536 are all replies on the same post. "My setup is NOT a gaming computer and they told me mine should run it with minimal frame-rate slowdowns in only a place or two." If you have a PC that struggles with Vanilla New Vegas, you will tank your FPS in the Vault 18 Atrium, Union City, Athens-Tec, and Daggerpoint. If you run the HD textures pack we'll release along with the standard textures, you will get lower than 20FPS, guaranteed. Conversely, if you can run Vanilla New Vegas just fine, you'll may or may not suffer in those areas, but you are probably used to that from vanilla and won't notice any difference. If you can run a heavily modded New Vegas with an ENB and get no slowdowns, those 4 areas may notice dropping to 50 or 40fps if you're outside looking in at the entire area, but as soon as you look away or reach the middle you'll shoot back up to 60fps. That's what my rig does. Unless you're looking for it you'll probably not notice it.
  23. In response to post #60309136. #60309441, #60309706 are all replies on the same post. The thing that's bothering me the most about this isn't the legally murky nature of its wording, it's the fact that because this financial incentive now exists as a possibility, I owe it to my team, my modders and my voice actors, to go tell them that it's a possibility. And then tell them we're not opting in because their work isn't worth the risk or the effort. I can't think of a more disrespectful position to be put in. I would need a contract writer, a lawyer, and then to manually go to over a hundred people who have full legal leverage to hold the mod for ransom until their assets are expunged and/or they are paid whatever figure hits their lark, to qualify for this system, and in the words of the post, "deserve it." That is hideously expensive and will delay us for possibly months, and cost untold thousands of dollars. That is a new and very unsettling responsibility.
  24. Not sure about this system. According to this you're making a donation "pool" that you will then redistribute to the masses based on a unique download system. You're starting with a 3 month donation bin, then will award that "point system" to mod authors with the most unique downloads. It sounds like something cool, but also kinda lame for us, because we still have lot of modders resources in FNC, each of which with unique permissions, but all of which gave us explicit non-commercial use. Is this only for mods that are brand new, using all original assets, or old ones that are unaware of this set of terms? We're looking to release FNC in this 3 month window, and we're gonna nuke the Nexus servers for weeks, so if it's a competition, we win. But at the same time, do we need to go ping.... hagyjalbeken Lord Inquisitor Scott Mack Macintroll zzjay drumber El Pasco Marcurios kibblesticks zilav EdibleGrenade12 tapioks pilamin eomanv Mesh Magnet Johannes Scherer SGHi.info Sesom Tyler "Speedy B" Bourne Miles "TrickyVein" Wimbrow Meo 3000 Cambragol Andersh Dragbody Toadlet Neverclock Quetzlsacatanango Chuck Steel Rez Harry Luck bibbeh Breeze ElminsterAU Sharlikran zilav hlp ScripterRon Purple Pigeon and hlp Jon from Niftools And tell them, yo, your assets you allowed us to use, for free, are going to be opted in for a monetary reward system. We're taking money for this now, or at least a large monetary reward, based on unique downloads, which your assets helped assure we would win. Which to my communist mind says, "you guys did work on this mod, you hold stake in it, you own your elements of the mod you gave us for the enjoyment of the people. We must redistribute funds for the people's labour." To my capitalist brain, "oh s***, that's a lot of license violations. That's a lot of potential litigation to defend." Because we'd have to go to each one, one at a time, and ask them if that's cool, many of whom are inactive users who have been inactive for years. If we just go ahead and assume silence is yes, then, say, Harry Luck, who has been inactive for 6 years, but gave open permission to use his resources, comes back on, sees we won a cash reward, then gets irate that we didn't pay him for the privilege.... oh s#*!. We're using Harry's trailers, an old tree tent, and a crashed Boeing. I could easily replace them. Years later I'm now a more then proficient 3D artist. It would take my 3-4 days and inarguably my own art would be superior (no offense Harry,) but it slows down release and inflates file size with higher poly assets that need the map/navmesh adjusted around the footprint of the new meshes. The same is true of our active team members -- they can quickly be contacted and tell them how this goes down, "do you agree to these terms." Because I can see some of our guys are totally fine with their work going into one brick of cash, which would go to Radian-Helix Media, LLC, and we'd use it to fund the next game. Not a mod, it'd help fun a commercial enterprise, because our team moving on to indie development after this full time. But I can also hear that they want what are effectively royalties on an unnegotiated contract -- we "licensed" their assets. Say, Mac's Wasteland Merc armour highres textures, or Vlad's Kira Vault Suit, each of those were donated or made for us by them on the premise they won't be distributed and will be non-commercial. Are they cool not getting a kickback from that? Because those assets are worth something in a dollar amount. They're great assets. We also have 40+ Voice Actors (two of whom are union sag/aftra on the down low) and they agreed this was non-commercial and would receive no future royalties or payouts. It was done for experience, demo reel, education, and the love of the work (and in a lot of cases, favors to me.) And we're not even gong to talk about RAD Tools Video format. I had a conversation with Mitch where I told him we were non-commercial, and he STILL came back saying, "I hate to be the bearer of bad news, but, you can't use Bink for a free mod project. It was never licensed for that application." He said this after I asked him if I could buy an academic license for Bink 2's Premiere Pro plugin. And he quoted me a bare minimum of 10,000$ and sent us all into a panic for a week until he dropped it (probably because Mitch is really cool and decided if he just never saw it, he doesn't have to deal with it. Cool dude. Arguable license system, I was trying to give him my money, but cool dude.) So unless we get a Nexus staff member to go through and comb New California's assets and find every fragment of a mod author's assets that could be a liability, contact them, and get permission how are we supposed to qualify for this safely? It sounds like a nightmare.
  25. Sorry for the Thread Necromancy, but is there a way to go the OPPOSITE direction? I want my ENB enabled in GECK so I can see what it'll look like in game. :tongue: Gotta make sure users of both vanilla and ENB are getting a fair shake. EDIT: Under enblocal.txt, set [FIX] FixGameBugs=true FixTransparencyBugs=true IgnoreGECK=false <- set false from true And get ready for GECK to take >20 seconds to load on startup. But it'll look pretty.
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