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Thaiauxn

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Everything posted by Thaiauxn

  1. Real quick: https://www.dropbox.com/sh/n3mk1qq1v0svmxj/AACJgvsKIqN98cW5Bfhn3hdza?dl=0 Just bounce it back.
  2. Loremageddon needs to be a thing now. We can do Post Apocalyptic Lord of the Rings long after the age of middle earth, where Goblins, Hobbits, and Orcs once had day jobs in mega cities, but the industrial age of Sauron ignited a war over the realms of men that went nuclear. Now we fight for Gondor, with machine guns against Atomic Dragons.
  3. You might as well just start in Unreal 4, to be honest. With the amount of work ad time required to convert, and the age of the Fallout 4 engine and limits of F4 GECK, you can borrow a set of plugins off the marketplace for ~60 and get a functional dialogue system, inventory system, and built in assets for character animations and primitive world building. Then all the assets you need to make for a TC Mod, just make your own game with them.
  4. Wait... that's the Fallout 4 GECK UI? Wow. It's... it still looks all kinds of 1999 hideous. I'm going to take a wild guess that Bethsoft's F4 GECK is just piggybacking on the F3 GECK and they didn't enable hyper-threading or >1GB GPU VRAM handling, and they expect you to only spread that RAM over 2 CUDA cores like it's 2008, and all of it processing on 1 CPU core. What card do you have, and can you post your performance manager window?
  5. Everyone wants me to, but I don't know. I have the planning stages for an IndieGoGo campaign to fund a new game, and I have the first areas of that already written out as dialogue, with a silent player in mind. The thought had crossed my mind to try and make it for Fallout 4 first as a demo, because I have so many friends on the GECK and CK scene, rather than start on UE4. Try and get Bethsoft to allow us to turn it into a stand alone game from a TC. But the voice really does turn me off on the idea. So i might just totally skip it and go straight to UE4. But I think I might go ahead and release some of Project Brazil's companions, the new armours, new nuclear Missile Set, and new Vault Kits for F4, along with some of our weapons and static objects. Then modders can use our resources. The voice files from FNV:FPB can be ported over if any modders care to try. :smile: I'd like to see how it works! Voiced player or not.
  6. The Fallout 4 GECK isn't out yet, but it looks like it is possible to replace existing meshes. I'm also assuming you haave the base player skeleton exported and that's your base, and I'll also assume that the new Fallout 4 is borrowing similar Nif structures to Skyrim. For rigging & weight painting: Needless to say I suck at this in my work. :p I always call dragbody and pester him to do it, because 3dsMax 2013 is broken going to GECK.
  7. That's been the argument for why its name should change to NV/F3. :tongue: The shiny issue might be a matter of changing gloss and specular maps. Do you have any more details on your issue to give us?
  8. We had the exact same problem. Fixed it by forcing the player to fall off a tiny ledge, blocked from escape by an invisible barrier. Or, if they fail to jump, pushing them with an actor with a gun that applies the push modifier.
  9. In response to post #30244950. #30259185, #30295245, #30305985, #30323060, #30334450 are all replies on the same post. You're never going to make enough money to quit your day job making mods for donations. Trust me. Ironically, you CAN make 5-6k$/mo reviewing mods on youtube. So yes, you can make money off of mods... so long as you're not a modder.
  10. We're actually going to make it! :D We missed Fallout 4's deadline by about 1 month, just because we had a lot more scripting & editing left to do, but all other aspects of FPB are wrapped up now. The last major job we need now is Audio Editing. I have recorded 44 voice actors in 3 languages, totalling 135GB and almost 5 straight days of timeline. We already have 2,777 files cut and working in game. But that's only getting us to ~35%. I need a few more capable folks willing to help me from now til December to quickly format, de-noise, and cut & edit dialogue, then export files to the right file name using Audacity or Sony Sound Forge. It's by no means a hard job. Just requires a certain amount of good taste for what constitutes the best take, mixing and matching good version of lines, and copy/pasting a file named on export. There's just A LOT OF IT. http://media.moddb.com/images/articles/1/199/198695/auto/Mandrake.jpg Mandrake the Nightkin - Mod DB http://media.moddb.com/images/articles/1/199/198695/auto/Mevil.jpg Mevil the Voiceless - Mod DB http://media.moddb.com/images/articles/1/199/198695/auto/Ooga.jpg Chieftain Raz O'oga - Mod DB http://media.moddb.com/images/articles/1/199/198695/auto/enb202015_11_072001_41_28_34.jpg Raider Main Quest SVRMQ02 Vertibird Scene - Mod DB If you're interested, I can provide you with a visual tutorial and a dropbox link to download our RAW audio and Excel spreadsheets. The odds of us finding a quest scripter at this stage are slim to none, but their job would primarily be to spice things up and help address any bugs. Basic QA before BETA 200. We don't need much else. Cheers
  11. Did you find a solution? I got it to work on these guys last week: The cracks in their skin glow FEV Green. I got it by setting the alpha properties fairly high and setting emissive to a dark green in the materials. All in Nifscope.
  12. Fallout: Project Brazil Part 2 is due out in a month or so. We're scrambling to finish before Fallout 4. Cheer us on! http://www.moddb.com/mods/falloutprojectbrazil/ & http://newvegas.nexusmods.com/mods/45138/
  13. They are indeed interior type Potomac water squares. Thanks Chuck! Do you think that solution will be adequate while not disrupting Worldspace LOD?
  14. We've had this issue for years now. I'm hoping to fix it in our final release. Fast Freddie and I had determined a long time ago that this was due to our land height not being equal to our water height. These are water planes snapped to the grid and applied to the world. Is there a fix for this so the water planes can appear uniformly? Or should I just go ahead and delete the water and leave the lake dry?
  15. From what I saw in the game play video, all of the context of the player's dialogue choice comes from the voiced dialogue. If it's silenced, you won't be able to read the player's dialogue, and the game will force you to wait until the NPC starts to reply, or until the silence timer runs out - however the scripted that to proceed to the next file. It's probably embedded.
  16. If you have that kind of tech power and use it to suppress bad people, you're a hero. If you do it for s#*! - what does that make you? When we find you, what should we do to you? I think Ddos attacks and the like are a very good example of why it's bad to let your disenfranchised youth go completely without any direction or available social services. You have to have a moderate income to sustain a botnet. Even just a laptop will do, but it takes time and patience. Anybody willing to go through that level of work would be awesome if they had some direction and a job that needs solving. Find them. Put them to work. Inspire them. Give them a reason to wake up in the morning.
  17. A new start mod that removes the player voice entirely would please me. I'm sure Fallout 4 will be just fine voiced for its own story. But quest mods? No. Fallout with a voice, just like KotOR with a voice, is weird and uncomfortable. You can't make an immersive quest mod that constantly reminds the player they're playing a mod.
  18. Funny enough, that's why I'm here. :p A borked mesh is causing a hard crash thanks to a skeleton node exporting from Blender incorrectly. Can't figure out how to fix it. It may be the same issue as namaskar, so I'm curious to hear the answer.
  19. http://alphahistory.com/coldwar/cold-war-music/ http://www.atomicplatters.com/platters.php?id=C0_7_1 :tongue:
  20. Text Editing job, complete! :D There will be more rounds required after I add the remaining 2 documents to GECK, and as we refine the story in conjunction with scripting.
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