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Tony the Wookie

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Everything posted by Tony the Wookie

  1. Fallout 4 looks to have a lot more pre-war assets than New Vegas. I would wait and see what Fallout 4 has to offer and how you can fit your story into that.
  2. If you aren't going to put up any information, I'm not going to click on the link...
  3. http://forums.nexusmods.com/index.php?/topic/269957-post-here-if-you-need-voice-actors-for-mods-or-if-youd-offer-your-voice/
  4. I guess you have never played Mass Effect, have you? Working around this so called 'issue' is child's play, I could work around it in my sleep.
  5. actually they fail at it because they dont hire writers. they just throw someone on hand onto the task and slap a 'writers' label on them. Bioware though does hire dedicated writers. I've never met anyone that has worked for both Bethesda and Bioware before. You must be one hell of a programmer or 3d modeler or something. I can't wait to see what kind of mods come from such a seasoned industry professional like yourself.
  6. I will quote myself from earlier, because it sounds like nobody bothered to read it before judging me and labeling me as just another 3rd person shooter gamer.
  7. Having a voiced protagonist gets Bethesda further away from the idea of 'customize your own pen and paper rpg type character' and basically simplifies an area that really weakens Bethesda games. If you have too much customization and no grounding, then you basically end up with The Sims, a game without passion or context. You can customize a world, you can customize a player character, and you can customize a storyline. I don't think you can do all 3 with no limitations without losing the depth. You have to choose 2 and put limitations on the third. As a writer trying to make custom characters to interact with a videogame character, it is very unrewarding and empty to have to write things generic to fit any kind of player character imaginable. To have to design to the lowest common denominator, the most boring commonality that is possible from all the possible player characters someone can make is just dull. Taking away the moving target and letting the NPCs and the vast interesting world (which is what Bethesda does best) interact with an actual personality basically lets the world shine brighter at the expense of the character (which in my opinion is incredibly boring anyways). Having a voice to the player character gives the game that context for all the things I could be doing out there in the world. Without that kind of context you have The Sims, which is not a fulfilling game. Having no personality to the player character makes for dull reactions, dull writing, that is what I believe. That is why I believe Mass Effect has much better dialogue. I think you are looking at it the totally opposite way when you say Bioware can pull off a voiced character because they can write dialogue and Bethesda can't. I think Bethesda can't write dialogue because they are afraid to nail down any points in the character to work off of, which is what makes Bioware successful. Nail down the weakest point so that the other points have something solid to pivot around.
  8. and now we see why we cant understand each others perspectives. we both want something different. me and many of the others want to have an RPG Fallout you couldnt care less about RPG you just want to shoot things and let the game handle most of the other stuff. You assume too much. I am more interested in the building aspect of the game, I don't really play shooters all that much. I want to go around and gather supplies and build up an unbreakable fortress and take on the most powerful enemies that game can throw at me and watch them crumble at the brilliance of my creation. I want to play it kind of like I would a game of Civilization or Sim City or Total War, which are the kind of games I play way more than shooters. If this game looked like just another Fallout 3, I wouldn't be interested enough to bother modding it and may or may not play it, who really knows. Though, if this game looked like another Fallout 1, I know for sure I wouldn't play it, because that kind of game was good 20 years ago, but is too much of a grind for me to want to play in the year 2015 when I only have a small handful of time each week to commit to a game. Fallout 4 looks kind of like it has a Minecraft / The Sims hybrid side to it, minus the theme and art styles that make those games unplayable to me. I am hoping Bethesda gives me the freedom to play it like a game of The Sims, but in an actually interesting context, and I get to go out and do things and gather stuff for the reason of helping my people. I guess kind of like The Walking Dead, where you are trying to help your people survive, and you must go out and gather stuff in the harsh wasteland so that the people back home will have what they need. Then when you start building up a good base and start a farm, you can be more self sustainable without needing so much from the Wasteland, but then you have to take on tougher and tougher challenges that threaten your home. That is how I want to play the game. That is something I haven't really seen pulled off on the scale Bethesda is known for offering, and it excites me. It is something new and different, it isn't what you consider and RPG, but I am glad about that. The future excites me far more than re-hashing the past over and over and over again.
  9. I don't want to play an RPG, I want to play Fallout. ...and not the one from the 90s
  10. I really need to stop reading stuff on this website... The negativity just zapps my energy... I think I will just go back to the rest of the world where people get excited about new stuff like building settlements and customization weapons as opposed to whining all the time. Thank god there are people out there that just enjoy games for me to make mods for.
  11. Your logic totally eludes me... If Bethesda is truly as bad as you say at this, then why would you be worried about them trying something different? If you hate that aspect of their games, then why would you care if they change it? If they take a bad aspect and make it bad, then it is still bad... But if they take a bad aspect and try something new, and it actually works, then you have just made the game much better. Who knows, maybe actually having voice actors talk to each other instead of having characters talk at you might make things seem more natural. Maybe I am the only person in the world who found it awkward writing one sided conversation for Fallout 3, but I find things flow so much better when writing for Fallout 4. Like I said, maybe I am the only person in the world who finds it easier to write banter as opposed to a 1 sided conversation, but if there is even a 1% chance that it could make a better game, isn't it worth taking a chance? If you hate that part of the game sooooooo much, then it isn't going to ruin your game to try something new. Think of what could be... The future is going to be amazing because we chose to make it that way.
  12. Well it's a dialoge heavy mod, We having this crazy f***ing idea of bringing in some old school RPG quest elements. So all dialogs can be converted of course. The NPCs, can maybe be salvaged. But yea i was leaning towards this answer, but still from the point of the GECK release in Fallout 4, its gone take atleast 5-6 months maybe to finish it. Yes we are aiming towards 30 extra hours, we are taking the line from Planescap:torment "What can change the nature of a man" and making a big big quest out of it, with the bioshock element of "would you kindly", those two lines are the biggest influences to the mod To make a proper 30 hour of content mod, pre production is going to take months. Most of the work for your mod seems like it comes from writing, writing, more writing, and then some voice acting. You don't need a Fallout 4 geck to write, all you need is a pen and some paper. I would say get a proper design document written with a clear plan and detailed and accurate goals. Maybe set up a team website, get voice acting recorded and such. Then start talking to people like me who do custom models and textures, and start getting some custom props and armors designed to support your mod.
  13. I'm sorry, but you logic totally eludes me... Are you saying that no artist should ever work on anything, because somebody else might do it first? Or are you proposing that you think Bethesda might design the exact same armor or write the exact same story as something that Dyspa might create? Are you aware that the design cycle of a videogame is usually over 3 years, and that there is always the risk that someone might make something similar and release it 2 years into your cycle. It is just the nature of any work that takes time to make, you can't live in fear of it though, you just have to make your art the best you can. In my case, I doubt Bethesda is going to design a former Calculator robot from the remains of Vault 0 named Cal who was part of the Brotherhood of Steel in a place called Tinker, Oklahoma where he repaired a Vertibird before crashing it into the base of the Super Mutant overlord Gammorin in the ruins of St. Louis. But if they make a robot with the exact same story, exact same name, exact same custom mesh and textures that I am currently concepting from scratch http://i294.photobucket.com/albums/mm98/Supernaut14/DSCN0351_1.jpg and they hire a voice actor that sounds just like me who happens to use a guitar amp to modulate his voice to sound like a retro robot, and they just so happen to write the exact same 200 pages of dialogue that I did... Well, if that all happens, then I am willing to concede defeat and give up on my mod... But I think I will take my chances that Bethesda won't design the exact same thing as me.
  14. You have no evidence of that, there is no need to just make things up. Todd Howard has clearly said early 2016. Yeah because Todd Howard has never lied (Not trying to start an argument, but I just couldn't resist) :devil: I would take his word on his game over stuff the someone on an internet message board made up.
  15. Since you claim to only be 30% done with your mod, and you say it is supposed to be totally massive in scope (30 hours is basically the entire storyline of most videogames) I honestly would not put that huge amount of work into something only a small fraction of people will play. People will be moving over to the next generation of gaming, you will have at the very extreme minimum 1 person playing New Vegas to every 50 playing Fallout 4 mods. Wouldn't you rather be the start of something new? Wouldn't you rather spend your time shaping the direction modding moves in this new world of opportunity as opposed to hopping on the tail end of something that is slowly going to die down to a very small niche market? Having an early mod means potential, endless possibilities of expansion, blazing the trail that others will follow and be inspired by. I would put my effort into converting anything you can from your 30% into a story that fits Fallout 4, and then focus on making something amazing for a new game, a mod that people will still be playing 3 years from now.
  16. You have no evidence of that, there is no need to just make things up. Todd Howard has clearly said early 2016.
  17. Well over 50% of the work on a mod like this is done outside of the GECK. You don't need the GECK to create a design document and write a story with dialogue, all it takes to do that is a pen and paper or a computer with wordpad. You don't need the GECK to record voice acting or to network with other people who want to do voice acting, recording isn't done in the GECK, it is just imported. You don't need the GECK to draw concept art, all you need is a pencil or Photoshop. You don't need the GECK to build armors or weapons or props or environment pieces or new textures, all you need is a 3d modeling program. You don't need the GECK to put together a team website so that everyone is organized and information is easily accessible, there are dozens of free options out there. Work in the GECK or whatever game engine creation kit you are using for a game is just a small part of the overall team. You can shorten the length of time it takes to release your mod by several months by starting pre-production now and not waiting till everything is released to be starting everything from the baby steps. But no, nothing done in the Skyrim toolkit will be worth anything in Fallout 4.
  18. Bethesda's Fallout games have never given you much control over the character to begin with when it comes to the story, Fallout 3 and New Vega did not have any more 'do whatever you want with your player character' than Mass Effect 2 or 3. You still have to follow the same story arch, you just get to choose whether you want to be a jerk about it or a goody goody. It isn't like Fallout 3 let you play as a Super Mutant, or an old person, or anything other than a young vault dweller who is searching for his or her father. It is a very small range, no different than Mass Effect minus you character having a name... Just one is a Commander and one is a Vault Dweller, but they are both very controlled. Customization of the CHARACTER and control over the CHARACTER is not what Bethesda specializes in anymore than J.R.R. Tolkien specialized in writing character dramas. Fallout is about the ENVIRONMENT, it is separated from an experience like Mass Effect because of the effect the player can have on the WORLD AROUND THEM, not by what they can do with the CHARACTER. And when it comes to the world and being able to change ANYTHING and collect ANYTHING and build ANYTHING you want, Fallout 4 looks like it is going even MORE in the direction of giving the player freedom and a sandbox to play with. As long a Bethesda keeps focusing on the real reason their games are great, which is exploring and changing and playing with an interesting world, I am not going to worry about them trying something new with their weakest area. Now, if you are telling me that Fallout 3 was great because of how well the dialogue was written, then I guess my argument is void to you. But for the other 99% of people who think that Bethesda is below average at writing dialogue and they chose to play their games for other reasons, who cares if they change things up with the player? That isn't why I play the game, so even if the RUIN it, it doesn't matter as long as I can explore.
  19. You know this would be the ideal situation. At least give the player some options. Surely they must have known in the beginning how many fans would become upset over this (well, it doesn't seem we're in the majority though, if I'm honest) but still they went ahead and gave us a voiced PC. It's a massive change and it's something new - it could work and it'll be fairly interesting to see how it does but really, the option to toggle voiced PC on/off would be the best way. Honestly, that's probably the only thing that bothers me personally. Everything else looks to be pure gold. :smile: Especially the building of your very own settlement(s). Of course they will have to have an option with text instead of spoken dialogue because the game has to be able to be played and enjoyed by the hearing impaired. I only agree with you because I don't believe in discriminating against those with disabilities. I strongly disagree with any opposition to a voiced player character. Change is good and as a modder it excites me. I can't wait to show all the possibilities I can do with voice actors bantering back and forth as opposed to sitting there and being talked at by an npc. I am very much enjoying doing the writing and voice acting for conversations with a voiced player and 2 npcs at a time and hearing it all come together. I can't wait to get Fallout 4 and the GECK and share my work with all of you. The complainers are not the majority, it is just complainers have a louder voice. But while you complain and worry, I will be busy working on something truly amazing with this new breakthrough. I am going to make a mod that you will enjoy, whether you agree with Bethesda's decision or not.
  20. Sounds like you are not setting a keyframe to start the motion. If you want the leg to move at keyframe 50, then you will have to set a keyframe at 49 that is in the default position. Then set a keyframe at something like 60 that is the completed movement. Then the movement will happen from 50-60. What is happening with your animation is that it is reading 0 as the start of the motion and 50 as the end, so the action is happening between 0-50. You always have to define a starting position and ending position keyframe. If something doesn't move until keyframe 275, then you have to set a default keyframe at 274 saying that from 0-274 that particular part does not move.
  21. Maya and Zbrush are also equally, if not more capable than 3ds Max at doing the same job. Blender is the free way to do it, but no professional company uses it. So basically, 3ds Max, Maya, Zbrush, or Blender to make 3d models... Photoshop, GIMP, or Zbrush to make textures. I personally, as someone who is trained in Max, Maya, and Photoshop argue that using Zbrush to make both the model and texture is the most efficient way to do things. Zbursh however is not free, and I don't know of any free alternative that can match the power of it. Blender and GIMP seem to be the best free way to do things, but I can't say that from experience, as I have bought all my programs.
  22. IMHO I think you are being a bit ridiculous if you think things have to be "spot-on perfect" for people to not notice. With all the things going on in Fallout, nobody is going to really notice a change in voice actors unless it is some drastic difference. I stumbled upon a guy that does a seamless impersonation of the male player character without any problems at all. It sounds amazing actually having banter back and forth with two or even 3 characters in a conversation. It is monumentally better than being talked at like in Fallout 3. Things just flow and it feels like you are part of it, as opposed to forcing the player to tear their mind away from the game play to go into reading mode again. I will post an example of one of the 3 way conversations I am recording for my mod once I get the chance. Though, I might be the minority here that cares more about the flow of game play than I do about playing a little bit of a game, reading a little bit of a story, playing a little bit of a game, reading a little bit of a story. I like to both read and write books, I like to design characters and stories and other aspects. But I don't like when the media aspect breaks me away from the game aspect on a constant basis. I don't like when I feel like I am being pulled between two activities, one being an oldschool D&D style RPG and the other being a FPS video game. Mass Effect 2 and 3 never felt like the media aspects pulled you away from the game play, everything flowed. I know it is a bit different, since the media aspect that earlier Fallout games were built on was pen and paper RPGs where Mass Effect 2 and 3 have more or a movie media aspect. But that is a debate for another day. The simple point is, that the media has to flow with the game and not slow it down and feel separate. Basically, if having short choices on the dialogue screen as opposed to having to read 3 or 4 full dialogue options makes the game flow better, then I am all for it. I absolutely DO NOT ever want to have to read the dialogue options I choose not to say. If I am playing a 'goodey two shoes' type character, it is very, very immersion breaking to have to read some bit of dialogue that is totally evil and brutal and gory. Voice acted or not, having short options by themselves will make Fallout 4 soooooo much better than Fallout 3. That way at least I will only have to read the option I actually chose.
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