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jcdenton2012

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Everything posted by jcdenton2012

  1. It's going to be a while before this is done and I can start playtesting. However, once I polish off most of the primary metropolitan area things should start going far more quickly. At the present, I'm thinking roughly a year-year and a half before project launch.
  2. Ladies... Gentlemen... it is time to reveal the fruits of my labors. I give you... the first sneak peek to Project Miami. Long ago, I boasted that I would build this city for Fallout 4, and now... it is time to demonstrate what exactly I have had in development. Below... you will find my first reveal video. In a few days, I'll release another one showing off the Miami Financial District. When completed... Miami will add a significant landmass expansion to the game. https://www.youtube.com/watch?v=6iwVMoyogDc
  3. Yep, part of CBBE. Now if you excuse me, "gotta bounce."
  4. Yeeeeeeeeeeeeeah... this isn't going to happen for Fallout 4 by Bethesda, and should be addressed in another upcoming game rather than for Fallout 4. I think you might possibly be underestimating exactly how much work goes into creating the game you actually bought. It's not something an intern can knock out in thirty minutes. This is something a team of skilled man and women take months to perfect. Just saying... you might want to beam on down to planet sensible with your expectations. :huh:
  5. Recently, I've been working on a rather... how should we say... "unique," project which will require a substantial amount of small pieces to build the custom dungeons that I am designing. The first batch of these custom pieces is already complete and I've been using them to lay out the first floor of the dungeon. Lately, I have deduced that building most of the dungeon with these pieces is entirely possible and not a big issue. The real issue comes from designing the larger atrium's, specifically... a large vertibird hanger. I was wondering if someone would be interested in taking these dungeon pieces into some sort of editing program and help me cut there mesh size down to something significantly less space consuming. That way I can just build the dungeon from roughly 30 unique custom pieces instead of... well... roughly 200,000 pieces. If you want, you can even release the final pieces in your own mod packet. Now the big issue at hand. I've been trying to keep this little project under wraps because I want it to be a big surprise to the community. Thus, if you agree to help I would prefer it if you wouldn't mention what exactly I am building until it is released.
  6. I think implementation is key here. Assuming this is some sort of overlay texture to the existing game textures which shows running water along surfaces you'll have to do away with distance render of the effects and limit it to an up-close render only of an effective LOD range. In short, where the LOD texture drop off occurs is where you'll want to limit this effect. I say this because I don't think anything other than maybe a "Beast Rig" could handle processing all those textures layers. I think it is potentially possible, but getting it to work without causing a game crash from performance would be a serious issue. I'm thinking that the only way to get this to work would be to create a custom LOD of the Commonwealth and assign the texture layer manually to the custom LOD chunks. That should cover the terrain textures and meshes. The terrain objects would be a totally different problem entirely. I have no idea in hell how you would go about that. Perhaps you could assign a new texture graft for each object... but my god... there's hundreds of exterior nifs...
  7. I know that this might sound a little stupid, but for me while placing corpses tapping the havoc button, or doing alt and drag, didn't work like it did in the GECK. Instead, I discovered that I also had to check off the "dead" box in the corpse's data window in order for havoc to actually work properly. It was kind of an annoying step that I had to figure out on my own because most people don't deem it necessary to bring up.
  8. Honestly... to expand upon my previous ramblings, it would be nice to have the capability of creating "combat patrols." Pretty much, you group 5 settlers together, arm them to the teeth, and order them to patrol a route between 3-4 different nearby locations surrounding your settlement. Imagine hundreds of Minute Men just roaming the map, murdering every raider they can get their hands on.
  9. Don't make it weird? Why did you have to make it weird? :laugh:
  10. You could assign 20 different supply routes per base, effectively giving you an offensive military presence in the Commonwealth. Maybe even make many of these settlers robots giving you your own personal mechanized army.
  11. This... this is perfect!! Thank you so very much. It's kinda hard to add numerous attractions and hotels to Nuka World without being able to actually name them. This has helped me do just that. I'll make sure to link you in my credits upon project release.
  12. This is a very simple request for people who just want to name stuff. If someone could create a resource of letters, like: A, B, C, D, E... Then that would be super helpful for a lot of stuff that I'm working on at the present. However, I know that the universe does not revolve around me, and there are workarounds for this sort of thing... like synthesizing them, but... it never helps to ask.
  13. Soooo... gonna point this out. When you lead the Minute Men you "literally" do all of the leg work, running around, saving settlements from molerats. But, the second you become there enemy... well... now they have numerous dedicated hit squads coming after you all armed to the teeth with Preston being some sort of god who knows where you are at all times.
  14. The first of many new areas. I give you "The Roach motel." This is one of 3 hotels I'm adding to the map. Navmeshing already altered for the hotel and it is totally finished. http://www.nexusmods.com/fallout4/Images/47423/?
  15. Perhaps you should talk to team TTW if you are serious about an auto-porter. From what I understand, and not to shoot down your baby of an idea, but... I think they determined that the port isn't possible due to archiving differences and how the two games handle physics [Power Armor]. Still... if you are serious about wanting to do this then you are left with two choices. You can manually recreate the Majove... not impossible... just tedious. Or, you can auto-port it from one game to the next.
  16. It can be done... but you would need someone to do some scripting for you. Just about everything along the line of building up a base without the settlement system can be accomplished with SCOLs.
  17. OK, I just can't stand the design for Nuka World anymore. It's freaking immersion breaking!! Normally, I don't get side-tracked onto other projects like this but I'm going to temporarily shelve Miami to do some work on Nuka World. My issue is it's overall design. I just can't stand how "open" and exposed the theme park is in the world cell. I don't know how many of you guys have been to say; Six Flags, or Disney World, or Busch Gardens, but trust me... real theme parks don't look like Nuka World... pretty much AT ALL!! The park is waaaaay to exposed out in the open with almost nothing to break up the terrain topography surrounding it. Most of the core parks are perfectly fine, but outside... forget about it. I just can't stand exploring the area because once I leave one of the main parks and start walking around between the main areas... reality kicks in, and I instantly remember that real theme parks simply don't look like this.
  18. The hardest part of this mod will be the scripting... well... even that could probably be simplified. Based upon my knowledge from past projects I know how I would go about most of this project. Assuming you want Nuka World to become more fortified and developed via purchased upgrades, you can probably design "most" of what you want around traders who are scripted to appear once all of the raider bosses are deceased. For added defenses, or structures, or additional shops, etc; you could either add a settlement, or should you feel fancy "actual build your town" via an elaborate questline. If you choose to develop your fortress through a questline, you can develop your community through purchasable upgrades in-game. Namely, you create a SCOL of say... an elaborate battlement. This SCOL is exported as a mesh in the final mod, and that SCOL is set as initially disabled in-game. You then link that SCOL to activate via script once the player buys it's corresponding upgrade from a merchant. This way building your fortress in-game feels more authentic, like you're actually growing a town instead of merely playing minecraft. Most of your mod could be created using this method of purchasable upgrades through traders. That having been said, some players will have a hefty caps horde and might be able to buy everything outright, so creating some side-quests where they actually have to work might be a good idea. "Go fetch quests" are the simplest solution to this problem.
  19. I honestly think that you should have been allowed to conquer the park, kill off all of the raiders, and rule it as you please; as an option. In short, you should have been given the option to kill off all of the existing raider tribes and build an entirely new community around the traders left inside the park. This means expanding the existing Trader settlement and creating a new town like Diamond City except at Nuka World. The dynamic of expanding beyond the park as a raider boss seems to placate newer characters not yet heavily invested into the Minute Men. However, most players, as in 80-90% of them possess heavily defended and built up Minute Men Fortresses at every possible settlement site. We are HEAVILY invested into the Minute Men, and the only way to properly enjoy this DLC is simply to restart your character from the ground up... which most people including myself have no interest in doing. As the DLC is currently implemented, it is impossible to enjoy the main quests without going full-on raider scumbag and alienating every single super-settlement that you've constructed. Oh sure, you can kill the raiders and free the traders, but then you're left with an empty park, an empty town, and frankly nothing to do other than explore. The grand plan to conquer and rule the park frankly as a Feudal Lord frankly dies with the raiders. However, if the option to build up the community without the raiders had been offered? Well, then things would be different. What I wanted in this DLC was to go into this theme park and build an empire. What I got was just that... except at a cost. I can build my empire, but only by burning the Minute Men I've spent 150 solid lvls crafting into a force not to be trifled with.
  20. This is just an idea, but... how about if you decided to go "screw it" and kill all of the raiders. I think you should be allowed to turn Nuka Cola World into a Minute Man Colony. I say this because without all of the raiders walking around the place seems rather empty.
  21. Figured it out. You can only alter the SCOL, not the disassembled SCOL pieces.
  22. OK, so I need to know if there is an easy way to fix my material swaps after creating static collections. Thus far, when designing a skyscraper for a certain mod that I am working on, the material swaps disappear and revert back to default, for the buildings in question, after grouping them together as static collections. This means, that thus far, I have resulted to hand altering each and every single piece back to its altered material after scaling and relocating my buildings from the assemble zone to the finished part of the city. This; of course, is tedious. Is there an easy way to simply highlight the disassembled SCOL (static collection) and change all of the materials in material swap for those pieces without going through them by hand? I ask because this really is tedious and annoying.
  23. Maxed out heavy weapons perk tree, and a tripped out gatling laser. It's less expensive than MIRV-ing the thing to death. Not to mention way more OP. Honestly, that's all I do now, just walk around with a gatling laser mowing stuff down.
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