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jcdenton2012

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Everything posted by jcdenton2012

  1. Hello, I just received a reply to an asset inquiry and it seems as though I am ready to rock'n'roll with a planned project. I'm looking for someone to play the main antagonist... Without going into to much detail this will be a Silver Shroud mod, and you'll be playing a "Cobra Commander" like persona. Right about now, the person who just approved my little request is probably rolling his eyes... :3 If you're interested, drop me a message or reply here since I'll be looking in later on. This having been said, you will need a convincing Cobra Commander hissing voice, and a good sense of humor for the script that I have planned.... muhahahaha.
  2. I actually might be able to help you with your goal. Sadly, I'm waiting on the damn GECK and a subsequent test build before I make any and all promises to people.
  3. All of my settlers wear Heavy Combat Armor and use: laser weapons and rocket launchers. They should be able to clear out freaking Hubris Comics of a bunch of low level ghouls without me being forced to trudge all over the Commonwealth and do it myself. Oh, and my Provisioners who move between settlements all have Plasma Rifles and Guass Rifles. I've watched one of those guys single handily slaughter an entire Rust Crew encounter by himself. I like the idea of "actually using" this splendid little army that I've created.
  4. I know you probably don't want to hear this... but if you have limited or no experience with Creation Engines... you might want to consider starting small. The best starting spot is usually learning to design interiors (layout, navmeshing, lighting, etc). What you propose is a rather serious quest mod which will require extensive scripting, and while there are Nexus members who absolutely will assist you with learning how to script, most of these individuals also have projects of their own and limited time to be consumed in other people's ideas. This is not to say that you are doomed. Quite the contrary in fact, basic instruction will suffice for learning common useful scripts, and what you really need is a proof-of-concept to get people invested into your project. This having been said, I myself am getting rather tired of waiting on the accursed F4 Creation Kit because I desperately want to start memorizing the new search prefixes for some test build projects of my own. Ultimately, hands remain tied until the new GECK drops... and the toolkit becomes readily available to be mass-used.
  5. This comment chain needs a Fisto? XD
  6. HA!! Second play-through and I got the joke this time. The General Atomics Galleria is run by Director Management System (DMS)... or if you were to put a slightly more slurred and guttural pronunciation of DMS... DMS = Dumbass.
  7. Sooo... regarding the Brahmin, you pretty much want this?
  8. Hello, I was wondering... do you think you could pool off a convincing Cobra Commander? I have something planned for when the GECK drops that you might find interesting if you can.
  9. I am curious. Believe it or not, I wanted in on the Beta since I kinda figured that it would be a lot like the Skyrim Creation Kit, but missed both sign-up windows. Besides, designing the tools to be used on consoles always did sound like a god-awful idea to me. There are just simply some things best done on a pc... 'terrain editing, scripting, etc,' that a console is frankly... not really designed for. You honestly just need a good old fashioned mouse and a keyboard for a lot of what, 'we,' the community do. I presume that it can be done on a console using a controller, but being done and being done well are two totally different things. Having the tools designed for omni-usage, a single program designed for both a console and a pc, on paper seems logical... 'and bloody cheap,' but I kinda did think that in practical usage the program would need to be soooo dumbed down to be used on consoles that it would almost make it worthless. If I assume what you say is truth, then the program has pretty much been designed for consoles and the pc crowd is just going to have to 'deal with it.' This; of course, is a greed culture decision, and a very bad idea meant to accommodate what suits refer to as, 'the largest equitable market.' Though bringing modding to consoles would most definitively extend the games lifespan by opening up modding to a greater group of individuals... such actions could have terrible consequences should the program prove... less than adequate. Namely, if the program is terrible for the PC crowd... we could and probably would stop, leaving Bethesda with a large amount of console modders who frankly don't have access to the same degree of tools and skills that we've developed for PC. After all, the console has a locked hard-drive so developing assets in blender, gimp, nifskope, etc; would be damn near impossible should those programs be made available for consoles (which they won't). Designing this tool for the lowest common denominator is... while a pragmatic decision for mass market, also a bad in the long run for maintaining the games sustained popularity and usage.
  10. I've always had issues with packaging mods, specifically meshes and textures, for upload onto Nexus, and now I think it's best to finally figure this crap out once and for all before I start doing anything big and fancy in Fallout 4. Keep in mind, I've always had issues with this very simple and very basic thing, and I'm asking here because I can't find a step by step guide, and the F4 forums have a current higher visitor rate so the odds of me getting help are pretty high... (though if a link to such a guide was posted I would be just as elated as receiving physical help). Pretty much, let's assume I have some meshes and textures in the data folder. How do I get those meshes and textures from the data folder to a winrar file for export with an esp or esm, so that those meshes and textures can be installed elsewhere and actually work properly. I've tried numerous methods... and it pretty much never works. This is especially annoying given that I mainly design landscapes for other mods, and getting the LODs installed has always proven... well... it's never worked. I think most people end up creating a duplicate data folder for the install process Data(2). Buuuuut, I'm uncertain about that.
  11. OK. Here is my idea for the final boss. As some of you guys who are... "older" might already be aware. The character of "The Silver Shroud" isn't based upon "Batman" or "The Spirit" specifically. He's actually a composite of several different comic book characters. (The Shadow, Batman, Silhouette, The Grey Ghost), but mostly just "The Shadow." Therefore, I think that it's only proper for the final boss to be a composite of several different antagonists from those comic books. This having been said, I've already been through a rough outline of that information and come to something... well... let's just call it rather amusing. The final boss won't be Dr. Brainwash... but it will be something along those lines. Muhahhaha!!
  12. I had a bunch of eccentric ideas for this mod.The first is using the teddy bear helmet to create a bunch of raiders called the "Ted-e Gang." For Easter Eggs, assassins encountered during the Tower Climb will include "Bat Man" as opposed to "Batman." (The Raid), and maybe Ninja Girl from Hotline Miami. Also, if you go back and compare the design for The Silver Shroud to say... "The Spirit" you might notice some similarities, so having "The Octopus" be an enemy would be nice. This is pretty much going to be a mix of: The Raid, The Raid 2, Brick Castles, and Dredd.
  13. This is an idea that I might actually try out once the GECK is released. You know how you explore the Commonwealth and as you kill the raiders they start to talk about it amongst themselves on their private terminals. Well... sooner or later, after you finish the Silver Shroud Questline, they all start to think that it's been the Shroud killing off all of the big raider leaders. My idea is that after you kill off all of the big time raider leaders: Red Tourniquet, Jared, Slag, Tower Tom, etc; a group of fictional ones panic, and they decide to band together to try and kill you. So, these surviving leaders take to holding up in a skyscraper under the protection of this hired gun. You show up, and clear out the skyscraper, "Punisher Style." Which is to say, you perform a Tower Climb, going floor by floor, fighting an army of eccentric themed raiders, mercenaries, and assassins... all while dressed as 'The Silver Shroud.' The final boss would; of course, be at the very top. Considering where the game is set, and like concepts to the Silver Shroud, I think it's quiet clear who the final boss would be... :3
  14. It is currently being worked on by top men. TOP MEN. [Note, the fact that these individuals are all men is not relevant] :laugh:
  15. Not quite. Actually... this is for a project that I'm trying to keep on the down low until I have a proof of concept. However, I can't exactly develop a proof of concept until the F4 GECK is released. This is me... "fishing" for help before I go through the long and exaggerated process of building a giant underground bunker for a quest mod. (shrugs) Most people tend to want a proof of concept before they tag onto a modders baby project. I honestly don't expect anyone to help create this custom mesh until waaaaay after I have most of the development done on my end.
  16. Hello, I have a request for a suit of power armor that I would personally like to see created. Pretty much, I want to use the existing T-60 model and change a bunch of things. Things I Want Changed: 1) I want to add a cowboy hat to the helmet model. This is pretty much essential for what I have planned... hehehe 2) Ammo Belts across the chest and waist. Like... think lots and lots Ammo, for one can never have too much Dakka. 3) On the back I want to add a model of a trench shovel. 4) For the power armored boots... I want to add some spurs. Yes, I want a suit of power armor themed as a cowboy.
  17. Sooo... Automatron has a tank model in it, and we all know how a driveable tank was created from the Operation Anchorage DLC... sure would be nice if someone took that model in Automatron and made something cool out of it. :blush:
  18. A journey of a billion clicks begins with a single nif object.
  19. Right... so I'm about to do some spring cleaning on a bunch of projects littering my desktop but I forgot who I did the Hiroshima Hotel for, so message me again if it was you. Design Picture I know it was for another persons project, but I think they stopped creating their mod. I'm currently skimming through my messages folder, but I think I deleted the original communication. In any case, I'm thinking about throwing it up on Nexus, but want to cover all my bases.
  20. Wow dude... this is new. I gotta hand it to you... you brought up a good one for us to ponder over, and no... this is not a newbie problem. This should not be happening at all. OK, a few quick questions. 1) Some armor pieces like the power armored helmet, modded to highlight enemies, is terribly bugged. Therefore, are you wearing any armor or using a gun with a specific script modifier in the game. This could be anything from never-ending to extra damage against ghouls. If so this might potentially cause the games scripts to randomly murder you. 2) You said you aren't using any mods. Well... that means this is something related to your games default unaltered status or your games ini. Did you make any changes to your games ini for future modding? If so, those changes to your games ini could potentially cause this. A mod need not cause issues, but altering your ini for modding can cause problems. 3) Beyond these two things... there only a few other possibilities. Is your game patched? If so... then it could be the patch since a lot of us have been having random issues with that thing. This having been said, I am fairly certain that this is either an ini or a script issue. Since this is occurring without mods the list of usual suspects is kinda short.
  21. That power armor design makes me want to protect a "Little Sister" for some strange reason.
  22. When you create a SCOL (static collection) in the GECK, you are using existing mesh and texture pathways already in the GECK to create a custom nif. However, in doing so, every single piece of that SCOL has its own unique texture pathway and interlocked mesh which rather than being a 'flattened' piece, instead is actually a composite nif. This means that faces you don't see in regards to the nif still take up memory. This is why a custom nif and SCOL take up way different amounts of memory since a custom nif created in Blender can have its faces flattened into a single mesh rather than be a composite mesh composed of numerous interlocking meshes. Technically, you can port a SCOL into Blender and flatten its faces... but I have no idea how to work that type of magic. This is also why I haven't released the stuff that I built for London since the SCOLs take up sooo much space.
  23. I expect that it will come out a few weeks prior to the first DLC so that players can get accustomed to modding with it before they start playing with the content from the first DLC. You have to think like 'a suit.' You want people to stay interested in your product so launching the GECK between the F4 release and the first major DLC keeps people fixated on F4 during the lull. Unfortunately, this is mere speculation by me.
  24. No. You're golden. The Skyscraper face was from creating the LOD blocks. I'll be redoing the LOD blocks once I polish off the last of the fluff content so it specifically will be fixed at the very end. The missing meshes are bits and pieces of content not in the packet, and those are the things that I need pictures of since I have to delete all of that stuff. It includes, 32 individual remaining scols, some old flags, and vehicles. Regarding those scols... since the map is so big I'm having trouble locating all those small bits and pieces to delete. New Adytum will be in the final mod. I intend to attach it as an esp dependency. So, you will be able to explore the commercial district. I will be spending the next few days laying out small check points and communities. Also, as you walk towards the main entrance to the city you will notice a railway station. I'm going to beef it up to seem more like a troop zone. The invisible walls are on purpose. Sadly, I have to place limits on how far the player can go on the maps since to pass the eye test everything has to be designed at least 2 city blocks past its real border. Water issues vary greatly mainly because of a limitation in the GECK which makes creating a water mesh close to the ground difficult due to the firmware. Sadly, there is little that I can do about it other than try and hide it. Do the mountains, distant buildings, and other bits and pieces of eyecandy still render properly on your end?
  25. Hello, I am on the verge of releasing my final project for New Vegas and would like to request some Beta Testers for a little bit of 'hiking.' What I need is for a group of people to install the Beta for Los Angeles and just walk around the landscape taking pictures of errors. Send these errors to me, and I'll fix them. Simple. I'm requesting help because LA is... well... it's 'a little bit big.' For the next week I'll be making finalizing changes to the mod for release. This will include design fluff and fixes to the projects minor yet irritating errors. Additional information can be found in the downloads provided read-me. Once you've finished your exploration send the images to [email protected] Requires: Fallout New Vegas EsmDead Money EsmHonest Hearts EsmOld World Blues EsmLonesome Road EsmGun Runners Aresenal EsmSpeedy Resource Esm Beta Testers will be listed in my credits section. LA Beta Tester Download Link
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