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Seule

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  1. As much as I think this sounds great, this is actually quite a large undertaking. I'm not really a modder, I've messed around with similar things in Fallout and NV but never anything I would even consider release worthy. I would like to see this mod work though, really quite disappointed with the lack of character depth in Skyrim, and well, romance wise, yeah "so i wore this amulet, you love me right?" just doesn't cut it. I haven't even looked at the creation kit, I'm a married father of two currently trying to study, hence, not enough time to write mods. But I love this idea, and I'll support it in any way I can, might even try and learn the quest stuff in the kit, i imagine it can't be that different from the Fallout stuff. Anyways, that said, my reason for posting was to point you at this mod for new vegas, if you have someone able to try it out : http://newvegas.nexusmods.com/mods/41779 It's a similar thing to what it sounds like you're trying to do, I've actually played the mod and it's rather well done, The modder last updated on the 24th of April so they might be contactable for advice, at the very least, you should be able to get the mod in the new vegas Geck and work out how it works, and the creation kit shouldn't be much different. NV might be worth looking at anyways, it's companions had complete quest lines each themselves, and that might give you a good blueprint to work from. Good luck with the mod, I'll keep an eye on this and see how it goes, or if I ever get to a place where I could consider modding myself.
  2. Just to play devil's advocate, would it have to be after those quests are done? Cass is involved in the Van Graff stuff and you can still have her as a companion. Honestly, I have no idea, I've never really worked on stuff for a companion.
  3. thank you, and I've already begun working. Currently working on Jefferson from tactics. and yes that would be good to use, except I guess I pictured it as just more static, then entering an area which would be the inside of the train, going to a terminal selecting an area, teleporting to an identical cell that would exit out at the selected area. I'd really like to make this for people who don't have access to the DLCs, though yes I do have it. As for Arroyo, if you've played Fallout 2 to the end, the original Arroyo is inaccessible due to the bridge crossing a canyon that leads to the village is destroyed by the Enclave. At the very end the left over villagers and remnants of Vault 13 citizens make the town of New Arroyo so the stone head may not be necessarily. Yeah so long since I played FO2 I forgot about that. As for going into a static location and selecting the location from a terminal... It's definitely possible. There's a point in New Vegas where they do a similar thing with an elevator, you click the elevator, and it brings up a menu of locations you want to go to, I'm trying to think of a similar thing in FO3 at the moment, but I imagine it wouldn't be too hard to recreate the scripts, and I'm fairly certain if I dig hard enough someone would have a mod that does something similar somewhere.
  4. http://www.fallout3nexus.com/downloads/file.php?id=3541 That is a guide to creating worldspaces, although I haven't used it myself, I know I dug one up on google at some point cause I couldn't for the life of me figure them out either. The main problem I ran into with worldspaces was having to mess around with LOD stuff, but I did manage to get a workable space up at one point that I was reasonably happy with. Some of it you could avoid having to make worldspaces for, for the original vault you could create the tunnels outside it, and then the vault itself and just link the entrance to wherever you wanted to. As for the "train" type stuff, do you have the Broken Steel DLC, I'm assuming you were looking to do something similar to the train at the end of that which takes you to the base to blow up? If you dug thru the .esm you might be able to find some of the scripts etc which were used to create that little sequence. Don't give up on the GECK tho, it's a powerful tool By the by, I've found a good source of the original fallout levels, by design they aren't overly complicated, not compared to today's standards by any stretch, but I seem to be having trouble finding stuff from fallout 2, ie a map of new reno. Incidentally, a place like arroyo wouldn't be "that" hard to recreate since fallout 3 has some suitable tents already inbuilt, the trick would be doing the big stone head thing the right way, and of course, the temple if it was to be included.
  5. I'm glad you like the idea. :) The only thing is that, at least my intent, would be to have this post-previous games (since fallout 3 is technically after the previous ones in date), so it would be fun still but without the previous stories behind it, it wouldn't make as much sense, or maybe it would I'm not really sure. :P Oh something I forgot to mention, maybe (with permission of course) use the armors that would make sense for the area, like the MBoS having their acctual armor, the West cost BoS having t51b, the enclave having their highly unique armor on the west coast, ect... I love the idea, but of course, the logistics would be a nightmare it would be basically as large as fallout 3 itself. That said, if you were considering the idea : 1. Marcus is back in new vegas, the supermutant from the fo2 so perhaps you could run a mod that started by talking to him. 2. I thought i read somewhere about there being a railroad to the ncr base in new vegas 3. I imagine that new vegas will have some handy resources for making a place like new reno 4. You could do it modularly, ie make a mod to go back to a small place, like the rusted out remains of Vault 13 (more of a combat exploration mod), release it, get feedback from people, develop it, then release one to go back to arroyo ( a little bit more complex, now you could converse with people, maybe they'd even send you on a quest to do) etc etc and do a different mod for each place you wanted to recreate, the work would still be painstakingly long, but in that way you could receive (hopefully) constructive feedback on your work and improve it over time, as well as getting the satisfaction of releasing a mod every few months and (once again hopefully) getting good feedback and feeling the warm fuzzy feeling that comes from making other people happy. Also, look back over some of the work that has already been done like : http://www.fallout3nexus.com/downloads/file.php?id=4821 Might have some ideas and stuff that could help you, heck, if you contact some of the authors they might even let you use some of their work. It's the sort of thing I would love to see done, but as a father of 2, it's taken me the better part of 6 months to put together a simply player house with 5 npc's that send me on quests, so it's not something I would ever attempt.
  6. Simple question. If i wanted to make multiple different backgrounds for my pipboy in game, would it be possible to create some sort of a background selector in game? or even one that randomly changes the background of pipboy everytime i open it up? Not sure if it's been done or even possible, was just something i was thinking about...
  7. Just wanted to add an addendum, if you're running into "can't find path" errors whilst trying to extract running vista/7 its because you haven't set the link to "Run as administrator" hopefully if you're deep enough into modding to be playing around with this tool, you know how to change that :)
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