Jump to content

EnvyDeveloper

Premium Member
  • Posts

    60
  • Joined

  • Last visited

Everything posted by EnvyDeveloper

  1. For the combined Elsweyr and Valenwood, you need: -Elsweyr Anequina -Tamriel.esp -TWMP Valenwood Elsweyr -TWMP Valenwood Regrown -Elsweyr Pelletine Valenwood Islands are in their own separate worldspace, so no conflicts and the Marriage esp is only if you want to marry Emuset by siding with Olurion.
  2. Have done the first Institute Exiles quest and fully outlined the other 3. There will at least be 2 new companions in this mod, including Nicole from the Exiles and Henry from the Traders.
  3. So, I admit that Nuka-World Reborn ended up being not up to my standards. I doubt I'm alone in this. So, this mod will not just do more of the same. What will change: You will be able to make choices without failing entire questlines. This is due to a more rigid structure which will decide which questlines you can play.The narratives will be tighter and shorter, with more of a focus on complex dialogue sequences and role-playing.I will strive to write better dialogue (not sure how, I'd appreciate any pointers) and give better voice direction so that the voice acting turns out better.My vision does still have the Institute Exiles around and there will at least be some references to them, so if you disagree with the new lore, there's no guarantee that VNW will be for you.
  4. Background: Despite Nuka-World Reborn being a big mod already, it was going to be a lot longer. The Traders questline was cut from 8 quests to just 6 and the Institute Exiles' content was going to be bigger. I changed the scope so that Nuka-World Reborn could have a feasible release date, but as it's done and dusted, I can't help notice the loose ends still hanging. Viva Nuka-World will change this. It will be a sequel to Nuka-World Reborn and so it will only run after you have finished the questlines in that mod. Planned features: -A new Traders questline with a new boss and a new location. -More consequences for the decisions made in Nuka-World Reborn. -The ability to populate the sections of the park with new Traders. -Instead of the unreliable "Previous" and "Next" options, I will be using Extended Dialogue Interface to add any extended options. Needless to say, this excludes the possibility of a console release. Progress: The first Traders quest has already been done. Release date: TBD
  5. Finally figured the issue. The affinity event array can only hold up to maximum 128 elements and there is no more room for adding my own custom ones, because I have Ellen installed.
  6. The voice actor for Claire has dropped out from the project. Still looking for someone to voice her. https://www.castingcall.club/projects/nuka-world-reborn
  7. Still looking for voice actors for the next version: https://www.castingcall.club/projects/nuka-world-reborn
  8. Released the first version - enjoy: https://www.nexusmods.com/fallout4/mods/32857
  9. I've done the finishing touches. I will need to take some in-game screenshots for the release page, but otherwise, it's ready for release. I will definitely release the mod in its current state on the 1st July 2018. The questlines can be completed from start to finish and there is partial voice acting at the moment. Since the dialogue is fully done, I'll do casting calls now and get the remaining voice acting done, if not for this 1st release then the 2nd one for sure.
  10. I've asked the author of Ellen about the custom affinity, because I can't get mine working. I'm finishing some dialogue and I'll release the first alpha, most likely by the end of this week.
  11. If my tests come out nada with my attempts of fixing the affinity issues, I will do so. Thank you. :) If that really is the last missing piece, maybe you should release an alpha version already? There ought to be bugs in all the other content. Well, it's the only hurdle, not necessarily the last piece. I have a handful of things left to do, content-wise, and I can get the rest voice-acted. I am going to release the alpha once I do those handful of things. I only have time to develop the mod those days, but not enough time to test, and as you said, there may be other bugs that I overlooked.
  12. The main hurdle I'm facing, is that the mod's companion affinity doesn't work - not the quest/dialogue triggers nor the actual scenes. Only event based triggers work. Not sure what to do in this case.
  13. Yes, all characters are done except one. I have two male characters left - a scientist and a raider. Judging from your videos, you can do both, if you want.
  14. The base game factions don't do anything in the mod. The questlines are associated with the local chapters instead. Why I chose to do this: I want there to be some side factions that are affected by the Traders vs Raiders conflict, and have a story about their stake in the future of Nuka-World.I want to replicate the side factions intertwining with the main plot, like in New Vegas.Nuka-World Reborn is its own small DLC which not only adds options to base Nuka-World, but adds whole new events which can be played after Power Play. In terms of the new ways on how to deal with the raiders:
  15. I managed to get a GPU which runs Fallout 4 very well. I'll resume working on this today. I will ensure that when the player has already done Open Season, they can do a Traders version of The Grand Tour (with the flags) and the parks will be populated by Traders to make the world more alive. Then, I'll finalise the dialogue and will get the rest voice acted.
  16. Update: I have a lot of loose ends to tie up before this can be voice acted. Since my GPU died and I have a temporary one (with 512MB VRAM), I can't really test this mod in Fallout 4 without some major headaches. I can still work with the Creation Kit and I do intend on getting a replacement GPU this year.
  17. I did all of the steps required and quest affinity is still not working for me. Maybe there was something I overlooked during the settings?
  18. Do all the companions react to the events of this mod? Also how far off is this mod from beta testing? Aside from Longfellow, yes. As far as I can see, Bethesda did not add affinity events to him in Nuka-World, though the wikia says differently. It's really close for beta-testing, just need to tie up the loose ends that I've seen.
  19. Update - I need to do the loose ends, testing and voice acting before this mod can be released. Edit: Forgot to mention that this mod has affinity events, so that companions from the base game, Nuka-World and the new companion will respond to the choices you make and things you say in this mod.
  20. The OP has been updated. What's left is the implementation of 2 more quests, then the finishing touches, voice acting and testing. One of the characters has already been fully voiced - the rest will hopefully be, once I finish all of the loose ends.
  21. I do plan there to be random encounters of Traders and Raiders fighting against one another when this mod's main quest is finished.
  22. I've come back to working on this, after having released a Morrowind quest mod a few days ago. I'm doing the misc dialogue for the companion and I need to test out whether affinity events work for her in-game. Then, I'll do the raider main quest (will only be one long quest, as I feel there's plenty of raider content already) and then it'll be up for beta testing. And finally, the release of the Extended Dialogue Framework (XDI) had put a spanner into the works regarding a console release. I have decided that the current status of a "More" option for new dialogue options will only be for the Xbox One release, but the PC release will do away with it and use XDI to show all of the dialogue options on screen without that pesky workaround.
  23. Â I'm probably going to get the pitchforks for saying this, but if there was any opportunity to develop Nuka World Reborn for CC and get the original VAs for Nisha, Gage, Mason and co, I'd have done so in a heartbeat. But sadly, Bethesda only allows new projects and they most likely wouldn't want someone to expand upon an existing DLC, and there's no guarantee that those VAs would be available to voice the characters again. Â But Nuka World Reborn is anyway going to be as high quality as it can be, given the limitations. I'd imagine if it gave access to the original voice actors, many more authors and users alike would be very willing contribute the the CC. These are the kind of benefits most people assumed bethesda meant when they talked about helping mod authors when they first announced it. Either way, I think this mod is my most anticipated. I'm very new to creation kit, but if you ever need play testing or anything to help this along, let me know! Exactly, that's what I expected too. Once all of the content is done, I would need playtesters to try out different combinations of events so watch this space. :)
  24. I'm probably going to get the pitchforks for saying this, but if there was any opportunity to develop Nuka World Reborn for CC and get the original VAs for Nisha, Gage, Mason and co, I'd have done so in a heartbeat. But sadly, Bethesda only allows new projects and they most likely wouldn't want someone to expand upon an existing DLC, and there's no guarantee that those VAs would be available to voice the characters again. But Nuka World Reborn is anyway going to be as high quality as it can be, given the limitations.
  25. This mod does add a holotape there, so not sure on the actual impact. I'll take a look and see into making a compatibility patch, if there is a need for one.
×
×
  • Create New...