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TypeAlias07

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Everything posted by TypeAlias07

  1. I'm an upcoming mod developer, as well as a software engineer. I'm here if you want any CK stuff done. I could do quite well with making sidequests. Even designing them. I can also voice a small character here and there, but nothing major. If you want a website, too, I can do that (very simple, though, unless you want to hire me). I would love to be a part of it, especially to see some more advanced mod development techniques.
  2. But to repeat. FNV was Obsidian. They made a bit more of the quests and probably would have elaborated further if Bethesda hadn't stepped on their toes for early release. I challenge you all to point out non linear and meaningful quests in any previous Bethesda game. I haven't played them all, but I played them all since Morrowind, which is a 14 years period. So, yes, I don't understand the hate, since Bethesda always pulled more or less the same tricks. As I said before, I hesitated a bit before buying FO4, but when I bought it I was aware of getting yet another Bethesda game. And that's what I got. Add to this the knowledge of a fully voiced game and I knew very well that I would get limited dialogue options. It's not rocket science, actually. Only observation and not buying into the prerelease PR hype. Doesn't matter if it was Obsidian. FO4 and FNV are extremely comparable. It's been years; if Bethesda wasn't able to analyze the advantages FNV had over FO3 and focus on them in FO4, then I have a lot of reason to be upset about it. You can't just tell me to expect lazy writing. Not to mention, if you take out the sentence where I compare to FNV, my argument is still just as strong. FO4 fails to capitalize on the very mechanics that exist in the game, and that's true no matter how you interpret my opinion. Unfortunately, Bethesda simplified FO4 too much. I completely understand why they did it, but there's quite a satisfaction when the game surprises you at every corner. For example, in Oblivion you had to murder someone to gain access to one of the best questlines in Bethesda history (Dark Brotherhood: Oblivion). That's a very indirect mechanic, yet insanely cool.
  3. My biggest problem is the lack of depth in quests. Most of them are too linear and don't feel meaningful. They also don't take advantage of all of the game mechanics. I believe in FNV I was able to use pickpocketing in a few quests. There's honestly not any reason at all to pickpocket in FO4. It's a fun game and has a better feel than any other fallout game, but I think Bethesda relied too much on that and what you end up with is a looonng series of "go kill an interior full of enemies".
  4. In response to post #42350935. Huh, I suppose the block feature does work quite well. Thanks for the tip. But that helps more experienced users much more than mod authors, who rely on newer modders. Again, that's a great feature, but I think it could still use improvement to be more natural or easier to use for newer people. I still think a site redesign could improve it without even requiring the user to set preferences, yet still see what the sexy and non-sexy communities are both up to at a glance. Thanks again, though, for pointing me to that feature.
  5. Looks a lot better. I'm wondering, though, if there will be any consideration for mod categories. For example, some modders prefer non-nude and non-sexy mods. But the hidden gems are hidden because they are buried in mountains of cleavage. I'm not trying to judge anyone (well, I mean sometimes I wonder what some of you people think women look like). I just wish there becomes a way for good non-sexy mods to be funneled to the top via trending. Right now, all we have is filtering out those types of mods for searching and toplists, which is great if your non-sexy mod is already super popular, but not if it's new and you're not a well-known modder. Again, I'm all for the freedom to make your game full of naked people that kind of look human, but maybe that should be taken into consideration for facilitating the flow of mod publicity and making some of the gems less hidden.
  6. I could use a voice actor. PM me. I'll need a sample, though, before we begin, just to make sure you're voices are recorded with enough quality and whatnot.
  7. As it stands, there doesn't seem to be a reason to boycott Beth.net. It's just another modding platform with the advantage of being integrated right into the game, which is a plus to some people (not me, personally). Not to mention, the only way to share my mods with friends who play on console. Think of it this way, Bethesda wanted console mods, but they need a platform for them integrated directly into the game. So they make it. Why not also include a PC version so the whole game is standardized among platforms? Sure, you are fine by not using Beth.net, and I would go as far as to say it's find to recommend against Beth.net, but boycott? Hardly a mature way to go about it. Let Beth.net host their mods. The users will ultimately decide on what they want. The only reason you would try to start a mass boycott of Beth.net is if you were afraid of them, because you don't trust your fellow modders to not hop ship. If that's the case, that says more about you than Bethesda. On a side note, Beth.net makes no money. Nexus makes money. So the whole money-grabbing thing is ridiculously ignorant at worst, and premature at best. Maybe Beth.net will open mods up to professionals or contractors to be paid (doubtful in the near future). There are reasons to be against it, because of terrible business practices that occur when opening a market with no barriers and no moderation. However, paid mods can work. If you need proof, simply look at the Apple App Store or the Google Play Store. Those apps are not much different than mods from a creation standpoint. But the difference is to release a paid app, you need a license. Also, bad apps are taken down quickly and the creators get punished. The Apple store even goes through approvals before apps are published, making it quite viable. All of that, not to mention, markets attract professionals. If Bethesda made an actual mod marketplace that wasn't ungodly terrible like their last one, we would be seeing professionally made mods that resemble official DLC (new assets and whatnot). Basically, you'd have mods like Skyrim's Enderal, but instead of taking 4 years, they'd take 3 months. There are pros and cons to both sides, but I'm a little tired of seeing arguments that are structured to be thrown around in a middle school. If you disagree with something, inciting others to boycott it is quite childish. Boycotting is normally something adults do when the party in question has done something malicious. Opening up a modding community is not the end of the world. Also, I personally like how Beth.net Mod popularity isn't directly, positively correlated with the size of the boobs on the girl in the thumbnail of the mod.
  8. I apologize if this question is trivial but I can't seem to find any resources on the topic. I'm new to developing mods. I have custom recipes but I don't want them to grant any XP. When I add them to the chemlab, it grants 12xp. I want it to be 0, however. How is that handled in the CK? I think mods like OC-Decorator can do this, but I can't find any way to edit XP gains.
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