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TeamBacon

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Everything posted by TeamBacon

  1. Ambition is the number one killer of potentially awesome mods. I won't be getting my hopes up for Lonestar or Mr. Reaper2244's mod... But I wish you the best of luck.
  2. Maybe... just maybe... there is a trend of mod authors actually wanting to do quality work that takes a long time to build as opposed to spamming the mod page with small gimmicky mods to please Mr. Zargarda and his ever increasing need to see more mods...
  3. I think you guys are looking through a very, very narrow window if you think that the big picture of the game industry is any less story driven than it was years ago. There are a select few games from the past that had great stories, but the history of games as a whole is one of poor stories or no emphasis on stories at all. 'Walking Simulators' are actually a thing now. Not for AAA studios really, but for these smaller developers or indie studio that release in 5 episodes on Steam and such. Games that don't have stellar graphics or complex game mechanics, games that exist simply to tell a story. Some of them are great and use the mechanics of the game to engage you into the story, while others just feel like bad interactive movies. The point I am trying to make is not that they are all good, because they aren't, but that there are studios out there that are far more story based than graphics and gameplay based. The trend that I do see is a step away from the 'fill in the blank with your own role playing' throwback to the 'pen and paper' rpg days. For some people that is a travesty, and I understand your disappointment. I however am glad because I have a slightly different personal preference for role playing.
  4. Give me 2 choices that actually mean something over 10 choices that all lead to the same outcome.
  5. Zanity's goal is to demoralize and chase away as many mod creators from this website as possible. Problem is that none of them take him seriously enough to care.
  6. You are way off base because of the time frame in which you are asking this. These kind of mods take a lot of time, and the Creation Kit was only just released in beta on April 26th. Up until the first few updates it pretty much crashed too much to really make much. So that almost 2 months combined with all the time it took to get the crashes to stop and the time it took to learn the new aspects that have been changed in Fallout 4 that means most people have only had about a month to work on this stuff. There are still quest mods for New Vegas being finished all these years later... https://www.youtube.com/watch?v=5nenXX9wQRY So you can't simply expect people to build that kind of stuff in one single month. I am building a quest mod that adds a simple 2 hours of content and has 3 new interior spaces and a couple small towns. It is mostly a dialogue based quest with a few dungeons and a simple boss fight. Before the Creation Kit came out, for that simple 2 hours of gameplay, I had filled 5 different notebooks with 400 some pages of dialogue and writing... I had filled 3 different sketchbooks with maps, diagrams, and concept art. That is just pre-production, I am currently only about halfway done with my interiors. I still have to script all the quests and put all the dialogue/voice acting into the game. Then I still need to 3d model some of the custom items for my mod. This stuff takes 6 months to a year to make, you are totally out of line expecting it in a month.
  7. I haven't had any problems with the Creation Kit crashing since I reinstalled my operating system on my new ssd. It seems to me like the new update is working good. When was the last time you updated your Creation Kit?
  8. It's definitely a weird one then. I'll try a few things later and see what I can figure out. I haven't put too much time into this problem yet, because I consider this to be one of the final layers of detail that I put into an environment, and only one of my areas has water. I usually build out all of my cells and then go back and block out the lighting to set an overall mood. Then after I tweak everything I will go back to doing a final lighting pass to really sell the mood. I personally think lighting is the most important aspect of level design.
  9. I'm in the middle of making the humanoid Calculator robot from Fallout Tactics. But I don't take requests or suggestions, too busy with my own project that I am building. *that involves many aspects of Fallout 1 and Fallout Tactics*
  10. I try to make sure that my mods don't require any other mods to make them work. I name stuff in my mod in a way that the objects themselves should not conflict with other mods. However, if someone chooses to modify a building I am using in their mod, I can't help the fact that they will conflict. As far as NMM is concerned, I have never used any sort of mod manager as I install everything manually. Can't help you there,
  11. I can't make sense of how you would attach a weapon onto a creature like a molerat. I already have a weapon built and everything to get the effect I want. I just don't see any way to attach it.
  12. So, I am pretty much done with the dungeon I have been working on. I went a bit more overkill than I had planned, so now it takes up about 4 different cells. Anyways, the last thing I need to do is put the enemies in so that you have something to fight inside said dungeon... Because what fun is a dungeon without enemies? The problem is, I have gone through every menu for the 'molerat' which is the enemy I am trying to edit, and I can't seem to get it to change to a custom attack. My goal is simple, I want to make the molerats shoot electricity. Once I get that working, I am going to re-texture them and add cyborg pieces. So, does anyone know how to make a custom race molerat shoot electricity? (I've already made the custom race)
  13. Not sure it's the best method for a massive mod that has thousands of lines though. How would you know? Anyways, I handled this a long time ago, and it will be amazing when I release it. But until then you will just have to wait and see.
  14. Well, there is no perfect retopo tool that you don't have to manually tinker with a little bit, but Zbrush is as close to spotless as I have ever seen. It doesn't just track the outside shape, but it will actually keep your edgeloop flow and everything, it is one of the coolest tools I have ever seen. It used to take me days to do this stuff back when I started in 2008, now Zbrush does it all for me. Zbrush can do very precise hard surface modeling with the new tools it has, and if you need to use traditional modeling methods like extruding a face, there is now a tool that can do that. That being said, it is still not as good as 3ds Max/Maya in certain ways, and it by no means makes 3ds Max obsolete, I actually use both for most of my projects. But Zbrush can do a very good job at this stuff. The thing Zbrush is weak in is unwrapping. I almost always go back to 3ds Max for that. The auto unwrap tool in Zbrush gives you a good start on organic shapes but is poorly suited for advanced mechanical type unwrapping. Fine for beginners, but not good if you really want to concentrate on saving UV space by mirroring elements in the UV or using a trim sheet or repeating elements. So I still use 3ds Max for the kind of stuff that needs a more accurate unwrap. But anyways, I am not saying Zbrush is any better than 3ds Max, they both have strong points and weak points. But in the modern world Zbrush is fully capable of making game assets without needing to move them to another program... unless of course you need to export it to the Creation Kit, because Zbrush doesn't support .ba2
  15. Modelling is not supposed to be a press button to make stuff. I know but Zbrush when I tested it years ago wasn't as complicated. Zbrush really isn't made for accurate modeling especially hard surface. It's mainly used for conceptual work on organics which is then retopoed in another modeling program (like max or blender) if it is going into a game to reduce the poly count. If you are serious about making weapons you should learn one of them even if its complicated. You don't seem to understand Zbrush then... Back in Zbrush 2, that would be true, but not in the modern world. http://pixologic.com/blog/wp-content/uploads/2013/05/130510-turntable.jpg All done in Zbrush (not my work, just an example) And Zbrush does the retopology work for you in about 20 seconds. 3 clicks and you already have the low poly with the normal maps baked for you.
  16. Don't say sorry and the proceed to click on the post button. If you were truly sorry, you wouldn't post it. If you truly think you are justified to post it here, then be confident about it and don't apologize. This is an internet forum, things always get slightly off topic from time to time. Just stop saying sorry... But now you are going to say sorry for that, aren't you... *double face palm*
  17. For the most part I usually feel like the Nexus is one big Bethesda hate club. So when you realize that people like the original poster actually care about stuff like this, it reminds you of why you bother modding stuff to begin with. Some people actually do just want more stories as opposed to people like Zanity who just want more things to complain about. So I dedicate this giant 20 foot tall cyborg lab rat that is trying to eat the players face off to you, Mr. Slinger6792. I hope you enjoy dropping a generator down on his head and watching the entire room explode. *I went a little overboard with this particular dungeon...*
  18. This sounds incredibly illogical... But good luck with that I guess, it's your game, do what you like with it.
  19. I am almost done with my new dungeon, I just need to set up the boss fight and do the lighting. I can send it to you to test once I am done. Hopefully it won't be too much for your Xbox to handle. I usually use several different cells for my interiors for ease of building and performance reasons, so it shouldn't be too hard on your system. I want to see how many enemies I can stick in before it starts to make the game lag.
  20. In my opinion these are just band-aids and don't address the real problem. Mods for consoles need to be given the proper time and the proper testing. Most of the people making these mods don't own a console and have never made a videogame for a console before. Console players have to simply be more patient and not expect their Fallout 4 to look like the Fallout 4 they see on 'MXR's Mods Weekly' on YouTube after 18 days... It isn't reasonable to expect the same results as a guy that has been doing this for 5 years less than a month into having mods. So if you console players want to help make things go a bit faster, as well as fix some of the public image problems going on about console gamers *most of which is untrue* then I think the best thing to do would be to start a team that is willing to help out modders. I for one don't have the money for a console or the money to buy 2 copies of the same game... *also the same reason I don't have and DLCs...* However, if you were able to put a team together of trustworthy console players that I could send my files to for testing and not have to worry about it being uploaded anywhere before I am finished, that would make the testing process go much faster for me. I would suggest making your own forums, I prefer https://www.proboards.com/ So instead of hanging around saying, 'we want mods, make us mods!' you could simply offer your services as a resource for modders that need people to test stuff. Link your website both here and Bethesda.net so that modders who are interested in your help can know where to contact you. Showing that you are willing to help would go a long way in cleaning up some of the anger going around.
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