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Everything posted by OlrunZaal
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Heroes and champions, eh? There is plenty of that in the actual games and mods that stir the imagination and creativity encouraging others to be their own hero... or villain. Advertising is usually geared toward presentation with an action-oriented response. In the case of the Nexus, my view is they provide the tools and community to foster gaming in all its forms and the desired "buy-in" is community involvement of some sort that results in unique content and art (discourse at the least). I am not understanding how this is any type of defensive strategy. Does Nexus have a bad image to combat? I do not believe it does. How do you envision Nexus becoming the hero and champion and of what? I view this community as artistic and creative on the whole with technical bents to be sure, but I unaware of anything I really want to represent other than the art and enjoyment. Maybe its naive or shortsighted of me, but its the art and enjoyment that are driving me to build some of my ideas into reality, here. On the simple side, this news release, forum, and the last few have been about the future and site redesign. Maybe there will be some hot "news" articles that mimic nightly news somewhat... if that is what some of the demographic wants, then no reason why a redesigned and more active news section can't have some of the conflict oriented news or, even, tabloid styled maybe. Does debate style discourse fit the overall subject, here - Gaming? I am glad you are here, Fred. Always nice to hear from people in the industry that still enjoy having facets of media/entertainment as hobbies, too. Please give me some specifics to think about and why are you here and what keeps you coming back? You damn sure have the Socratic Method down! I am hearing you say something like, "I want something cutting edge... this is boring." I do not disagree that I want cutting edge, as well, in the form of gaming with the site's media vehicle providing many avenues to wander down in exploration. I could definitely get into a Virtual Reality (VR) series on where the technology is at and where it might be going. Do we have any VR mods here, yet? Skyrim, Fallout 4, and Minecraft are all capable of VR... that's cutting edge to me.
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The tone and style of the interviewer and softer questions always has a lot to do with how the interview is received by the public. Having a brief or outline of questions to present helps, as does keeping the interviews and interactions in written form. A followup "live" interview after receiving the general Q & A back is a good method. Probably best to remove some of the personalities that show through on video by making them think a bit about what they say and write, while making it known what the goals are for the interviewer and site. Again, I would lean heavily toward tutorial, tools, some personal light biography (including influences and other interest), mod showcasing, and future vision for you and any projects you may want to preview/leak to the public. I would steer away from more than one or two questions relating to current conflicts or issues and be clear that final edit rests with the interviewer and Nexus, so any really offensive personal agendas, prejudices, and the like can be edited out for everyone's sake. Those with harsh personalities benefit from professional editing and an entertaining presentation, even if its not their style. Drama, train wrecks, and taking on the "system" and its "players" gets tiring. There is more than enough of conflict oriented discourse in modern life, governance and politics. I prefer my gaming to take me to Story Land - the places I dreamt about as a child and still look for today and, hopefully, always will tomorrow, along with the best side of the people involved and not too personal.
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Trying to reach past authors or original developers is a fine idea. Maybe a "Where Are You, Now" series, every so often, going back in time to see what past mod of the month authors are doing now and how has their vision for gaming changed, their tools, their interest, are their kids into gaming, are they on the third generation of family gamers (we are and soon to be fourth when the kid can use a joystick), these "interviews" could be conducted via standardized email question and answer. Answers could be picked and combined for an interesting read (quarterly maybe). For that matter, involving the community like this on what a standardized interview might look like is a great idea. Same interview formula could be applied to interviews with industry game development players...
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In response to post #43549100. #43551735 is also a reply to the same post. One more content suggestion: monthly top ten new nexus downloads exposes. Develop a slightly formulaic process to showcase the best of monthly downloads and their authors, in addition to the standard top ten videos that mainly showcase the mods. A little more personal biography from the authors to give it a human touch would help, immensely, in addition to humor and future projects being sprinkled in the Exposes.
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In response to post #43549100. A big second on Millennia! His tutorials of old are priceless and him and his teams' work is all-around top notch. For a feature article request, I would like to hear what third party software modders use, what they used to start, what are some freeware alternatives, and what tools do they see becoming prevelant or needed in the future. I could use a freeware version of a good 3d model painter to use with GIMP and 3ds Max. For future tutorials, original mesh to texture, to game implementation series with a model to mimic similar to Millenia's 2012 shotgun series would be very helpful. Stretch the series to simple new world space, sound, NPC, etc with greater degrees of skill. Most important goal is getting us future modders from initial custom assets/simple mods with new assets to medium skill levels. The last feature, would be some way of tagging and searching for trainers to help a with a group learning modding via chat and video/desktop and to clearly tag teams of people willing to help on projects: writers, artists, composers, voice actors, graphic artists, scripters/coders, etc. A strong focus on tutorials, training, easier access to various modders skillsets and those that are available for potential projects would greatly benefit the community and site, by encouraging and fostering new content and its makers. A system where modders volunteer or make themselves available for a future project, while showing how many past, present and future commitments would be ideal, along with a rating system for "mods in development I have the most interest in" to allow mod authors to pick projects with tons of interest or lesser known ones that are promising. I write... And can come up with more ideas and content related to writing/communications. I will even run it thru word processing and an editor for clarity and professionalism! (Not forum posts though most times)
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FO4 War Tags, Enclave XO2, Liberty Prime, all of tumbajamba & azrael_wtf's stuff, all of m's stuff, NAVI brand new power armor, and more... Lot of videos out there for best power armor mods.
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I, too, would like to see some redesigns of the Pip-Boy for FO4, now that the needed tools are out. The FO4 Pip-Boy clips with way too many armor and power armor mods. There are currently some mods that allow one to customize the Pip-Boy in-game, including a Framework(!) for customization and the Holographic Pip-Boy. I would still like to see the Readius and other new incarnations in-game FO4. I would love to see a more modern Pip-Boy with a quest type of immersion to unlock it in a new Vault-Tec Vault that continued to work on the Pip-Boy post-apocalypse. A Pip-Boy that has a more sleek and curved screen design with limited physical mechanisms and one that is just an armband with flashlight that projects a holographic image for the activated Pip-Boy screen, along with new animations, would make for a stellar mod! Pip-Boy Customization Framework Holographic Pip-Boy 8000
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The new DLC is quite good, especially with it being in a quest driven format. I still have not completed the main game, as I have been savoring the storylines and building up settlements with half untouched or barely begun.
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5 o'clock, here. Break time from the texture turnabout!
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Ya know, I should do another totally custom texture piece and see if the error is repeatable or this is a problem with some asset I used (a cubed asset) to make this one. Eureka, the troubleshooting lessons from the SIGINT men in green camo come in handy! Or, at least, its them I picture in my mind bubble prior to planning my next step. I have seven custom pieces in my mod and I want to get to 30-45 prior to my first release. I still need to cement my logo and learn FOMOD. For future projects, I need to learn 3ds from scratch and I will need to use it for one group of pieces for this mod. I am thinking by end of month this will be up and running for everyone. Maybe sooner, if I release and update without mesh editing much. Y'all have been great in helping me learn more (that to my current friends and those that have responded to me on these very boards)! I am so psyched that I have seven items I made in my game and working! Totally rad (radiation for those that need the tag)! ^^ Geek on! Truth to be told 3.5 of the 7 pieces need more work to get them where I want them for release. This stuff takes some time and work, even if the work is fun for the outcome imagined... er, something similar to what I imagine, anyway! ... hsss... more.... skreeetch... to .... erk... report... bzzz,,, later...
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I feel foolish for having to ask what seemingly should be a simple problem, but I would be more foolish for taking a shortcut and not learning what exactly I am doing wrong. On a simple in-game wall texture (photo below) I am using to learn custom texture replacement, my texture is flipped 90° on the y axis (assuming its the y axis). I could just rotate the image 90° in GIMP, but I need to know what I am doing wrong and need some help, please. The environment in the bgsm file using Material Editor does not have a cubed .dds. (I thought that might have been the problem, as I am still learning.) Any help is greatly appreciated.
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Then again, Nash would be disappointed if we left a Game Theory move out of our gaming... When we share, teach, communicate, and engage with others we raise the level of the game for everyone, including ourselves. No reason not to engage with snark or stick up a "Gone Gaming" sign on your mod pages... Unavailable for support, sorta of thing. Its a huge part of "internal motivation" a kind of quid pro quo. An unspoken benefit - game theory. That said, hearing some people are skipping modders down like debtors that owe others, when modders are unavailable, shows quite a lack of manners to put it lightly. Hard to "ban" those types of people - flippin' sounds like cyber stalking from mainstream news (scary to off-putting). Pretty obvious Neanka is burned out in this element of gaming, right now. And that Talkie Toaster isn't real pleased that someone hunted him down personally outside of where the mod is supported and posted. Doesn't sound like too much fun, at all. You don't need anyone's permission to stop engaging with Nexus, as a whole. Frankly, your level of the game is beyond most and it shows through with quite a good many modders. I, actually, find that element entertaining and will miss that. ^^ Seeing those two elements engage can be something... educational and entertaining!
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Neanka, you are appreciated. I really appreciate the work you put into making a great GUI for item menus and world items, etc. With gratitude from OZ. Hopefully, we will see you around on a new endeavor with less updates and maintenance needed. If anyone has it, I would appreciate a link or a PM with the instructions to modify the icons and name them. I was busy with learning on my end and relied on the talented mod author to keep the mod functioning and updated with the improvements. Man, the Keynuker key ring not showing up was just resolved, as well, along with more labeling and icons (or so it seemed). I sure hope Neanka stays in the community and finds a group to work with or enjoys fun to be had with sampling others' mods.
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I get what u want... a radronuke isotope that only markers in a certain scope in HUD/add-on weapon slot that some toon told you about in different voice (like in RL - real life)... we ain't doubting RPG ain't dead. Beyond my scripting skills, except in story-lining... We will get there, soon... .
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Your music seamlessly fits into the game style - quite good. If you don't find a partner right away you could add them as a radio station to get it published in-game. Personal Radio Standalone by junior99au and zilav's page are places you might get good help and a possible partner that is more knowledgeable. I hope we can collaborate later on (post-GECK) for a quest mod and bring your musical talents to bear.
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Mix Tapes - Custom Music Holotapes by SeaFaringGentleman and somberX sounds like it will fir the bill. I haven't used the mod and don't know if the tapes can be left outside of settlement without overcoming cell resets.
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FO4Edit Question: How to Remove Keywords
OlrunZaal replied to OlrunZaal's topic in Fallout 4's Discussion
I read the keyword count is based on total keywords - used or unused. I also read NovaCoru's (Homemaker) comments on updating his mod with a Settlement Keyword patch and having it delete the Keywords to avoid contributing to FormList cap. Instead of changing the primary mod(s), I am attempting to write an override patch that deletes the Keywords from usage as NovaCoru mentioned. The goal is to allow the original mods to update and me only having to update the override patch with update changes, instead of the entire mod. Ethreon, that is a very good guide. I still do not understand why we replace the FormID List with redundant information from the master (SK). If the original FormID is something I understand and know its function I just delete the FormID and reference the ones needed in OBJs from Masters. Working just fine and saves me some time. I suppose you could put them in and remove the master/slave relationship. Is there another purpose to duplicating the FormID List? Where is a good place to go look up all the uses of the FormID List to learn more about it, please? Keywords, too, its been nagging me that I cannot find where in FO4 the hard cap is referenced... I have been wanting to look at the origin of the problem and how its coded. I really appreciate you guys help. Makes learning a lot easier and more fun with other decent folks involved in the process. -
This should be a simple answer. How do I make an override .esp delete files from the master .esm? I am mainly looking for how to remove keywords, after redirecting the Constructible Object to the new keyword. Also, where could I have gone to look up such a simple question? What's the best xEdit manual to peruse? Or is there a searchable database somewhere with more visual learning tools? Thanks in advance.
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Maybe having a way to mark an entire quadrant of the map in the Pip-Boy as explored would work. Just an optional idea to a physical marking.
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Xbox Controller on PC - Update 1.3 Not Working
OlrunZaal replied to OlrunZaal's topic in Fallout 4's Discussion
I thought it would rotate on the z axis in the workshop menu... Bah! EDIT: Thanks digitaltrucker.- 6 replies
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Check out Better Stores and Business Settlements and you will probably find some signage that works for you.
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Is anyone else able to get their Xbox controllers on the PC to rotate items by pressing left joystick and using left and right triggers per the 1.3 patch notes? I am probably missing something simple, but I cannot get my Xbox PC controller to rotate pieces. I was definitely hoping for the controller update to use my controller for rotating items on all axis. Thanks in advance for any help.
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Setessential: How do you get the Actor ID?
OlrunZaal replied to creedofheresy's topic in Fallout 4's Discussion
A zoo themed mod quest using the Franklin Park Zoo / Zoo New England as the setting. We will definitely need the GECK for adding new zoo animals gone wrong. The storyboard would start out: Some of the zoo animals survived the Great War due to both genetic mutations and a dedicated group of zoologist caring for them, while working with the CDC, et al. on genetic cures for rad poisoning. Curie or another new NPC would have the opening dialog telling us about rumors of the survivors possibly having a rad cure. Story develops around the area we are told houses the zoo and we meet a genetically mutated Chimp who can speak and has escaped the "Franklin House of Horrors", as some of the intelligent animals took to calling their zoo turned prison camp and experimental rad lab. The zoo is in ruins and its former friendly animals have been relocated with the remaining descendants of the zoologist, who have themselves mutated and allegedly bred with some of the higher apes. Two hundred years later, the main zoo is in ruins, however some of the predators remained near the old site. They bred there due to it being their home and initially being taken care of by the benign zoologist of old. We need to search the site to find the Franklin House of Horrors location. We assign our team of modders tasks including, a huge rad poisoning gene altered snake, alligator, tiger, and some higher apes, etc. Plenty of leeway to see what the team comes up with and wind it into the story. Eventually, we find the Franklin House of Horrors and the scientifically altered and ape bred monstrosities of two hundred years in a real Hades come to Earth. The zookeeper is herself over 100 years old... She has the intelligence brought on by her zoologist heritage and the heart and killer instincts of a beast. She captures you and one of the animals has to release us prior to experimentation and mating. I write and could on with this and dozens of other storylines, so if anyone is interested getting together and starting work on this or another quest/story mod keep in me in mind! I need uptraining on xEditing and 3d editing to bring more to the team and future projects. I am more than capable of doing voice overs and scripting everything, while working with a team to make sure they have plenty of creative input to keep it fun for everyone. I imagine it would be a some fun seeing where it took a skilled team working on such projects. -
Setessential: How do you get the Actor ID?
OlrunZaal replied to creedofheresy's topic in Fallout 4's Discussion
I think you mentioned something about it on Snap n' Build comments or another thread. Glad we sorted you out, CreedofHeresy. These day, even us monkeys live in open-world zoos and have playmates, instead of glass houses! Speaking of zoos - there is another theme that would write itself for a FO4 mod. Maybe a good many of us will work together on such a project in the coming months.