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Everything posted by QuidProQuoBrute
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Project Fallout Hawaii is now Recruiting
QuidProQuoBrute replied to QuidProQuoBrute's topic in Fallout 4's Discussion
What are those factors? There are a few. A lot fail at the planning stages. The lack of a vision. Nothing gets done because everything is rehashed and redecided on. others lack of organization, talent, commmitment, Setting goals is key -
Hey all! The Fallout Hawaii team is now recruiting. We are accepting applications for most positions, including concept artists, asset creators, level designers, scripters, and writers among others. No "idea guys" please, and voice acting will be recruited a later date Application Form https://docs.google.com/forms/d/e/1FAIpQLSfdD-20wFHb0RuzxHBl1qJkQFu0p4HIFMXIAVPB3SuOoOmBRg/viewform?usp=sf_link - - - Q&A - - - **What is Fallout Hawaii (name in development)?** After two iterations of mod projects anchored in this location started and failed to take off, we have decided to start fresh of what clearly is a popular idea. After several months of pre-production, our small group has decided to open up, start recruiting, and begin production in earnest. We believe waiting has allowed us to create a core foundation, something failed projects have struggled with. This project is for the planned mod to Fallout 4 for PC. It is a stand-alone total conversion mod that will begin in Hawaii with no movement to or from the base game (set in Boston). The scale of the project is more closely in sync with the DLC's from various Fallout games (such as Far Harbor or Old World Blues) as opposed to total conversion that aims to have a game equal in size to Fallout 4 such as Cascadia, New California, and a few other projects in the works. By aiming for a smaller project we can hope to accomplish what we set out to do in a timely fashion **What happened to the old Hawaii projects??** They died out due to various issues. Several members of that team have come aboard to help out **Is this a waste of time?** No, otherwise we wouldn't be doing it. Bethesda is cool with mods, and has affirmed their place many times, despite concerns. **Is this a serious project?** Of course, I have met with many large mod project leaders over the last several years, and have a decent understanding of why certain projects fall apart and other succeed. Our core pre-production team all has modding experience and we have already added several talented new members. **Is there a place to follow this mod** Not yet. Coming soon? **Where do i sign up?** https://docs.google.com/forms/d/e/1FAIpQLSfdD-20wFHb0RuzxHBl1qJkQFu0p4HIFMXIAVPB3SuOoOmBRg/viewform?usp=sf_link
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So i'm not familiar with too many new world space mods for Fallout 4 compared to some of the other older games. Certainly Cascadia and Miami are big ones in the works, but I'm thinking small scale. Something that might be standalone like those, but certainly small and beatable in a few hours. maybe just a few (3?) factions vying over something. The modding part would come later, right now just brainstorming right now locations/stories where a small project could work. so, Stand alone small (probably smaller than the DLC) west coast/midwest/Texas/Canada/island? (im leaning towards Texas)
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Ah, I have foolishly not linked to our updates in that post May Announcement https://forums.nexusmods.com/index.php?/topic/4154405-fallout-cascadia-a-fallout-4-mod-set-in-seattle/&do=findComment&comment=38077180 June Update https://forums.nexusmods.com/index.php?/topic/4494960-fallout-cascadia-june-2016-developer-update/&do=findComment&comment=38996660 July Update https://forums.nexusmods.com/index.php?/topic/4631465-fallout-cascadia-july-2016-developer-update/&do=findComment&comment=40119635
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We at Fallout Cascadia are always looking to expand our team to ensure we have a strong foundation backing up the development of Fallout Cascadia, if you're interested in helping out please send us an email at [email protected] (or here) and we will get in touch with you as soon as possible! If a department does not have any available positions check back at a later stage to see if any positions are available. Here is a list of currently needed positions: Art Concept Artists - Create moodboards, character art, landscape art and more to give our level design something to base their work to bring the world of Cascadia to life. 3D Modellers - Create custom models for clothing, organics (like creatures) landscapes, weapons, architectural pieces and more to give Fallout Cascadia a new range of equipment and models to create the perfect atmosphere. Texture Artists - Texture the models that our 3D modellers create and retexture vanilla assets to fit the theme of Fallout Cascadia. Design Quest Designers - Implementing the quests written by our writing team into the Creation Kit. Level Designers - Creating the exteriors aswell as the interiors of our worldspace in the Creation Kit. Script Designers - Scripting custom events, functions and such we need for the creation of Cascadia, the scripting language is mainly Papyrus. Writing No positions currently available. Voice Acting No roles to cast yet, general volunteering for now but stay tuned. Misc
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Fallout Cascadia: July 2016 Developer Update
QuidProQuoBrute replied to QuidProQuoBrute's topic in Fallout 4's Discussion
Thanks! We're excited too! -
Development Blog Monthly Update #2 (July 2016) edited by Matt – Project Lead Welcome to the second monthly update for Fallout Cascadia! We have a fair amount to share from all of our teams, so let’s get started. Assets The asset team has been working closely with the concept art team to create custom 3D models for our mod. Fáel, Lead Custom Asset Creator, and his asset team wanted to update you on what they each have been working on for the project. Fáel has been working to create the iconic Seattle Space Needle. Emil is a 3D and texture artist for Cascadia, as well as the person tasked with the more boring and technical part of asset creation - collision models, .nif and .dds conversions, and material creation. He has been working on a makeshift tomahawk weapon. We wanted to take the general shape of a traditional tomahawk, and make it a bit more aggressive and Fallout-themed. Pictured below is an early render of the work in progress http://media.moddb.com/images/members/4/3818/3817684/profile/presentation.png Other team members, Trent, Frog, Bleu, and Anton, are working on various other models for the mod, including boats, the hat and boot attraction, and much more. We will share those another time. Concept Art http://media.moddb.com/images/members/4/3818/3817684/profile/pgs.png The concept art team is proud to show off just a few of their works including the famous Poseidon Energy filling station that will return in Cascadia. The team is headed by Matthieu Findinier, our new lead concept artist, who joined us last month, and is currently composed of 6 people : Matthieu, Jake, Ryan, Jindiana, Lijimoku, and Michelle. Tasks are divided according to each person abilities. They are working on a variety of concepts, from the character design, to the creations of environments, via means of traditional arts, paintings, drawing, sculpting, as well as using 2D & 3D skills. They are closely working with the rest of the team to help get written ideas into usable assets. http://media.moddb.com/images/members/4/3818/3817684/profile/sh.png http://media.moddb.com/images/members/4/3818/3817684/profile/JuliaScott-Concept.png Level Design http://media.moddb.com/images/members/4/3818/3817684/profile/20160701230411_1.jpg http://media.moddb.com/images/members/4/3818/3817684/profile/20160620202406_1.jpg Flenarn's Level Design has been busy at work crafting the Republic of Cascadia. Two of the settlement areas in game have exteriors nearly completed by Kris and Jonesy. Several large “dungeon” type interiors have been created, along with other interiors cells by these two and the rest of the level design team, Alex, Panda, Megan, Puggsly and Thomas. The level design team is has been working closely with the concept art team to ensure our vision of post-apocalyptic Seattle fits the style of Cascadia. http://media.moddb.com/images/members/4/3818/3817684/profile/20160701225819_1.jpg http://media.moddb.com/images/members/4/3818/3817684/profile/ss_2016-06-23_at_06.03.31.jpg Scripting Jonesy, team lead, and the rest of the scripting team has not had too much to work on yet, but have been working on smaller item trigger events such as vault doors openings. They have spent most of their time helping out other departments as needed. Jonesy with level design, Emil and Leon with assets, along with any other open areas they can fill. Sound The project is shooting for having two complete radio stations in-game. More details will come later, but vanilla in-game songs, discovered, and original music will make up the songs on these stations. Shaunzy has been working on this, as well as lending his vocal abilities, when needed. The talented Jesse Gunn is on board crafting new soundtrack material for the mod. Writing The writing team is in full force crafting a story that will be fun and entertaining for the community to play. Wic, writing team lead, has been tasked with crafting the main story for Cascadia with the help of Josh. Nicholas, Mickey, Liz, and Andrew have been working on some of the side quests, and location lore for the project. We are not yet ready to share details of our story, but stay tuned to our social media to learn more about our project in the coming months. Team and Management As you might be able to tell, we have a decently large staff of people that I, Matt, the project lead oversee. To organize the team, we use a variety of programs including Discord and an internal wiki. Working with a crew this large has been a joy. The personalities, and excitement of our team make crafting Cascadia a treat. We are still looking to expand our team, and currently have an open spot each on the writing and asset team, available to talented individuals; as well as a few open spots left to join the level design team, and create our shared vision of the wasteland. Thanks you all so much for your interest in Fallout Cascadia, we can’t wait to share more with you as the months go on. See you in Seattle. To apply, email us at [email protected] Follow us on the following social media sites http://www.FalloutCascadia.com https://www.reddit.com/r/FalloutCascadia https://www.twitter.com/FalloutCascadia https://www.facebook.com/Fallout-Cascadia-1178031195581157/ https://www.youtube.com/channel/UCH2svpECNcqwEPV6bkJgLYg http://falloutcascadia.tumblr.com/About http://www.moddb.com/mods/falloutcascadia
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Fallout Cascadia: June 2016 Developer Update
QuidProQuoBrute replied to QuidProQuoBrute's topic in Fallout 4's Discussion
We are looking for a bit more help.... but.... something about this application seems fishy.... -
Troubleshooting a eyebot companion
QuidProQuoBrute replied to QuidProQuoBrute's topic in Fallout 4's Discussion
Hmm still cant seem to make it work. I know this something simple like a box unclicked -
Ok, so I followed Seddon4494 Companion Tutorial (link at bottom) because it is a good base, and it does a decent job of explaining the new dialogue system. Breeze through that, and have a working companion. This works for Races such as Human or Dogmeat, but for whatever reason when I use Eyebot as the race it doesnt seem to work. I have tried changing the EyebotRace settings to Allow PC Dialogue and/or Playable . I'm sure i'm overlooking or not thinking of something simple. Any thoughts on how to get this to work? http://images-mediawiki-sites.thefullwiki.org/04/5/1/1/0594363208103259.png Thank you. - Matt https://www.youtube.com/watch?v=xKViKsNcXVY <-- Link to Tutorial Vid
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Fallout Cascadia: A Fallout 4 Mod set in Seattle
QuidProQuoBrute replied to QuidProQuoBrute's topic in Fallout 4's Discussion
Thanks all for the interest. Some media outlets (IGN, Polygon, VG247, Game Rant, etc) picked this up today. We were quite shocked. Anyway, keep an eye out of updates, and we always can use good talent. -
Fallout Cascadia Information: Cascadia is an upcoming new world-space mod for Fallout 4 set in a retro-futuristic post-apocalyptic version of Seattle and the surrounding areas. Users will start a new adventure entirely separate from the main game. The scale of this project is a land area that is just a bit smaller than Fallout 3, but more quests and locations than Fallout 4’s Far Harbor DLC. We currently have approximately 18 members working on this project to the bring the Pacific Northwest to the world of Fallout. Work on this mod began six months, and has intensified with the release of the Creation Kit. Inside the mod, players will find new quests that challenge them mentally and morally, locations that tell a story, and factions that are vying for control. Please follow us on any and all our outlets, as we have much more to share as the project matures, and the release date begins to comes closer. Social Media Links https://www.reddit.com/r/FalloutCascadia https://www.twitter.com/FalloutCascadia https://www.facebook.com/Fallout-Cascadia-1178031195581157/ https://www.youtube.com/channel/UCH2svpECNcqwEPV6bkJgLYg http://falloutcascadia.tumblr.com/About Fallout Cascadia FAQ (Frequently Asked Questions) When will this released? Every time someone asks, we push the date back by one week. Seriously though, that is something really hard to estimate. The project is made entirely of volunteers who are free to come and go. They work on it at their leisure when they have time. The expected release is several years away. Sorry, we can’t be more specific at this time. Will this mod come to consoles? Our plan is to make this available to as many people as possible. The Nexus website has been the primary release site for most of our team’s individual projects in the past. We plan to release there, and on Bethesda.net for PC/PS4/XB1 so as to make it available to as many people as possible. At this time however, we cannot guarantee it will work on consoles. Any special requirements to run? Our plan is to make this mod run on any machine that runs Fallout 4, without any additional script extenders, or additional mods to make run. However are currently considering adding a requirement to own the DLC to run our mod. The resources contained in the DLC could greatly enhance the quality and the speed of the creation of our project. More details will come later. Do I have to start a new save? Yes. Our adventure is completely separate from the main game. It begins before the intro movie and character creation even start. You will not be able to travel between the Pacific Northwest and the Commonwealth. This is a design choice (but if you really want to, a simple mod will likely make it possible). What can you tell me about the plot? Its pretty cool. Sorry, no spoilers from me. Nice try though. What is the setting? This mod takes place several decades after the events of Fallout 3/NV/4. The city of Seattle is the main hub of the game. Many locations of the game focus around the city proper, including certain fair grounds, public markets, and other famous locations. The game will also include other locations to the west and south including Mercer Island, Redmond, Bellvue, forested areas and airports. The project make an effort to make the world a believable and alive one. Will this mod cost money? Nope. Free. We like the idea of keeping mods free and in the hands of mod creators. We will never charge for Fallout Cascadia. Do you know what y'all are doing? Yes. No. Mostly. This is indeed a larger project than any individual (in our group) has made before. However, each of us is taking on roles in the project that best suits our skills. Many have published quite impressive mods in the past. This project is just an extension of our combined skill that have come together. The group is organized quite well, and we like the current pace and direction our work is taking. How can I help? We are currently welcoming new members to the group who have past experience especially those knowledgeable in the Creation Kit. You may message me here, contact us on any social media account above or email us at [email protected]. At this time we are not adding voice actors to our group. If you would like to be mailed when that process begins, email us at the address above, or keep an eye out for a future announcement. We also love seeing our posts shared and developer streams watched. Photos http://67.media.tumblr.com/117022f29120ce0fa198cee1c1398625/tumblr_inline_o7lj8mkaPM1tl18o0_500.jpg http://67.media.tumblr.com/0f0bf7d2ada8e506fa67965d1ca56a03/tumblr_inline_o7lj8w9QKY1tl18o0_500.jpg http://66.media.tumblr.com/16db344b38462ec9adbec2233c42e5dd/tumblr_inline_o7lj95pNX11tl18o0_500.jpg Thanks for reading! - Cascadia Team
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http://i.imgur.com/c7VuW1lt.png Hello, I'm Matt with Project Cascadia, a modding group working on building a post-post apocalypse version of Seattle and the surrounding area. Although we have yet to make a large annoucment of our work, we have been working on this project prior to the release of Fallout 4, and our work has begun in earnest now that the creation kit released last month. We are moving from the planning stage (and our large in-house wiki of mapped locations/quests/characters) to the creating in-world content). Currently we have about a dozen volunteers working on the project. The large scale of this project dictates that we will need additional team members to help create our vision of a retro-futuristic version of the Pacific Northwest. We are currently seeking a limited number of additional team members who our established more modders experienced with world building (creating interiors and exteriors). Additional knowledge of the creation kit would also be beneficial later in the project's process (creating quests). You will be among several other team members who have already started this progress. In addition we are seeking another 3D modeler to create some in-game content. If you are interested send me a PM (personal message), and we can get you introduced to the project. If you have any questions about the project, or your roll on the team feel free to ask. http://i.imgur.com/2j7vD8xt.png
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http://i.imgur.com/c7VuW1lt.png Hello, I'm Matt with Project Cascadia, a modding group working on building a post-post apocalypse version of Seattle and the surrounding area. Although we have yet to make a large annoucment of our work, we have been working on this project prior to the release of Fallout 4, and our work has begun in earnest now that the creation kit released last month. We are moving from the planning stage (and are large in-house wiki of mapped locations/quests/characters) to the creating in-world content). Currently we have about a dozen volunteers working on the project. The large scale of this project dictates that we will need additional team members to help create our vision of a retro-futuristic version the Pacific Northwest. We are currently seeking a limited number of additional team members who our established more modders experienced with world building (creating interiors and exteriors). Additional knowledge of the creation kit would also be beneficial later in the project's process (creating quests). You will be among several other team members who have already started this progress. In addition we are seeking another 3D modeler to create some in-game content. If you are interested send me a PM (personal message), and we can get you introduced to the project. If you have any questions about the project, or your roll on the team feel free to ask. http://i.imgur.com/2j7vD8xt.png
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Any tips or tutorials on retextures?
QuidProQuoBrute replied to QuidProQuoBrute's topic in Fallout 4's Discussion
what do you mean by "Texture swap entry"? -
Any tips or tutorials on retextures?
QuidProQuoBrute replied to QuidProQuoBrute's topic in Fallout 4's Discussion
Great! any simple way to make like 12 different textures, without going through the process multiple times>? -
What I'd like to do, is create a clothing type in the game and assign it a new texture. I also need to keep the original texture in game. This retexture will be on a new gameobject, so as to leave the vanilla item alone. ideas on how to do this, with the Creation Kit out now?
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The quests of Fallout 4 with a voice acted PC.
QuidProQuoBrute replied to SomethingCrazy's topic in Fallout 4's Discussion
There are so many voice lines in the game, many could be reused for quests. It of course isnt a perfect solution, but if the mod author does a good job with writing, it could certainly be plausible. I've also heard rumors of unused dialog that could be used -
Okay, so I had an idea for a mod based off the baseball uniform in-game and the idea from the prevous David Ortiz Red Sox mod that was on here and taken down. My mod, would be fictional team uniforms in the fallout universe to avoid MLB copyrights. There would be 24 - 32 different teams (and thus styles). Each uniform would be a different gameobject (need GECK for that) Since making these objects will take work in the GECK, I have plenty of time to finish making these uniforms, and therefore am looking for input. My thinking currently is making all uniforms the home white versions. I feel less people would utilize the grey away unis if they were in game. The colorful alt jerseys would also be an optionI also need some assistance on what cities/teams to make. Boston, Texas, and the Capital Congressmen, are the only teams I have heard about in the game's lore I have done some drafts of some ideas in an imgur album http://imgur.com/a/PKJjn Keep in mind, that those are all quick drafts and this entire project is a work in progress. If anyone has suggestions on which jerseys,teams, cities, etc or would be willing to help with logo design, let me know. http://i.imgur.com/BRr4V3O.jpg the new york team (still need to fix a few things like the hat logo, etc) check out the full album http://imgur.com/a/PKJjn