Jump to content

Feltorn Von Dentai

Members
  • Posts

    193
  • Joined

  • Last visited

Nexus Mods Profile

About Feltorn Von Dentai

Profile Fields

  • Country
    Australia
  • Currently Playing
    Fallout 3
  • Favourite Game
    Left 4 Dead

Feltorn Von Dentai's Achievements

Collaborator

Collaborator (7/14)

  • Conversation Starter
  • Week One Done
  • One Month Later
  • One Year In
  • First Post

Recent Badges

0

Reputation

  1. Not even using the method I have proposed? It's not about simply owning both games, that wouldn't be enough. I intend to make it so that it is impossible to run this mod without both of them installed. I'll make two seperate .ESMs if I have too, for both games. If you think I'm suggesting we just rip the files out of one and stick them in a new folder for everybody to download, then you're sorely mistaken. I know enough about modding to know that sort of thing doesn't fly. That's why this mod, essentially, wouldn't even touch the NV content. It would use it, but it would draw directly from it, it would be impossible to run the mod without it.
  2. Yes, I thought there would be some concerns about that. As I said, everybody who plays this will need to own Fallout New Vegas. That is the one solid sticking point. As in "This mod will straight up not work without Fallout New Vegas". My plan is to actually use the Fallout NV directories to get the models and animations. As in Skyrim will draw directly from the Fallout ESM files. There may be some custom textures and such, but they will not work without Fallout NV. Not sure how to do it, but I'm sure its possible seeing as they both use the same engine, its just that Skyrim's engine is more advanced.
  3. Alright, this probably won't start until the creation kit is released. Keep in mind this is all bare concept right now. The mod would be likely called "The Bureau" (although that name may change) and would definitely not be lore friendly. It would require all downloaders' to own Fallout: New Vegas, to give you all an idea of what I'm planning here. This mod will have modern clothing, and guns, and New Yorkers, and possibly Skyscrapers (or, one skyscraper, at least.) STORY: The Bureau would be about an organisation of "Dimensional Regulators", an interdimensional syndicate dedicated to maintaining quantum harmony. Just hum-drum, everyday stuff like stopping all of reality from being devoured by a morphic rift, keeping the different planes of reality from colliding with eachother, and trying to find out how to get Th'Kan'Ker blood out of a tailored suit. The Bureau was secretly founded on earth (that is, our earth) in 1929 and has since been evolving all the time. The current date would have course be 2012, on earth anyway, and the Bureau has discovered that the dimension housing the planet Nirn is doing something to interfere with the rest of the Hypercosmic Collective (basically speaking; everything, ever.) A detachment of agents has been dispatched to Skyrim, on the continent Tamriel, which is where the disturbence apparently orginates. But these agents face a rather large problem. Agents of The Bureau are not allowed to physically interfere with anything that happens in any dimension but the one they come from, and the last agent from Nirn (a man named Tarhiel who went largely unnoticed in the grand scheme of things) died many years ago. That means it's recruiting time, and who is a better candidate than the legendary Dragonborn? After accepting to help The Bureau, the Dragonborn will undertake an adventure unlike any that has ever been seen in an Elder Scrolls game before. Also, did we mention you'll get to kill a dragon with a flamethrower? Because that's totally going to happen. FEATURES: As I have already mentioned, people who wish to download The Bureau will first need to own Fallout: New Vegas, for quite a big reason: This mod will use models, textures, sounds and animations from that game. With this mod, you will finally be able to roam the lands of Skyrim sporting a flashy suit, sunglasses and a 12 gauge shotgun. Deal with bandits Dirty Harry style, and use new forms of, ahem, "magic" learned from your new dimension hopping friends. Not only this, but my hopes are that The Bureau will feature a long quest line full of intrigue, subplots and a bit of humor, and hopefully, multiple endings. Along with this, a whole host of new, (hopefully) fully voiced NPC's, new items with new animations and features, etc... It's a big undertaking, I realise, and if anybody wants to help, it will be more than appreciated! GOALS: 1) To add "modern" weapons, clothing and items along with several "sci-fi" inspired magic abilities for mages. We're talking firearms, modern melee weapons (duel wielded Cold Steel carbon fibre machetes' anyone?) and Matrixesque reality-bending powers. 2) To add a whole host of fully voiced NPC's and (possibly) some new monsters. 3) To introduce a new, long-running quest series with multiple endings. TECHNICAL CONCEPTS: Some of you may be wondering to yourself "well this sounds great and all, but how do you plan to do it?" The answer is, really, mostly based on speculation right now. It mostly depends on the capabilities of the upcoming Skyrim mod toolset, because I am definitely going to need it to even start this mod. But when it comes to guess-work, all that will need to be done is importing some models, animations and textures from Fallout: New Vegas into Skyrim. Seeing as Skyrim uses an upgraded version of Fallout's engine, this will hopefully not be too much trouble. Once I have all the visual stuff, models, textures, items and the like, and have them all rigged up to work with Skyrim, it will simply be a matter of introducing them into the game with new statistics, based off current in game weapons. For instance: guns will use the bow and arrow mechanic, except the arrow will use a bullet model, have no arc and move 9999 times faster, and will cause the weapon to perform its specific animations. Reloads may be tricky, but hopefuly the upcoming mod tools will make room for some new scripts. From there, the quest will be made in the way all quests are made for Bethesda games. But that is all just speculation at this point. I'll need to wait for the construction kit to be released before I can give some solid ideas on how to actually make this happen. ENDING NOTES: As you can no doubt tell, this mod would be no small task. And while I'm willing to give it a try on my own, any help anybody wants to offer will be gladly accepted. The more, talented people we have working on this, the better. So yeah, that's my proposition, thoughts?
  4. Well I'm stufying game design at uni myself, and I can't figure it out, as is evident. I've messed about with file types, tried to edit some coding on the .zips and even extracted the original .zip and then re-archived it with the .dazip filetype. It lets me open the extracted files in the updater when I rename it/re-archive it but then it just gets halfway and hits that error I mentioned, something about the Manifest file, which was included in the original .zip and which I would include when re-archiving. So honestly? I haven't the faintest clue what the hell's going on, it's like theres some big section missing from all the tutorials and FAQ's, as though everyone just assumes people know what the .dazip files are and how to get/create them. Ahh, big thanks for that one, hadn't heard of DAModder 'till now. Allow me to thank every single tutorial out there for completely failing to mention it.
  5. Okay, so I've watched a bunch of videos for this and read some tutorials. Every one of which has said that installing Dragon Age mods is simple and all I need to do is extract a .ZIP with the DAOUpdater.exe. So I made a shortcut to it on my desktop, opened it up, and tried to install one of the mods I downloaded (this one, to be precise.) Oh, the DAOUpdater can't actually open .ZIP files? Oh... okay, maybe I need to extract the one I downloaded...? Uh... No? I.... still can't see any ".DAZIP" files... Maybe I just drag the main .ZIP over the shortcut? No? Still nothing...? Oh....kay? UPDATE: Remaming the .ZIP to .DAZIP resulted in the following error "Error: Couldn't get list details from manifest.xml" So yeah, not helpful. So, am I being my usual idiotic self and missing a whole heap of steps here or is something going on? Because I feel like there's something I'm not being told. The DAOUpdater needs .DAZIP files, and yet, none of the mods I've downloaded seem to have the decency to include any. What's going on, please?
  6. That I think would require new animations, but if it dissapered when you put it away I think it would look pretty similar.
  7. Titles says it all, really. "Concealable" weapons actually becoming concealed and invisible when holstered, namely switchblades, straight razors and small pistols. I know this is possible because weapons like the incinirator dissapear when you put them away, that's what I want for smaller holdout weapons and so on. I've messed about with my GECK and looked around but havn't been able to do it or find a mod for it. It shouldn't be that difficult, I think, so, can someone please make this mod? Or point my clearly blind eyes towards one that already exists? Thanks.
  8. for males, if the six pack and pec's comment went unheeded...
  9. Feminine figures for males, or moreso just not emencipated muscular men with butts like wooden boards. I've had a look and can't find any. If one exists, can someone point me in the right direction? If not, could someone please make one? We don't all like bulky bodybuilders with six packs and pec's.
  10. I did that, found nothing but some shifty no-name bittorrent downloads, no thanks.
  11. really? How odd... Would explain why I can't find the damn thing anywhere. If anyone still has it lying around, please send it to me over a PM.
  12. I know that a lot of the more adult oriented mods for Oblivion have been removed from the Nexus due to their content, but I heard talk of a new website that was being put up especially for adult-themed content for Oblivion. So, I'm wondering, were all the adult oriented mods removed from the nexus entirly or were they moved to a new website, if they were simply moved, please link me to the new website. The reason I ask is this, a friend of mine picked up oblivion recently and wants some of the adult mods that I have, however when we tried to port them from my oblivion the mods ended up bugging out. We've been working at it for days now but still no progress, so I think I need to give my friend the mods in their raw form (I have a habit of modding the crap out of mods I download and I suspect thats the issue) but I can't find the downloads for them anywhere. So, if theres a new website, please link me, if not, could someone who has some of the mods that were deleted from the Nexus (namely Friends and Lovers) stashed on their computers, please PM me.
  13. Where is the better familys hideout your picture was to small to see
×
×
  • Create New...