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PixelSmut

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  1. That's a very good idea. :D I'll have a look at those too. Not sure how well I can reverse engineer, but it's worth the try for sure. Thank you for the tips and links! I need to take some time and work on this tonight, so far today all I've accomplished is bashing my head against the keyboard several thousand times while learning 3ds Max. -lol-
  2. I could be wrong, but I doubt anybody has made some for Battle Tech, but they could exist! As for the Mimetic armor, there's a few mods out there that Have Stealth boys run off (Maybe Energy cells I think?) and I think there equipped to you as well. That is pretty close to the concept of Mimetic Armor I think. In all cases, good luck. :)
  3. Thanks, and will do! I probably will just start of releasing stand alones. I appreciate advice.
  4. Thank you for the tips! I completely didn't know that about the body suits, so thank for saving me some time on that! :D It just seems unrealistic to me that people wouldn't have bruises or scars so much, It's actually for a bigger mod, I just figure one step at a time and try to release the smaller things like this since I have no uploads yet. Out of curiosity also, is it best to release everything as stand aloe or should I go with a bulk pack? I'm working on two lore mods with this as well, Im not sure if I want to release all 3 packaged. This one and haunted Soldiers (Going in and adding about 30 Ncr npcs who are haunted from the monstrosity of the Legion), both effect npcs, the other one adds new holo's, notes, and things from pre war, like the ransom note in the Bison Steve. Should I separate all three or package the first two and leave the third stand alone? Or all stand alone? I'm mostly worried about MOD compatibility, although I feel a little more secure since everything is mostly new. And if I go with the race route I'm assuming it would be a good idea to get permission and do retex of some of the more popular mods like type3 and breeze for compatibility. Sorry for all the questions. =o
  5. Thank you to anybody who takes the time to look over this. Well my question revolves around the best way to go about making diverse scars for npcs and such. Basically I'm just beginning to mod, so I'm not completely sure the option out there for me to go this route. I can change textures easy enough, but then everybody has the same scars it seems. So my main question, is there a way to randomly assign one texture from a group of different textures to npcs? And also if done, (and Im assuming this would be a problem to creep up for me) would the textures randomize constantly or stay attached to that NPC for the duration of play. That would be my preferred method, if there was a way to do it correctly. But as an alternative I've been tossing around an idea similar to when modders do body suits for hairy chests ect. Just making an item that can't be removed from inventory and place it in npc lists, so it randomly generates 1-2 scars on maybe a quarter or half of the wasteland npcs. That sounds like the easier route, although I'm sure it will have its fair share of kinks to work out. Any tips or suggestions are welcomed with thanks. :)
  6. I agree %100 with Ladez. It is always important to show a sample of your work with a request such as this. Even with small mods, and it sounds like you have a plan for a huge mod. Unfortunately for a lot of people, there isn't any base conceptual job to just think up the ideas, but if you were able to team that with some nice concept art, things will start looking better, and even more so if you can make a small working module with basic concepts and things you plan to implement into the full mod. Also planning is very important. The whole lets add this as we go thing can turn messy on a big scale. Say 5 people hopped on-team to work on a mod that has no clear cut concept and design. You rolling good and get to about the quarter mark on finishing the mod. You come up with a good idea and decide you want to tell the crew. Well the idea happens to be a complicated one, and number 2 decides the mod is a little too complicated, he just wanted to do a simple one, and regretfully leaves the team. You guys keep going, but can't find anybody else to take his spot, it's ok though because someone else knows how to do his job, you hit the halfway mark, the thing is looking freaking amazing, but alas another concept comes up an two of your crew doesn't want to go in that direction, because it wasn't the vision they had in their heads, and they leave. Now its you and one other guy, things start going slower. You get to 75 % and he decides this mod will never get finished and decides to pursue something with better chances. After that your stuck with a mod stuck at %75 percent indefinitely that never gets finished. This is why it's a good idea to have a clear cut vision. I'm not saying be a complete dictator over your team or anything like that. (Unless your paying them and they know what their getting into) But by presenting a clear image you will be more able to draw like minded people who will be easier to compromise with and be excited for the work. And by showing some of your personal skills off your more likely to get more people because it will reassure them that when things hit a rough, they have someone they can rely on. Im just assuming this is how it works, I'm a beginning modder myself. I'm also working on a DLC sized mod myself . It's a huge project so I'm working to maximize my chances and clean my concept before I even try to recruit, which I also suggest you do. If you want some tips on the game plan I'm following and the prep I'm doing for yourself, feel free to ask and we can talk. Like I said before I'm completely new to modding. But knowledge is king,, and business is business.
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