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JamesAfloat

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  1. Hey Skyrim denizens! Iâve been working on a companion mod for Skyrim for a while. I wanted to create someone reactive enough to rival Inigo, with a deep backstory and a small questline. I also felt that with the lackluster mageâs college questline, it would be cool to have a truly powerful wizard have a story. What kind of features would you like to see in a companion mod like this? Anything you like about the direction this is going? Thanks!
  2. Thanks SirDanest! I've reached out to Yossarian about it. Would love to make them compatible. I think it would work really well.
  3. Hello people of the Nexus. After two years of inactivity where I believed I could not keep updating my DLC-sized quest mod, Honest Hearts Reborn, I have jumped back in and been able to solve almost all of its problems. My goal is to make the mod what it always wanted to be, without bugs, and with a good amount of added content and more balanced endings. I would love to have testers to help me make sure this is exactly what it needs to be. Thanks! P.S. Opinion poll: should I release the update as Honest Hearts Reborn +, with a new mod page and everything? Or should I keep it on the old mod page?
  4. Hey guys! I've just realized version 1.0 of my Exploration/Quest mod, PENN'S WOODS! It has a new worldspace, three quests, and four professionally-voiced NPCs! Take a look at the trailer here: Or go to the mod page here! http://www.nexusmods.com/fallout4/mods/18415/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D18415%26preview%3D&pUp=1 Good luck out there, my friends. I am honored to be a part of your community. :)
  5. Hey y'all! I'm getting my mod Penn's Woods ready for release but as I've been giving it to other people, I've had a weird problem: The dialogue works. The NPCs exist. The worldspace exists. But the scripts that I've written into dialogue don't function. Quests don't start, the player doesn't get moved places, etc. All the scripts compile correctly, and in my own version on my own game, they work without trouble. Is there something I'm missing from how to package the mod/place the scripts into the....database or however it works? Thanks much! JamesAfloat
  6. Great question Assassin! The mod is in a beta stage, basically. There is a bit of unfinished and unpolished material, but it is playable from beginning to end. I'm looking for holes, quest moments that don't work--it's got a lot of choices and I want them all to work logically. The length should be around 2-3 hours. It's not long or complex. A few quests. I'm planning on releasing it next week or the following on the nexus and Bethesda.net. Hope that answers your question! James
  7. Hey guys! A few months later than I expected, I've got a playable prototype of a beautiful little exploration/story/roleplay mod set in southwest Pennsylvania. The plot is as follows: The Sole Survivor encounters a scientist in Diamond City who believes that an influence known only as The God of the Forest has been bringing a forest back to life south of The Pitt. Though worried about the dangerous mutant tribes and slavers, he sends you to investigate. Any interested testers should PM me! I'll upload everything to a google drive or dropbox file and send it to you! Thanks! JamesAfloat
  8. This is an interesting idea. I don't think there's anything ethically wrong with paying for mod creation--it's basically patronage. Mod creators have an option to allow players to pay for content if they want--it just isn't part of the rather socialist do-it-because-we-love-it mentality in the modding scene. I think if you really want certain mods to be made, you should go to the Mod Request page, create a detailed pitch for your mod, and then say that you would be willing to donate to any creators who are interested in the project. Peace! James
  9. Hey people. I'm JamesAfloat. For any New Vegas players, I made the Honest Hearts Reborn mod, a story overhaul of the Honest Hearts DLC that was buggy but heartfelt. I like making mods. That was my first one. Been downloaded like 50,000 times. So I feel like Fallout 4 didn't do as good a job in the writing/dialogue department, and I'd love to change that. Sadly I don't have time yet to do an entire overhaul of the original campaign, or to make a new RPG inside the Fallout 4 engine. So instead, for now, I'm making a small mod. This one will be a science-related mystery: a scientist tells you he's heard of a place far to the southwest in Pennsylvania where pre-war levels of flora have been detected. Hills full of blossoming trees are to be found there. Naturally curious as to its reason, you are sent to Penn's Woods, to discover who has been transforming the landscape into a pre-war paradise. But, of course, you are not the first to arrive. You will encounter two factions in Penn's Woods: Algonquin Mutants and Pitt Slavers. Everyone you meet has an agenda, and you can choose how you interact with them, who you side with, and what you do once you learn who the Savior of the Forest really is. Coming...well, if I can pull it off...in two weeks. Peace, y'all! JamesAfloat
  10. Fallout 4 almost did a really amazing thing in Bethesda history: it almost made a game that wasn't just about you. I think a mod could fulfill this vision. By making the protagonist have a child and a family, it dictated certain things about your character. They couldn't just be a "Lone Wanderer", someone with no ties who can do what they wanted. It created lots of new roleplaying possibilities and challenges. But I don't think it went far enough! So, we What I'm imagining is probably a mix of a lot of possible mods. Even little parts of it could be great mods on their own. But the whole effect could be amazing. I'm imagining a mod where you are in charge of a settlement, and you're tied to it forever. No more of this "I'm the mayor of the woooorrlld!" stuff. Instead, your goal is to keep your village alive and build a thriving city with trade routes, protected from attacks. A few major ideas: - If the people in your settlement die, you lose. - ONLY ONE VILLAGE You choose your settlement at the beginning and get some people in it to start. Most of these guys have stories and quests, but anyone can die and their quests can fail. - NEW STORY The story starts there. The only defined part of your story is that you're the one everyone listens to, though there will be arguments. I think I'm imagining a totally different story, though it could still take place in the commonwealth and still have the Institute and the Brotherhood. - STUFF HAPPENS TO YOUR SETTLEMENT MORE. Every time you leave your town, you have to choose whether to focus on gathering food, defending the town, or gathering materials. Every time you come back, you get a report of what happened. You can choose in the mod settings whether to make things happen to the town once a day while you're gone, or twice a day, or four. This can be attacks, new visitors, good finds, injuries, etc. - It's kind of like The Banner Saga or XCOM. You have to take care of your people. You have to choose jobs. And all your quests connect to that. - It could also be cool if you have a family here. You have a spouse and 2 kids, one who's too little but the other who could be a fighter and a companion for you to go out journeying with. What do you guys think? What would you want to see in a Fallout that's more about group survival rather than just you on your own? Would it have to be in a new place or could it be in the Commonwealth?
  11. So, for example: the player finds the Sole Survivor inside the Vault, and decides to help him/her? And serves as his/her companion? You'd have to go through the Sole Survivor's lines and double up some so he/she can ask YOU (the newly non-sole-survivor-player) to help. Cool idea though. I think F4 NEEDS a 2nd Life equivalent mod.
  12. As always I'm interested in more complex story mods with good storytelling. The Bethesda vanilla characters are often...well...vanilla. I'm leading a team who's going to be making a sizeable quest mod for either F4 or Skyrim in the next year. Maybe Railroad? Maybe a Tribe of synths who want to find a home? Maybe something in the Glowing Sea? Who knows. Whoooo knooooows
  13. Heyo everybody! After much testing, much work, and staying up wayyyy too late, I have published the .09 version of Honest Hearts Reborn, a story replacer mod for the Honest Hearts DLC, with more than 3,000 recorded lines of dialogue and a great new story about Joshua Graham! Over the next few months I will be releasing patches with new content and addressing bugs that may exist in the current version. Please be patient with me as I keep working to make this mod a really cool experience! (For example, I'm pretty sure the current file setup will work with NMM, but let me know if I'm totally wrong! Thanks!) http://www.nexusmods.com/newvegas/mods/60431/? Thanks for your support. You're a great community.
  14. Hey y'all, sorry about pushing the date back! Here's a new trailer to tide you over! https://youtu.be/pqFmoX53hyw
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