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ToroMontana

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Everything posted by ToroMontana

  1. Over the past years, I've been (very slowly) working on a mod called Recall Code: Railroad which is a synth roleplaying / quest mod inspired by Westworld and integrated into the Fallout 4 lore. This brings to life a fan conspiracy theory of Father deliberately undermining the Institute by creating a next-gen synth replica of his parent (neither of them survived Vault 111). Some parts of the vanilla game will be retconned or revealed as lies told by Father. (It will also tie into the Subversion mod, although it's not required to run it.) But, there will be new side quests and characters as well, similar to how Outcasts/Project Valkyrie had quests not directly tied to its main quest. One such arc will involve a vigilante operation in the Commonwealth. Information about murderers is compiled in a database (terminal and holotape to be more exact) and it's used to track them down and kill them. You can join these efforts, ignore these efforts, or become a target yourself, it depends on your choices. The vigilantes also have ties to regulators but they're not the same faction. The vigilantes are not omniscient however, especially when it comes to the Institute (being that it's a secretive faction). They are aware of their attack on University Point, the FEV, the replacing of people with synths and such, but have no knowledge of Father or the members of the Institute Directorate (or even that it's called the Directorate). Here are two sample entries on their watchlist: There will be many characters on the list like Captain Wes and Captain Zao and it will be up to you who you hunt down. You can hunt some and ignore others without penalty. Let me know if you'd be interested in roleplaying a vigilante (with the game giving you a long list of old and new villains to hunt down) and what would you like to see in a vigilante story arc. The sneak peak trailer can be found here:
  2. I thought about something like that, but decided it wasn't a priority because you can already tell DiMA that you're the Director of the Institute and you don't care about forcing the synths to go back. Funny thing is, you can even kill a courser that traveled to Far Harbor to capture some synths. I also don't think they're really interested in returning to the Commonwealth. Even with a reform of the Institute, there would still be enough bigotry to make them want to stay in Acadia.
  3. Well, I currently have 2 major mods integrated into the main quest, the third will be as well. They would make very little sense outside of the main quest since one is an alternate ending where Father survives, one is an alternate ending where you reform the Institute and spare the RR and BoS. The third I'm working on is a synth roleplaying mod and most of it again makes no sense outside of the main quest (although there is some limited content if you never play the main quest).
  4. Hi, I'm a modder for Fallout 4 and I'm planning to release a parody mod soon. What this mod does is that it replaces every single file of player dialog in the game, giving your player character the voice of someone who sounds like a Terminator Arnold (or Terminator Cameron if female). Some of it is pre-recorded, some of it is just deepfaked as there is a high volume of lines. I have permission from both voice actors to do this as well as permission to create deepfakes. I'm also planning to provide support for as much mod content as possible because new player dialog added by mods isn't immediately affected by this. For the player to always talk like this, both vanilla and mod dialog needs to be replaced with new lines. The question is if this sort of content requires permission from all modders involved (many of which appear to no longer be active at all). A few things to note here: 1. The mod will not redistribute any audio files from other mods. The audio files I'm distributing are made from scratch using a program called xVASynth, they are not even altered versions of the original file. So the only thing the files have in common is they share the same path. If the original file has a path like "PiperCaitCurieDialogueOverhaul.esp\PlayerVoiceMale01\00002e74_1.wav" then my file will have same path and the same name, but it will be a completely different file that overrides the original file. 2. The mod will not redistribute any plugins from other mods in either their original or altered form. 3. I've gone over the rules and one in particular states that: "User-submitted content that is predominantly intended to interact with existing user-submitted content is subject to the approval of all parties involved and may be removed at the request of the author of the original content." The kind of content I'm making does interact with user-submitted content, but not predominantly, interaction with third party mods being just a small part of the entire project. 4. As far as the spoken dialog being the same, a lot of player lines are very common sentences like "Works for me. I'll pay you when I have it. Good luck." My conclusion is that this either does not fall under copyright at all or that it falls under fair use due to it being a small portion of the entire thing, not being a viable market replacement and most importantly being a parody of the content (both of the vanilla content and the modded user-submitted content) which has strong fair use protection. However, I'd like an official Nexus Mods take on this as well before going forward with anything related to this. If this becomes an issue, I'll just keep a portion of the work private. I have been in touch with many modders and they don't have an issue, but some modders cannot be contacted at all.
  5. If you ask me communism isn't bad enough of a word.
  6. I completed my mod. If you want an experience closer to vanilla there's the mod Subversion. You can reform the Institute, spare the Railroad and replace Maxson with a synth. If you want a complete overhaul of the Institute there's Project Valkyrie by Thuggysmurf. Both mods allow an immersive lore-friendly peaceful ending, no cheats or weird console commands required and no "miraculous" restoration of factions that don't make any sense.
  7. Well, on the flip side you have bad faith users who post one-liners like "your mod sucks" "your mod doesn't work", give no evidence or don't even understand what they're reporting. 9 out of 10 "bug reports" I get are either extremely unhelpful (basically boil down to their ineptitude to even install mods) or ignorant (reporting on vanilla bugs or bugs caused by other mods that I have no control over). I'm sure you're not like that but we do deal with that regularly. I haven't banned anyone apart from a guy who outright said that my mods don't work (fact check false, they "do work", there's tons of video evidence to prove it), provided 0 details and, despite having weeks to elaborate on these outrageous claims, didn't. So I did him a favor, now he doesn't have to accidentally stumble on my allegedly non-functional mods and waste his time. And the way to counter this? Well, look, if a mod is really bad then it's going to have very few endorsements and downloads relative to the time it's been up.
  8. I'm working on a mod where you can do this, but no, you can't in vanilla.
  9. As long as you're not stealing material it's fine. Do your own thing if you think your vision is better.
  10. Looks like a lot of effort was already put into it. If the world is done the next step would be generating AI paths (couldn't tell if it's done or not), LOD (to see more into the distance), a world map and putting some boundary on the island so people don't go out to sea too much. Then I guess more NPCs and their quests come. With the amount of work done it should be easier to find voice actors I think. I'm not sure why the name Arcadia was chosen though, it's way too similar to another location in Far Harbor, Acadia.
  11. Journey to the Sun An Unofficial Fallout 4 Expansion The Institute has always had ambitious goals, but what about the seemingly impossible task of colonizing the Sun itself with "boots on the ground"? Can it be done under your guidance as the new Director? Can anyone complete such an insane task? You bet. Requirements: - Far Harbor DLC - Nuka-World DLC Features: - work with Allie Filmore and reform the Institute after taking over as Director - choice to free the synths - travel to the Sun itself and explore a vast new landmass of 2380000000000 square miles, much larger than Daggerfall ever had - side with one of the two Sun factions, make peace between them or destroy both - help Strong find the elusive Milk of Human Kindness - build your own Sun teleporter if you don't want to side with the Institute, visit the chem station, the better your science skills the cheaper the materials - and much much more Contact: [email protected] To support my work, subscribe to my BitChute channel (older videos). Also subscribe to my new YouTube channel which includes the newer videos. Let's reach a wider audience. It's all free. This mod is included in the Donation Point system as of the 17th of March 2020 all DP will be automatically donated to Doctors Without Borders. I get 0% of them. I have also donated all my remaining DP from all my mods on this website. Credits: Project Manager: Toro Montana World Building: Toro Montana, thePOSTALdude Voice Acting: Sarge, ben9191x, Brett Keane, uberdine, ratz7 Weather Effects: PaulS Storyline: Pwnzer General, Toro Montana Scripting: Toro Montana, Gatli, orlando99 Music provided by No Copyright Music: https://www.youtube.com/c/royaltyfreezone Music used: Awaken by Martynas Lau https://soundcloud.com/martynaslau/epic-cinematic-music-awaken Licensed under Creative Commons Attribution 4.0 https://creativecommons.org/licenses/by/4.0/ Other Music: Eon - Ambient Sci Fi Music - (royalty free) Special Thanks: Bethesda Softworks THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  12. Well there is a real adult Shaun companion mod that I made, but it's over 100MB for Xbox due to all the dialog. I don't think it's possible to have child Shaun as a companion on Xbox, even the "Command" option has a combat option and Bethesda doesn't want kids in combat. Many features have to be cut.
  13. I'd recommend Nora Spouse Companion+Dual Survivors. Project Valkyrie is an option if you want a synth Nora, can work with the other mods too. Could be cool having both real Nora and synth Nora by your side. Don't recommend (Immersive) Nora companion, it is not immersive at all. The scene where you meet Nora that was supposed to make you sad or something actually made me laugh with Nora's exaggerated animations and unnatural responses that no actual Gen-3 synth would do (also the number of bugs is too much). I don't know what to say about AFT. It's just not my thing.
  14. I had this idea for a new type of quest mod, not too small-scale, not too large-scale. What if you could play as the director of the Institute during the 2220's years, the "old man" who ordered Shaun's kidnapping. The campaign would be largely limited to the inside of the Institute with maybe a few scripted events above ground with Kellogg as your companion (no free roam, you would only teleport in and out of places you need to be). You would get to witness the rise and fall of the "old man" with multiple endings while running the Institute (the only thing you wouldn't have a choice over is Shaun's kidnapping, if you oppose it the game ends immediately). Or perhaps play as Father himself from infancy to Director similar to how Fallout 3 began (from infancy to the age of 19 with lots of time skips along the way) but a little lengthier. It wouldn't be very combat oriented, more story/NPC driven instead with lots of choices along the way, except what's already canon chosen for you. As far as effort goes, it would technically be a total conversion, but a very small one. The Institute interiors already exist and most of the game would take place there. So only NPCs would need to be made and given personality. If you play as the "old man" you'd be overseeing the events leading up to Shaun's kidnapping, Kellogg's enhancement as a nearly immortal cyborg, the creation of DiMA and Valentine (and dealing with the failures of that project following their escape from the Institute), the creation of the first Gen-3 synths, the massacre in Diamond City in the Broken Mask incident (perhaps this is what leads to your downfall as by that time the "old man" is no longer director if you listen to the holotapes) The ending could play out in several ways, either stepping down and facing natural death from old age, being murdered in a coup by the incoming director for refusing to step down or escaping from the Institute entirely, perhaps using the FEV as Virgil did to survive in the wilderness (this could involve a complicated stealth mission in the FEV lab)
  15. Try this as well if you want a different ending to Father's story.
  16. As I start to work on my next Fallout 4 mod project I figured I'd announce something more about it. If Arlen's one of your favorite characters, you may like this one. This isn't going to be a very large mod so rest assured it is totally doable, but it will feature a mini-series of quests, a new smaller faction (nothing on the scale of the big 4 though and no, you won't be able to invade the Institute with them), a new underground compound to discover and 3 new companions (at least 1 can be romanced, but none of them will take up a vanilla companion slot). The player dialog will be fully voiced by recycling the many lines used in the vanilla+DLC content, there's something for almost any scenario if you look hard enough. The story starts off as a follow-up to completing Arlen Glass' vanilla quests and his departure from the Slog (or his murder if you choose that route). Synopsis Arlen Glass has disappeared, left the Slog (or the hero/other NPCs have murdered him). Raiders from a Commonwealth gang "The Undying" are now harassing the Slog ghoul settlement looking for Arlen Glass to collect on a debt. Not much is known about them or even where exactly they come from, but unlike other raider gangs they have an exceptional arsenal of weaponry, are known to accept ghouls, runaway (Gen-3) or reprogrammed (Gen-1 and 2) synths and even super mutants into their ranks and most people agree - they are NOT to be trifled with. As General of the Minutemen (or perhaps you're just passing through?), you're to visit the Slog and find a way to settle this matter before things get totally out of hand. What's needed? While I can do most of the mod on my own by cutting corners or doing stuff like having silent characters with only subtitles/lips, I'd rather not do that, I'm aiming for the quality done in Marked For Termination and Father Companion quest mods. So here are some positions that may be available:- interior designers (there will be an underground compound serving as a base of operations for the Undying gang)- reskinners (hopefully we can give the raiders a more unique look that won't copy from either the random raiders or Nuka-World)- voice actors (feel free to send random auditions too, I may just decide to mold a character around you instead of the other way around)specific roles open for:a) tough talking male (a debt collector in charge of the squad of raiders sent to harass the Slog)b) Slog resident (ghoul female)c) super mutant (powerful brute but not too smart, though maybe a little smarter than Strong, note that voices can be enhanced to be deeper)d) narrator (a short ending cinematic in the style of a Fallout 3 slide may be added depending on player choices)e) Arlen Glass (wouldn't be an Arlen Glass mod without Arlen Glass and he doesn't have much dialog to recycle)- you need to be able to pull off a frail old ghoul guy for this, for continuity, you have to voice all lines even if there's already something similar in the vanilla files)for other voice acting roles, ask me privately- co-writer: the story is short, but it's not set in stone, so if you wanna be my co-worker or just bring some ideas to the table, you can join as well. I only ask that you keep things within the lore and not leak spoilers. No spoilers will be posted here, you must be part of the team to find out more. (one of my biggest regrets is that I gave everything away in the description for my last mod instead of letting player find out for themselves or have it be a community effort)- advisor: the responsibility of an advisor is to help with the general direction of the mod and also identify easy to use resources (modder's resources, "royalty free" music etc.) fitting the mod I've done previous work on other mods, so look me up if you wanna know how I do things. Contact: [email protected]
  17. About a month or two ago I restarted playing Fallout 4 with all DLCs, all Creation Club mods + a few user-made mods like Project Valkyrie and my own mods. Even playing it just on just official content on SURVIVAL (I've been ignoring non-official content for now) the game is very unbalanced. Fun as hell, but not hard, in fact it doesn't even create the illusion of being hard. So I think I will start working a mod that makes things harder but rather than changing the world around the character, I'd rather change (or at least focus on changing) how the player character works. Mostly looking at some of the perks. You have perks that: 1. make it possible to run around with unlimited items just not sprint (combined with 21+ Endurance you don't even run out of energy so you can just sacrifice sprint for unlimited carrying capacity), this is by far the most game breaking aspect as unlimited items can also be crafted into stuff which give experience which means you can level far quicker 2. double the damage of all weapons with 5/5 points 3. increase leveling speed by a lot (Idiot Savant) 4. reduce damage by a lot encouraging ditching companions 5. extend chem benefits so much you can literally use them for one in-game day 6. high levels are OP alone as you gain too much HP to be killable realistically, at level 210 now an entire Castle of almost 50 settlers with miniguns and nuke grenades cannot kill me before I kill them 7. combining certain perks gets you even more OP results The explosive and instigating legendary effects are also too powerful. Instigating is especially powerful on a weapon with high damage in one hit, like a missile launcher. Taking advice now on what should change to make Fallout 4 (sort of) hard again. What player stuff will have to be nerfed and how, without modifying too much the spirit of the original game. I don't really expect it to be super hard, but you shouldn't be able to enter a dungeon and oneshot everything. Perhaps even a level cap would be great. Or maybe a soft cap like once you reach 50, going from 50 to 51 takes a heck of a long time.
  18. Here's what I think Fallout 4 could have done better (mind you, almost all of these issues are kinda fixed with various mods so I guess there's that thankfully): Oh and gloves off with the spoilers, I'm going to assume if you clicked such a title you know how the game ends. - Dialog - You don't really know exactly what you're going to say until you say it and you have at best 4 options. - Story - The non-Institute endings frankly make no sense. Railroad: You're the incoming director, there should have been an option to keep the Institute intact while working to reform it and free the synths, convince Desdemona to chill out Minutemen: You're the general but you can't choose a takeover of the Institute, no, you have to follow Gravey's stupid plan to create another Glowing Sea right in the middle of Boston BoS: What part of PRESERVING tech doesn't Maxson understand? - Gameplay - If you choose to take on the role of Director of the Institute you pretty much have no say in almost anything. There should have been an optional reformation quest, maybe have a final directorate meeting when you give them an ultimatum to change and if not, then order your synths to massacre the entire upper management of the Institute red wedding style or maybe exile them to a prison in a Glowing Sea or something where they can neither escape nor do harm. - Gameplay (complaint #2) - Unable to kill off a significant number of NPCs which for some reason are completely immortal. And yes you can technically disable the immortal thing by changing a number in a file from 1 to 0 (or what it the other way around can't remember) but the game then simply bugs out in many cases and becomes inconsistent lorewise, like NPCs pretending the dead NPC isn't dead. Basically it's not safe to use unless you complete all quests associated with the NPC you want dead first - Shaun - Even though biological immortality is possible in Fallout lore, there is no option in the vanilla game to cure Shaun's cancer. I mean here's a list of plausible solutions to Shaun's condition: - Jack Cabot's mysterious serum (strangely there is another sick NPC in the game that you can cure using this serum) True there is some dispute over whether or not the serum could cure cancer, halt cancer or maybe even make the cancer worse by regenerating cancer cells, but that's because how exactly the serum works isn't well understood which means... you can fill in the blanks however you want. Which brings me to: - Dr. Volkert - there could have been a quest to help Volkert find a cure, maybe create a modified Cabot serum that targets and destroys cancer cells exclusively and reverts the human body to a non-cancerous state - the FEV - Father could likely be saved as a super mutant, the radical transformation the body endures would likely destroy any cancer cells in the process - would make for an interesting traveling companion since Strong is the only super mutant companion in the entire vanilla game and he's an idiot Somewhat less plausible solutions: - brain in jar (assuming it's not brain cancer) - radiation "therapy" (to turn Father into a ghoul) - transferring conciousness to a synth (could have been an interesting ending where Father reveals Institute upper management has known all along that synth are sentient beings but ignored it because their enslavement was convenient) Gameplay (complaint #3) - The settlement system a little too overpowered, like if you help out a farm (or even just Vault 81 which isn't even a settlement) all the inhabitants will simply allow you to take any item they have, leading to way too easy cash and resources, many NPCs don't seem to mind if you rob their home, like the guy up in Salem (this is also a problem with Skyrim which is actually a downgrade from Oblivion where you couldn't simply steal stuff in plain sight)
  19. Never had this issue. As for the shooting range, I just don't place it anymore. Now I can have fully militarized settlements where nobody takes their combat armor off.
  20. We've come a long way in development so I'm announcing a new project: Talk Like Arnie It's only a work-in-progress now but when it's complete what it will do is replace every single line of player dialog with Arnold Schwarzenegger one-liners from his most popular movies using new voice acting that sounds like Arnold. Not using any copyrighted material from movies. We are not re-recording the entire game dialog, only key storyline points, mostly to do with finding Shaun. The rest are replaced with cool one-liners from a list of around 100-200. (Note that most player dialog in Fallout can basically be split into 4 categories: Yes, No, Question, Neutral) This keeps the work volume fun and manageable. A master file will also be available and others modders if they want can use it to make compatibility patches. The master file will contain all lines as "Shared Info", easily put into other mods. We'll start with vanilla content and then do DLCs. Many Arnie face mods are already available so we won't cover that here. Nora/female character will also be able to talk like Arnie, however not when she's an NPC, you have to choose her as your playable character first. This is mostly a Nate mod, but if you want her to talk like say Cameron (from the Terminator TV show), feel free to audition and we'll consider expanding the mod to include that. There will be plenty of time to as we're not likely to release it for months. A few examples of how this will work: 1. tell Wolfgang to give you his clothes, chems and bottlecaps (yes you could actually rob him in vanilla too with enough charisma) 2. troll the hell out of the Vault-Tec Rep like telling him stuff like "i've seen you before, you're the a****** on TV" 3. tell many antagonists you'll kill them last and later say you lied 4. troll Myrna (Diamond City vendor who hates synths) you're a "cybernetic organism" instead of the usual line "not human at all" 5. tell factions you side with your "mission" is to "protect them" 6. tell your enemies they're about to be "terminated" or ask them to put their "cookie" down 7. tell Jack Cabot to get his a** to Mars
  21. It's doable but takes a lot of scripting to get it right. So much potential for things to bug out.
  22. I used to share those feelings some years back. I was lamenting on this forum that I was tired of replaying Fallout 3 and Fallout New Vegas over and over, yet at the same time loving the open world non-linear shooter aspect. I asked if there was anything similar elsewhere. Everyone told me to try Skyrim. I was very hesitant but eventually, I gave it a try. Now I love both Skyrim SE and the Fallout series. Currently, I am blown away by free Skyrim based game Enderal Forgotten Stories. It seems like the best fan-created effort to date. Quest and companion mods are what keeps these games interesting for multiple playthroughs. Skyrim has many more of them than the Fallout series. That is one of the reasons we must treasure those who create such mods for Fallout 4. I swear sometimes Fallout modding seems dead. WIP threads with 30 views for medium-major projects...
  23. I've seen the mod recommended fairly often but, at the moment, I'm using AFT's spouse revival feature. The mod also doesn't work for female player characters (or rather, it's designed for male player characters), so I'd run into issues if I use that. Still worth a try for those who use male characters; and it's also compatible with AFT. Dual Survivors is for female characters. Also try Father Companion. Reunite the family.
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