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ToroMontana

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Everything posted by ToroMontana

  1. Well I agree with one thing, modders don't get rewarded enough. The donation point system is basically a cosmetic reward to put it nicely, it doesn't cover the electricity needed to make mods. (I also have mods that I'm not even allowed to activate donation points for.) I think Bethesda should allow people to sell mods for a 30% cut. If they did that, I'd quit my job and just do expansion-type of DLCs for Fallout and ES. Since that's not an option, it's just a hobby for me and I only make small mods. Maybe a short quest and a few companions, that sort of thing. In my non-expert estimation, you could probably sue FlashBangZ and win if he used your mod, Patreon no. They're protected by safe harbor provisions in the DMCA. It would also be a pretty stupid decision to sue Patreon considering all you have to do to get them to take down content is file a valid DMCA with all the information requested. If some people don't want to use a real name, too bad. They won't sue either since that also requires a real name.
  2. Again, look at it from the perspective of a third party outside the modding scene, especially one that deals with content far more vast than a few mods from one gaming company. Content too numerous to even watch let alone investigate for copyright violations. This is why the DMCA was created. Assume that I'm a neutral content host and I know absolutely nothing about Skyrim or Fallout mods, nothing about Bethesda, nothing about the community built around mods or the modding etiquette. Assume it's completely alien to me. How would I know you're not allowed to sell mods? I'd have to read the EULA (i.e. in practice hire a lawyer if not an entire team of them) and even then I cannot possibly know what special arrangement the user has with Bethesda, only a real court has the resources to uncover that to any satisfactory level. They've already made an exception through the Creation Club where a select group of users can in fact sell mods because they have a special deal with Bethesda. In this case, Bethesda hasn't even filed a complaint yet, so why would I risk deciding that for myself? Do you know what the consequences could be if I'm wrong, if I make the wrong call? Patreon first of all gets a cut of everything their users make so that alone is a good reason to be prudent about removing content and banning people. In my view, nothing bad (to Patreon) would happen if they simply banned the mod thief talked about in this thread, but once they start down the road of policing copyright in this manner it's only a matter of time till they get it wrong with some other type of content unrelated to mods, lose a lot of money and maybe even get sued for monetary damages and then lose even more money if people start pulling out because they feel bans are handed out unfairly. I mean lots of people make a living from Patreon and they're just not gonna put up with that kind of stuff. What Patreon ultimately is a glorified middle man and easily expendable if it becomes more trouble than it's worth for the average user. Let us remember that another controversial ban (not for copyright but hate speech instead) of a prominent YouTuber lead to the rise of its competitor Subscribe Star and today many people will simply refuse to deal with Patreon because they think it will arbitrarily ban you on flimsy grounds. If they go down that path they'll no longer be able to claim "safe harbor" status either and they become liable for actual copyright violations that they fail to take the right action against. Imagine for once they do investigate a claim in detail and determine that no copyright was violated when it actually has been violated. In such a case Patreon is no longer a neutral third party but a "partner-in-crime" so to speak. You make a decision, you own up the consequences. Sometimes it's better if you don't make any decisions at all and claim neutrality. Without the DMCA many of these sites would not be able to operate.
  3. It's not really proof and Patreon isn't involved in actively policing copyright, they just comply with DMCA takedowns. It's like: a. you send a DMCA notice - they take down the content b. alleged thief/real thief files a counter-notice (he also needs to provide his name, or he can quietly accept that he was wrong) c. if the thief disputes your claim this way, you have several business days to file a lawsuit for copyright infringement - otherwise the content goes back up Let's hope it doesn't come to that and the thief simply backs off when he sees the DMCA notice. Giving a name is more about establishing: 1. accountability in case you lie (a false DMCA is legally the equivalent of perjury, an anonymous complaint in an e-mail is not) 2. that you're not a troll and you're at least somewhat serious about it (at least in the eyes of a third party, you need to look at it from that perspective, Patreon doesn't know how things work in the modding community) It could still be abused by trolls but trolls typically don't give out real names or risk a lawsuit / criminal charges. Bethesda is no exception to the rule, they'd also need to file a DMCA and they would need to do it themselves or through a lawyer or other legal representative. Certainly not through a modder. We don't speak for them. To you and me it seems obvious that Bethesda is right, to a third party not involved with modding it may not be. And with all the other copyright disputes in thousands of other communities around Patreon, it just isn't feasible (or even desired in my opinion) to have Patreon become the copyright police. It's easy to say "well it's against the EULA". Okay, Bethesda games are just a handful of products, do you believe Patreon has the time or resources to look into every EULA that was ever created for a game? Not to mention that merely proving content was stolen sometimes requires having a copy of Skyrim/Fallout4/whatever + Creation Kit. Without that, you really can't confirm the infringement. So they'd need to purchase several games and hire a moderator who knows about these games just to investigate this one claim with rigorous detail.
  4. There's also another reason why these companies are not gonna get involved in such direct copyright policing. If they get it wrong either way (i.e. they keep the content up but was infringing OR they remove the content but it was not), they're liable to get sued as well. If they follow the DMCA, they're safe. They're not gonna to jeopardize their safe harbor status.
  5. Call me cynical, but that reeks of a site that's hostile to copyright holders and using their personal info as an intimidation tactic when reporting violations. IMO that's just plain wrong. I sure as hell am not giving up my real home address or phone number to a company that's openly threatening to post that information online somewhere because some thief is stealing my stuff. That's not Patreon's fault, that's how a legal takedown using DMCA works. All websites handle copyright violations this way. If you could file a copyright claim without providing any real personal information and without any penalty of perjury that comes with a false complaint, just imagine how easily it could be abused. Ask yourself this first of all, how would Patreon even know you're the real author? They don't. (And personally I don't trust any of these tech giants to judge context.) Anyone can send anonymous e-mail saying they're the copyright holder. It's better that they require at least some kind of legal document before they take down content. Most trolls are not going to lie on a legal document just to troll you. Note that the content thief can also dispute this DMCA though a counter-DMCA. If that happens, you pretty much need to go court. Sucks, but we don't really have a better system now. how would they know the name given had anything to do with the mod most mods are posted using user names why not contact the mod autor and ask if it has permission Real people/companies with real legal names own the copyright to content, not a nickname with a strange avatar. When they (Patreon and other content hosts) get a DMCA notice they're legally obligated to take down the content unless the thief also disputes it with his own DMCA (in which case you basically have to take it up in court since Patreon is a neutral host, it doesn't actively investigate claims of copyright infringement). https://www.patreon.com/legal They are not required to take down content by any other means and frankly I'd rather they not be because they are not equipped to investigate in any level of detail a copyright complaint. Best case scenario, they would function similar to kangaroo court in my estimation, the DMCA seems fine by me (compared to alternatives) even if it requires submitting some personal info. There can be no room for identity secrecy in a legal dispute. You make it sound simple because you know how the modding community works. A third party who knows nothing about Bethesda or mods may not. I'm not even sure they could in fact establish that content was even stolen in the first place. It would be obvious if someone copied a mod without no modifications, just copy/pasted. But what if someone simply copied a 3D model from a large project and put it into his own mod? The only way for Patreon to investigate this would be to have someone on the staff who knows the basics of Bethesda games modding including possibly how NifSkope works, how ba2 archives work and maybe even how the Creation Kit works to investigate more subtle forms of content piracy. And mods are an insignificant percentage of the entire content Patreon hosts, their business model wouldn't be sustainable if they didn't have the safe harbor status the DMCA gives content hosts. There are other issues as well. Try to think of how a third party outside the modding community would view this and you will discover many problems with requiring content hosts to get more involved in policing content, including: 1. being able to even identify the real author (while usually true, content being uploaded to Nexus Mods first does not in fact establish who the copyright owner is so Patreon making a Nexus account and contacting the author is not 100% reliable, copyright is established by who created it in the first place even if he never uploaded it anywhere - or... maybe both the Patreon guy and the Nexus guy stole it from someone entirely different) 2. fair use disputes 3. permission disputes (in theory a mod author could privately give you permission and say the exact opposite to Patreon out of some personal dispute that came after permission was given) As a content creator myself, I certainly don't like it when someone takes my mods (especially when they also fail to update them with the latest version), but I wouldn't want websites to take down mods either just because someone who is anonymous sent an e-mail saying so. If you don't even have a name provided, you could literally be anyone. Sure the DMCA can be abused as well, but it is set up in such a way that abusers risk being charged with perjury and being liable for lawsuits. There are no consequences for anonymous non-DMCA copyright claims. So it's very open to trolling.
  6. Father Companion (comes with a super mutant option)
  7. Has anyone filed a DMCA? That's one thing they definitely can't ignore. I'm pretty sure it's illegal to host content and ignore an official DMCA.
  8. Call me cynical, but that reeks of a site that's hostile to copyright holders and using their personal info as an intimidation tactic when reporting violations. IMO that's just plain wrong. I sure as hell am not giving up my real home address or phone number to a company that's openly threatening to post that information online somewhere because some thief is stealing my stuff. That's not Patreon's fault, that's how a legal takedown using DMCA works. All websites handle copyright violations this way. If you could file a copyright claim without providing any real personal information and without any penalty of perjury that comes with a false complaint, just imagine how easily it could be abused. Ask yourself this first of all, how would Patreon even know you're the real author? They don't. (And personally I don't trust any of these tech giants to judge context.) Anyone can send anonymous e-mail saying they're the copyright holder. It's better that they require at least some kind of legal document before they take down content. Most trolls are not going to lie on a legal document just to troll you. Note that the content thief can also dispute this DMCA though a counter-DMCA. If that happens, you pretty much need to go court. Sucks, but we don't really have a better system now.
  9. Nora is no synth. Neither is Nate if you choose him instead. If the player was a synth Shaun would have used the recall code if player chooses to attack the Institute. There is no way the Institute would ever allow a rogue synth to go that far.
  10. The Prime Prestonian Federation A Fallout 4 Total Conversion Mod [ Work-In-Progress - Coming Out 2020 - Updates Posted Here ] Discord https://www.youtube.com/watch?v=FV9RmWyeGZ0 Background From the creators of mods like Marked for Termination, Father Companion (Fallout 4) and The Lands of Solstheim, Vvardenfell and Mournhold (Oblivion), we, known simply as Toro Montana's Team from this point, are please to announce our newest project. Trailer Narrator: In the year 2287, the Sole Survivor of Vault 111 woke up from two centuries of cryogenic suspension and ventured forth out in a lawless Commonwealth to find a missing son, ignorant of the much larger role they were to play in that region's history. You know this mysterious figure as General of the Minutemen, the hero who put an end to a devastating faction war on our soil, the hero who stabilized the Commonwealth long enough to make nation building possible. Although the vault-dweller unexpectedly vanished without a trace years later, the Commonwealth got its wish for unity in the year 2293, when representatives from all 42 settlements, under the protection and council of the Minutemen, drafted the first ever Commonwealth Constitution and founded the Prime Prestonian Federation, a name given in honor of the General's second-in-command, Preston Garvey, the man who would also be elected its first president in a landslide victory. It is now the year 2296, the last year of President Garvey's administration. Life's been good, almost too good for the broken world we inhabit. We are all due for a... correction. I know what lies in the dark heart of human nature. And I know war. War never changes. The Prime Prestonian Federation is an unofficial total conversion mod for Fallout 4 set 9 years after the events of Fallout 4. Much has changed. The Sole Survivor has been missing for years but a new stable form of government in the region has emerged modeled after the former United States (much like the New California Republic) and Preston Garvey is now the president. Over the years many settlements had been created, destroyed, merged with others, split from others or simply abandoned. But around the year 2292 the map was drawn for good and stabilized around 42 settlements, including 8 Boston districts. In time most monsters, gunners, raiders, rogue synths etc. had been driven to the outer reaches of the Commonwealth and no longer posed a constant daily threat. Civilization was once again possible... somewhat. Most parts of Boston were rebuilt and repopulated as people become more comfortable leaving Diamond City and Goodneighbor and in many areas plants and trees grow again using Institute technology (and before you ask, yes, we will get to that in a minute.) The Prime Prestonian Federation (PPF or simply "The Federation") was formed on the 5th of January 2293 and elections were swiftly held that same month to avoid any unnecessary civil unrest or questions over its legitimacy. By February, there was an elected Congress, an elected governor in every settlement and Preston Garvey was the elected president of the Federation. All citizens have equal rights and citizenship is granted to anyone either born in the Commonwealth or "present with peaceful intentions" on Commonwealth soil at the time of the Federation's founding. Ghouls, gen-3 synths and even peaceful super mutants qualify for citizenship, though in practice very few super mutant citizens exist. Things have never been better in the Commonwealth for over 200 years. But there are problems. While attacks are not as common as they were back in 2287, settlements on the outskirts of Boston continue to the plagued by raiders and hostile super mutant clans. Southern settlements are still plagued by attacks from monsters coming out of the Glowing Sea. Occasional radiation/Fatman attacks from the designated terrorist group Children of Atom continue to plague Boston city leading to messy clean-ups being required to keep Boston habitable and calls for gun control. All these things also cause many disputes between settlements over who deserves the most defense funding. Elections also heavily favor less populated rural settlements vs. higher density population Boston districts, leading many to question whether or not the Electoral Assembly should be abolished for the next election. President Garvey himself is often challenged, often in contradictory ways, some accusing Garvey of being too soft in his foreign policy regarding the Brotherhood of Steel back in DC, others saying he is too hard and even "imperialistic" on them. Major Gameplay Mechanics As this is a total conversion, hitting a new game will start very differently from Fallout 4. You're a citizen of the Prime Prestonian Federation and can choose your own fate through a short scripted event. You can also choose to be a ghoul, super mutant or a Gen-3 synth, not just human. Features to expect: 1. Most of Boston rebuilt and re-populated. Hostiles largely driven out or underground. Every apartment complex will have unique NPCs. Normal pre-war trees and plants now grow in many places. Most of the Commonwealth now resembles more of a pre-war era, mainly got they got off their lazy butt and picked up all the trash. But of course there will still be trouble places such as the Glowing Sea and the outskirts of Boston still plagued by hostiles, though not as frequently. Subway not yet rebuilt, but underway. 2. Most old companions return + new companions 3. Over 30 Possible Endings 4. Stop right there criminal scum! Criminal Justice System similar to Skyrim with jails but also an extra: trials. Hire a lawyer or represent yourself with high enough charisma to get off. Execution for bounties higher than 5000 caps. Okay... we copied the ideas from all Elder Scrolls. 5. Settlement system won't be a thing with 2 notable exceptions: a) player housing (you can decorate only properties you purchase, technically all properties are purchasable if you're willing to offer ludicrous amounts to the owner like 10000% for properties not for sale) b) if you become the president/dictator/Warchief/whatever, then the entire map becomes one giant settlement with 10000 NPCs where you can build and destroy as you wish. 6. Invest in the emerging stock market. Companies like SynthTec, ArcJet and Nuka-Cola await investors in the 2296 IPO. Don't be a loser, be a winner! Who am I? (Lore and Gameplay) Short answer: You are No One. Long answer: Unlike official Fallout games, you are nobody special in this mod, you're just a citizen of the PPF, there is no special destiny attached to you, not unless you make it. In fact, if the previous protagonists were called the Lone Wanderer and the Sole Survivor, consider yourself No One. There will be no voice acting for the player either. Dialog will function more like it did for Fallout 3, Oblivion, Skyrim, that sort of thing. There are no immortal NPCs, although companions take 95% reduced damage to compensate for their stupidity and can be revived if you act fast after their HP is down. There are over 30 exciting endings, here is just a sample of what you can do: Option a) Become Garvey's new CIA director. Unlock appropriate radiant quests: Another settlement is... something President Garvey needs intel on. Go look. Option b) Become a cop and even police chief. Another neighborhood in Boston needs your help. Option c) Run for office in the 2296 election. Become the president. Unlock a new exciting game mechanics. One quest involves defending southern settlements by using a terminal to call in an artillery strike in the Glowing Sea before any deathclaws even get a chance to eat your citizens alive. Unlike vanilla Fallout 4 please note that there isn't a settlement system where you build stuff up in every region. Exception applies if you become president or some other kind of ruler (dictator, super mutant Warchief, scientific tyrant etc.) then the entire map becomes one large settlement where you can build and destroy everything you wish. You will also see the entire population in exact numbers. Option d) Overthrow the Federation, become a dictator. Option e) Infect the water supplies with FEV and rule as the Warchief of the super mutants. (Radiant quests: Smash things! Me mark it on your map.) Option f) Join the armed forces. Defend the settlements under the command of Ronnie Shaw, General of the Federation Army. This features a unique mechanic where you are NOT the Sole Defender of Settlements anymore. Remember, you are No One. You will be part of an army (i.e. 15 NPCs). However if you don't fire a single bullet that hits a valid target, Ronnie Shaw will execute you for cowardice. Option g) Become a postman. Another package needs to arrive somewhere. Option h) Become a cook. Unlock radiant quest: Cook. Being mundane is totally an option. Option i) Work up the SynthTec corporate ladder for an unspecified ending. (To Be Revealed in 2020) Super mutants, Gen-3 synths and non-feral ghouls will be playable. Wait! What is the canon ending to Fallout 4 then? Some aspects are fixed but actually a lot of important choices you could have taken as the Sole Survivor are not. The only thing that's definitely set in stone for this mod because something has to be: 1. The Sole Survivor helped Garvey's group, became the General of the Minutemen and was deeply involved with them. 2. The child synth Shaun lives. (He is now the boy genius CEO of SynthTec.) 3. The Sole Survivor was the "good guy" more or less. What's not set in stone: 1. The actual faction choice of the Sole Survivor. Remember you can become General, build up all settlements and still not attack any particular faction. 2. Many many quest outcomes too many to list. I still have questions about the canonical ending... Q: Is the Sole Survivor male or female? A: In the style of Bethesda games, when you start a new game, there will be a scripted intro. There will be an opportunity to answer this that's immersive. Here's an example: 1. NPC A says to Player in a conversation: "I still can't believe the General is gone." 2. Options In Response: a) He will be missed. He saved us all. b) She will be missed. She saved us all. c) I don't care about him. He wasn't there when we signed the Constitution. d) I don't care about her. She wasn't there when we signed the Constitution. Based on your choice of dialog in the early part of the game, Sole Survivor will be assigned a sex. It cannot change after that. Q: What's the Sole Survivor's name and appearance when we meet? A: Default Nate/Nora. Q: Was the Institute destroyed? A: Handled the same as above. Example: 1. NPC says: "Found this sweet golden pocket watch near CIT." 2. Player says: a) I'd stay away from the Glowing Sinkhole. Seriously, it's not worth it. b) That's far too close to the Institute for me. c) Maybe I should try my luck, but I'd need some radiation protection. d) Why are people so afraid of that place? We have a treaty with them. Depending on how you answer, the Institute may or may not be destroyed in your timeline. Q: (If the Sole Survivor chose the Institute) Is the Institute part of the Federation? A: No, but the Institute has a special treaty with the Federation to maintain peace. They also have open trading relations and tourism to the Institute is possible under very strict conditions, mainly for security and health purposes. The best and brightest in the Commonwealth may also be invited to study and work there. Under the PPF-Institute Treaty of 2293, here are just a few conditions in place: 1. Gen-3 human-like synth slavery is abolished. All Gen-3 synths who wish to peacefully leave the Institute, have not committed a crime and have no debt to repay must be allowed a safe passage to the surface, provided they agree to a partial memory wipe and never return. Any strategic knowledge of the Institute is wiped from their memory. 2. Teleportation is restricted to the CIT area, unless emergency escape from mortal danger is necessary. 3. The Institute maintains sovereignty over the CIT surface which functions similar to an embassy or the Vatican. 4. Coursers relayed to the surface must inform local authorities of their whereabouts and their mission if they wish to leave the CIT area. They must wear distinctive clothing as well, although in practice almost all already did that. 5. Deliberately kidnapping a citizen or traveler in good standing of the PPF is considered an act of war. Raiders, gunners, Children of Atom, hostile super mutants and others deemed by the Federation as "enemy combatants" are fair game. People sentenced to death or exile by the Federation are also fair game. The PPF routinely hands over dangerous criminals to the Institute for various experiments, a compromise thought necessary to maintain the peace, deter crime despite public concerns over both the morality and legal ramifications of it. 6. Plundering settlements for resources is also an act of war. The President of the PPF however has an obligation to regulate commerce with the Institute and ensure "reasonable" energy demands are always met (mostly to due with keeping the Institute's reactor functional). Another concession thought necessary despite some public objections. 7. The Institute is strictly prohibited from creating synth replicas of anyone outside the Institute, including raiders. Q: What happened to the Railroad? A: Regardless of the outcome in vanilla Fallout 4, this is a moot point as the 2296 Railroad is now an almost completely different organization with different goals and different people. With the synths now being free, the new Railroad is focused more on activism for empowering synths which they view as victims of widespread discrimination despite a constitutional mandate for equal rights. You will be able to join the new Railroad and decide if they are worth your time or not. There are also internal disputes in the Railroad as to whether or not peaceful super mutants are people too and what place they have in this new world. Q: What happened to the Brotherhood of Steel? A: Regardless of the player actions in vanilla Fallout 4, they were never really destroyed as they are far too big to destroy in one Fallout game. But Maxson definitely is not Elder anymore and they don't have a presence in the Commonwealth. Whether or not he was killed by the Sole Survivor, stepped down, was replaced, was killed internally, whatever, I'll leave that to your imagination. The Federation has a treaty with them as well, they're not going to play a very important role. Q: What happened to the Enclave? A: They lurk in the shadows. They haven't really been a big player since Fallout 3. They may be involved in a sedition plot against the Federation and may even have people on the inside already. Or maybe not. You'll have to find out for yourself. Q: You mentioned Institute technology being used to revitalize major parts of the Commonwealth. How does that work if the Institute is destroyed? A: That's where boy genius synth Shaun comes in, majority shareholder, founder and CEO of SynthTec. If the Institute was destroyed, much of the Institute's knowledge was preserved in young Shaun's mind. SynthTec is currently involved in industrial-scale rad scrubbing technology and is even working a major project to purify the entire Glowing Sea, a major source of radiation affecting the Commonwealth. Young Shaun is also the wealthiest person in the Commonwealth. Q: What happened to adult Shaun? A: Officially he is said to have died in 2287 from a very aggressive form of cancer. However since one of our modders is the author of the alternate ending mod Father Companion, you will be able to choose the outcome where he was saved using either the Cabot serum or the FEV. If this outcome was chosen, you will find a suspiciously looking employee inside the SynthTec building who resembles either a 69 year old Shaun or a super mutant Shaun (both based on the default Nate/Nora look, not the look of No One). He is going under a different identity and will never introduce himself as "Shaun". If you do however break the 4th wall and call him by his real name (or maybe you simply have "the Sight"), he will deny it at first and quietly disappear from the game the next time you visit SynthTec. Even if he survives, he plays no major role in the story and is mostly an easter egg. Also if the Sole Survivor is your active companion, he will "suggest" to stay away. If you keep acting suspiciously around Shaun, he will one-shot you. Q: What happened to the Cabot family? A: Unknown. Regardless of the Sole Survivor's choice, Cabot House was empty and in ruin in 2294 and later claimed by a third party with no known connections to the Cabot family. Q: What happened to the other companions? A: Non-faction companions are still around plus X6. Preston may be a companion under special end-game circumstances. Deacon and Danse are not around anymore. Piper runs Publick Occurrences, now the biggest news outlet in the Commonwealth and is very critical of President Garvey accusing him of being a synth replacement despite this time being wrong (or is she? or maybe SHE is the synth replacement? or both are?). Hancock is the governor of the extended Goodneighbor settlement now renamed the Good Boston Commons. Strong is working at the docs and searching for the "milk of human kindness" is his spare time despite constant ridicule from his super mutant co-workers. X6 is still working as a courser assuming you didn't blow up the Institute. Valentine is a cop and the only Gen-2 synth to have equal rights by constitutional amendment. Cait is a master thief. There will be a quest with multiple outcomes to Strong's milk journey. Find out more in 2020. Q: What happened to the raiders from Nuka-World? A: Wiped out in 2287 by the Sole Survivor. Meet The Team Project Leader: Toro Montana Creation Kit Modders/Scripters: Toro Montana (Papyrus and general) thePOSTALdude (heightmap expertise, landscapes) Brett Keane (dialog expertise) William Fire (interiors) terminolvelocity1991 (NPCs) Voljin Voodoo Modellers/Texturers: William Fire Curator_Uprising deathclawdeatheater SamDamage Voice Actors: Ken Johnson - Trailer 1/several male NPCs Brett Keane - Trailer 2/older male NPCs XClarenceX - Preston Garvey William Fire - ghouls/Cait's dad/Hancock/super mutants bettyf6b - Piper/some female NPCs [named not disclosed for privacy reasons] - young Shaun Cinematics: Toro Montana Brett Keane Although we have a solid team, our recruitment is open. Submit an application to [email protected]. Just say why you want to join. Be natural. Special Thanks To: Eon - Ambient Sci Fi Music - (royalty free) - Music Used in Trailer 1 There's More! After the mod is complete, several DLCs are scheduled for release: 2021 - Sands of Arabia - Find out what the Sole Survivor is doing in Arabia, will you join him or her on a quest for immortality? 2022 - Retribution Day - As warned in the mod Marked For Termination in the year 2297, the war with Radnet begins. Radnet unleashes a virus that wipes out 70% of the human population. Now that the Sole Survivor is back, help the resistance win the war against the machines. 2023 - Vault 67 - An overcrowded vault in a drama-based DLCs. To win you must put down you guns and be a skilled people's person instead. Not easy to do as overcrowding makes it very easy to get spied on. Watch out what you say, where you say it and to who. 2024 - The Collision - An ex-Institute scientist opens a portal to Skyrim and two universes collide. Get dragon shouts. Join the Stormcloaks or the Empire. Or just conquer everything and make it part of your settlement. The choice is yours.
  11. LOL! We've seen this before and I seriously doubt anyone wants to make a mod under a project leader who can't mod. You'll have to bring something to the table other than just a load of ideas and orders to give. Ideas are easy, everyone has them.
  12. It wouldn't be out of character for Father. He played the long game for years before taking revenge on Kellogg. That said, I have serious doubts you can transfer someone's real mind to a synth and still be that person. It would just be a synth with the same personality, thought patterns and memories as Father, but it wouldn't be Father. (He would still be as dangerous though.)
  13. I've done 2 quest mods that had quite a bit of dialog including player dialog (100+ lines). For context, one was a Terminator inspired mod where a robot from the future (let's say Gen 5 synth) comes to kill you and one comes to protect you, the other one involved a quest to change the outcome of the story and get Father as a companion. I've found that it's not really that easy to find a female voice actor who could pass for Nora. It's actually far more likely that you could just recycled vanilla lines to make new dialog, but I guess that also depends on how specific you want to be. There were a few very specific things I wanted Nora/Nate to say to Father at the end, so a few lines were recorded with new voice actors, the rest recycled. Still, I also have a fully vanilla voiced option which isn't too bad if having 2 voices is a major immersion issue for some.
  14. From time to time I still find people saying that Shaun is not really Father, that it is all an elaborate lie (one that everyone in the Institute would have to be in on to make any sense by the way), that Kellogg mentions an "old man" (as if there is only one old man in the entire Institute, as if there have never been previous old male directors or heads of the SRB) or that Father's claims couldn't possibly be true because "Kellogg is young". While there is no definitive proof that Father is Shaun, the alternative make even less sense to the point of complete absurdity: - your infiltration of the Institute was not met with lethal force as Virgil predicted - your weapons weren't confiscated - the Director greets you personally unarmed But one thing that people seem to ignore is that there is also conclusive evidence that Kellogg is in fact around 108 years old in 2287 which would fall in line with the timeline. In the very first memory of Kellogg we access, Kellogg looks like he's around 10 years old and he hear this on his radio: "All five states have now signed on, which means that as of this moment, we are all citizens of the New California Republic." According to the wiki entry on the NCR: "In 2186, the town of Shady Sands changed its name to "New California Republic" and formed a trial council government to draft a constitution. Four more settlements joined the council, and in 2189, the NCR was voted into existence as a sprawling federation of five states: Shady Sands, Los Angeles, Maxson, the Hub, and Dayglow.[2]" So 98 years have passed in Fallout 4's timeline since the founding of the NCR and Kellogg was around 10 years old when this happened, making him 108 when he is killed by the Sole Survivor. It also puts to rest the theory that the "old man" refers to the same person (not that it made much sense in the first place). Kellogg is the only person that ever got enhanced with cybernetics successfully, the program was shut down.
  15. Back in late 2018 I started a new game of Fallout 4 on Survival and while the first few levels were kinda hard, it seems that overall it's very easy to break the game with the right choices. My playthru wasn't heavily modded in my opinion, mainly I have: All DLCs All Creation Club content Fusion City+Outcasts+Project Valkyrie (3 big quest mods) Father Companion Marked For Termination Simple Survival Save (allows me to save on Survival, doesn't change anything else) + some cosmetic stuff that doesn't influence balance and can be ignored The 3 quest mods I didn't interact much with yet, except Club Snuggle. While there are some elements of that which seem overpowered like the easy chems or the vendors with 5k caps, this is nothing compared to vanilla's imbalance itself. Now on to countering some of the Survival mechanics: (Yes, I did re-enable saving, but not being able to save when I want to is an unacceptable mechanic in a game that often crashes or where vanilla quests bug out even if no mod is installed. Overall, not being able to save isn't "hard" it just takes longer to do stuff or you have to sleep more often.) 1. Early Game Difficulty Don't even bother with combat except the easy places around Sanctuary, just stay in settlements, scrap everything, build new stuff (you even get experience), build a functional settlement with excess food and water and entertainment so the settlers are happy. 2. Food Plant a bunch of carrots in every settlement, easiest to carry around, don't bother with any other food. Apparently a diverse diet doesn't matter. 3. Water Build an insane amount of pumps and the workshop will always be full of purified water. 4. Sleep Sleep. Building a bed isn't hard. 5. Perks Get idiot savant ASAP. Ridiculously overpowered to gain levels faster. Get settlements linked with a supply route as soon as possible to share resources. Don't bother with companions, get 30% damage reduction and carry ASAP. Develop chem perks. (Will be useful especially later.) Mod perks very important 6. Weapons Get Overseer's Guardian, insane weapon. a bit later... 7. Carry Capacity After a while don't even bother with this. Because chem duration can be extended to ridiculous lengths with the perks+chest enchant and legendary gear drops more often on Survival, it's easy to reach 21 Endurance or higher at which point running with more items than you should carry doesn't drop action points. If you have the carrying perks too, you can now run around the Commonwealth carrying all its junk (you can't sprint anymore but hey small price to pay for never having to manage inventory) With 21+ End you're also way too powerful to kill even on Survival in most cases. later... 8. Explosive Combat Shotguns and Explosive... Anything You'll eventually come across this and things get even more ridiculous. You are literally a God now. A fully upgraded combat shotgun with exploding bullets is more OP than MIRV and certainly easier to use. And since you can now carry the entire junk in the Commonwealth, you're not likely to run out of ammo as long as you just blindly loot everything in your path. 9. Endless Raids (Creation Club mod I think) Who needs settlers? You can smash an entire squad of Super Mutants with an explosive combat shotgun. Also an insane way to level. 10. ??? Did I mention you're a God? Yeah I'm around level 128 now. I don't understand how we can reach this point and yet have nothing challenging left. Seems like if you want a challenge (Survival included), you have to: 1. avoid settlement building 2. avoid workbench mods 3. if you do come across anything with "Explosive " in front, pretend you never found it, especially combat shotguns 4. be as financially irresponsible as possible, if you plan your purchases too well, you'll be way too prepared for what the Commonwealth has to offer 5. pick only the most useless perks possible + main stats, especially nothing that has to do with upgrading weapons
  16. I've done some quest mods, nothing big like a faction chain, not even a new location, but it does take quite a bit of time to do even 1 quest, assuming you want it done right. Voice acting is notoriously tedious to add. There are 10000+ player lines in the game, there should be a far easier way to add player dialog. You can make your character in Fallout 4 say almost anything but it's hard, takes a long time.
  17. I found that a way to not bother with tedious attacks is to give everyone a mini-gun with at least 1 ammo and install security cameras from the Ambush Kit Creation Club mod. When an attack starts - just check the camera from a central settlement, perhaps Hangman's Alley, and watch your settlers completely destroy the attackers. (For some reason they lose if you're not around to watch them at least.)
  18. Killing essential NPCs has been done before many times, yes, including through a .ini tweak that doesn't even require standard .esp format mods, but I can't say I've always been happy with the methods used. The main issue for me at least has always been inability to be selective about who dies because the game simply is poorly equipped to handle essential NPC deaths. Quests can break, the companion system can break if you kill active companion, you get no warning whatsoever, at least in Morrowind you were warned. The last mod for this that I did used a modded Gamma Gun to make essential NPCs essential no more, but that method hasn't been without issues either. Seems clunky as hell. So now I have a new method up. All you need to do is lower their HP to zero, get them down and then you have a short window before they start regenerating health to choose whether to execute them or not using a special action button that says "Execute". If you choose this, a hit sound plays along with their "death dialog" line if any, they fall dead for good and the kill is registered to you. This is done through a hidden perk that the player gets. No NPC in the game can kill essential NPCs and neither can you kill an essential NPC by accident, only when you want to and are 100% sure it won't break any quests (perhaps you have finished them all or don't care about quests), you don't need a special weapon or a weapon mod. This new method is implemented as part of Father Companion ( https://www.nexusmods.com/fallout4/mods/35198 ) mod, totally optional whether to activate it or not, it's disabled by default, but should soon be available as a standalone mod.
  19. I've noticed a relative lack of quest mods compared to other types. Two things: 1. We don't get paid. Maybe ask Bethesda to change that policy if you want both higher quantity and quality of mods. There are many people with the right skills to mod who simply don't care because it's not paying the electricity you need to OPEN the Creation Kit let alone finish a mod. And I'm sure many modders would make far larger projects if they were paid. And no, the Creation Club isn't enough, it's extremely selective about which modders are allowed to submit content there and what type of content. The community basically has almost no say in it. I will personally testify that I would be making much larger mods more frequently if I could make a living from it or hell, at least enough to buy food. I would like to do something on the scale of say an island with a faction war with multiple endings. I just don't have the time for that, I have a real job to get to. 2. Most people frankly lack the ability to make even simple quest mods to the extent that they could pass off as a genuine Fallout 4 quest. Papyrus takes a lot of patience to understand too. I mean the quest logs need update properly, the NPCs need to say the right things at the right time, you need to fix bugs and exploits that easily break the quest etc. Since they're not successful at it, they tend to quit. Hence, less quest mods. And once again, many of those who could mod quests don't, or they mod far less because it's not a job. If you feel strongly enough about this, either get Bethesda to change policy on mod monetization, or make some quest mods.
  20. The Railroad quest was a total fail. I mean hello?? your best agent is now the Director, Shaun is almost dead anyway, and you have more than enough military force to simply kill off all the division heads and start over, why do you need to blow it up?
  21. What's Your Story? - FO3-Style Ending Cinematics For FO4 Non-Playable Edition (mp4 format) Version 1.0 This is my attempt to create Fallout 4 ending cinematics in the style of Fallout 3. All vanilla endings, plus a few "non-canon" ones that you can only get with mods and/or by failing the main quest, are included in this project. Far Harbor and other minor DLCs are not included. Nuka-World is only included to the extent that it would be relevant to Shaun's story. These cinematics will be available both as standalone non-playable video files uploaded to YouTube and Nexus Mods, as well as in-game through the mod Father Companion when patch 3.1 or higher is released, although not for PS4 which is in a more limited form. Ending Choices Accounted For: 1. played male or female 2. found Shaun / failed to find Shaun 3. faction choice: a) Brotherhood of Steel ending b) Railroad ending c) Minutemen ending d) Institute ending e) psychopath ending (all 4 factions destroyed - requires mods as Preston Garvey is invincible) f) Institute ending (reformation and peace among factions - requires the Project Valkyrie mod) g) Nuka-World ending (only if you became Overboss and antagonized the 3 factions that could have helped you find Shaun - requires mods as Preston is invincible) h) vice ending (failed to find Shaun, wasted your life away at Club Snuggle with chems, booze and hookers, mostly intended as a joke - Club Snuggle requires Outcasts and Remnants mod) 4. Shaun's fate: a) dies from cancer / left to die from cancer / Institute explosion b) murdered by the player c) cured using Jack Cabot's serum (Father Companion mod) d) cured using the FEV, becomes a super mutant (Father Companion mod) Additional Shaun options: e) taken as a companion/settler/both (Father Companion mod) f) disowned by the player / rejects player (Father Companion mod) Keep an eye out for updates to all my work here: https://www.nexusmods.com/users/53109881?tab=user+files ---------------------------------------------------------- Father Companion Mod: Trailer: https://www.youtube.com/watch?v=fppmDdKCPTU PC: https://www.nexusmods.com/fallout4/mods/35198 PC (Bethesda): https://bethesda.net/en/mods/fallout4/mod-detail/4082813 XB1: https://bethesda.net/en/mods/fallout4/mod-detail/4082814 PS4: https://bethesda.net/en/mods/fallout4/mod-detail/4082332 Contact: [email protected] Father Companion Credits: Toro Montana - modder and author Thuggysmurf - beta tester and Project Valkyrie compatibility support https://www.nexusmods.com/fallout4/users/14313259?tab=user+files m150 - Super Mutant Father's Lab Coat https://www.nexusmods.com/fallout4/users/8720933?tab=user+files Voice Actors: Caleb Mills - Nate https://voice123.com/profiles/calebmills/ DiscoGnome - Father https://www.youtube.com/channel/UCB7Q7U-eIVX8PxM8-oj5gYA Ken Johnson - Dr. Volkert (patch 1.10+) Brett Keane - Dr. Volkert (patch 2.0+) also "Coursing Venom" quest writer and narrator for the ending (patch 3.1+) WolfieDarkfangs - Commonwealth Courier Emaline Tuck - Nora (patch 2.1+) http://emaline.co Short Version: Work with Dr. Volkert and embark on a journey across the Commonwealth to find a cure for Father's cancer and ultimately obtain him as a companion after the end of the game. Long Version: See the links. ---------------------------------------------------------- Voice Actor For The Cinematics: Brett Keane (God TV Radio) ---------------------------------------------------------- Soundtrack Credits: 1. Faction Choices Fragment Credits: Music provided by No Copyright Music: https://www.youtube.com/c/royaltyfreezone Music used: Altered Carbon by Evan King https://soundcloud.com/evan-king/altered-carbon-free-download Licensed under Creative Commons Attribution 4.0 https://creativecommons.org/licenses/by/4.0/ 2. Institute Destruction Followup Fragment Credits: Rocky Soundtrack | "Isolation" by Lucas King Licensed under Creative Commons: By Attribution 4.0 International https://creativecommons.org/licenses/by/4.0/ 3. Shaun Dead/Murdered Fragment Credits: "Uniq - Art of Silence" is under a Royalty Free music license. Music promoted by BreakingCopyright: 4. Final Fragment Credits: Music provided by No Copyright Music: https://www.youtube.com/c/royaltyfreezone Music used: End This by Evan King https://soundcloud.com/evan-king/end-this Licensed under Creative Commons Attribution 4.0 https://creativecommons.org/licenses/by/4.0/ 5. Overboss of Nuka-World Ending Fragment: "Darren Curtis - Demented Nightmare" is under a Creative Commons license (CC BY 3.0) Music promoted by BreakingCopyright: 6. Institute Reformation Ending (Project Valkyrie) Fragment: Mark Morgan - Dream Town (The album was engineered and mixed by Vladislav Isaev.) https://archive.org/details/VaultArchives 7. Vice Ending Fragment: TeknoAXE's Royalty Free Music - Small Whale - FunkSka
  22. I found a solution for this, it involves exporting the video's audio into a wav and then mixing it up with the BIK file in channel "1". I did this and my cinematic played in game.
  23. The video is created and exported as an avi with H264 (Native) Video Compressor MP3 (Native) Sound Compressor 44100 Hz, 192 kbps, Stereo It's then made into an mp4 with this thing: https://www.onlinevideoconverter.com (default settings, I tried non-mp4s and didn't work) Then it's put into RadTools and exported again as a .bik file (Bink 1) RadTools can play it with sounds just fine so the audio is there. But won't play in game. Compress audio: level 0 (better quality if I use this) Format: 16-bit/stereo I haven't found a lot of info out there on this and I'm definitely not paying for a Bink 2 license for such a small non-commercial project. All I know is FO4 uses Bink 2.
  24. I'm working on a project to create FO3 style ending cinematics for FO4 but I am unable to get them to play properly in the game. I use Rad Tools to make Bink 1 files. The files can play in-game visually but I get no audio at all. Do I need to use Bink 2? I don't have access to that. Anyway, a demo will be up soon, they will get released whether or not I can put them in the game. There will be a clip for each faction as well as several custom non-canonical endings that are only possible with mods like Project Valkyrie, Father Companion or by disabling essential NPC tags (no spoilers here).
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