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Povuholo

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Everything posted by Povuholo

  1. In response to post #46516345. #46516590, #46517050, #46517285, #46522555, #46527230 are all replies on the same post. The mod is mostly an overhaul of the game balance along with bugfixes. Overall it makes the game a bit harder and gets rid of some inconsistencies. It's subtle but really good. What makes it stand out from other game balance mods is that the JSawyer mod was made by Josh Sawyer, the game's official lead developer. I don't know what it is you don't like about New Vegas, but the mod does not really make any drastic changes that would flip that opinion. It still feels like the same game, just better.
  2. Yeah it looks like the Skyrim CK is similar enough script wise that Fallout 4 modders can use that to learn scripting, as well as some other things.
  3. The Creation Kit can be a tricky thing to learn, so it's nice to be able to follow tutorials. But they can be hard to find, right now the Creation Kit wiki is mostly empty. What tutorials have you used? I've been using the following video tutorials: Seddon4494's tutorials - A lot of instructions for quest, dialogue and companion modding. NukaMage's tutorials - A large variety of subjects. Basic Interior Layout - A very long unedited livestream (I recommend playing at 1.25 speed) that shows how to do basic interior design. There's also Bethesda's Creation Kit video tutorial series. While it uses the Skyrim Creation Kit I think a lot of the basics apply to Fallout 4 as well.
  4. In response to post #38049505. #38072205 is also a reply to the same post. I imagine most Morrowind mods have been archived to Morrowind Modding History by now, but it definitely wouldn't hurt to check.
  5. I am planning a quest mod that takes place in a new vault, with its own social experiment of course. I'm mostly working on the story and dialogue, but I can't wait to get my hands on the Creation Kit.
  6. Yeah there's a fair amount of generic 'I'll help you but what is in it for me' 'of course I'll help' 'no' 'yes' lines that a modder could use. There are limits, but they go a long way. Conveniently I'm planning a quest mod right now that involves talking to an AI that communicates only in text.
  7. But Kickstarter backers have no rights whatsoever, other than what their pledge rewards says they get. They're not investors, they're donators. They have no power over the developers in any way. The only thing they can do is provide feedback, but the devs can do whatever they want. They are fully in control.
  8. You're nuts if you haven't pledged to this yet. There's an option to pay with Paypal now too, if you don't own a credit card.
  9. Beware the cows! Not all milk is enriched!
  10. 2010 is very old? :ermm:
  11. I thought this was going to be about Cube World. :P http://www.youtube.com/watch?v=CQINAniWHVc
  12. If you're serious about it you need to show that you're serious about it. Give people information. What's your and your friend's role in the project? What work has been done so far? What specific Creation Kit work do you need help with that you can't do yourself? 'Hey we want to make a cool quest mod and we need people' isn't going to attract many people. Random people come up with those kind of forum posts every day, and most of those projects never get started or finished. If you want people to work on your project you need to convince them that it's a well organized project lead by a skillful modder that is likely to succeed.
  13. Skyrim hasn't been updated since March though, so that's not it.
  14. I agree that a 'lore friendly' tag doesn't make a lot of sense. A lot of things can be said to be not entirely lore friendly ('this settlement/faction/material doesn't exist in Skyrim lore!') without being blatantly out of place or contradictory to the lore ('this mod adds anime stuff/modern clothing/guns/Michael Jackson'). Whether something is actually lore friendly is something you can argue about. Should all mods that are not blatantly 'non lore friendly' be tagged with lore friendly? That means a huge amount of mods will need that tag, which seems a bit pointless. It also sort of implies that any mod that isn't properly tagged with 'lore friendly' is not lore friendly. People might also have doubts if something is actually lore friendly and just skip the tag if they are not sure. Whereas stuff that is blatantly not lore friendly is easier to identify. Filtering out lore-friendly content also doesn't make much sense. Who would do that? Better to have just a non-lore friendly tag I think, and no 'lore friendly' tag at all. Then if people want only lore friendly stuff, they can just block the 'non lore friendly' tag. Everything else is then automatically lore friendly. If they want to see what non lore friendly stuff is out there, they can do a tag search for 'non lore friendly'. At the very least, if you believe that having a lore-friendly tag is a good idea after all, there should be a non-lore friendly tag along with it.
  15. It's a great game. The sense of speed is awesome, and killing someone with a spinfusor shot is very satisfying. It takes a lot of practice to begin with since everything is going at high speeds and almost all of the weapons are projectile based, but once you get the feel for it it's very nice. As for a non-IGN video, here's one but it's from an older beta: http://www.youtube.com/watch?v=a1HCnrU3FT8 Best to skip straight to 13:00. The way classes are implemented is entirely different now, the menus are different, there are even fewer hitscan weapons now and the graphics are a bit better now but overall it's the same gameplay. Most complaints like the size of the weapons have already been dealt with.
  16. Not every game needs to have a 100% open sandbox environment and customizable character. If, as the current info implies, this is more or less Deus Ex meets Thief in a Half Life-like steampunky setting with good melee combat then hell yes I'm excited. We need more stealthy 'immersive sim' games.
  17. Well GFWL is known for liking to take your game hostage until you log in. In Bulletstorm, you can't reach the main menu without logging in to GFWL. Allow me to demonstrate my experience with GFWL in Bulletstorm. I start up the game for the first time. The game states: PRESS START TO ENTER MAIN MENU. *presses* GFWL pops up its window with a sound and says: LOG IN TO GFWL WITH YOUR ACCOUNT TO ENTER MAIN MENU. *logs in* UPDATE GFWL TO LOG IN, TO ENTER MAIN MENU. *clicks update button, waits a few minutes*. EXIT GAME TO COMPLETE GFWL UPDATE. 'Urgh. Okay then, lets go to the main menu then so I can exit the-' LOG IN TO GFWL TO ENTER MAIN MENU. *CTRL+ ALT+DEL* That was the only way I could exit the infinite loop it created. Which is just terrible. For some games it also hides your savegames from you as well, not allowing you to load them until you log in, or even save your game at all until you log in, and making them difficult to find on your hard drive. Which is annoying and unnecessary. And there've been reports of people's savegames randomly disappearing. It's matchmaking service also isn't that great, most recent example being in Gotham City Impostors. Sometimes it won't update properly and you have to download a manual update, or has other stupid issues. I actually had the problem of GTA 4 crashing on starting a new game several times, with no indication of what was the problem. When I used a plugin to disable GFWL it worked again. Steam is superior to it in every way. Better matchmaking service, just one log-in moment to access all your games, no savegame encryption and no giant window pop ups that totally conflict with the style of the game's menus and UI (Batman Arkham City). Yes there's the little window in the bottom right, but it can be switched off, it's black, and it doesn't make a sound.
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