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Otellino

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About Otellino

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    http://thomasdavidmitchell.com
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    United Kingdom
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    The Elder Scrolls IV: Oblivion

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  1. Hey all! I'm in the final stages of releasing an update for America Rising (https://www.nexusmods.com/fallout4/mods/23923/?), and I have a fair amount of new dialogue to go along with it. I put up a Casting Call for all the roles a few days ago, and while I've had a huge amount of male auditions, I've just had one female audition. Admittedly, none of these are major roles, they're all minor characters (Generic soldiers, technicians, officers etc) and only one is named. If you're interested, you can see the roles here: https://www.castingcall.club/projects/america-rising-a-tale-of-the-enclave-fallout-4-modification Feel free to either post an audition there, or message me/reply to this topic! I'm wanting to have this update out before the end of the year, so don't be shy! :)
  2. Part of the upside of the Creation Club is if Bethesda does accept a modder's pitch and begins funding the project, it is then PROFESSIONALLY QA'd by the studio, as well as localized/translated into all the game's supported languages. :)
  3. It's completely different to the Steam implementation. First thing's first: Mods as we know them are going nowhere. You can't retroactively add existing mods to the Creation Club. They HAVE to be made from scratch. Secondly: To release a mod on there, you need to get accepted as a Creator, which involves applying and showcasing your existing work (Think of it as applying for a job). Once you've been accepted, you then HAVE to pitch a project to Bethesda before you can make it - You can't just make it on a whim. You need to create design documentation, vision documents, concepts, the works - Like pitching a new game to a publisher. IF you get accepted, you then work out a schedule and road map with Bethesda. You then begin getting paid a monthly wage - as if you were a dev. Once complete, your mod will undergo professional in-house QA at Bethesda, as well as localization to be translated into all the languages Fallout 4 or Skyrim are available in. It is then released. So as you can see, free mods aren't going anywhere - Simply because not many mods will be picked up at once due to the financial implications. It's a win-win for both parties - Modders can get a source of income (If they're between jobs, or help pay with education etc etc) and consumers can get DLC-quality mods. Sources: My experience as a game designer & the Creation Club FAQ pages. (https://creationclub.bethesda.net/)
  4. Hey all! I've finished my (first) Fallout 4 Quest Mod, and I'm just debugging it before release. I have however run into a really strange issue with it. I have a total of 7 quests, my mod's approximately 2 hours long; All objective updates do show up individually, however this is my problem: After about 10 or so minutes of playtime, when any objective updates in the game, it stops notifying the player. (As in, it doesn't pop up to the left of the screen) It only shows up in the Pip Boy. This seems to happen to all quests in my game, not just the ones my mod adds. If I disable my mod, this stops being an issue. I have no idea where to even start with a solution to this... Any help? Thanks! Otellino
  5. Just an update - All roles have been filled except for 1 female Enclave voice type, and 2 male Enclave voice types! Let me know if you're interested! :)
  6. Hey all! I'm approaching completion of a quest mod about the Enclave. All quests have been implemented and the mod is fully playable, I'm finalizing dialogue and now need multiple voice actors for various roles, ranging from generic Enclave Soldiers & Officers to important quest NPCs. Both male and female voice actors are needed! Please get in contact if you're interested. Thanks :)
  7. Aha! the first one worked! See, I looked at that page but I never even noticed that. Now I feel stupid... Thank you very much! :) I tried the second one too for your benefit but nah, that gives a "A property cannot be used directly on a type, it must be used on a variable" I come from modding Oblivion and New Vegas, so all this function and property business is a whole new world to me but it's super cool. Thank you again for your time! :)
  8. Hey all, I'm still learning Papyrus and I feel I'm making headway with it. However, there's something that's got me stumped. I'm working on a cart-riding segment in a mod, and I got it working the way I wanted. However I've decided to try and neaten up my code by unifying most of it under a single quest code. A problem I'm running into though is with the "SetMotionType" function. Previously on the cart's script itself, I had: self.setMotionType(Motion_Keyframed) This worked fine. Now, I've tried moving it (and other things) into it's own function on a quest script, which is: Function RideCart(bool DoRide, actor myHorse, actor myDriver, ObjectReference myCart) if DoRide == true elseif DoRide == false myDriver.say(ZZNCCCarriageSystemWaitBark) StopHorse(true, myHorse) myCart.setMotionType(Motion_Keyframed) Game.GetPlayer().PlayIdle(CartTravelPlayerExit) CartCameraStop(false) PlayerInCart = 0 CartState = 2 endif endFunction Now, the only error messages I'm getting are related to the "setMotionType" function. I get: variable Motion_Keyframed is undefined type mismatch on parameter 1 (did you forget a cast?) And I can't figure out why. Looking on the wiki didn't help me. Any ideas? :smile: Thanks!
  9. I uploaded a new version of my mod on the 3rd of August ( http://www.nexusmods.com/newvegas/mods/39531/? ) and it seemed to have gone live immediately, at least on my end. However, tonight (26th August), I checked back (From the same PC, same IP and all that) and I'm suddenly getting "The file is currently being uploaded to our file servers and it will be ready to be downloaded soon." as are other people I know managed to download it before fine. Is there anything I can do? :/
  10. Hey all! I've been away for a long time but I'm getting back into the swing of things and have planned a dialogue overhaul for a mod of mine (For The Enclave), and something I need are a few male and female voice actors for Enclave troops! There are quite a lot of lines, admittedly. They'd be general "Hellos" to the player, as well as conversations with other troops. If you're interested but would rather do fewer lines, I've got Enclave Officers that also need male and female voices! Just send me a message if you're interested and I'll get back to you with the lines. Thanks! :)
  11. Hey all, I was wondering if you could help me - I seem to remember there being not so much a mod but a tool that was uploaded to Nexus. It basically packaged the mod for you, copying all the files (Meshes and textures, it didn't work with audio so you had to do it yourself) to a directory to make packaging a mod so much simpler. Anyone remember what it was called? EDIT: Nevermind, found it! It's called "TES4Files" http://www.nexusmods.com/oblivion/mods/8489/? and is compatible with Fallout: New Vegas, I can confirm!
  12. Hey Rickerhk, Thanks for the suggestion - The persistent box on all of them has been checked (I un-checked and checked again to make sure), and I tried by using "coc" straight from the main menu, but sadly still no dice. :/
  13. Hey chucksteel, sorry to sort of revive an oldish post - I'm getting a similar problem with my mod "For The Enclave", but no merging involved. Simply put, there's a trigger zone that the player passes through, and when he does, the trigger zone disables itself, enables a boss, and enables a light that is set to be it's enable parent (As opposite). As a .esp, it works perfectly. The moment I convert the file to an esm for release with FNVEdit, the script doesn't seem to do anything at all. How did you go about looking for dirty edits?
  14. Hey Hopper31, Thanks for the suggestion, but it doesn't seem to have made any difference at all. :/ Once again it seems to work fine as a .esp, but when converted to a .esm it seems to do nothing.
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