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Hey everyone! Outlander here, currently one of the head designers on The Frontier. As you may have heard already, we've started the process of completely rebuilding the NCR Campaign from the ground up. We've spent months documenting the mod, working through ideas, and listening to feedback, and we're now ready to put it all to good use. A writing team lead by myself, resident redditor Imperial, and Odinsword will be taking the entire NCR campaign and reworking it into something that's not only more cohesive, but more engaging, and more fun to play though. Additionally, with this rewrite, will come a new way of starting the mod that won't force players down such a linear series of events, and will open up the Frontier for many more types of players. There's also a fair few other cool surprises coming down the pipeline that I hope to be able to share with all of you in coming weeks and months, so stay tuned for those. With this significant amount of work we're undertaking, the team is looking to expand significantly! We're looking for: *Modelers *Texture Artists *Animators *2D Artists *Writers *Composers *GECK Users *Scripters If you or someone you know has any of these skills, please feel free to reach out to me either through the form or through the official Frontier Discord server.
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ABHM: Another Bounty Hunting Mod
Danneyo replied to Danneyo's topic in Fallout New Vegas's Discussion
Been a while, but I got a solid update for anyone who's been checking the thread out: Current, I have pretty much finalized the first half of the mod. Act 1, if you will. This means I am now free to move on to designing the second act bunker and working on polishing things up. Now that I'm in the thick of things, it's looking like we're gonna overshoot the 4+ hour ballpark I put in the original post. Now I'm looking more at 6-7 depending on how much more I end up adding. When the voice acting implemented, it might end up ballooning. Who knows. Since the first act is mostly realized at this point, I feel comfortable dropping some more concrete content here to get people interested in the mod. So, without further adieu, here's my current favorite character: This fine fellow is named The Armorer, or Armie for short. Currently voiced by the fantastic Vis (Vis#2052), he's an amoral ghoul working with the Desert Regulators. Regardless of the choices you make during the story, he's apathetic enough to still work with you. Which is great, because his lines are just *Chef's Kiss*. Armorer Audio Sample Beautiful. Like always, if you're interested in hearing more from this fine gent, experiencing several hours of unfinished but fun content, and telling me how my content is bad, feel free to drop by our Discord server. -
ABHM Another Bounty Hunting Mod "In the town of Primm lies an old machine. Upon it's activation, the wheels of fate will once again be set in motion. And the Courier will face a foe rivaling both the Bear and the Bull." ABHM is a mod designed to both pay homage to classic quests like New Vegas Bounties and elevate the concept with unique gameplay mechanics and an evolving story. When released, it is planned to have contain: 4+ Hours of Content 6+ Engaging Boss Fights 6+ Voiced Characters Multiple Unique Weapons and Armors A Rich and Lore Heavy Story with Multiple Endings Interested? Want to get involved? Head over to our DISCORD and sign up for one of our Alpha playtests! We are always looking for new testers. This mod is being developed primarily by me, so, if you have skills with the GECK, Blender, Photoshop, Nifskope, ETC, let me know!
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A Specfic Texture Is Not Working In My Mod
Danneyo replied to bananakillerBRO's topic in Fallout New Vegas's GECK and Modders
Tried to open the drive to check the files, but i'm receiving an error that the link doesn't exist. -
Currently, i'm working on a modified version of the in-game Teddy Bear item made to look like Monokuma from the Danganronpa series. The skeleton is modified slightly along with the mesh, but they're all set up the same as the Teddy Bear .nif. When I add it to the game without the skeleton, everything shows up fine, but without collisions since they're attached to the skeleton. When I add it to the game attached to the skeleton, it just disappears. The .nif looks almost identical to the Teddy Bear one, and I can't find any information online about how to do this. Here's the file, hosted from my Google Drive. Any help would be greatly appreciated. Update: The disappearing bear has been fixed! However, a new problem has arisen to take it's place. Now, every time it's interacted with and the Havok engine starts acting on it, the bear grows crazy spaghetti arms and starts flying around the room.
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Bruh. Last update was like three years ago.
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Yup. The only way it's not through Steam is if it's the GOG version or it's pirated.
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Custom .nif Transparency only partially working
Danneyo replied to Danneyo's topic in Fallout New Vegas's GECK and Modders
Splitting the mesh in two seems to have done the trick! -
Currently, i'm working on a custom gun display case for a mod i'm developing. I went through all the motions, got everything working, and made a little test texture to make sure everything looks good. And it does, but only from two of the five sides the case can be viewed at. As you can see, meshes just aren't there when viewed through some of the translucent faces. And, it only happens for some meshes, and that occurs from every angle since there's supposed to be a pedestal area that isn't shown when looking through the front and back. Any idea why this is happening?
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Some help for Mod Recommendations.
Danneyo replied to Jankosi's topic in Fallout New Vegas's Discussion
I have, at the moment, double the soft cap of 120(ish) mods going on my game with almost no crashes by merging small mods together. I used that guide almost in its entirety and supplemented it with some other mods I use. If you follow the instructions, it will work. But, you have to follow the guide. Skip a bunch of stuff, or deviate from the methods instructed, and it won't work. Edit: This is also a very good mod guide I've used in the past. -
Some help for Mod Recommendations.
Danneyo replied to Jankosi's topic in Fallout New Vegas's Discussion
...What? "This guide will help make look as good as possible while maintaining a setup that adds to gameplay and re-playability." It's a full guide. Everything in that list works with everything else if you follow the guide. "The guide is listed from top down and it is advised to install the mods in that order to make sure that all directions are followed correctly and no mods are missed. Keep in mind, there are very specific directions to install the interface mods and those directions are very important to make sure there are no problems when starting New Vegas." -
Some help for Mod Recommendations.
Danneyo replied to Jankosi's topic in Fallout New Vegas's Discussion
Just follow a guide. https://wiki.step-project.com/User:EssArrBee/FalloutNewVegas -
You either need to make it from scratch, or port a Skyrim mod over with the Author's permission like devinpatterson is doing. You can't legally port assets from other games into New Vegas unless you have the explicit permission of the company behind it, like with S.T.A.L.K.E.R., or setup something like TTW does where a copy of the game is required and the actual original files aren't modified.
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Like I said, you should cut your teeth first before jumping into something like this. I've seen too many modders, including myself, that get in over their heads and drop out before they're even close to completing what they set out to do. Working on something smaller would also get you better acquainted with the community since not many people are willing to throw in on a big project led by someone with 4 posts. Someone with projects under their belt and released mods makes for a much safer bet that the project will actually get done.