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ecutruin

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  1. Fallout Re-imagined / Re-built Overhauled experience for Fallout 4 I've sunk over 200 hours into Fallout 4 and found myself wishing the settlement system was more integrated with the overall experience. In addition to this, I found the main story-line quite lacking in options that really made me feel my choices mattered overall. As such, I've decided to look at creating a complete overhaul of the game. Right now, the project is in its design phase, where I am looking at world mechanics, researching Fallout lore, etc. but I decided I would create a post to, if anything, bounce ideas off the community and iron out the design ideas I already have. Warning ~ There may be spoilers in the below text. Overview To give a basic outline of the project, it will involve a few steps. First and foremost will be to gut the base story-line and related quests. I want to create an experience where the player is not a special snowflake and instead is just another person of the wastes, so instead I am looking at making the experience more event based. Events may be quests or they may just be actions the player takes that change the environment of the game. An example of such an event may be wiping out a camp that creates ammunition. Due to this event a flag is set and the player will start to notice ammunition become more scarce. I feel these events will make the player feel like their actions, no matter what they are, have an effect on their environment. Additionally, part of the core project will include an overhaul of the damage mechanics, loot mechanics, and similar such features. These will tie into the settlement system described below as well as the event system described above. Lastly, I intend on overhauling the settlement system by changing the way resources are produced, how supply lines function, and where settlements are located. A major part of this aspect of the project will be the re-creation of a majority of the world utilizing the revised settlement system. You read right...I intend on attempting to create new settlement parts to allow me to re-create most of the game world. This aspect of the project will be insanely time consuming and as such, I'll be essentially starting at the top-left of the game area and working my way towards the bottom-right. I'll likely be releasing each section that is completed as a module of the main project. They will still be dependent on the core changes, of course, but I feel having a modular approach will assist in narrowing down bugs as well as allow me to release areas to play as they are completed. Settlements I'll continue to add more content here under settlements as I design it. For now, the main thing to note is that there will be settlement areas located all over the game area (ideally every area will be created using said system). Additionally, I intend on replacing the static resource system with a item-based one. This means that your farmers will actually produce items and said items will be stored and traded. The resource score of a settlement will be based off the total stored resources rather than production. I feel this allows scavenging, stealing, trading, etc. all to be viable options to contribute to your settlement(s). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I will continue to update this post with any new design decisions and changes to the project as time goes on. At this time, I'm not looking to recruit additional people as I feel I need to actually create a base experience before I start looking for assistance. That said, if you are interested in contributing to the project...feel free to post. I'll be keeping track of this thread and reaching out to interested parties when the time comes.
  2. It should be very possible to edit Dogmeat to give him an absurdly high health pool. As I'm a novice when it comes to Bethesda game modding, I'm not sure the exactly location to look for such information. However, if you're looking to just have someone make this small mod for you, I'd recommend posting in the mod requests forum. Ya may get a bit more millage there.
  3. If replies continue to repeat themselves its only because others also repeat the same information. I am simply responding to that. You seem to have a difference of opinion here, which I respect, but please don't try to tell me to shut up...its not really appreciated. As stated, if you have an issue with my posts or wish to continue discussing this, take it to PM. @Beacon, Please do post what you guys end up coming up with as far as a plan goes. I'm intrigued to see what your project produces as its always fun to try out new areas and such.
  4. Am I not allowed to offer criticism? Obviously, when the majority of replies here have been similar to my own...my view is kind of shared here. You'll also notice that I've only replied when either he's replied or you have. I think his idea has merit, a collective group to create high quality mods is a really neat idea, but we (me and others that have posted here) want some direction before we consider anything.
  5. I'd say until the official tools are out (and quite frankly, even then), its always a roll of the dice. It's just a matter of odds. From my experience so far xEdit mods have worked quite nicely and I've had little to no issues that weren't just mod->mod interaction issues. Hope this helps.
  6. Beacon, I think the issue you're running into here is you're going at this like you would a commercial development project. We're not in modding to do commercial work (because we can't be, really). Without you providing a direction for your project, you're bound to have issues finding people encouraged to join. In addition to this, you said you already have a sizable team, why have none of them posted here? Not to mention, if said people are people you've worked with prior...then its probably not really a democratic design team anyways as they are likely to favor your plans over any new member. All in all...give us an idea of what you actually wish to accomplish before recruiting to accomplish it.
  7. I honestly am not sure. I haven't had a single CTD due to mods that I'm aware of. At most, I've had weird interactions, but those were pretty easy to isolate. Best suggestion I can have is to keep your mod list small initially to be able to better isolate issues.
  8. I'm no lawyer, so take my advice with as you will...but, I think you're probably going to end up with issues. Team's logos (as well as any other trademarked logo) have to be defended. Unless you have written permission to use said logos, I wouldn't use them in a public fashion. I'd say this extends to these screenshots right here. They themselves potentially could get DCMA'd by the Team. That said, it looks awesome. Perhaps you should consider creating completely custom logos that are done thematically to be Fallout flavored.
  9. Very impressive. I especially appreciate that it looks more like worn leather/scales and isn't has smooth as Vanilla. Awesome job.
  10. I'm sorry man, but sounds like a recruiter for a job, not a mod author. You're recruiting people to a nameless project with no direction and propping yourself up with your past experience as if that honestly matters in modding. This isn't a job. You cannot even really make it a job unless you end up somehow being incredibly popular and utilize alternative income methods (Patreon, Streaming, Youtube, etc.) as the community had a huge backlash against paid modding. So why are you trying to sell yourself? I said before why a 'democratic' group solution is not as beneficial and I'll say it again...mods are a passion project. You're essentially altering the game to play the way you want it to play. So if I were to join said group only to find out later that your direction isn't one I have any interest in...I'd just go do it my way anyways. There is no incentive for people to work on a project they have little interest in (as many have already stated in this thread) and you've given no solid direction as to where you're going. Hell, I've given more direction into my mod and I've given a bare minimum explanation of what I want to do. All in all man, I think you're just going about this wrong.
  11. I think right now the tools might be a tad limited to pull this off effectively. From what I understand (and pardon me from being new'ish to creating mods for Bethesda games), we need updates from Nifscope to be able to create the new attachment points and import models effectively. On top of that, we don't currently have the full values for many things worked out. I'd say that something along these lines is probably better left until we get the G.E.C.K. However, as stated, I could be wrong. I mean the data is all there and if you really dive into it, you could figure out the layout of the files yourself via HEX Editing and create new animations and such to make it all work. It'd be a huge chore and by the time you decipher it all, the G.E.C.K. might be out anyways. I'd say if you're really interested in starting now...do so...because even if you don't finish before the G.E.C.K. is out, you'll learn a ton of things that'll make you more knowledgeable.
  12. Someone might be by to give you a list, however, you should probably just look through the Nexus yourself and find mods that suit you. Modding right now is kind of like the Wild West. There are around a hundred mods being released daily. I can say from my experience that I've been adding and removing mods on a pretty regular basis based on what I've found by perusing. If you're wanting a stable modded play experience, you're probably just going to want to wait. All that said, I'm kind of curious what people post as maybe some mods I haven't seen will be posted.
  13. It seems we will have to agree to disagree on this, as it seems we both have different outlooks on what modding is to us. I don't mod for other people. I create content I want to play and share it so that those that feel the same may also enjoy such experience. As for your comments on compatibility, reducing my enjoyment to appease others when others can choose to use other mods to get their desired experience seems absurd, to be frank. Many of the things I wish to do, for instance, are very core changes to the game (involving core settlement systems as well as nearly every cell in the game being overhauled). Without these changes it just isn't possible to create the same experience I wish to create. You're telling me that I should avoid creating my desired experience just because someone might wish to use another mod to change the experience? Why? As for your comments about collaboration. You seem to either misunderstand me. I have not once said it is a bad idea to collaborate. I've stated that I feel that advertising that you want to form a group to make something without specifying said thing at all feels shady. It gives off the impression that you want to leach off the skills of others. In modding (from my experience as one of the major Minecraft mod authors), where everyone can add content as they wish, I feel you should be making the things you wish to make...so if you don't know what to make...you should be joining others, not asking them to join you. Anyways...I've said my piece on this towards you. If you disagree, we can just agree to disagree and be done with it...if you still wish to discuss this, I don't mind but let's take it to PMs instead (feel free to shoot me one) so that we don't consume this thread. @Beacon, I apologize if our discussion has kind of derailed your thread. I still feel your goal of building a modding group is a very neat idea, however, I just feel you would present yourself better if you were either offering your modding skills to others or had a direction to entice mod authors to join you. I wish you the best of luck with the project.
  14. No, I'm not against people working together. Far from it, in fact. If you actually read what I said...I feel it is a better idea to have a well thought out design plan (if not an actual basic implementation of it) before asking others to join in. The only exception I see to this is if you are say a story writer, voice actor, etc. but have trouble with other aspects of modding and just want to contribute to a project. In this case though, you should be offering yourself out based on your skills...not asking others to join you. I understand your desire to please others and I'm not opposed to that, however, you still have to have your own drive for it...otherwise what keeps you going? What gives you a direction to understand good and bad design decisions people suggest, etc. As for the topic of making mods compatible with each other, that is only beneficial for focused mods that don't have broad scopes. If the intention is a more encompassing mod, you'll end up spending a large amount of resources towards maintaining compatibility with other ways of doing things. Then what happens if someone does something even MORE different than the other 30 mods you already created compatibility for? You see what I mean? I'll illustrate again with using my own design. My end-goal is to create a whole slew of interconnected design changes to the game. Various mechanics will be used by various other subsystems. In this case, making each subsystem in such a way that it would be compatible with other ways of doing similar things would be a nightmare. On the other hand, say I just wanted to do something like overhaul stealth, or add a new settlement area...I could likely build such a mod in a way it would play friendly with most other mods (except those that utilize the same area). Little incompatibilities with specific mods could be ironed out with changes and/or patches. In this case, its a good idea to try make your mod that way. Its all based on scope.
  15. Perhaps you should purchase the game for PC if you wish to use it on the PC. I'd recommend checking out the Steam Link as a possible option to play it on your TV still, or perhaps just an HDMI from your computer.
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