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ecutruin

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Everything posted by ecutruin

  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.
  16. Actually breaking the project up into modules makes perfect sense. However, there is a difference between breaking the project into modules and making the project modular. I'll give an example from what I want to do. One aspect of the overhaul I intend on making involves overhauling the way resources are handled within settlements. Instead of food just giving you a food rating, it would actually store the food items in the settlement's stores and NPCs would eat as needed depleting said stores. The food value shown would give you an idea how well the settlement is doing in terms of that. Now, I will likely be making completely new farming objects to work off of this as I go. I'll be breaking up the project into modules which handle different factions and such to allow you to get started sooner. However, each module will still depend on a core functionality to work and you cannot have say the new structures without said core. Could I make it work with the current food system and then do something special when working with mine? Sure. However, that would mean I'd have to essentially make the module twice. One for my system and one for the default. How easy this is to do depends on how intertwined my various systems end up being. See what I mean? I could do this still, despite the issues...but doing so means it takes time away from other projects and since its essentially two mods, there is essentially twice (or more) the chance of bugs appearing. All in all, its not truly a better option. Totally agree my friend. I've also started down the road to introduce some of the elements you've mentioned when it comes to farming. My plan is to make a solid core that acts as a mini DLC of sorts.. and once the framework of that is complete... building modules to let you do other things with that core. Right now I have armor, weapons, outfit, misc crafting along with new resources (charcoal, iron, Chrysotile, Sulfur, milk, non-irradiated meats/food, organic crops (non-irradiated), new generators, water purifiers (that give you purified and dirty bottled water, new recipes, etc. I have it where you can weave ballistic fiber and apply it to all of your outfits/armor, you can wear outfits under armor, etc. So much to do. Anyway, I really want to make this enhance role playing and questing in a 1,000 different ways without you needed 50 mods to do it. If you ever like to collaborate on this, let me know. Good luck with your mod! Appreciate the offer of collaboration. I'd totally consider it once I actually have a reasonable semblance of the experience I wish to create playable. Since a few differences between desired experiences could cause conflicts in a modding teamwork environment, I want to have my desired experience available to show. I'll keep ya in mind though, once I get things going. We're (me and my friend) planning on de-coupling the main story and then basically remaking the game starting at the top-left and working our way towards bottom-right. So, I'd say probably after Sanctuary or so is playable, we'll be able to give a decent idea as to what we're planning.
  17. Basically it sounds like they are getting into a discussion. Kind of like joining a democracy where you aren't quite sure what is going to be decided as of yet. I don't think that is a bad way to go about things. Get people talking and hopefully come up with a few common goals, and for those who decide they don't like the consensus, they aren't forced to stay. Not the direction I am going, but an interesting idea. The idea of a 'Modding Confederation' interests me, where everyone agrees on certain things and works toward the good of the group, but are still independent and able to pursue their own dreams. Not saying it would work, just the idea is intriguing. This is actually the way I saw it as well. However, I think this approach is generally not a very good one in a non-commercial environment such as hobby modding. If Bethesda was going paid modding this time around, I'd see this as a great idea as people could get paid for their work towards a project decided on by the group...but as that is quite unlikely I don't see it all that beneficial for most. Why? Because modding is about making the game what you want to play. Unless EVERYONE in the group wants to do the same focused plan, what incentive is there to work on something that I honestly am not too interested in? Which overall means a general goal should be provided first and recruitment to said goal afterwards. To cite an example... I want to overhaul the game...quite completely. Its going to be a horrible and time consuming effort, but I'm not currently recruiting anyone. It is currently just myself and one other friend looking at taking this on and we plan to do it quite methodical (which means only a portion of the world will really be super useful until we overhaul the rest). Until I actually have a reasonable amount of playable experience showcasing exactly what we intend on doing first hand, we probably won't even look at recruiting anyone extra at all. This is because we mod for us...the experience we wish to play...and I think that is really how people should make mods in general.
  18. This sounds pretty neat. I like the idea of people/creatures actually recognizing that it might be a dumb idea to shoot at the walking tank.
  19. It would actually be allowed for him to create a new object that acts like a solar panel using a model reference from within FO4, with a new texture though. Which, I believe is what he was saying by using the slanted roof. Now...that makes me quite curious. I wonder if you can make a roof object (aka one that is snap'able) that also supplies power.
  20. I'll be honest, Beacon...seems quite odd to try to form a team to create something that you haven't actually even decided on yet. I don't know, but you really come off as a game development recruiter more than a mod author. In my eyes, mods are created to change the game towards an experience that the author wants to play. What kind of experience are you looking to make? You say you have multiple people already on the team...what do they wish to make? All that said, I am curious to see what you guys do...but the way you are coming off leaves me very cautious about joining.
  21. Actually breaking the project up into modules makes perfect sense. However, there is a difference between breaking the project into modules and making the project modular. I'll give an example from what I want to do. One aspect of the overhaul I intend on making involves overhauling the way resources are handled within settlements. Instead of food just giving you a food rating, it would actually store the food items in the settlement's stores and NPCs would eat as needed depleting said stores. The food value shown would give you an idea how well the settlement is doing in terms of that. Now, I will likely be making completely new farming objects to work off of this as I go. I'll be breaking up the project into modules which handle different factions and such to allow you to get started sooner. However, each module will still depend on a core functionality to work and you cannot have say the new structures without said core. Could I make it work with the current food system and then do something special when working with mine? Sure. However, that would mean I'd have to essentially make the module twice. One for my system and one for the default. How easy this is to do depends on how intertwined my various systems end up being. See what I mean? I could do this still, despite the issues...but doing so means it takes time away from other projects and since its essentially two mods, there is essentially twice (or more) the chance of bugs appearing. All in all, its not truly a better option.
  22. I actually disagree with this. Not because it isn't nice, but because if you really want to make a lot of changes to the game, you will spend excess time making things modular. This can lead to additional bugs, supporting what amounts to multiple mods, etc. It seems like a great idea to make everything modular in concept, but in practice...unless you're only planning to do a very focused mod, it ends up hurting more than helping. If someone really wants your X with so-and-so's Y...let them make a patch to do that. I think it'll save yourself (and your team) a lot of headache that way.
  23. I think you can do a ton without the G.E.C.K. currently if you simply take the time to learn. As to your specific question, since most clothes are not junk items, I'd assume the only way to do so would be to make a mod to allow them to be scrapped at a crafting table (I am using a mod that adds power armor mods to glasses and other similar helms and you can scrap many of the headpieces for glass). Alternatively (but way more challenging), you could possibly write a script using the workarounds and PEX Upgrader that can convert unworn clothes to cloth on an as-needed basis when you're looking to craft. I'd probably suggest the workbench solution though as it is a whole lot cleaner.
  24. Honestly, you should make your mod the way you want as if you were in a bubble and nothing else existed. It may sound odd to say that, but in my experience, authors that worry about their mod being too similar to other mods tend to bend their vision to avoid that and as such end up not making what they wish to play. This leads to less interest in the mod in the long run and in many cases leads to a worse mod. Focus on what you want to play and implement that. Even if there are only extremely minor differences between your mod and another, those differences will shine as alternative options for players.
  25. I have not dived into the mod files quite yet and if no-one is able to do this quickly, I'll probably take a look at it myself... What I'm requesting is someone to make it so that syringer rifles can drop from legendary creatures with legendary affixes. I would appreciate only adding affixes that make some logical sense. I think this is one of the most interesting weapons Fallout 4 has and it seems a bit odd that it doesn't have legendary variants.
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