Godspine Posted October 30, 2013 Share Posted October 30, 2013 I'm a beginning modder, and for a few weeks I've been sketching out an idea for a small/medium sized quest mod in a wasteland based around Seattle, WA. I live in Seattle and know the city really well, and I can definately picture it working REALLY well in a Fallout game (I'm surprised they haven't done it yet). I have a few rough drafts of the questline, locations, NPCs, etc. that take place in this mod. However, I have no idea how to do this. This probably won't happen but I thought it would be at least a start if more experienced modders who knew how to create elaborate worldspaces and in-depth questlines would see this post and find it interesting. I probably wouldn't be able to help beyond creating NPCs and mapping out the wasteland, but its worth a shot, if anyone is interested. Just respond I guess. It's more of an idea to base something off of than an actual pitch at a mod, but...yeah. Link to comment Share on other sites More sharing options...
bjornl Posted October 31, 2013 Share Posted October 31, 2013 Interesting, but I think you should cut you teeth on something smaller. Maybe just Vashon Island or even Gasworks.... Warren Magnus park would be interesting since it is a old military base. Just place some ruins as blockages. Link to comment Share on other sites More sharing options...
Dudeman325 Posted October 31, 2013 Share Posted October 31, 2013 (edited) No offense, but if you're attempting to start a mod project that requires collaboration, most modders like to see that the person starting the project has at least some knowledge and capability with the tools that will need to be used. Your best bet would be to try to learn how to do as much as you can with at least the GECK, and have something very rough to show for it first. I really don't mean to sound rude, its just that new worldspaces are a HUGE undertaking, which is why there are so few of them. Its a project that's incredibly heavy on workload, and more often than not they tend to fall apart due to issues between contributors. Edited October 31, 2013 by Dudeman325 Link to comment Share on other sites More sharing options...
Godspine Posted November 2, 2013 Author Share Posted November 2, 2013 No offense, but if you're attempting to start a mod project that requires collaboration, most modders like to see that the person starting the project has at least some knowledge and capability with the tools that will need to be used. Your best bet would be to try to learn how to do as much as you can with at least the GECK, and have something very rough to show for it first. I really don't mean to sound rude, its just that new worldspaces are a HUGE undertaking, which is why there are so few of them. Its a project that's incredibly heavy on workload, and more often than not they tend to fall apart due to issues between contributors.Thanks. I've actually been trying to learn a little, and I get the real simple stuff (not enough to work with someone else really), but I understand. I'm going to leave this up in case anyone with more experience wants to do it/I get the hang of more complex worldspace building within the next several months. Link to comment Share on other sites More sharing options...
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