363rdChemicalCompany Posted April 14 Author Share Posted April 14 7 hours ago, Karna5 said: I'm very grateful for your offers, my friend, as well as for the spoilers you added. I'm okay already with the excerpts you gave. It gives me an idea of the intent and style of the mod as it was written, and I don't need more translations. I can't read the in-game terminals either, but again, I'm okay with that. This said, you've brought up a topic which I think is important to Fallout 4 modding. I apologize for having taken so long to answer your question, but I took the time to find and upload to YouTube a talking point on the subject you've raised, that of how the story in a mod is conveyed to the player. There's another thread in this forum about Fallout London, and I mentioned in it that one of the things I admire about mods like Commonwealth Slavers and Nuka Ride is that while they're written and made by JB., he also embraces the help of a whole community of modders to fine tune and enhance his gigantic quest mods. For instance, JB.'s primary language is not English. He's from Ecuador and is a native Spanish speaker. But he makes his mods, and then friends he makes on forums volunteer to either proof read his English or even to create AI text to speech for his mod. His Commonwealth Slavers, for instance, is 95% spoken. He also takes various other complex mods by other people and, working with them, incorporates them into his stories. Below is a short example I recorded of his Commonwealth Slavers mod in which his story telling is also acted by AI. It's adult topic, however, so I'm going to put it in a spoiler. Mods which don't have voice acting are not completely accessible to me, but I can still play them for the exploration and as applicable jump scares or combat. That's still fun to me. Also, a lot of mods which are voiced today did not start voiced. As I said, Nuka Ride, Commonwealth Slavers (and Problems of Survivor and many other large quest mods) began as text-only and got upgraded to voice by the help of people in the community who have the skill and enjoy the mods enough to help out. Some of those big mods are event translated to other languages with community help. But with regard to Wilderness, I think what you've explained and shared is enough. I'm ready to make some settlements if the story is text. Maybe some day it will have holotapes with AI voice acting, but that's not necessary either way for me to enjoy the od. Thanks again   Reveal hidden contents     Well we might have to find a way on the curse. Realistically there probably is not mechanism built into the mod by which the curse attacks settlers. But Spoiler but it can kill the player if he does not stay ahead of it. It is always following you and if you are slow or go to sleep for any extended amount of time it will kill you. the first warning sign is getting closer is the music changes to more tense then the next warning sign is hearing a loud heartbeat, perhaps your own? The actual act of stopping the curse is not on a terminal or a read. but its near impossible to figure out without reading the relevant terminal . You are a very seasoned player. I could give you a hint where to investigate and oyu could take it from there.  1 Link to comment Share on other sites More sharing options...
Karna5 Posted April 14 Share Posted April 14 22 minutes ago, 363rdChemicalCompany said:  Well we might have to find a way on the curse. Realistically there probably is not mechanism built into the mod by which the curse attacks settlers. But  Hide contents but it can kill the player if he does not stay ahead of it. It is always following you and if you are slow or go to sleep for any extended amount of time it will kill you. the first warning sign is getting closer is the music changes to more tense then the next warning sign is hearing a loud heartbeat, perhaps your own? The actual act of stopping the curse is not on a terminal or a read. but its near impossible to figure out without reading the relevant terminal . You are a very seasoned player. I could give you a hint where to investigate and oyu could take it from there.  Oh my gosh, that sounds so cool! Now I have to make a settlement and spend the night there! Funny thing is, I'm pretty sure I slept in that mod's zones at least 2 or 3 times because I use Darker Nights at the darkest settings, and sometimes I slept until morning so I could see better where I was exploring. I didn't realize there was an actual curse until you told me. I did die at least a dozen times to drowning, but now I can't remember if there was something else going on that I didn't notice So cool! Link to comment Share on other sites More sharing options...
Karna5 Posted April 14 Share Posted April 14 3 hours ago, 363rdChemicalCompany said: but it can kill the player if he does not stay ahead of it. It is always following you and if you are slow or go to sleep for any extended amount of time it will kill you. Hi, 363rd. Is it possible I solved the curse without realizing it when I explored the area pretty thoroughly a few days ago? I did get a big pop up and XP gain saying I solved the explore the peaks quest. [edit: I also got a secondary pop up when I turned on some kind of power switch.] I ask because today I built up a settlement fairly thoroughly (the Oyster Cannery because I like its large pier), and then I slept for several days. But there were no issues. I took no damage, and I didn't die. Maybe I solved the curse? As for the music, I just realized I never hear music because I listen to audiobooks when I play, so I never have music enabled. I didn't even think of enabling music, though I'm liking my audiobooks too much to turn it on now Link to comment Share on other sites More sharing options...
363rdChemicalCompany Posted April 15 Author Share Posted April 15 On 4/14/2024 at 11:14 AM, Karna5 said: Hi, 363rd. Is it possible I solved the curse without realizing it when I explored the area pretty thoroughly a few days ago? I did get a big pop up and XP gain saying I solved the explore the peaks quest. [edit: I also got a secondary pop up when I turned on some kind of power switch.] I ask because today I built up a settlement fairly thoroughly (the Oyster Cannery because I like its large pier), and then I slept for several days. But there were no issues. I took no damage, and I didn't die. Maybe I solved the curse? As for the music, I just realized I never hear music because I listen to audiobooks when I play, so I never have music enabled. I didn't even think of enabling music, though I'm liking my audiobooks too much to turn it on now you may have inadvertently beaten the curse through a certain action on an object at a given location. But please dont rob yourself of the wilderness experience bz not listening to the music.\It was especially composed for this mod. And hearing your footsteps in the grass is also part of the expereince... 1 Link to comment Share on other sites More sharing options...
363rdChemicalCompany Posted June 21 Author Share Posted June 21 Bumping this thread. Am back in the wilderness and the music is just so captivating. Sorry if my last answer was a bit cryptic, I did not want to add a powerful spoiler ot the open forum 1 Link to comment Share on other sites More sharing options...
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