Brigand231 Posted May 18, 2014 Share Posted May 18, 2014 Since FBZ has come up again... Could you, would you at some point possibly release the worldspace [and possibly cells] created and developed for FBZ as a potentially playable resource? Link to comment Share on other sites More sharing options...
Guest deleted2159825 Posted May 18, 2014 Share Posted May 18, 2014 I've considered it, but my stomach turns at the thought of publishing something so unfinished. When NVBIII is finished, I'll take it under consideration. Link to comment Share on other sites More sharing options...
reallancem Posted May 18, 2014 Share Posted May 18, 2014 He has finally done it (sort of)... http://www.youtube.com/watch?v=a5R_pS0h5Qk Link to comment Share on other sites More sharing options...
maybenexttime Posted May 19, 2014 Share Posted May 19, 2014 @Brigand I have to echo his statement. Perhaps one step further, do you mind modders either use if their own quest mods, or possibly (a long shot, I know), finish what you started? Link to comment Share on other sites More sharing options...
Guest deleted2159825 Posted May 19, 2014 Share Posted May 19, 2014 (edited) @Brigand I have to echo his statement. Perhaps one step further, do you mind modders either use if their own quest mods, or possibly (a long shot, I know), finish what you started?If an experienced modder comes to me with a serious plan, I'll consider it. However, I'm more protective of that project than most others. It's dead, but that doesn't mean I will easily relinquish it. EDIT: I don't know if any modders would feel like touching it, for the precise reasons that I stopped working on it. It's a hodgepodge of content from different development cycles, and it clearly reflects incongruity in quality between those modding sprints. The battle works... but I doubt most players could run it. Russell used a lot of the same mechanics in its little fracas, and ya'll all saw the issues that caused. You put a dozen or more defenders in play against random numbers of attackers, topped off with artillery, and the engine will s#*! itself sometimes. I can't begin to convey just how disappointed and frustrated I was when I put FBZ on the shelf, but I've moved on. It was a deeply personal project that I hated to leave unfinished, but there are other stories to tell in the Wasteland. After NVBIII, I might re-evaluate FBZ and consider something much smaller, or perhaps satisfy the NCR vs. Legion angst in Sinners and Slaves. But I must reiterate - FBZ is dead. Edited May 19, 2014 by someguy2000 Link to comment Share on other sites More sharing options...
Immodium Posted May 19, 2014 Share Posted May 19, 2014 I think once you finish NVB3 you should try to release more mods on the scale of something like The Inheritance. Sometimes its better to write a lot of short stories rather than some epic novel. so I'm looking forward to mods like The Message or a Someguy quest collection (or something like it) sounds like something that would add a little spice to New Vegas. Link to comment Share on other sites More sharing options...
Guest deleted2159825 Posted May 19, 2014 Share Posted May 19, 2014 I think once you finish NVB3 you should try to release more mods on the scale of something like The Inheritance. Sometimes its better to write a lot of short stories rather than some epic novel. so I'm looking forward to mods like The Message or a Someguy quest collection (or something like it) sounds like something that would add a little spice to New Vegas.When I started considering whether or not to resume modding, I took a long, hard look at everything I've done in order to dertermine what's practical as a mercurial modder. My motivation tends to run in 6-month bursts, so mods produced in that window usually get finished. I was very burned out when I released Russell (even if I didn't let on), and I was just looking for an out. Those goddamn updates to NVBI and NVBII (mainly the latter) were the most time-intensive thing I've ever worked on, period. For me, nothing is harder than revising and revamping old content, particularly if it's screwed up. I hate that Russell now has a reputation as a buggy mod, but it was my fault for releasing it prematurely and then sitting on it. Lesson learned. For NVBIII, my goal is to keep it focused on the main plot, and avoid feature creep at all costs (ahem, random encounters). With the main quest about 70% complete, I feel pretty confident about seeing it through to the finish. There still remains plenty of work to be done on interiors, dialogue, and what not, but the core content is shaping up nicely. The final act will require for me to expand my skill set (I try to do this with every mod), primarily in the are of camera manipulation via scripting. I've reverse-engineered capture sequences (like that in Dead Money), so I'll figure it out with some trial and error. It's nothing too fancy, anyway. Plenty can be communicated to the player through sound when the screen is black... :devil: God, I can't wait to share this mod with ya'll. It will probably spur some sharp opinions, but it sure as s#*! won't be predictable or boring. Thanks for the support, all! Link to comment Share on other sites More sharing options...
RangerBoo Posted May 19, 2014 Share Posted May 19, 2014 I think once you finish NVB3 you should try to release more mods on the scale of something like The Inheritance. Sometimes its better to write a lot of short stories rather than some epic novel. so I'm looking forward to mods like The Message or a Someguy quest collection (or something like it) sounds like something that would add a little spice to New Vegas.When I started considering whether or not to resume modding, I took a long, hard look at everything I've done in order to dertermine what's practical as a mercurial modder. My motivation tends to run in 6-month bursts, so mods produced in that window usually get finished. I was very burned out when I released Russell (even if I didn't let on), and I was just looking for an out. Those goddamn updates to NVBI and NVBII (mainly the latter) were the most time-intensive thing I've ever worked on, period. For me, nothing is harder than revising and revamping old content, particularly if it's screwed up. I hate that Russell now has a reputation as a buggy mod, but it was my fault for releasing it prematurely and then sitting on it. Lesson learned. For NVBIII, my goal is to keep it focused on the main plot, and avoid feature creep at all costs (ahem, random encounters). With the main quest about 70% complete, I feel pretty confident about seeing it through to the finish. There still remains plenty of work to be done on interiors, dialogue, and what not, but the core content is shaping up nicely. The final act will require for me to expand my skill set (I try to do this with every mod), primarily in the are of camera manipulation via scripting. I've reverse-engineered capture sequences (like that in Dead Money), so I'll figure it out with some trial and error. It's nothing too fancy, anyway. Plenty can be communicated to the player through sound when the screen is black... :devil: God, I can't wait to share this mod with ya'll. It will probably spur some sharp opinions, but it sure as s*** won't be predictable or boring. Thanks for the support, all! So long as you don't have it end like Mass Effect 3 I'll be a happy lady! :teehee: Link to comment Share on other sites More sharing options...
Necromage5 Posted May 19, 2014 Share Posted May 19, 2014 (edited) The Courier isn't going to be physically broken by this experience, right? Just emotionally and spiritually? I have to say that Marko is looking to be a much better final enemy than Ulysses or Legate Lanius ever could be. Will people in any future mods you make recognize that we faced him? Maybe a "that's the guy who killed Caesar!" style reaction from generic NPCs Edited May 19, 2014 by Necromage5 Link to comment Share on other sites More sharing options...
Brigand231 Posted May 19, 2014 Share Posted May 19, 2014 If an experienced modder comes to me with a serious plan, I'll consider it. However, I'm more protective of that project than most others. It's dead, but that doesn't mean I will easily relinquish it. I was literal when I said "resource". I was thinking of using the worldspace and cells to potentially represent Arizona, New Mexico, and Southern California as needed for "sets" for my story; as you know, my protagonist has business in those areas in the past and future. Anything you would be willing to share is that much less I'd need to fabricate on my own and some of the locations you've shown off had me drooling from the get go. I'd love to put them to use instead of knowing that nothing may ever be done with them. If I did develop anything release-worthy out of it I'd be more than happy to share, but my plans/intent was to create something more like movie sets as needed in different locations. On that note, if anybody has sets for New Reno, Vault City, Klamath, Modoc, Sac-Town [sacramento], San Fran... Link to comment Share on other sites More sharing options...
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