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Recruitment for new mod


bond12

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I am looking for people who is interested in making of a new mod and want to help me out with it.

Here is two requirements:

 

  1. * Got som experience in the G.E.C.K.

 

  1. * Have done anything from a small piece of scratch to a major mod.

 

If you are interested write me a private message which contains the following:

 

  • What are you familiar with in the G.E.C.K (Such as Scripting, Quest making, Level design etc...)
  • How much time can spend to help out with the mod?
  • And finally a suggestion on what kind of mod we should make.

 

 

// Sincerly Bond12

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Is experiance with FNVEdit sufficient instead of GECK experience? I've put in more hours caring for and updating a mod than I care to admit using FNVEdit. The only thing I use GECK for is putting in containers and I stink at that.
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I was thinking of making a new Quest-line, but with some new buildings, weapons, other, misc, etc...etc, and put together this with several mod files.

But the problem i got you see is that it would take a lot of time doing this by your self, as i plan to finish this in approximate one month or so.

 

The level design design with objects shouldn't be much of a problem, but the skybox, the teleport function with doors, the quest editor, icons, balancing weapons, enemies...

 

So that's why i am searching for people who is interested and may want to come up with some fresh ideas :)

Edited by bond12
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I was thinking of making a new Quest-line, but with some new buildings, weapons, other, misc, etc...etc, and put together this with several mod files.

But the problem i got you see is that it would take a lot of time doing this by your self, as i plan to finish this in approximate one month or so.

 

The level design design with objects shouldn't be much of a problem, but the skybox, the teleport function with doors, the quest editor, icons, balancing weapons, enemies...

 

So that's why i am searching for people who is interested and may want to come up with some fresh ideas :)

 

I think what some people are asking is what is the topic of the mod? You mentioned new buildings, weapons, etc. and several mod files.

 

In my opinion, it's probably best to 'start' the mod yourself. If you're thinking about a new questline, maybe you should design the questline in writing first. Obviously you do not want to give away the whole mod, but perhaps you're being a little too vague.

 

Many people will probably be available to make a couple meshes/textures for you (or you can ask permission and use existing ones from nexus). If you get a good storyline and some general ideas of what you want to happen, then maybe more people will be more interested knowing the context of the mod.

 

Edit: then you can gauge interest and see how many people will not just be a part of creating the mod, but actually download and use it.

Edited by PaladinRider
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I was thinking of making a new Quest-line, but with some new buildings, weapons, other, misc, etc...etc, and put together this with several mod files.

But the problem i got you see is that it would take a lot of time doing this by your self, as i plan to finish this in approximate one month or so.

 

The level design design with objects shouldn't be much of a problem, but the skybox, the teleport function with doors, the quest editor, icons, balancing weapons, enemies...

 

So that's why i am searching for people who is interested and may want to come up with some fresh ideas :)

 

I think what some people are asking is what is the topic of the mod? You mentioned new buildings, weapons, etc. and several mod files.

 

In my opinion, it's probably best to 'start' the mod yourself. If you're thinking about a new questline, maybe you should design the questline in writing first. Obviously you do not want to give away the whole mod, but perhaps you're being a little too vague.

 

Many people will probably be available to make a couple meshes/textures for you (or you can ask permission and use existing ones from nexus). If you get a good storyline and some general ideas of what you want to happen, then maybe more people will be more interested knowing the context of the mod.

 

Edit: then you can gauge interest and see how many people will not just be a part of creating the mod, but actually download and use it.

 

 

Yeah I've got to agree with Palanden here. I think you need to flesh out what your trying to accomplish. You may have an idea, but really you need to grab it, and start it off. Geck absolutly sucks. Most godaweful thing I ever ran across. BUT it makes my mod go, so I have to use it. Anyway good luck with the initial start. It is very time consuming though. Im almost 1 and half months into mine, and its just now starting to take some shape. Too bad I have a lot of scripts to write. And on top of it, another mod to support this one. WTF was I thinking, no clue, but its kewl to do. Take your time and enjoy it.

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Im great with building/house mods

 

also great at retexturing

 

as far as 3d modeling and creating scripts, im sort of a newbie, but learning

 

im working on a mod that brings tennpenny tower to the mojave but when im done id be happy to help out

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