jonnyetiz Posted December 1, 2015 Author Share Posted December 1, 2015 Just updated the post a bit. Link to comment Share on other sites More sharing options...
jonnyetiz Posted December 3, 2015 Author Share Posted December 3, 2015 We really need a modeler to get started, and a few more voice actors wouldn't hurt.. Link to comment Share on other sites More sharing options...
jonnyetiz Posted December 5, 2015 Author Share Posted December 5, 2015 If we get modelers, we could start now! Link to comment Share on other sites More sharing options...
Danneyo Posted December 5, 2015 Share Posted December 5, 2015 Learn blender. Link to comment Share on other sites More sharing options...
Danneyo Posted December 5, 2015 Share Posted December 5, 2015 https://youtu.be/XLoAwcGQb_g I used that tutorial. Link to comment Share on other sites More sharing options...
JohnDoe0722 Posted December 5, 2015 Share Posted December 5, 2015 | Not sure how far along this mod has gotten since its inception, however the biggest thing I've noticed is that unless mod creator already can do a decent amount of the work themselves, it's best to start small. Over ambitious projects tend to loose steam because so much work is required and there's no one to back it up. This actually happened to a project of my own for New Vegas. So it's best to pace yourself. If your main project still isn't gaining enough speed, think smaller. Rather than creating tons of new material for a big mod, use current models and just retexture them to fit your needs. Instead of creating a new worldspace or adding a lot of new buildings, repurpose pre-existing buildings that don't overlap with major plot/side quests. Once the smaller project is finished, assuming it does well you'll have more experience and notoriety within the community. This would allow you to have the potential to bring in more people for future projects, like what you originally set out to accomplish here. I was looking to do a similar mod with F4 involving the Enclave, so that being said I'd be interested in helping out if possible. While I currently don't have any skills with Blender/3DS Max (slowly learning though), I'd be able to help seek out potential texture artists and modelers. I'd say I could help with the story, but it seems you already have someone filling that position. Either way, I'm looking forward to seeing this mod progress and wish you the best of luck! | Link to comment Share on other sites More sharing options...
jonnyetiz Posted December 5, 2015 Author Share Posted December 5, 2015 | Not sure how far along this mod has gotten since its inception, however the biggest thing I've noticed is that unless mod creator already can do a decent amount of the work themselves, it's best to start small. Over ambitious projects tend to loose steam because so much work is required and there's no one to back it up. This actually happened to a project of my own for New Vegas. So it's best to pace yourself. If your main project still isn't gaining enough speed, think smaller. Rather than creating tons of new material for a big mod, use current models and just retexture them to fit your needs. Instead of creating a new worldspace or adding a lot of new buildings, repurpose pre-existing buildings that don't overlap with major plot/side quests. Once the smaller project is finished, assuming it does well you'll have more experience and notoriety within the community. This would allow you to have the potential to bring in more people for future projects, like what you originally set out to accomplish here. I was looking to do a similar mod with F4 involving the Enclave, so that being said I'd be interested in helping out if possible. While I currently don't have any skills with Blender/3DS Max (slowly learning though), I'd be able to help seek out potential texture artists and modelers. I'd say I could help with the story, but it seems you already have someone filling that position. Either way, I'm looking forward to seeing this mod progress and wish you the best of luck! |Yeah, I can do pretty much everything aside from SFX/Voices/Models. We will probably, until we get a modeler, just re-texture things from Fallout 3 and New Vegas. We just want it to look really nice, and meet 2015/16s standards. Link to comment Share on other sites More sharing options...
TimeLadyKatie Posted December 5, 2015 Share Posted December 5, 2015 I'm working on a few quest mod ideas so I'd love to collaborate on the writing and development of an Enclave mod, I messaged you about this. I also can talk to some of the voice actors I've lined up for my own project. Link to comment Share on other sites More sharing options...
jonnyetiz Posted December 7, 2015 Author Share Posted December 7, 2015 (edited) We got a modeler! We still could use another modeler, some voice actors, and an SFX creator wouldn't hurt. An animator would be helpful, but not really required, for the new power armor frame* Edited December 10, 2015 by jonnyetiz Link to comment Share on other sites More sharing options...
jonnyetiz Posted December 10, 2015 Author Share Posted December 10, 2015 Okay, We're sort of starting the modeling/writing process, so look forward to more and more reveals! Link to comment Share on other sites More sharing options...
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