lorddehitman Posted April 6, 2016 Share Posted April 6, 2016 (edited) Hey guys! I'm a Level Designer, been playing Bthesda's games since Oblivion and been modding for a bit as well. About half a year ago I started to work on my own mod for Skyrim - Gjolmer, but I've stopped, because I had to leave for a couple of months and had no access to my PC. While I was gone I've decided that I've had enough of Skyrim's Creation Kit and decided to start working on a mod for Fallout 4. So, here is what it will be about: Completely new worldspace (Seattle, Washington), planning on having it 4x4 km, got an approximate heighmap already done, just gotta test in Fallout 4's Creation Kit once it will be out. If I won't be able to import it then I'll create it again manually (I doubt that I'll fail, but even if I will it won't take more than a week to recreate it manually). Mod will start with player being captured by a faction of bandits that already took control over a few cities and want to expand their territory. Player will escape and he will be found by a friendly faction that will ask him to repay them for helping by completing a bunch of side quests. Once player will complete a few quests for them he will be asked to unite 3 different weak factions nearby and create one strong one out of them. He will do that by completing a few more quests. Once that will be done raider's attack will be launched at this new faction. Player will have to defeat all of the attacking raiders. After the battle 3 leaders of the factions that player has united will make him leader of this new faction. Player will be able to choose what kind of faction this is going to be - something like Caesar's Legion, Great Khans, NCR, Enclave and etc. Player will be able to capture other settlements, establish some new ones or persuade other factions to join his. Once his empire will become big enough another major faction will declare war on player's faction, they will strike hard and fast, player will be losing in the beginning but he will be able to capture everything back and destroy the other major faction or he could try to convince them to join his faction. Player will have to maintain his settlements - build things like hospitals and trade depoes there. Also he will be able to capture and rebuild old factories to manufacture weapons and armour for his troops, or a power plant to provide electricity to a couple of settlements. These factories, power plants and etc will require specific personnel that player will have to find and recruit. Some of them will be easy to convince to join his faction, some will be more difficult and will have proper quests. I will write down later more details, a bit tired of writing atm :wink: ATM I'm preparing for Creation Kit for Fallout 4: doing research on the area around Seattle, trying to remember how to write scripts, trying to write dialogues and quests with "Free-Mind"... "Design document" is sort of done, I guess it's about 10 pages long, but I tried to keep this post short and not bore people with too many details. I'm looking for a few skilled people, but if you like the idea of the mod and you think that could bring something more to the project - PM me. Available Position: Interior Level Designer - create interiors out of meshes, build nav mesh, add fx and sounds, work with lighting. You will be able to create pretty much anything you like for as long as interior won't be bigger than it's exterior model. Quest Scripter - create quests, script and test them, to make sure that every possible choice that player can make will have a consequences/dialogue about it Writer - write stories for quests, dialogues, all sorts of journals, notes, terminals... I'll be busy with exterior level design, scripting here and there, maybe writing down some quests, dialogues, throw ideas to others and supervise the project. Cheers for reading! Best regards, LoRDHitMan Edited April 6, 2016 by lorddehitman Link to comment Share on other sites More sharing options...
TheTalkieToaster Posted April 6, 2016 Share Posted April 6, 2016 Since you didn't manage to finish your earlier large mod, it'd be a better idea to start on something smaller. It's very hard to assemble a mod team, and even harder if you don't have much of a portfolio. Since you know your way around the CK, making something smaller that doesn't rely on other people, then expanding, would work better. (Well, you can 'assemble' a team but they won't do anything of use) Link to comment Share on other sites More sharing options...
SlashSgt Posted April 11, 2016 Share Posted April 11, 2016 Would have to agree with TheTalkieToaster on this. You're being very ambitious, overly so. You're essentially talking about an entire new game-plot. Do a smaller-scale mod on your own or with a couple of people, then once you've got that experience and publicity under your belt, come revisit this idea if you still care. That said, the idea isn't bad at all, but there are aspects that would be a mod in themselves (i.e. rebuilding a factory into a working manufacturing unit). Potentially invest some time into figuring these things out and releasing them as smaller independent mods, if you're heart-set on this plan. Link to comment Share on other sites More sharing options...
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