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Why isnt there a single new Content Mod? New area, missions, anything?


contrails33

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I'm working on one. Here's why it's not out yet - a cell takes weeks to make. A dozen cells takes months. Scripting with papyrus - I don't know how and need help (game developers have whole teams working together you know) creating new assets - I'm trying but it's hard. The ck has been out only several weeks so... And the ck is the most non-intuitive piece of garbage I've ever used, the official ck site has no tutorials, and the feedback on the nexus when I post wip images is practically non-existent so I have zero motivation. Oh oh... and I have a life (I'm not a robot). There's my answer.

 

EDIT - in a few more days the CK will have been out, in BETA, for 2 months. Here's what the official CK tutorials page still looks like:

 

http://i.imgur.com/eudCbTL.jpg

Edited by RaffTheSweetling
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I might be way off base but all I can find under mods is tweaks or improvements to existing content. There isn't a single new mission line mod or new area to explore? I loved fallout 3 because the mods completely changed the game and gave you a second replay new an unexpected twists and turns. All I see are cosmetic mods, tweak mods etc nothing new? I want to replay the game but I'd like something new before I go about it.

 

 

Oooookay. I've worked on quest mods for everything from Morrowind to Skyrim and let me just say three words: THEY. TAKE. FOREVER.

 

 

Continued:

 

Especially if you're doing it all on your own.

 

Making quests and storylines takes a lot of time, and when Bethesda switched from their old scripting language to Papyrus, things just got more complicated. Don't get me wrong; Papyrus is a great scripting language with a lot of control given to the modder, but the thing of it is that there are things about it that are better and things about it that are worse than the old language.

 

Either way, the added complexity takes time to assemble everything. Then there's the voice acting, which anymore is required since Fallout 4 has EVERYONE, protagonist included, being voiced. That means that in addition to making the mod, you have to find voice actors, including ones that sound relatively like Nate and Nora (the male and female Sole Survivor, respectively).

 

Then there's the part that every modder, coder, and computer science student is painfully aware of, HATES, and yet knows is necessary; DEBUGGING.

 

Ugh.

 

Making the mod takes long enough; working the kinks out just takes even longer.

 

ESPECIALLY IF CUSTOM INTERFACES ARE INVOLVED. UGH... Flashback to my programing class and one of my really old mods for Oblivion (word of advice for Oblivion; you can't normally talk to animals like you could in Morrowind or Skyrim and trying to make case handling for all the buttons and whatnot to get them to "talk" and "speak" is a pain)...

 

Ugh. Now I'm rambling. Sorry about that.

 

But the thing is this; making quest mods takes a long time. I'm in the process of making at least 2 mods right now (one quest and one non-quest) and the quest one is really small. I don't think I'll be able to get it done until the end of next month at the earliest. Just be patient. Making mods for a complex game like Fallout 4 takes a lot of time in order to get right, but once they are done the ones that are done right will shine like diamonds in a coal pile.

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I might be way off base but all I can find under mods is tweaks or improvements to existing content. There isn't a single new mission line mod or new area to explore? I loved fallout 3 because the mods completely changed the game and gave you a second replay new an unexpected twists and turns. All I see are cosmetic mods, tweak mods etc nothing new? I want to replay the game but I'd like something new before I go about it.

 

You are way off base because of the time frame in which you are asking this.

 

These kind of mods take a lot of time, and the Creation Kit was only just released in beta on April 26th. Up until the first few updates it pretty much crashed too much to really make much. So that almost 2 months combined with all the time it took to get the crashes to stop and the time it took to learn the new aspects that have been changed in Fallout 4 that means most people have only had about a month to work on this stuff.

 

There are still quest mods for New Vegas being finished all these years later...

 

https://www.youtube.com/watch?v=5nenXX9wQRY

 

So you can't simply expect people to build that kind of stuff in one single month.

 

I am building a quest mod that adds a simple 2 hours of content and has 3 new interior spaces and a couple small towns. It is mostly a dialogue based quest with a few dungeons and a simple boss fight. Before the Creation Kit came out, for that simple 2 hours of gameplay, I had filled 5 different notebooks with 400 some pages of dialogue and writing... I had filled 3 different sketchbooks with maps, diagrams, and concept art.

 

That is just pre-production, I am currently only about halfway done with my interiors. I still have to script all the quests and put all the dialogue/voice acting into the game. Then I still need to 3d model some of the custom items for my mod.

 

 

 

This stuff takes 6 months to a year to make, you are totally out of line expecting it in a month.

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Bull... I want mods now if not yesterday or even the day before that..... All you mod authors are just a bunch of ungrateful slackers. This is what happens when you start getting paid big bucks..... :verymad: :teehee: :smile:

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Some people don't want to work on mods until all the DLC's are out and Bethesda has slowed down / stopped patching the game.

 

This is so they don't have to mess with having to updating their mod every time some new patch comes out or what not. Or worse, end up making a mod which gets largely broken requiring it to be started over completely.

Edited by Astral Nexus
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Bull... I want mods now if not yesterday or even the day before that..... All you mod authors are just a bunch of ungrateful slackers. This is what happens when you start getting paid big bucks..... :verymad: :teehee: :smile:

Im sorry, i tried but i think the "make mods" button of the creation kit must be broken

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Bull... I want mods now if not yesterday or even the day before that..... All you mod authors are just a bunch of ungrateful slackers. This is what happens when you start getting paid big bucks..... :verymad: :teehee: :smile:

Im sorry, i tried but i think the "make mods" button of the creation kit must be broken

 

Excuses, excuses.... :laugh:

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I would like to say two things.

 

1. Modding takes time.

2. Many modders become overambitious, then get swamped in work, and then panic and stop working on the mod.

 

 

 

If I may advertise my own mod, a new landmass:

http://imgur.com/a/nm62o

 

It is still WIP, however to not fall prey to my own ambitions, I keep my timetable reasonable. And the scope. I plan to have a first release ready with the next 3 weeks. It will contain the landmass to explore, with some locations and things to find strewn across it. Also some workshop locations. It won't contain quests, npcs, and expansive interior areas. These are planned for the second release. That will contain a quest, a short one, with hopefully good quality. It will not be a total conversion mod that will take years to make. Before starting on this project, I established a clear goal. Which was to release something solid. With sandbox playability (workshops) and a quest.

 

I would also like to advise other modders to focus on creating something good within a reasonable time, instead of aiming for supreme quality and quantity. A good released mod beats a great one that was never finished.

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