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Modding scene not dead?


charwo

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To me a fallout is failed if the reason I play it not for Fallout, but for unrelated stuff. And since I play once in a while only for that workshop mode, I can say it's not as catchy as the previous games. But if you like building sure, it gives you a world of choices. Anyway, modding scene is not dead, but if nobody is willing to do and everyone expects mods to happen, it's gonna move slow.

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I have truly enjoyed the Tales from the Commonwealth mod and Ellen the Cartographer. I am looking forward to Fusion City and Maxwell's world, and I am eagerly awaiting Llama's mod Heather. I expect great quest and character mods to be released for Fallout 4 for the next several years and beyond. Maybe Someguy 2000 will return.

 

Skyrim SE may have taken some wind out of Fallout 4's sails, but mods will continue.

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I have truly enjoyed the Tales from the Commonwealth mod and Ellen the Cartographer. I am looking forward to Fusion City and Maxwell's world, and I am eagerly awaiting Llama's mod Heather. I expect great quest and character mods to be released for Fallout 4 for the next several years and beyond. Maybe Someguy 2000 will return.

 

Skyrim SE may have taken some wind out of Fallout 4's sails, but mods will continue.

 

I have 3 of those mods that you mentioned. Tales is a great mod that adds quite a bit of content like new quests and characters. I made my Ellen absolutely gorgeous. I have Fusion City and am looking forward to starting it. Also have Ransacked Relays and Shuddersome Subways by Trainwiz which adds a few more HARD places to explore. I've turned the Glowing Sea into Hell on Earth with more radiation, more enemies that spawn constantly and in larger groups-as it should be.

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Quest mods face two issues

- 4-option dialogue which means you need to provide 4 options even if you only have one or 20

- precombined data which locks all land meshes into one to improve performance, meaning any edits to the worldspace break that data and you either leave it as is or recreate it. Any mod changing that cell or surrounding cells will undo your precombined data.

 

You forgett to add: Every questsentence needs to be sounded. I have seen this by my own mod. I have only a small quest in it and there is not everything spoken by a voice actor (the player have no voice [actual in the next version will be more playervoiced]) but there have already 1-2 people complain about it. The standards go higher and higher and the modders need to do more and more and that means, mods need more and more time to come out (if a modder not give up in time between).

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Ahh, Tartarsauce, that video was SO LONG.

 

But it was worth it. I had said I would never buy another Bethesda product after Fallout 4, and now it's a sure thing. I *hate* the exploration combat gathering loop. And the more I watched that video, the less I ever want to paly Fallout 4 again. I liked Skyrim way better than Fallout 4. It was pretty, where Fallout 4 is hideously ugly. It had lost of real animals, it had a horse, the settlements were beautiful, and I could ignore most of the dungeon crawls.

I wish I'd never bought this game. And I'll be honest, I wish the license had died rather than Bethesda getting it. I'm out, thank you.

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Quest mods face two issues

- 4-option dialogue which means you need to provide 4 options even if you only have one or 20

- precombined data which locks all land meshes into one to improve performance, meaning any edits to the worldspace break that data and you either leave it as is or recreate it. Any mod changing that cell or surrounding cells will undo your precombined data.

 

You forgett to add: Every questsentence needs to be sounded. I have seen this by my own mod. I have only a small quest in it and there is not everything spoken by a voice actor (the player have no voice [actual in the next version will be more playervoiced]) but there have already 1-2 people complain about it. The standards go higher and higher and the modders need to do more and more and that means, mods need more and more time to come out (if a modder not give up in time between).

 

 

Expectations that mods will be fully voiced has been around for awhile. Gone are the days when players are pleasantly surprised that you bothered to voice your newly added characters. And honestly, even though it means more work for me, I agree that fully voiced mods are better than silent content stuffed into the middle of a fully voiced game. I'd feel differently about that if the vanilla content were unvoiced, or partially unvoiced.

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I'm on my second playthrough, with loads of mods and I'm loving it, or at least I was until I got on to Molecular Level and tried to build the teleport. I can build it ok, but when I hit spaceto wire it up, none of the parts are outlined as being connectable. It's driving me nuts.
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Well.... i, for myself i enjoy Fallout 4 much...... when its modded. The first time i played it, it didnt took long, till i decided to change something. I shot an NPC into his head, about 20 times and he still was walking...

This was the moment i decided to change it! I'm tinkering now on my mod for nearly 1 year, to bring it to perfection and make this game "f*#@ing immersive"! It's a great challenge to achieve that and i'm still eager to achieve that and the next update will probably hit the mark. It's a great joy to make the game better and see people enjoying your work.

 

Yes, probably a lot of modders now went to Skyrim SE, but they will come back. They just take a break from FO4. FO4 is not that bad as people say. It has a lot of weaknesses, specially the storyline... holy s#*! Bethesda, how could you. I don't fkn care about Shaun! Maybe someday, someone is so hard pissed from that whole s#*!, that he will remove everything related to the main story and create a new neutral storyline around it. That would be the best mod ever, that is created for FO4

 

Fallout 4 modding / Fallout 4 in general is not dead, at least for me.

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