renshinplays Posted March 24, 2017 Share Posted March 24, 2017 hey umm yeah.... i miss new vegas but i like the fallout 4 mechanics and gun play too much to go back, i've stumbled on some free time and well i just want to start this as a passion project, starting out of no experience modding at all and looking up tutorials on youtube and don't worry i do know how idiotically hard and stupidly naive i sound, that said anyone wants to help?all i've got are plot ideas factions and a half way decent way arround a drawing tablet... Link to comment Share on other sites More sharing options...
mkr1977 Posted March 24, 2017 Share Posted March 24, 2017 On the mod requests forum, sometimes small mods are fulfilled, but then only very rarely. Large scale mods like the one you are talking about are never fulfilled. If you want to start modding try starting small to get experience. Once you have some experience modding then you will then have the credibility to assemble a team for a major mod. Link to comment Share on other sites More sharing options...
renshinplays Posted March 24, 2017 Author Share Posted March 24, 2017 yeah i figured that would be the general response, ah well i'll go solo for now, untill i have the first city build thanks anyways Link to comment Share on other sites More sharing options...
greekrage Posted March 25, 2017 Share Posted March 25, 2017 (edited) yeah i figured that would be the general response, ah well i'll go solo for now, untill i have the first city build thanks anyways open some of my location mods in the ck and have a look at them... I have several new locations as well (new land mass etc....). I want you to see what is involved in making one single location the size of a small town ...before you even try to think of doing a city... Just putting down some buildings is the easy part......the hard part is after that when you have to deal with navmesh ,location data,quests etc... and that my friend needs to be learned well or nothing will work and will be a constant headache of bug reports.. There are several tutorials on doing most of the stuff needed...but since every mod is in a way "unique" you will all ways bump into a wall where some question or other hasnt been answered...and would have to figure it out on your own. To do a City it takes A LOT of planning and something the size of Lexington for example could take months to do... Edited March 25, 2017 by greekrage Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted March 25, 2017 Share Posted March 25, 2017 I hate to say this to people, so I won't. Instead I'll say to do a small location first. A little bunker or a nice house out in the middle of nowhere. See where that takes you. =) Much the same way Greek started. ;-)By now, if he really wanted to, he'd probably have the noteriety to build a small team, be able to contribute well, and build a smallish city of sufficient (game) depth to do well. =)...still could take a year or so, however. Link to comment Share on other sites More sharing options...
Greslin Posted March 26, 2017 Share Posted March 26, 2017 I hate to say this to people, so I won't. Instead I'll say to do a small location first. A little bunker or a nice house out in the middle of nowhere. See where that takes you. =) Much the same way Greek started. ;-)By now, if he really wanted to, he'd probably have the noteriety to build a small team, be able to contribute well, and build a smallish city of sufficient (game) depth to do well. =)...still could take a year or so, however. I'm okay with saying it. The Bethesda modding community, while often a bubbling cauldron of awesome creativity and ingenuity, is also a vast graveyard of unfinished ideas. WAY too many start out saying, "I've never modded before, but I have some ideas, and I want to create this vast OMG amazing overhaul - who's with me?" and then lose interest in a couple of weeks and it never turns into anything. The worst are the ones who create a page on Nexus with all the "coming soon" announcements, and then never actually release anything. Look at what happened with the Black Mesa mod for Half Life 2. That thing's been in development for going on 15 years and it STILL isn't done. I'm not trying to be discouraging here, but if you're serious, please do yourself a gigantic favor and scale back your ambitions. Find one very small aspect of your idea - a weapon, or some new and simple game mechanic - and work on implementing that. Make it something that you can release quickly, that doesn't need the rest of your magnum opus in order to work. Make your little mod do that ONE THING really, really well. Bullet proof the sucker. Make it shine. You'll learn a thousand times more about modding in a week than you will going the Grand Dream route. Because make no mistake, this stuff is hard to do right. It's easy to do badly. We all have had that experience when we're excited by an idea, crank out that first mod draft quickly, and then some obscure emergent bug pops up.. and that takes a week to sort out.. and then the fix breaks a quest.. another week.. and then in the process, you notice some little obscure engine behavior and think, hey, I bet I could do something with THAT.. another quest broken.. and so on and so forth. The real modding process is a grind, and you really have to be willing to work long and hard over little things. So again, not trying to be discouraging by asking you to scale it down. I'd love to see more great mods. I've just been around this scene long enough now to know that they come from small ideas, not grand plans, and a whole lot of determined obsession to get it right. Link to comment Share on other sites More sharing options...
ZerasCETA Posted March 28, 2017 Share Posted March 28, 2017 (edited) I'm not trying to be discouraging here, but if you're serious, please do yourself a gigantic favor and scale back your ambitions. Find one very small aspect of your idea - a weapon, or some new and simple game mechanic - and work on implementing that. Make it something that you can release quickly, that doesn't need the rest of your magnum opus in order to work. Make your little mod do that ONE THING really, really well. Bullet proof the sucker. Make it shine. You'll learn a thousand times more about modding in a week than you will going the Grand Dream route. Because make no mistake, this stuff is hard to do right. It's easy to do badly. We all have had that experience when we're excited by an idea, crank out that first mod draft quickly, and then some obscure emergent bug pops up.. and that takes a week to sort out.. and then the fix breaks a quest.. another week.. and then in the process, you notice some little obscure engine behavior and think, hey, I bet I could do something with THAT.. another quest broken.. and so on and so forth. The real modding process is a grind, and you really have to be willing to work long and hard over little things. This. A thousand times this. Coming up with the grand idea is the fun and easy part. You'll think that it's going to be fun to do the modelling until you're tearing your hair out trying to get a snap point to work because you forgot to rename a copied BSConnectPoints node (Happened to me for about 4 hours today), or when you can't get a script to work for an entire weekend because it turns out what you're trying to modify is a hardcoded system (Has happened to me), or when every attachment for your new gun works perfectly except one and you find out it's because of a typo in an unused box that the tutorial you read said was optional, but isn't (Happened to me too). The outdated information and misinformation is killer for these games. Do yourself the favor recommended above, pick something do-able, achieve it, then move up. Don't ever put the world on your shoulders from day one, a mistake I've made myself on more than a few occasions. If I were you, I'd start with a Texas flora overhaul. Change the terrain textures and local plant life to what you'd find in Texas. If you do work up to building a Texas mod one day, it will be an essential element, and if not, you still gave FO4 the environment you were looking for and I can almost guarantee that would get a good amount of downloads as well. When That's done, make a new-age texas ranger companion, then make a new gun that he has by default, then the quest to get the gun, and so on and so forth. If you're truly dedicated, one day you might have a Texas overhaul. If not, you still made some cool stuff. But i can guarantee if you start a city being your first project, you'll eventually get discouraged, it's just too much too soon. Edited March 28, 2017 by ZerasCETA Link to comment Share on other sites More sharing options...
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