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Hello some may know me under the name "GLArt". I am author of the mods Into the Depths and the fifth gate. I have returned to modding, one last time. I am working on my nearly finished quest mod "Into the Depths: Bloodsucker" I am looking for a translator GER to EN As well as a male voiceactor (Vampirestyle) This horror-mod will include - round about 1 hour quest - about 20 animated scenes and a huge amount of animated events - A unique and challenging bossfight with different Stages and difficulties, depending on the players decisions - A vampire themed player home If you can help me finish my project please let me know. Many thanks in advance :)
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Hi There, Im looking for a translator from german to english and a male voiceactor (Vampiresytle) for my nearly finished mod "Into the Depths: Bloodsucker" Mod content: - A round about one hour quest (in the style of my former quests (GLArt) Into the Depths, The fifth Gate - A unique bossfight with four difficulty levels wich will depent on the players behaviour inside the "Gold-Bane mine" - A vampire-themed player home
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Hello everyone! Especially to those of you who have been hobby modders before, but maybe did not have an interesting topic to work on for a while: The "Expedition to Atmora" project has nearly completed writing, level design, 3D-art and audio work, now we are very much looking for people who implemented quests before. You are very welcome to our team! This is our public recruitment discord, lets meet and we can show you the opportunities in completing this interesting project with us. Small contributions can have a huge leverage effect here. https://discord.gg/aHMpsCC Looking forward to meet you! yours sincerely Hannes821
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Hi i try to download the HD project for 4k texture but the site says : under moderation. What happens?
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I’m planning add variants to ever weapon tier of the game and add unique effects for each material type. I know a mod that does roughly that but if you try to match all the weapons with all of their materials you end up with a huge amount of assets to make and nobody have time to spend to make each item look like as good as they should. So, what is my solution for it? Each weapon tir will have its very own procedure and may even have unique maps and passes. There is an example of how it should look like one of the software inputs/output. I will make each weapon high poly meshes. bake the normal map to vanilla meshes. separate the base meshes by pieces and classify then using the name or vertex color by what will processed by Houdini fx and how. make a procedural modeling of each weapon tier unique aspects in houdini fx. (im pretty rusty in houdini but i'll learn it again) create tier based reusable smart materials in substance painter/design. create a id map for each possible combination. mostly using the paint bucket tool. batch all the models/textures. add them to the game. create leaved lists that the most exotic the weapon are rarer it is to find. add some hand picked ones to specified locations of the game. if possible: upgrade the crafting system to better accommodate the weapons variants (you chose the weapon that you want to create then the material like the enchantment system).
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PS.: i'm starting this ideia out of the paper, nothing big yet. but plan to make an alternative to OBIS. One ideia that i didn't see done yet, is a mod aimed to make vanilla bandits, chief, and so on more unique, having better abilities, a new improved look to bosses, to make it apart from the commom ones, a unique variety for some unique quests. (Dawnguard, Dragonborn) Imagine a mod that mixes ideias from Legendary Bandits, concept design (Or at least something similar) and so on. There is something that has always bothered me in all my experience by playing Skyrim, meanwhile many mods reduced this problem, it was still a issue until it became tangible with works like Immersive Citizens - AI Overhaul and RDO relationship Dialogue Overhaul. that revitalize vanilla NPC. and make them not feel so much like robots. For now, there are mods as engaging as Beast of Tamriel, Revenge of the Enemies, Immersive creatures and OBIS (and others, the two cited being the most know, the last cited, the only that focus on bandits unless someone corrects me) that offer more diversty to the game, but no change on how the vanilla enemy behaves, its own nature, it's strategy and how it interacts with it's own universe,(I don't mean Combat or emeny IA) it's like they are just bandits who are there just for being, they do not have classes/hierachy nor unique durties (having the Eyersee, the Keeper, The chief Right hand, Bundler, etc.) than just bandit, bandit chief. The game itself offer so many points/plots that can give immersion to vanilla, like the war/conflict, the world it's in risk, and Tamriel, you know, is not a place full of rainbows and flowers, where everyone can live forever happly after. that it would take a long time to list all the possiblities. :laugh: but now returning to the main point.: Has you even, been playing, and felt, sometimes like rambo, by just passing trought wanever was on the way, and saw a camp, like you was just killing zombies and Clones? not criminals, a cult, or a gang or whanever? so yeah, the point of the Project is mainly that. reimagining the origins of the vanilla enemies, what they do, and how they relate to the world. in some ways, some imoral things should be taken in acount, like age, class, race and gender. Bandits can have a lot of classes based on location and organization, instead of being just placed by the player level. Some are maded for lower criminals who are just making a living without trying to raise to much attention, to places where people fear and simple avoid by having the local settlement to pay a bit to keep them in peace. It's purpose and time invested also determinate the level of dificculty and not just to have a 16 Teen Thief as the same level of a 48 Exiled Baron Dealer. The basic goal, is to make a enemy title mean more than it's level. but it's nature, location and background where they will be found. What it's the main goal? -No potato face Bandits -No clones/+300 new Bandtis -Bandits titles mean more than level, but it's location/crime/style -Levelist is less linear and more organic -New Bandits Ranks and titles -Victims and Neutral/Gray Enemies -Especial Bandits and Encounters -Reworked/Expanded Camps/Forts/Mines -Bandit Loot/Better progression The proposed change is to expand and give meaning to bandits while being split into four natures.:Each group have a unique trait and will have a unique behavior towards the player. The reason, is to fix some inconsistencies within the world. (Bandits being 3 times bigger than the native citizens) (Criminality and economy inconsistencies. etc) Wanderers Crime: Small thefts, disturbance, illness, people falsely accused of crimes. Identity: Sub class citizens, the kind who commit small crimes, rejected from cities in general, are formed by beggars, unemployed, the sick, disturbed and the poor people. Location: At isoled or safe places?, villages and roads, rarely at forts, mines and dungeons. rejected by higher criminals and greater Factions Behavior: Lazy, don't care for much stuff and work only for it's well being near small fire, relaxing at one place, drunk or sleeping Agression: Avoid combat unless in group, cowards in general that run when outnumbered Skill: Unarmed combat, One handed and Two Handed, short weapows and no use of shields in general with afinity for magic. can sometimes pass a disease to the player in some camps. Campsiters Crime: People who work out of the law, abuse the land and commit passional crimes, bad behaviour and conduct, where the self interest reach danger. Identity: Individuals and bad people in general, of Skyrim and from other places out of it who take opportunity of the current state of the land and it's affairs. where the line may not be perceived by the player. Location: Near cities, villages and roads, sometimes at forts, mines and dungeons. Can work with or for greater Factions Behavior: Self colected, greedy and brave, as arrogant sometimes. hunt, train and patrol. use tools and are self aware. Agression: Avoid combat unless provoked, easy to be agressive and can assault when in favor. Skill: Good at hunt, good skill in combat (One Hand/Two Hands/Dual, Shield and Bow, Magic only if dedicated user) Keepers Crime: Organized bandits who trade influence and power across holds. domain key places that return profit and knowledge for more strength. Identity: Dealers, Barons, Corrupted chiefs, people of powers in general and it's followers across and out of Skyrim Location: At forts, bigger mines and dungeons. rarely out of dungeons. and generaly far away from big holds. Behavior: Arrogant by nature. study, work and develop it's loaction. Agression: Agressive when detected. possible to avoid Skill: Well trained, use all types of skills. (using two types at once) and tend to use equipament with decent quality. Raiders Crime: Agressive bandits and violent people by nature. the kind who enjoy destruction, suffering and death. Identity: Assassins, monsters, barbarians, murderers, psicopats and people raised as tools and weapows. Location: At desoled places, generaly far away from roads and the commom people. can be at dungeons. and also far away from big holds. Behavior: Violent, train or torture it's victims. don't tend to patrol much. hunt sometimes Agression: Always agressive when detected. never possible to avoid Skill: High Skilled in combat, tend to use skimpy armor in general and use standart weapows. Bandits Types.: Bandit Fledgling- Person that sucumbs to the crime life, always young and bad equipped/skilled. usually out of the main operationsBandit (Vanilla) - Typical Enemy with no unique trait, they are not new as criminal, but not old or experienced. defualt bandit among many placesBandit Peddler - Beggar like bandit, cowards that atempt to intimidate peopleBandit Wanderer - Like the peddler bandit, but stay at isolated areasBandit Paw - Criminal who serve it's clients and other factionsBandit Trainer - Bandit who train animals and creatures to serve it's own purporsesBandit Thug (Vanilla) - Bandid who can attack victims in clear day, prefer safety and easy targets to focusBandit Cooker - Bandit who carry meat and animal parts, skilled in dual wieldBandit Chaser - Bandid who is hard to escape and can detect it's victim at long distanceBandit Brute - Well bodied bandit, tank wise who use two handed attacksBandit Attacker- Bandit that attack from long sight, usually found in cities during the day, but more rare than vampire attacksBandit Shredder- Criminals who destroy places in search of profit, high agressiveBandit Highwayman (Vanilla)- Bandit of long life, usually found in roads and sometimes near cities. likes to work alone in general.Bandit Keeper - Bandit who patrol resourcesBandit Charger- Bandit who carry the weight of the work. heavy tank focused in defense.Bandit Stalker - Bandit who watch targets on the road or near citiesBandit Brawler - Skilled at one hand combat, standart combat and soldier like levelBandit Dealer - Bandit who use resources, carry many poisons and is smarter than the commom onesBandit Outlaw (Vanilla) - Famous criminal recognized by it's hold.Bandit Scraper - Bandit that takes the rest of an empty place, agressive, skilled but bad equipedBandit Watcher - Bandit that protects any given operation. can alert it's allies and call for reinforcement.Bandit Marauder (Vanilla) - Trained and well organized Criminal who work in a solid matter in it's operations. generaly into places of profit development.etc... sorry for my english.
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I want help with a task that is herculean for one person but simple for a few. I edited out a lot of the conflicts between Arwens realism tweaks and FWE. In FO3edit when I found a conflict I changed A.R.T. to have the an identical entry as as FWE and I removed an entry when I couldn't do that. I am going to upload A.R.T. with the changes to the FO3 nexus as an alt version of A.R.T.. So can someone download it, help me get rid of the conflicts and re-upload it? Feel free to ask ANY questions and thanks a lot to anyone who actually decides to help me make an FWE compatible version of A.R.T.
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A Soundtrack Replacement Mod Project
Kotharru posted a topic in Fallout 4's Creation Kit and Modders
First off, while most of you probably couldnât care about some random person on the internet, I have an idea. An idea that this random person on the internet has come to YOU (a fellow random) for help. So to clear this title of random, I shall introduce myself. My name is Alastair Goldberg, and I study music at college level; I also write music at a professional level. With 2 years remaining until I receive my degree in Film Scoring. This is my Idea: To create a completely new soundtrack for Fallout 4 The Fallout 4 soundtrack is great. Itâs so well done in pushing the overall immersion and theme of the game that I want to do it justice too. But I donât think I can do it alone, so thatâs why Iâm here. The plan so far: As a student whoâs studying Film Scoring, I have access to a quality recording studio here on campus. I plan on using some of my time to record most of the tracks for this Soundtrack mod there. I have taken a variety of courses in relation to Audio Technology, 2 Music History courses (From early classical, to Modern Rock and Film), and theory and composition throughout my whole time here as a student. Iâve met many people who share my passion of music and are willing to assist me in this project in the terms of performance, so I believe I have the resources I need for this except for one thing... which is knowledge in coding and modding. This is where I need your help: The Creation Kit: Iâve only taken a few computer science courses and know a bit of C++, but thatâs about it. So tips, suggestions, and tutorials regarding the creation kit would help immensely. General mood of the music? Obviously, the plan is to rewrite it similar to Inon Zurâs overall ambient theme, but the mood is what is going to be different. Aggressively motivating (epic), Emotional-based (Set in a minor key), passive (like Inon Zur), or... what do you want? Thatâs what I want to know. Any other Ideas? I have stated my ideas so far, but what do you think I could add? Additional music for specific scenes that youâd want to see, or anything. With all that said, I will read every comment received, even if you think my idea is stupid, please say it. I will in addition reply regardless of what you say, because your thoughts are important too! Thanks for reading! And Of course: if you think you would like to contribute to this project in any way, or just lend a hand... shoot me a message. P.P.S: I really donât know where to start.-
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Hello and welcome all. Iâm here in the Nexus forums looking for former mod developers, concept writers and dialogue writers. Since I myself can not make this forum look fancy at the moment, I do provide a quality and detailed Discord for those who would like to join. I will explain what this mod is about in the Discord and give pre-post pictures and also provide updates of whatâs happening and what will happen. If your interested in keeping up with the mod, I suggest joining our Discord. https://discord.gg/EabFwuu
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Hello guys ,I want to create modpack bigger than "The journey" in a little bit another style of playing (I want more "Skyrimish Skyrim" huge modpack). Now I am spending time ,on picking mods from Nexus ,and in the future I want make from them huge modpack ,including just a few files (f.e leveled lists.esp ,world.esm and .bsa ,items.esm, and .bsa ,races.esm and .bsa, gui.esm .bsa ... something like this) . I want to connect all of this together. It may be work even for years ,is there anybody who want and can take even a small part in this? I Request for help.
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Ok, I have modeled a gun. Added a texture (albeit a shitty one). And I made a reload animation in blender. What do I do next, I am a relatively new modder and I am completely lost. This gun will be a cool gun I want to add for my Colorado Springs project. These are the screen shots I have taken. Its kinda a western "Thirst Zapper" as homage to Fallout 4. So, I don't mind using existing animations, the reload animation was all I needed to make. I'd like to make the bullets it shoots be the Plasma weapon textures just brown instead of green. Turn that green into brown to make it look like its shooting soda or whatever. If you could help me that'd be great. Also if you'd like to work on the Colorado Springs project with me let me know, I'm always looking for more people to help. Especially since everyone basically quit on me. Thanks for the help.
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So, I created a mod for Dark Souls 2 a few years ago that fixed the tiling textures that plagued that game to the best of my ability and the ability of the modding tools. Now, while Dark Souls 3 doesn't have any problems with tiling textures, what it does suffer from is missing textures, which appear silvery, as if the specular map is present but the texture itself is absent. I am willing to create the mod myself, but I decided to wait until I have played both DLC before risking getting myself softbanned by modding the game, since I was banned from Scholar of the First Sin for using either ReShade or DS2Fix (SotFS edititon), so I am being more cautious than usual. Luckily, I found that my SotFS ban disappeared when I checked on it recently after leaving the game for over a year so who knows what happened with that. So, I wanted to know if anyone can confirm that the missing textures can indeed be replaced/fixed using iGP11? Or, would anyone be willing to attempt this themselves, or to send this kind of bug report to a FromSoftware/Bandai Namco bug report service (interesting to note that the missing texture in Wolnir's room WAS fixed in today's update). I'll provide a list here of all missing textures that I discovered: -1: In front of the Cathedral of the Deep when viewed from the Undead Settlement, especially visible near the Taurus Demon or on the tower next to the Giant Archer. -2: On a root on the Road of Sacrifices, near a Corvian early on. -3: On the top of the building you enter the Road of Sacrifices through, on the little spires. -4: Along the whole side of the bridge where you fight the Stray Demon. -5: On little spikes along the side of the bridge where you fight the Stray Demon. -6: Three pieces of rubble on the Stray Demon bridge. -7: On the distant bridge visible from the Cathedral of the Deep. -8: On two trees visible in the Undead Settlement visible from the Cathedral of the Deep. -9: On part of a broken roof in Castle Lothric Dragon Barracks above some Lothric Knights. -10: Along the arched bridge above the two dragons in Lothric Castle near the two dragons. -11: On the side of a building after the Dragonslayer Armor and before the Grand Archives. -12: On rocks at Archdragon Peak, along the path at the start. I will continue to update all known missing textures I discover and provide screenshots of all locations. I have likely missed or forgotten a few things that I observed in my past playthroughs. Here is a dropbox containing screenshots of all texture issues I noticed so far: https://www.dropbox.com/sh/faonkulrmurz0xm/AADqFGqRm3iLKdtrwl_mUKgMa?dl=0 Additionally, while not a missing texture, there is some ugly z-fighting on the lilly pad clusters in the Crucifixion Woods, especially to the right side as you descend the path from where Anri of Astora and Horace are. I thought it might be possible to fix this by "trimming" the lilly pads along the edge of the cluster where the z-fighting is present. While also not a missing texture but still an environmental glitch so I thought I'd include it anyways, I also discovered seams in the world in various spots. I found one at the Road of Sacrifices just outside of the Cathedral of the Deep in the area occupied by an Evangelist and two Undead Footmen. There are also two seams in the Mountain Pass area in Ariandel, near the wolf ambush before the Millwood Knight with the bow on the narrow cliff. There are also two seams at the roots of two trees in the Crucifixion Woods. I also found a seam on a pile of bodies in the crypt beneath Ariandel Chapel near all the flies. Finally, I found a box clipping through three other boxes in the Undead Settlement. Screenshots of them have been included. I'd appreciate any and all feedback, suggestions, requests, or help! But, again, I will personally not take active action in this until all DLC or all patches are out, both to ensure that a softban doesn't hurt my experience with the game significantly and to not bother fixing something that FromSoft could fix in a future patch anyways.
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Hello Nexus! I'm looking into making mods and wanted to see if there is anyone in the community who could use a lacky on their project, or if there are any kind souls who wouldn't mind mentoring me through this process. I have some programming experience from my college degree and a friend who works in programming who I will be getting help from. I am just going through the Creation Kit tutorials so I won't be a complete novice for long. My main interests in modding lie in adding mechanics and depth to the game, in the direction of gameplay overhauls. I'm not an artist so these kinds of "behind the scenes" mods will suit me best once I have more know-how. Not the easiest mods to get started on right away but I figure adding a double jump or something similar shouldn't be too difficult. Anyway, thanks in advance for anyone who offers advice.
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Welcome everybody! My name is SHAYDYProject and I decided to stop fantasying about cool mods that could be and to make them myself... BUT being a novice modder, I need help from more experienced modders. And so I present before you, the all-new: S.H.A.Y.D.Y. Project!!!™ O O C O O O M R T U U E R I R W I O S H B N E A L S L T E F Atleast I tried ok! I am looking for people to form a group project to create what could be the "can't do without" mods, mods that really makes the game a role playing game. The S.H.A.Y.D.Y. Project would be focusing on more shady actions. So I will be making different threads about the different mods I will be working on, but I wish to have only one group on all mods (to keep things manageable). As I said I am a novice modder and dont know much about it and dont really know how hard the making of these mods can be, but I'm sure that with some mild headaches and time we could make something utterly awesome. So if you're intrigued by the project, do leave a message on this thread, I would like to have your thoughts about the project. First of, Sneaking, disguises and BONDAGE!?!: https://forums.nexusmods.com/index.php?/topic/5234650-shaydy-project-spying/ Second idea, Free labor?: https://forums.nexusmods.com/index.php?/topic/5234665-shaydy-project-slavery/
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S.H.A.Y.D.Y. Project!!!™ O O C O O O M R T U U E R I R W I O S H B N E A L S L T E F Hi and welcome to the S.H.A.Y.D.Y. Project thread about slavery, moneymaking, raiders and just being an a**hole. This thread will be dedicated to making slavery a thing in Fallout 4. Base idea: Slavery is pretty awesome, it's free labor! Did you ever raid a settlement and then wondered "What now?". Wonder no more with Slavery™ ! With Slavery™ you will be able to build an empire off of loyal workers! Simply assign a raider to a Slavery™ station craft special working collars for him to use and let him begin recruitment. After a couple of days he will generate a "worker" Shipment Bill, allowing you to use or sell for good amount of caps! Other features: Have time, but not the ressources for a Slavery™ station? Fear not, for you too can recruit "workers" while on your travels! Just craft yourself some working collars and go out there champ! Simply reverse pickpocket the collar and point to where your new worker has been recruited! All that with the Miracle of Slavery™ You are welcome to leave a message on this thread if you have ideas, critics or else!
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S.H.A.Y.D.Y. Project!!!™ O O C O O O M R T U U E R I R W I O S H B N E A L S L T E F Hi and welcome to the S.H.A.Y.D.Y. Project thread about slavery, moneymaking, raiders and just being an asshole. This thread will be dedicated to making slavery a thing in Fallout 4. Base idea: Slavery is pretty awesome, it's free labor! Did you ever raid a settlement and then wondered "What now?". Wonder no more with Slavery™ ! With Slavery™ you will be able to build an empire off of loyal workers! Simply assign a raider to a Slavery™ station craft special working collars for him to use and let him begin recruitment. After a couple of days he will generate a "worker" Shipment Bill, allowing you to use or sell for good amount of caps! Other features: Have time, but not the ressources for a Slavery™ station? Fear not, for you too can recruit "workers" while on your travels! Just craft yourself some working collars and go out there champ! Simply reverse pickpocket the collar and point to where your new worker has been recruited! All that with the Miracle of Slavery™ You are welcome to leave a message on this thread if you have ideas, critics or else!
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S.H.A.Y.D.Y. Project!!!™ O O C O O O M R T U U E R I R W I O S H B N E A L S L T E F Hi and welcome to the S.H.A.Y.D.Y. Project thread about Sneaking, Spying, pickpocketing and good ol' creeping around. This thread will be dedicated to what could be added to the sneaking and pickpocketing system in Fallout 4. Base idea: One thing I really liked from Fallout: New Vegas was the disguise system, but I think we can bring it back and better in Fallout 4. Want to wander around raider settlements like you're part of the gang, just put on your raider armor and pass as if nothing is going on! Stole on the Prydwen like everything was yours and got caught? Just put on your fake beard and wig you crafted earlier and go as if nothing happen! Other features: Handcuffs, the first time I stubbled upon handcuff in Fallout 4 I thought "AWESOME! I can handcuff someone!", but to my dismay it wasnt the case... So yeah let's make those craftable and useable! Have handcuffs handy? sneak around and reverse pickpocket these bad boys and watch your now powerless prisoner kneel until you either free him or just leave him to his fate or put an end to his misery! Useful for the pacifist build! And let's do something about the syringer ammo not being reverse pickpocketable... You are welcome to leave a message on this thread if you have ideas, critics or else!
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I can't change the hotkeys for project nevada and the default one's don't work, when I try to change I select the key I want but it does nothing, the only "key" it detects is the mouse buttons. Load order: [X] FalloutNV.esm[X] DeadMoney.esm[X] HonestHearts.esm[X] OldWorldBlues.esm[X] LonesomeRoad.esm[X] GunRunnersArsenal.esm[X] ClassicPack.esm[X] MercenaryPack.esm[X] TribalPack.esm[X] CaravanPack.esm[X] YUP - Base Game + All DLC.esm[X] SomeguySeries.esm[X] Interior Lighting Overhaul - Core.esm[X] FCOMaster.esm[X] Project Nevada - Core.esm[X] Project Nevada - Equipment.esm[X] CFWNV.esm[X] Interior Lighting Overhaul - L38PS.esm[X] Project Nevada - Rebalance.esp[X] Project Nevada - Cyberware.esp[X] NevadaSkies.esm[X] Project Nevada - Extra Options.esm[X] oHUD.esm[X] YUP - NPC Fixes (Base Game + All DLC).esp[X] Project Nevada - Cyberware Additions.esp[X] Project Nevada - Rebalance Complete.esp[X] Project Nevada - Honest Hearts.esp[X] Interior Lighting Overhaul - Ultimate Edition.esp[X] Project Nevada - All DLC.esp[X] FCO - NPC Changes.esp[X] Vurt's WFO.esp[X] ADAM - NCR Patrol Armour.esp[X] EVE FNV - ALL DLC.esp[X] Project Nevada - Gun Runners' Arsenal.esp[X] WeaponModsExpanded.esp[X] Alternative Start.esp[ ] YUP - WMX EVE PN.esp[X] Project Nevada - Dead Money.esp[X] Project Nevada - WMX.esp[X] WMX-GunRunnersArsenal.esp[X] WMX-OldWorldBlues.esp[X] WMX-DeadMoney.esp[X] WMX-LonesomeRoad.esp[X] Project Nevada - Old World Blues.esp[X] Project Nevada - Lonesome Road.esp[X] Project Nevada - EVE All DLC.esp[X] The Mod Configuration Menu.esp[X] ADAM - Rangers on Patrol.esp[X] NewVegasBounties.esp[X] NewVegasBountiesII.esp[X] NCRTrooperOverhaul.esp[X] ADAM - MAIN.esp[X] WMX-ArenovalisTextures.esp[X] dD - Enhanced Blood Main NV.esp[X] CFW-DLC.esp[X] ADAM - HH.esp[X] ADAM - LR.esp[X] ADAM - Outcast Ranger Armour.esp[X] ADAM - Nemesis Armours.esp[X] ADAM - Trooper Gloves.esp[X] ADAM - Project Nevada Patch.esp[X] ILO - Nevada Skies Patch.esp[X] ILO - New Vegas Bounties II.esp[X] ILO - New Vegas Bounties.esp[X] ILO - PipBoy Light.esp[X] ILO - YUP Patch.esp[X] FCO - OHSB NPC Edits.esp[ ] FCO - Russell.esp[X] WMX-PreOrderPackCaravan.esp[X] WMX-PreOrderPackMercenary.esp[X] WMX-PreOrderPackTribal.esp[X] WMX-HonestHearts.esp[X] WMX-EVE-AllDLC.esp[X] WMX-PreOrderPackClassic.esp[X] The Weapon Mod Menu.esp[ ] NevadaSkies - TTW Edition.esp[X] NevadaSkies - Ultimate DLC Edition.esp[ ] NevadaSkies - Basic Edition.esp (sry for bad english)
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So looking at the projects like Skyblivion and Fallout The Story mods have got me wondering if we could put New Vegas in the Fallout 4 engine or something of the like. There are so many mods that add New Vegas items into the game, why couldn't we just add the quests and environment too? I just want a discussion and maybe someday a plan to make this a reality.
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About This Mod Hello everyone! I'm new to the community but I've been on here for a very long time. This is my first time posting something on here but I wanted to talk about something. A few people and I have been working on a DLC sized mod and it requires lots of helpers. This project is going to be bringing a old but new faction to the Commenwealth. This faction was rarely mentioned or notices in Fallout 3 but you might have seen or heard about them wandering around. This mod will bring them back and will have many random encounters and options to choose from. You will be the center of attention. With you being the lone wanderer and having to find your son, you choose to side with the Institute or turn against them destroying the Institute. After you destroy them, choose to join he new faction or The Brotherhood of Steel and fight each other. Currently I have at least 6 to 10 voice actors, all male, and I need more. I'll need at least 7 to 8 more. I'll also need a couple female voice actors. We are also planning on making our own assets such as custom texture armor and new armor models. We need someone who's good with the creation kit and someone who is good at building structures in the creation kit. We will need a concept artist for our concept art and armor ideas. This mod will hopefully be finished within the next couple months or less. If you would like to help come join our discord and we can talk more about getting your help. Hope to see you soon! Discord Link https://discord.gg/4DfhMbz Current Helpers STARLORD Final Render True Nightmare Pikablast So_Suaveh13 XXXKaiTacion Eski
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LOOKING FOR HELP! Hey everybody! I've been going around looking for help on a big project for Fallout 4 and I need some people who can help. IMPORTANT Make sure to join our discord if you sign up for the project! It is required and mandatory. If you do not you will not be featured or helping in this project. HELP NEEDED Currently we need the listed roles or people to help with this mod project. If you would like to help, a application form will be provided below Application Form: https://www.jotform.com/form.php?mode=edit&formID=70508885683166&sid=363763192202544474 - 3D Modeler - Voice Actors (at least 13+) - Concept Artists - Experience With Creation Kit WHAT IT'S ABOUT This project aims to bring a small and not so noticed faction from Fallout 3 to Fallout 4 and adding its own story line. There will be many main quests and side quests that will take hours to complete or hopefully 2 hours. This mod will require you to finish the ending of either siding with the Insitute or destroying the Institute and joining them. Choose to either side with the Brotherhood of Steel, Institute, or this new faction. Be the center of attention and choose the path you want to take on an amazing new advernture in the Commonwealth. LINKS Project Forum (Detailed): https://forums.nexusmods.com/index.php?/topic/5393965-dlc-sized-mod-need-help/ YouTube: http://www.youtube.com/c/xVRageTutorials Discord: https://discord.gg/4DfhMbz
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LOOKING FOR HELP! Hey everybody! I've been going around looking for help on a big project for Fallout 4 and I need some people who can help. IMPORTANT Make sure to join our discord if you sign up for the project! It is required and mandatory. If you do not you will not be featured or helping in this project. HELP NEEDED Currently we need the listed roles or people to help with this mod project. If you would like to help, a application form will be provided below Application Form: https://www.jotform.com/form.php?mode=edit&formID=70508885683166&sid=363763192202544474 - 3D Modeler - Voice Actors (at least 13+) - Concept Artists - Experience With Creation Kit WHAT IT'S ABOUT This project aims to bring a small and not so noticed faction from Fallout 3 to Fallout 4 and adding its own story line. There will be many main quests and side quests that will take hours to complete or hopefully 2 hours. This mod will require you to finish the ending of either siding with the Insitute or destroying the Institute and joining them. Choose to either side with the Brotherhood of Steel, Institute, or this new faction. Be the center of attention and choose the path you want to take on an amazing new advernture in the Commonwealth. LINKS Project Forum (Detailed): https://forums.nexusmods.com/index.php?/topic/5393965-dlc-sized-mod-need-help/ YouTube: http://www.youtube.com/c/xVRageTutorials Discord: https://discord.gg/4DfhMbz
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Skyrim LOTR [DISCLOSURE] Although "Skyrim LOTR" isn't the official project title it's here as a placeholder for what's to come. [sTORY, DETAILS, INFORMATION] We are a new upcoming team from the Skyrim modding community that strives to make an awesome middle-earth experience built within Skyrim's engine. The story will be away from canon but within the lore of middle-earth, we'll do our best to create the most epic, exciting, and memorable story. It will not be the LOTR story but another middle-earth event that will make for an awesome and immersive experience. The Skyrim LOTR team is currently in recruitment phase and we are looking for experienced modders, you could apply here > https://techsoars.wixsite.com/skyrimlotr Official Discord server https://discord.gg/3fSC4Ke [PROGRESS & IMAGES] ( More at our website > gallery ) Here's our impression on "The one ring" ( 3D model ) http://i.imgur.com/aTsW6Cb.png ( These are our sword models, some may not be fully finished but here's a reassurance of our legitimacy ) http://i.imgur.com/h2iZiMH.png http://i.imgur.com/OVXvg0f.png http://i.imgur.com/ecrZG20.png http://i.imgur.com/rnz66aL.png http://i.imgur.com/r65Edez.png http://i.imgur.com/0O0jZey.png http://i.imgur.com/ovoR6YE.png http://i.imgur.com/ENshLNI.png ( More found at our website link located above)
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Hello everyone, I'm currently making a Hlaalu-style town in the middle of the Ashlands region, but I'm having trouble coming up with a name for the town. Do you guys have any suggestions? I wanted to give it a Dunmer name, but it just isn't coming to me. Is there perhaps a name generator for towns for The Elder Scrolls, because I wasn't able to find one. Any suggestions would help.
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So I recently came across this particular mod on the nexus and I love it. http://www.nexusmods.com/skyrimspecialedition/mods/8565/? (If the link doesn't work type Project Flintlock Redux in the search function of the nexus mods for Skyrim SE.) Especially the effects of the shot and impact of the rounds. I handed one off to my companion with some cartridges which you can make by hand at a smelter too and he was quite the shot! It made for a very fun experience, but it was sort of disappointing when no one else in the world could shoot back at us and we could get a taste of our own medicine. My question to you artists who make these amazing Mods for Skyrim is; Can you please replace the crossbow and bow with these rifles for almost everyone? In a list below is who I think should have access to them.. - Almost all Soldiers in the legion and Storm Cloak Army - Most town Guards - Some bandits and Bad guys (mixed between normal bows and rifles) - A good mix of hunters (some prefer bows other prefer rifles) - A mix of mercenaries for hire - Only a Few towns folk and some farmers - Available for purchase in most archery stores and some General traders - Most likely Not any Morag Tong or Dark Brother hood (bows are stealthier) - Not any Magical user ( Witches, Mages, Necromancers etc.) - Very few forsworn? (Only say this because they attack caravans that may carry them..could totally be against lore though) - Most Dawnguard Soldiers Now obviously I would hope who ever takes this on would get the permissions of the original creator and possibly collaborate with them on it. I have zero experience so I am not sure if this would be a simple replacement mod or if this would be a very difficult task to undertake. I don't request any credit what so ever, I am just an Ideas man, I think of what would be pretty neat and ask the experts to try. I would think it would certainly give some extra flare and give a really neat twist to the game as well. I am sure it would happen eventually that Man Beast or Elf found the right combination of metals and ingredients to make the firearm a reality. This Certainly isn't streamline lore friendly and it may ruin Skyrim for some but that is why we have the option not to use it. If your like me however and would love to see Skyrim advance their ranged weapons and hear the thunder of guns and smoke and shot whizzing past your head during battle than please put your modding talents towards this hopefully small and simple project! I thank you all ahead of time for reading this first time post and idea, again I wish for no credit, only that it be implemented. A huge thank you ahead of time for the people who will try to work on this idea and see it through. I cannot wait to hear what you have to say and what you will attempt. Thank you all again, nice to be apart of the community. Dan.
