General Discussion

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General Discussion

Post by Atlas on Sat Apr 30, 2016 6:02 pm

Feel free to discuss everything related to the mod here.

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Re: General Discussion

Post by Atlas on Tue May 03, 2016 3:20 pm

I spent a few hours working on a landing page for this forum that will act as a general greeting/introduction to the mod. It's not yet public because i haven't finished it, but feel free to check it out and let me know how you feel about it's design.

It's my first time writting html/css so it may a bit crude..

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Re: General Discussion

Post by Calderiaän on Tue May 03, 2016 8:15 pm

Looking really good ^^ ( maybe you could do something about the "next picture" button Very Happy maybe a bit .... too small )

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Re: General Discussion

Post by Atlas on Tue May 03, 2016 8:43 pm

Calderiaän wrote:Looking really good ^^ ( maybe you could do something about the "next picture" button Very Happy maybe a bit .... too small )

Thanks, i will try to make them bigger!

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Re: General Discussion

Post by Calderiaän on Tue May 03, 2016 8:51 pm

Good ^^

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Re: General Discussion

Post by Atlas on Tue May 10, 2016 10:06 pm

Hey everyone, i just wanted to let you know that i added a chatroom in the bottom of the main page. If you see me online in the forums, i'll probably be in it so if you have anything that you need to discuss in a more laid-back manner, you're more than welcome to join!

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Re: General Discussion

Post by Calderiaän on Tue May 10, 2016 10:07 pm

And please don't go to the archives , there are some weird things in there Very Happy

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Re: General Discussion

Post by Atlas on Thu May 12, 2016 12:42 pm

I just enabled name tagging on the forum. If you're writing a message and you want another member to see the message, you can include their username with the addition of the @ symbol in front to tag them in the post. For example, @Atlas. These users will receive a notification in their toolbar that they have been mentioned in a post.

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Re: General Discussion

Post by Atlas on Thu May 19, 2016 2:21 pm

Sorry for my less than usual participation in the discussions the last couple of days, got some personal issues going on. No worries though, work goes on and i am also keeping an eye in the forums Wink

Just gave a quick try on Far Harbor, i am actually thinking that it would be a good idea to 'require' it for the mod as it contains a lot of new assets that we could make use of. Still need to open it with the CK though, to see in detail what kind of stuff we can use. Let me know what you think about that..

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Re: General Discussion

Post by IrvingJanis on Thu May 19, 2016 10:59 pm

I stopped in myself to say I think we really should consider having Far Harbor as a requirement because of some of what it added. Though none of the things I've seen that I'd want to suggest using would be considered proper spoilers I think it's more fun for people to come across the new little touches on their own. That in mind I won't give examples yet but a few things in particular could really help sell the tribal feel. Not to mention a couple of the new creatures could fit in nicely. One might even serve as a replacement for fire geckos in the Wildfires thing (if it gets used and the geckos aren't completely removed from their culture) if we could figure a way for it to spit fire. That or hope they add fire ants down the road.

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Re: General Discussion

Post by Atlas on Fri May 20, 2016 1:42 pm

I think far harbor is a necessity. It adds loads of natural props that we need (rock formations, trees etc) as well as new architecture and even creatures.

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Re: General Discussion

Post by IrvingJanis on Fri May 20, 2016 10:43 pm

I've been taking screens while I play Far Harbor of anything that looks like it could serve as inspiration. One or two of the new outfits would work pretty well with minimal or no changes. There's one NPC in there that's sparked an idea for how to handle the Iron Liners but I'll save that for when that gets to the proposal phase. I also realized there is a creature that sets you on fire in there which is good news for the Wildfires' prospects.

I was concerned about how much custom stuff would have to be done for them if they get worked in. I think we can get around just about everything with vanilla assets aside them needing unique clothes and maybe three helmet types. There's already crowbars and fire axes on the nexus which with any luck we'd be given permission to use. I've found myself browsing nexus more lately to see if there was something that looked like it might be worth approaching the authors of the mod for permissions on. Haven't found too much yet though.

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Re: General Discussion

Post by Atlas on Sat May 21, 2016 12:58 am

In general, i love the Wildfires so anything that makes it easier for us to include them and also make them justice aesthetically (helmets etc) and lorewise (fire bombs etc) is good news to me!

Far harbor in general is a treasure of assets for us. I was thinking that Acadia with a few expansions/alterations would make a fine structure for the Enclave base for instance.

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Re: General Discussion

Post by Atlas on Thu May 26, 2016 10:51 pm

Alright my internet issues have been officially resolved! I will be getting back to track with things from tomorrow! Very Happy

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Re: General Discussion

Post by Calderiaän on Thu May 26, 2016 11:10 pm

Atlas wrote:Alright my internet issues have been officially resolved! I will be getting back to track with things from tomorrow! Very Happy
Good to know Smile things have been a bit dead without you Very Happy

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Re: General Discussion

Post by Yimos on Fri May 27, 2016 12:48 am

Yea, good thing to know ! Me I've been busy playing around with the level editor

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Re: General Discussion

Post by TheWastebasket on Mon May 30, 2016 3:38 pm

So today is the deadline for the brainstorming for the plot. The forums once were crowded with activity, but now they're slowing almost to a halt. We have some people working on the project but all in separate ways.

Is this mod still a go?

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Re: General Discussion

Post by Atlas on Mon May 30, 2016 5:22 pm

TLDR: Yes its still a go.

Things have definitely slowed down for several reasons but that doesn't mean that the mod is dead.

To begin with, i had internet problems for several days which kinda threw me off balance. I've been spending almost all day, every day for the past month organizing things and modding the game, as you can probably understand that is very exhausting.

I am slowing things down a bit because i don't want to get burnt out. I've been taking some time off tending to my personal life and also enjoying some Total War Warhammer.

Again, this doesn't mean that the mod is dead! I am just slowing down a bit until i feel energetic again to go at it full throttle.

Other reasons that things have slowed down is because we have also hit several barriers.

Namely, importing custom building models is problematic for the time being which means that we need to wait until somebody makes a breakthrough there.

Writing is also problematic because we don't have somebody with experience at quest design in the creation kit and we can't properly write quests if we don't know the limitations of the engine. In other words, i don't think that the writing deadline we had set still applies. However, i think we will vote in the coming days on which ideas (factions etc) will make it out of brainstorming and into active development.

Some of these problems are also very distracting, for instance i have to put exterior landscape design in the background and start learning how to design quests in the creation kit. This is very demanding (time and effort wise) because i have to start learning this skill from scratch.

I know things sound very gloomy but it's only natural that at some point things slow down, only to pick up the pace again later. Let me finish this message by emphasizing again that we're still a go, things have slowed down but we're not stopping!!!

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Re: General Discussion

Post by TheWastebasket on Mon May 30, 2016 11:55 pm

Thanks for the timely response!

I'm glad to see it's still alive. I've been digging around in the CK for some time and learning how to create NPC's and weapons. Having slowdowns are normal. After all, our personal lives always do come first!

It's nice to work on something that isn't hammered down by deadlines and red tape. It's a chance to have fun and create something we all like. After all, we're all gamers.

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Re: General Discussion

Post by Atlas on Tue May 31, 2016 12:34 am

TheWastebasket wrote:Thanks for the timely response!

I'm glad to see it's still alive.  I've been digging around in the CK for some time and learning how to create NPC's and weapons.  Having slowdowns are normal.  After all, our personal lives always do come first!

It's nice to work on something that isn't hammered down by deadlines and red tape.  It's a chance to have fun and create something we all like.  After all, we're all gamers.

No problem!

Also glad to hear that you've been experimenting with the CK. You can find some tutorials here, if you need help with something feel free to ask me!

Deadlines are definitely not set in stone, they're mostly indicative and are only meant to better help us organize things not to rush us. Just like you mentioned we're all gamers who are modding the game in our spare time so other things like our personal lives definitely take priority.

Things will improve soon! Very Happy


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Re: General Discussion

Post by aresh septango on Mon Sep 05, 2016 4:46 am

must be happy that nuka world added western themed stuff, also offbrand mongolian death worms

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Re: General Discussion

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