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| Big modding project's question's | Big modding project's question's | |
| Author | Message |
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Xrad
Posts : 280 Join date : 2017-02-19 Age : 23 Location : n/a
Character sheet Name: Moon Man Faction: Loners Boone Level: 58
| Subject: Big modding project's question's Tue Dec 05, 2017 2:10 pm | |
| So in the last years i've started to ask my self why all this trouble trying to make a dlc grade mode like the frontier or project new california when you can use a better engine and your own new game with the resources the you have to make the mod (yes the question has come to my mind cause of the broken engine) and make your own game for exemple "fallout 4:new vegas" the mods authors make the same job as creating a new game and also with the bethesda broken engine why not using ummm...i dont know unreal 4 engine and do the same even better make a kick starter and all P.s: to thz mod authors it's just a question thnx for your great work you make the world awsome _________________ - My Mods:
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| | | GhostCR0
Posts : 311 Join date : 2014-04-16 Age : 25
| Subject: Re: Big modding project's question's Tue Dec 05, 2017 2:16 pm | |
| Because lots of moders are familiar with Creation Kit. If they used Unreal Engine they would have to do everything from ground up. Animations/models/scripts and that's not easy at all. This way they can use everything Bethesda already did (all the animations/scripts/models= and add to it. Bethesda engine is shit, but it gets shit done. _________________ |
| | | Ichigo Tiger White Tiger
Posts : 207 Join date : 2017-01-24
| Subject: Re: Big modding project's question's Tue Dec 05, 2017 2:16 pm | |
| there reason is simple, a project like theFrontier & New California require the best possible implementation of role-playing experience RPG based already installed.
Last edited by Ichigo Tiger White Tiger on Tue Dec 05, 2017 11:49 pm; edited 1 time in total |
| | | stoobygacks
Posts : 536 Join date : 2015-05-14 Age : 103 Location : Sanoran Desert
Character sheet Name: Stooby of the Gacks Faction: New California Republic Level: FL360
| Subject: Re: Big modding project's question's Tue Dec 05, 2017 9:34 pm | |
| Because it adds to a game that a community and modders really enjoy. If people wanted to make an indieagme they would, but they do what they want. Why should they make an entire game? _________________ swiggitty swooty I'm coming for that booty -George Washington |
| | | Heisenberg
Posts : 1457 Join date : 2016-12-16
Character sheet Name: Faction: Level:
| Subject: Re: Big modding project's question's Tue Dec 05, 2017 10:15 pm | |
| @Ichigo Tiger White Tiger Trying to shift the topic onto a FNV vs FO4 thread is not really helping. XDI has been released for Fallout 4 and so has the numerous silent protag mods out there. There's also Fallout: Cascadia which has already made a skill system similar to FNV and FO3's. I'm sorry to downvote you, but it's an eyesore to see threads dissolve into off-topic rants and rambles about much irrelevant information that doesn't really contribute much to the point of the thread. We all know Fallout 4 was lacking in RP mechanics, but modders have fixed the voiced protag, and implemented mods like XDI that removes the hardcoded four dialogue options that it gives so much potential to new projects. With that being said, with those mods as requirements, it won't hinder the project quality and RP elements at all. The problem lies with Fallout 4 in general, because as much as we try to remove that predetermined backstory it is inevitable that you will play as a parent looking for their son. Fortunately, it is not a problem with the projects, as it is up to the creators of the mod whether they wish to add a predetermined backstory, as we know most DLC sized mods introduce a completely new protag. I think @GhostCR0 said it best, I'm not a modder, but I'd like to add another random thought into this and say that a lot of the projects for Fallout NV started before Fallout 4 was released. New California was Project Brazil and the Frontier's production started before Fallout 4 was released IIRC, so why start on a new engine so far into development? Not to mention these projects probably use a lot of FNV's assets and the entire look and feel of the mod will change with Fallout 4's aesthetic and art style mashed into the project. Just look at Skywind, the ambitious mod aims to recreate every one of Morrowind's assets and remake Vvardenfell yet that project has been very slowly moving, so it's faster to reuse assets than make new ones. I'm not saying these mod projects don't make their own assets (because they do and very well), I'm saying that it's unnecessary for most projects to recreate entirely new assets, and Fallout 4's look might not fit the project's intended aesthetic. Fallout: New Vegas looks extremely like Fallout 3 at some points, despite the game wanting to be much more diverse, mostly because of it's reuse of 3's engine and assets. |
| | | Ichigo Tiger White Tiger
Posts : 207 Join date : 2017-01-24
| Subject: Re: Big modding project's question's Tue Dec 05, 2017 11:53 pm | |
| @Corvo yeah I'm sorry. my English aren't that good, I never intended to write something sound like, I thought it was a good explanation to why & why, of course I know some dev in Fallout Cassidia said there will be a glory to Skills based & Traits implement for FO4 engine, but problem is, we have to wait another 10 years until for FalloutFrontier to release, because why not? modding is slow progress. of course I'm sorry if it sound like that. |
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