Der Gruene Daumen


Blick auf Onars Haus Züchtet Pflanzen an jeden Ort!
Autor: freezer250
Aktueller Thread: Thread
Version: 1.2
Letztes Update: 07.12.2007
Dateigrösse: 6300kB
Download (EV) : -

DOWNLOAD:


Beschreibung

Ihr könnt nun im Spiel ein Paar Gartenhandschuhe finden, mit denen ihr an jeden beliebigen Ort im Spiel hübsche Pflanzen heranzüchten könnt. Um die Handschuhe zu erhalten, gilt es ein kleines Abenteuer zu bestehen. Dieser Mod ist in erster Linie als Ersatz für den Complete Gardening Mod von Surfing Ape gedacht. Eine Anleitung zu den Gartenhandschuhen gibts in Onars Haus.

Features:

  • Eine komplett vertonte Quest!
  • 2 neue NPCs (mit dt. Sprachausgabe) die im Zuge der neuen Quests erstellt wurden
  • Ein neues Haus am Rande der Topal-Bucht mit wunderschönen Ausblick
  • Gartenhandschuhe mit denen man an beliebigen Orten Pflanzen anbauen kann

Startpunkt

Besucht zunächst den Gärtner Onar, der sich am Ufer der Topal-Bucht (südlich von Leyawin, auf der Seite des Dunkelforstes) niedergelassen hat. Der nächste NPC mit dem ihr anschließend reden solltet hält sich neben einem der großen Bäume im Dunkelforst auf, eine kleine Wegstrecke nördlich von Onars Haus. Falls ihr Probleme haben solltet ihn zu finden versucht einmal nachts nach einem kleinen Lagefeuer Ausschau zu halten ;)

Weiteres, Bekannte Probleme & Inkompatibiltäten

Die Idee mit diesem Mod kam mir als ich im Ei-der-Zeit-Forum über den Gardening Mod von Surfing Ape gestolpert bin. Ein Mod mit dem überall Pflanzen/Pilze anpflanzen kann. Surfing Ape hat meiner Meinung nach mit diesem Mod ein Skriptmeisterwerk hingelegt. Der Mod funktioniert auch super - bis auf die Tatsache das die Pflanzen in SI nicht unterstützt werden. Da offensichtlich der Autor kein weiteres Update mehr diesbezüglich plant, und mich noch weitere Sachen am Mod gestört haben, habe ich mich der Sache angenommen. Das Ergebnis nach tagelangen Arbeiten sind folgende Unterschiede zum Gardening Mod:

  • Unterstützung von SI-Pflanzen!
  • Magie-Modus gibt es nicht mehr (ist für mich cheaten und dazu noch unrealistisch)
  • Eine Quest um die Handschuhe gebaut. Ich fand es einfach unrealistisch als mir plötzlich bei Spielbeginn von Geisterhand ein paar Handschuhe ins Inventar gelegt wurden...
  • Das Bewegungsmenü mit der manuellen Platzierung des Beutels ist auch über Bord. Ist sicher ganz nett aber für den normalen Spieler zu umständlich meiner Meinung nach. Ab jetzt wird der Beutel immer vor die Füße des Spielers gelegt.
  • Die Schriftrolle im Inventar mit dem Menü gibt es auch nicht mehr. Stattdessen findet ihr in Onars Haus ein Buch, indem die Benutzung der Handschuhe beschrieben wird.
  • Kein Questscript mehr das die ganze Zeit läuft!
  • Maximal können nun nur 5 Pflanzen gleichzeitig angepflanzt werden. Damit soll verhindert werden, dass zuviele Ressourcen verschwendet werden.
  • Move-To statt PlaceAtMe in Skripten verwendet! (Empfehlung des CS Wiki!)
  • Möglichkeit die Bepflanzung abzubrechen, nachdem man bereits Samen in den Beutel gelegt hat

Gemeinsamkeiten:
  • Düngen der Pflanzen (Wunderwachstum, größere bzw. kleinere Pflanzen als Ergebnis)
  • Unterschiedliche Größen/Ausrichtung der Pflanzen, so dass sie nicht alle gleich ausschauen
  • Sack verschwindet nach 30 Sekunden, falls man keine Samen hineinlegt
  • Wachstumsdauer: 5 Tage

Installation

Dieses Archiv enthält neben den Dateien für die übliche Modinstallation auch eine fertige Omod-Datei für den Oblivion Modmanager. Das heißt, ihr könnt einerseits das Archiv wie üblich per Hand entpacken und die Dateien in euer Oblivion/Data-Verzeichnis entpacken oder andererseits den Oblivion Mod Manager benutzen und die beigelegte Omod-Datei einfach in euer Omodverzeichnis des Modmanagers geben.

Achtung:
Besitzer von Shivering Isles MÜSSEN zusätzlich sicherstellen, dass die entsprechende Shivering Isles.esp aktiviert ist. Ansonsten werden gepflanzte SI-Pflanzen nicht korrekt angezeigt!

Wählt eine Methode aus um den Mod zu installieren:

Manuelle Installation:

1. Extrahiert dieses Archiv in einen beliebigen Ordner und kopiert anschließend den Inhalt in eurer Oblivion/Data-Verzeichnis. Die OMOD-Datei bitte ignorieren oder löschen.
2. Startet den Oblivion Launcher und aktiviert die Gruene Daumen.esp.

OBMM Installation (Empfohlen):

1. Kopiert die "Gruene Daumen.omod" in das Omodverzeichnis des Modmanagers.
Das wars auch schon. Anschließend könnt ihr den Mod einfach über den Modmanager ein- und ausschalten.

Inkompatibiltät

Es wurden leichte Änderungen (Ein neues Haus wurde gebaut) an der Ufergegend rund um die Topal-Bucht, südlich des Dunkelforstes/Leyawin vorgenommen. Verändert ein Mod diese Gegend könnte es daher zu unschönen Landschaftskonflikten kommen. In Frage dafür käme z.B die Unique Landscape-Reihe die großflächige Änderungen an den Landschaften von ganz Tamriel vornimmt.

Folgende 2 Mods auf keinen Fall zusammen mit diesem Mod verwenden:
- Complete Gardening von Surfing Ape (Link)
- Blackwood Hideout von Mindfeeder (Link)

Mein Mod beinhaltet zum Teil wesentliche Aspekte obenstehender Mods und erweitert diese! Falls also jemand lieber den Gardening-Mod von Surfing Ape und/oder den Blackwood Hideout-Mod von mindfeeder verwenden will, der muss auf diesen hier verzichten! Umgekehrt gilt das gleiche!

Ansonsten gibt es in diesem Mod kein weiteres Konfliktpotential. Es wurden keine Änderungen an bestehenden Objekten vorgenommen.

Bekannte Probleme oder Bugs

Die Platzierung des Pflanzensäckchens macht manchmal Probleme. Es funktioniert oft tadellos auf ebenen, gleichmäßigen Gelände aber bei steilem Gelände/Hängen arbeitet das Platzierungsskript nicht zuverlässig, d.h. der Sack wird manchmal im Boden verschwinden, schwebt in der Luft oder steckt tief in der Erde. Falls dies auftritt empfehle ich keine Samen in den Beutel zu stecken!! Das Resultat ist es sicher nicht wert...

Credits

  • Danke an Surfing Ape für seine fantastische Arbeit mit dem Gardening Mod. Ich habe in stundelanger Kleinarbeit die vielen Hundert Zeilen Skript des Gardening Mod durchgeackert und dabei viel gelernt. Das Resultat ist dieser Mod, welcher nun unter anderem ein modifziertes Skript des Gardening Mods enthält.
  • Danke an Mindfeeder für seine tolle Vorarbeit mit seinem BlackwoodHideout-Mod.Der Ort schafft eine angenehme entspannte Atmosphäre und ist das ideale Heim für meinen Onar.^^
  • DICKES, DICKES LOB natürlich an meine Sprecher Wolfi und David Riedel! Das war einfach klasse was ihr da fabriziert habt!
  • Danke an Lhammond für seinen tollen Readmegenerator^^
  • Danke an Bethesda für Oblivion.
  • Danke an TESSource für das Hosten unzähliger Mods. Tolle Ressource.
  • Danke an Gott dass er uns alle erschaffen hat.

Verlauf

1.0, 2007/09/12 - Release
1.1, 2007/09/13 - Englische Cellbezeichnung übersetzt
1.2, 2007/12/07
- Testfass gelöscht!
- Quatis ist nun Lvl 28 statt 18
- MapMarker eingefügt


Kommentare:

News

25.September 2009

- Persona 4 Analyzer released!



TESNexus-Modticker

- Settle in with Kinggath
In today's feature we'll be talking to a pillar of the Fallout 4 mod community, [url=https://www.nexusmods.com/fallout4/users/21096919]kinggath[/url], the brains behind the ultimate settlement building experience - Sim Settlements. A mod that has laid the framework for an entire category of add ons, city packs and more! 

With this interview, we've decided to try out publishing the audio from our interview with Kinggath so you can listen along as you read. Let us know what you think of this format. 
[center][soundcloud]https://soundcloud.com/user-433087746/kinggath-interview[/soundcloud][/center]
[i][size=1]Note: You can also include SoundCloud links on your mod pages and the forum.[/size][/i]

[b]BigBizkit: Most people probably know your name from your massively popular Sim Settlements mods for Fallout 4. However, to start this off, could you tell us a bit about yourself?[/b]

kinggath: Sure, I am a freelance web designer/programmer, I do a little bit of everything in IT and I’ve been modding since I was about 15. I started out modding Quake 3 and I used a different name that I refuse to reveal because I released a lot of teenage angst-y garbage mods that no-one needs to find out about. Then I moved on to Half Life, I modded Starcraft, Warcraft 3 - just every game I get way into I end up finding myself modding, but Fallout 4 is the first one I took it seriously with. Where I was just like “I love this franchise and I want to make this game way better.”.


[b]Pickysaurus: So for someone who’s never heard of you or your work before could you describe what your mods are and what they do, in your own words?
[/b]
I’m best known for [url=https://www.nexusmods.com/fallout4/mods/21872]Sim Settlements[/url] and all of the expansions that go with that, but before that the first mod I released for Fallout 4 was [url=https://www.nexusmods.com/fallout4/mods/18757]Salvage Beacons[/url] which was my immersive solution to pack-ratting. I think most Bethesda players just get obsessed with picking up everything in the world and I found myself kind of cheating by using backpack mods that would let my character carry 1,000 pounds or whatever and I wanted a more immersive experience. I saw we had these settlements, that were pretty much useless, so I came up with a way to set up a settler job where they would come and pick up stuff in places you left [a beacon]. So that was the first mod, that got fairly popular and then I was playing Survival Mode and I got sick of building all the details necessary to make a cool looking settlement so I logged out and started working on what has become Sim Settlements.

[center][img]https://staticdelivery.nexusmods.com/images/2295/31179975-1533300945.jpg[/img]  [img]https://staticdelivery.nexusmods.com/images/2295/31179975-1533547971.jpg[/img][/center]

Sim Settlements is basically a way to quick get a good looking settlement and have a reason to come back to your settlements, because one of the things I thought was kind of wasteful in the [vanilla] settlements is that you put all this effort into build them and you know exactly what it looks like so there’s no reason to come explore it. The whole thing that draws us into the Bethesda games is exploring, so I took kind of the SimCity model to start - it’s definitely gone way beyond that now. That was my inspiration to start because it kind of gives you a ‘SimCity’ way to play with settlements. So instead of you building individual beds and crops and laying down structures, you just put out these zones that we call ‘Plots’ and the settlers that move in will automatically build something at random in that kind of field. So residential they’ll build a home, commercial they’ll build a shop, etc.

So that’s the quick synopsis, it’s grown a whole lot more and you can actually have the entire settlement build itself. So there’s a lot of depth now to Sim Settlements after it’s been in development for about two solid years.


[b]BigBizkit: On to a completely different question. When you are not busy with modding, what other hobbies do you like to pursue?
[/b]
One of my other hobbies is making music videos and machinima. I end up practising that now mostly with Sim Settlements in doing my [url=https://www.youtube.com/channel/UCrJVV5zL_CBWD4KbAptNi7w][b]trailer videos[/b][/url]. I really love taking songs and video footage and kinda splicing them together and making something cool out of it, especially with game stuff. I’ve done it with real life video as well but that stuff I tend not to release and it just sits on my computer. The stuff for the Sim Settlements trailers, we recently did one just for a patch, have been fun. Now I’m probably going to work with a musician to do a machinima music video for their songs. It’s not like a major musician or anything but it’s something that I enjoy on the side. I used to - but I don’t know if I’ll ever get back into it because Sim Settlements has consumed all of my free time (which is not a complaint) - but I used to be into TCGs [Trading Card Games] so I would play Magic: The Gathering, Hearthstone, stuff like that. 

[center][youtube]fTjykuoNWFA[/youtube] [/center]


[b]Pickysaurus: So outside of Fallout 4 do you play any other games?[/b]

Not currently. Generally - so I find I will get obsessed with a game and then I’ll mod it for a while and then when I’m done with the game, I’ll move on and quit modding it. The was my pattern before, now with Fallout 4, I’ve decided instead I’ll set myself out a goal of what I am trying to accomplish. Basically, I am trying to build the experience I want to see and once I get to that point and I feel that it’s complete then maybe I’ll move onto another game,  I put myself so hard into my projects that it’s hard for me to have too many going on at once. I focus better if I only work on one thing.

I’ve been asked by people if I’m going to make any other mods for Fallout 4 and I have a few others in mind but most likely my big and only contribution to Fallout 4 is probably going to be Sim Settlements or other things in the settlements category. That's just kind of what I got hooked on. I really think there’s a lot to be done with the settlement game-play in Fallout 4 to make it more of a cohesive experience.

So there’s still a lot more for me to do, but I haven’t really looked at any other games to mod in a while. I don’t know which ones I would want to, maybe Witcher 3 but I think by the time I get around to that maybe [url=https://www.youtube.com/watch?v=UjxS9ciNlII][b]Cyberpunk[/b][/url] will be a real thing and I’ll want to mod that. I think any games I’m modding would be RPGs of sorts and Bethesda's [titles] are nice just because they give you the tools and they encourage the modding, especially now with the built in mod manager right in the game which I would hope to see in more games in the future. Until more of them start offering that I think I’m sticking with Bethesda.


[b]BigBizkit: Speaking of future games to mod and Bethesda games, with you being a prolific Fallout 4 modder: What are your thoughts on Fallout 76 so far? We reckon it will eventually allow mods in one form or another, so do you have any plans for that?[/b]

It depends. So the gameplay loop right now looks too much like MMOs - like they’ve talked about how there’s going to be rare materials you’ve got to farm. Endgame loops like that tend to bore me. I prefer the single-player experience.

There’s a couple of things I love about it. One is you feel like you’re the god of that world eventually because you get to be so overpowered and there’s nobody else that can interfere with your experience. You get to decide how it’s going to play out - aside from the exploration in the first time you go through where you’re learning about all the new things in the game world. So the multiplayer side of Fallout 76 kinda irks me - I think a lot of people who are big Bethesda fans feel the same way. It's jarring. It’s a little hard to wrap your head around how you’re going to have the same experience in there, but at the same time, I used to mod multiplayer games exclusively so I am intrigued about the idea of doing some multiplayer modding again but it’s going to depend on how they do it.

They have been very vague about how that is going to work, there’s also the timing issue. We have no idea how long it is going to take to get the modding tools. For Fallout 4 it took about 6 months before they got us modding tools. I can see it taking a lot longer for 76 given how long it usually takes MMOs to get their ducks in a row and their servers stable. So I imagine they’re going to wait until after that to give us those tools.

[center][youtube]M9FGaan35s0[/youtube][/center]

If I find the game enjoyable. Because it looks beautiful, I’ll give it that. It looks incredible and I really hoped it was going to be single-player when they first dropped the trailer just because if we get that kind of engine improvement there’s so much that can be done. So depending on how they do it, I might move over to it but if everything I know right now holds true - which is the way multiplayer games tend to play out - they're just not in my favourite game styles right now. I generally get bored of those game-play loops and I don’t know that I want to participate in that.


[b]Pickysaurus: So some of the authors we’ve spoken to previously, such as TheModernStoryTeller and Enai Siaion, have been looking at transitioning from modding into game development. Is that something you have interest in or could see yourself branching out into? [/b]

I’m not sure. So there’s a couple of problems with going into game development; one is the requirements to do so grow exponentially because you suddenly lose access to all of these assets you have, you lose the core gameplay loop that’s already done for you so the workload goes up dramatically. I’ve got about 2 years of development time into Sim Settlements - and that’s using pretty much every moment of free time I have and then some moments that shouldn’t have been free time that I used anyway - so I’m already pushing the limits about the amount of time I can put in and even now this is with a big team. We’re still not creating even close to the content that would be required for a game. If I extrapolate out the amount of time we’ve been working together as a team and the content we’ve created, I think we have maybe one one-hundredth of the content that would be required for a full game, especially if I wanted to continue to do games to the size and scope of games like Bethesda’s games. So, yes I would love to get into full game development but I don’t know [chuckles] - I don't know if I can handle going through the “food chain” of game development - like working from the bottom up through a company, which is pretty much the only way I could see getting a chance to work on the big games I like. Then, the other option would be going indie dev which has its own set of problems: the financial strain, the stress and the project would have to be substantially smaller in scope. I’m interested in it, but I’m not sure I see a realistic path to get there.


[b]BigBizkit: Alright, going back to your Sim Settlements mod. Is there any creations from other users based on Sim Settlements that you were particularly impressed by? [/b]

Yeah, there’s a few of them. In fact, that was one of the things I was so fortunate with Sim Settlements and so happy that it took off. When I was developing it, I had this big master plan for it - like it’s going to have hundreds of buildings, etc. So as I started designing the buildings I’m like “Oh, this takes a while, this is not something I can do myself”. There was a point early on in development where I reset and rebuilt it from the ground up so that it could be expandable and then I wrote a simple tutorial kit. Now that’s taken off, there’s a tonne of content created for Sim Settlements by the users.

In particular some of my favourites - I don’t know the names of the add-on packs. I talk with the authors all the time, so I just know the authors by name:


[list]
[*][b][url=https://www.nexusmods.com/fallout4/users/36996135]Ruinedworld's[/url] [/b]mods - I think his design style is incredible because it really matches the Fallout 4 aesthetic and his plots usually put mine to shame. He’s actually now on the Sim Settlements team and not only works on his add-on but on the main mod as well.
[*][b][url=https://www.nexusmods.com/users/7062525]Tinuvia[/url] [/b]and [b][url=https://www.nexusmods.com/fallout4/users/71035]Myrmarachne[/url] [/b]- their stuff is incredible, it’s very creative and artistic looking. It’s a little bit outside the Fallout aesthetic, so I don’t use it personally in my game, but their stuff is really detailed and really well done.
[*][b][url=https://www.nexusmods.com/users/3154246]Samutz[/url] [/b]- they put out a vault pack recently, it’s super interactive and all the things are animated. That one's really, really cool.
[/list]

[center][url=https://www.nexusmods.com/fallout4/mods/23917][img]https://staticdelivery.nexusmods.com/images/2295/31179975-1533308668.jpg[/img][/url] [url=https://www.nexusmods.com/fallout4/mods/24136][img]https://staticdelivery.nexusmods.com/images/2295/31179975-1533310600.jpeg[/img][/url] [url=https://www.nexusmods.com/fallout4/mods/30081][img]https://staticdelivery.nexusmods.com/images/2295/31179975-1533308465.jpeg[/img][/url] [url=https://www.nexusmods.com/fallout4/mods/31591][img]https://staticdelivery.nexusmods.com/images/2295/31179975-1533307800.jpg[/img][/url][/center]
There’s so many to talk about, I’m sure I’m going to leave out somebody and they’re going to feel bad that I didn’t mention them but all of the add-on packs have great things about them. These guys have been experimenting to push the limits and some of them have inspired me to add new features to give them more power. Sim Settlements really wouldn’t exist as it does today without the add-on pack developers - They are awesome people and they’ve really really made the mod what it is today.


[b]Pickysaurus: Ok, so a slightly odd question for you now: Has there ever been a feature for Sim Settlements that you weren’t able to get working and really wish was possible?[/b]

I’ve got a couple actually. One is kind of sitting there waiting, one of the things I’ve been hoping is that, with Creation Club forcing updates, I was really hoped we’d start seeing more functions pop up. That hasn’t really happened so I’m holding out that it will but otherwise I might add some F4SE support in future for PC players. Although as I’ve described to a lot of players who ask that is not a key priority because the number of people using F4SE is actually really small relative to the number of people who play Fallout 4 and mod it. Not only can Xbox players not use it, but the number of PC players who use it is shockingly small out of the total because so many people get annoyed with the fact that their games break so they just don’t bother. Anyway, one of the features, in particular, is a “Power Armor Store” I have added to Sim Settlements with the last expansion and one of the options you’ll see in there will say “No Repair Needed” but that was actually supposed to be dynamic and allow you to pay to have your power armour repaired as a quick repair option. Instead of having to go into the workbench and having to individually repair each piece, I thought it would be fun to repair with caps really quickly and that’s just not possible in the base game.

Another one I have that’s half developed that again isn’t possible without F4SE is an armoury. Like a proper ‘equip all your settlers automatically’ armoury. There’s just no great way to do that with Papyrus by default.


[b]BigBizkit: You provide substantial support for your mods and you keep developing them even further. Can you tell us, for those who don’t know, what is new in the most recent update for Sim Settlements? And do you have any plans for the future - if so can you give us a little bit of an insight into those plans?[/b]

In the latest big update, which is still kind of on-going - we still have a few snippets of content coming out.* All of July we’ve been celebrating the 1 year anniversary of Industrial Revolution - my personal favourite thing to work on so far with Sim Settlements. In the latest update, we added a new tech tree, which if you’re not familiar with that part of Sim Settlements, essentially there are these buildings that as they upgrade they unlock new technologies which allow you to build other buildings. It’s all interconnected, there’s things to find in there and secrets to unlock. At the top of this tech tree - to my knowledge no one has figured out how to unlock it yet - we added the [url=http://fallout.wikia.com/wiki/Euclid%27s_C-Finder][b]Euclid's C-Finder[/b][/url] from New Vegas which lets you control a satellite from space and use it as a weapon. It’s really amazing! [url=https://www.nexusmods.com/fallout4/users/14386489][b]Shoeburglar[/b][/url] did this really sweet weapon for us.

So I’m really excited to see the first person who figured out how to unlock that without cheating. I assume there’s already somebody out there who just dug into the Creation Kit, decompiled my scripts and figured it out, but I don’t think anyone has figured out how to naturally unlock it yet and I’m really excited to see if somebody can figure it out.

[center][youtube]mKEUYNuewt4[/youtube][/center]

As far as stuff coming up, we have been working on a massive, massive expansion for Sim Settlements. We’ve been working on it since September of last year (2017). I tend to keep about 3 or 4 projects going at all times. We kind of broke up the team into groups and I try and manage all of them. I focus on the live content, which is how we keep up with weekly or bi-weekly updates. There are always teams working on bigger chunks of content which is how the expansions come to be. We’ve got a really big one which I think is going to finally accomplish the goal I set out to originally and anybody who watched [url=https://www.youtube.com/watch?v=Q3lDdsMk4Sc&list=PL2g2oK5KhZT3GRKgcwUUZQjlsJS8jOggt][b]my in-depth series[/b][/url] of YouTube videos on Sim Settlements will know, I described my vision for Sim Settlements. Our goal with this next one is to finally hit that, which is fully integrating settlement gameplay into the rest of the game so it feels like it belongs there and doesn’t feel like a separate game. Because, right now, even with Sim Settlements, playing around with settlements feels either meaningless or it feels like you’re playing a different game. It’s like I’m playing the settlement game or Fallout 4. I’ve always envisioned that the two could be interwoven so that they feel like one thing, where one drives the other and it has a cyclical gameplay loop where you want to do both and not just focus on one or the other.

*[i](Editors Note: The update to Sim Settlements: Industrial Revolution was released before publishing this article and is available [url=https://www.nexusmods.com/fallout4/mods/25213?tab=files]here[/url].)[/i]

[b]Pickysaurus: Finally, is there anything else you would like to say to the Nexus Mods community about yourself, your mods, or in general?[/b]

Just, thank you. The amount of support I’ve got from everybody, from the staff at Nexus - you’ve been awesome about helping with issues and setting us up some sub-categories and not complaining about serving probably terabytes of patches I’ve put out - and then everybody for giving all these awesome comments and being patient with me when I have bugs to fix. The community has just been amazing and I just have to say thank you because it’s really pushed my abilities as a modder and a developer to the next level. The amount of people who have got on board with this and encouraged me, it kind of forced me to step up and take it seriously and I’m learning all sorts of stuff that’s going to help me in life in general. As you said, I offer a lot of support and it’s kind of turned this into a little organisation. I’ve had to learn a lot of new skills and I operate out of a calendar now, broken down by hour and I feel like a miniature Elon Musk* here with how streamlined my life has become in order to facilitate all this. When I first started doing that, it was scary - I’m actually used to having a little more loose lifestyle - but it’s [changing to a strict schedule] actually allowed me to be a lot more effective across the board in my life and I’m very thankful for the opportunity to give everybody this big gameplay experience. There are a lot of players who play Sim Settlements almost exclusively, that’s what they do with their free time, and it’s fun to be a part of that. I’m now in charge of their core gaming experience. It’s been a lot of fun and I just have to keep saying “thank you, thank you, thank you” to everybody in the Nexus community.

[i]*(Editor’s Note: kinggath would like everyone to know, he is not comparing himself to Elon Musk, only referring to the fact that he is known for having his day scheduled down to 5 minute increments) [/i]

[b]BigBizkit: Thank you very much, Kinggath for taking the time out of your day to talk to us.[/b]

No problem, thanks for having me.

[line]
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A big thank you to Kinggath for taking the time to speak to us! If there's an author or mod project you'd like to know more about, send your suggestions to [b][url=https://www.nexusmods.com/users/64597]BigBizkit[/url][/b] or [b][url=https://www.nexusmods.com/users/31179975]Pickysaurus[/url][/b]. 

- Nexus Mods Giveaway #15 - £35 (~$50) Steam Gift Card
It's that time again! We're giving you the chance to win one Steam Gift Card worth £35 (~$50).

"But Picky," I hear you ask "why is this number 15?". Well sport, we've decided to change the way we number the giveaways. It makes it easier for us to track them internally. And it shows off how many times we've given away some cool stuff. With that out of the way, let's get to the goods. 

To participate and to not screw up your chances of winning, pay attention to the entry rules below:

In order to make sure that the winner comes from the Nexus Mods community, there are some mandatory steps for ensuring your eligibility.

1. Leave a comment on this article. You can say anything you want. (The site rules still apply!)
2. Log into the contest entry form with your preferred method.
3. Click the second entry action that says "Leave a comment on Nexus Mods"
4. Enter your Nexus Mods username into the text field.

[i](If you didn't leave a comment here before going to the contest entry form, be sure to follow the link back here and do that.)[/i]
No comment or valid username = no Steam Gift Card for you.

[size=3][url=https://gleam.io/RTXXh/nexus-mods-giveaway-15][s]Click here to enter for your chance to win a £35 Steam Gift Card![/s][/url]
[/size][i](Entry period ends on Friday, September14th at 11:59 pm GMT)[/i]

[b][size=3]Winner
[/size][/b][spoiler] Screamander[/spoiler]
[size=1]You can read more about why we do monthly giveaways for our social media [url=https://www.nexusmods.com/news/13406]here[/url].[/size]

- Project Spotlight: Fallout Miami
At the end of July, the [url=http://falloutmiami.blogspot.com/]Fallout Miami[/url] project released a fantastic new trailer showing off their "vacation wasteland". Amidst all the excitement BigBizkit and I managed to get an interview with 4 of the key team members on the project to talk about Fallout Miami in more detail.

[center][youtube]aPtAjvtJhf8[/youtube][/center]

[b]First of all, could you guys give us a little bit of an introduction as to who you are and what your roles are on the team and what you do?[/b]

[b]K. Constantine: [/b]Sure thing. I’m K. Constantine the lead writer on Fallout Miami and these days also the co-lead and kind of a creative director of sorts. I am also the guy who has to pester everyone with lore.

[b]Systoliker:[/b] I am Systoliker lead programmer of the Fallout Miami team and I mostly work on new game systems and quest scripting and stuff like that.

[b]Sfaira: [/b]I’m Sfaira the lead of the 2D department and also a concept artist.

[b]Sergey Neiss: [/b]I'm Sergey, composer and audio department lead - so I supervise the creation of the soundtrack and sound effects.

[center][url=http://www.nexusmods.com/darksouls/users/33000850][img]https://staticdelivery.nexusmods.com/images/2295/31179975-1535021907.png[/img][/url] [url=https://www.nexusmods.com/users/34198890][img]https://staticdelivery.nexusmods.com/images/2295/31179975-1535022072.png[/img][/url] [url=https://www.artstation.com/sfaira][img]https://staticdelivery.nexusmods.com/images/2295/31179975-1535034624.png[/img][/url] [url=https://soundcloud.com/sergeyneiss][img]https://staticdelivery.nexusmods.com/images/2295/31179975-1535022197.png[/img][/url][/center]

[b]Thank you all for joining us today. Your most recent trailer has been viewed over 5 million times on YouTube and your project has attracted a lot of attention already. So, for those of you who are not yet aware: how would you describe what Fallout Miami is?[/b]

[b]K. Constantine:[/b] So, Fallout Miami is a DLC-sized mod - that is how we have been describing it. It is essentially what it says on the tin. It is going to function similarly to how the official DLC packs for Fallout 4 work. It is a brand new adventure for the "Sole Survivor", so we are taking your existing character down to the post-nuclear vacation wasteland. You’ll have a brand new adventure.


[b]Fallout Miami has been in development for quite a while now, but let’s go back to the very beginning and ask the question: how did it all get started?
[/b]
[b]K. Constantine:[/b] It probably all began with [url=https://www.nexusmods.com/users/2181031][b]Mika999[/b][/url] who is known for [url=https://www.nexusmods.com/skyrim/mods/53608][b]Shard of Oblivion[/b][/url] and the [url=https://www.nexusmods.com/fallout4/users/2181031?tab=user+files&BH=0][b]“A better” series for Fallout 4[/b][/url]. He originally started work alone on the world space for Fallout Miami and eventually decided that “hey, this thing is starting to look kinda nice, maybe some people would be interested in writing a script, building some systems and making some assets for it” and it started growing from there. And now it is this large scale, DLC-sized project with almost 100 people involved in it.


[b]So, without spoiling too much what can you tell us about the overarching plot of the story you are telling in Fallout Miami?
[/b]
[b]K. Constantine:[/b] So, what we have been saying so far is that Fallout Miami as a story, especially in the main quest, is intended to explore the conflict between order and freedom. This is something that has been part of the Fallout series since Fallout 2 and is sort of a classic conflict that has been present in the past. So far this is kind of expressed in the faction wars and it is something that you might see in New Vegas. So, of course, we have the ideals of order and freedom represented by factions and the player can join these factions and side with them and influence how the main quest plays out and influence the vacation wasteland itself. In general, it is definitely sort of an ideological thing, it is very faction-oriented and it is all about player choice.


[b]Alright, interesting. What made you choose Miami as the main setting?[/b]

[b]K. Constantine: [/b]There are a lot of things going for it. But the main thing is how unique it is. When you think of Americana, there are plenty of sides to it, many places in the US really stand out with their own kind of vibe, with tangible, real aesthetics. Vegas is one example of that - that is why New Vegas is instantly recognizable. DC, The Capital Wasteland - same thing there. Miami is certainly one of those and it is a real shame that it wasn’t explored until now. You got palm trees, got the beach, the ocean - these are all really interesting, visual things that really lend themselves to a kind of memorable landscape and location for the player to explore and have an adventure in. It really seemed like an obvious choice.

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[b]It definitely seems like something quite new and exciting. So, the city of Miami in the real world has some famous landmarks such as the Freedom Tower and Stiltsville - will we be able to visit any of these places in the game?[/b]

[b]K. Constantine:[/b] Not those particular ones you mentioned given that our map takes place in southern Miami Beach - it is kind of a close-ish recreation of it. We have taken some creative liberties, abstracted certain things and incorporated some locations from the mainland portion of Miami into Miami Beach to make it a more fully fleshed out experience. Because it cannot just be hotels and nightclubs it also has to have some civic buildings. So, you will definitely see some familiar locations, we are actually doing a lot of research and have already incorporated some real places. Eagle-eyed players have already identified the Holocaust Memorial in Miami Beach. We're working hard to make sure that interesting places players expect to find are present, like the Fontainebleau Hotel, and other really recognizable locations.


[b]In the trailer, we see Vault 53 which is a vault that exists in Fallout lore and is a Vault-Tec experiment where everything is designed to break down every few months. Are you sticking with this theme or will it have a different purpose in Fallout Miami?[/b]

[b]K. Constantine:[/b] Vault 53 - I am so happy that we are able to go with that vault. Actually, it was sort of the reverse: we did not select the vault for Miami, we selected the vault based on a design of a companion - Kelsey James. We are definitely sticking to the “established canon” for it. This comes from the [url=http://fallout.wikia.com/wiki/Vault_53][b]Fallout Bible[/b][/url] so its canonicity as far as the Bethesda Softworks lore is concerned, it isn’t exactly super established, but we are trying to respect both the new stuff from Fallout 3 & 4 and the old stuff from Fallout Bible, Fallout 1 & 2, Fallout Tactics Even taking some inspiration from the canceled Fallout Tactics 2. So as far as Vault 53 is concerned, Vault Tec’s experiment is there, it is present, everything breaks down every couple of months. We have added a slight twist to it, where the breakdowns become increasingly severe over time and now 200 years after the apocalypse things are kind of dire in the vault and so the player is gonna come in at a really, really deciding time.


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[b]We're definitely looking forward to that. Are there any interesting or unique mechanics in your project that we have not seen before in a Fallout base game?[/b]

[b]Systoliker:[/b] Yes there are. I worked on them myself. For example, something that is inspired by Skyrim: the crime system, where the player can be locked up in jail and stuff like that. Of course, there will be more, but I don’t want to spoil it because it is still in the works [and intended as a surprise].


[b]What you're saying though is that there will definitely be more unique mechanics that you are adding?[/b]

[b]Systoliker:[/b] Yes, of course. The thing is with Nuka World there came a lot of new systems with the Raider stuff and similar things. So it is logical when we say we want to create a DLC sized mod that it means we will introduce new game mechanics as well.

[b]K. Constantine:[/b] And they also really, really fit the narrative context and have like a basic fictional style. So it is all kind of integrated into the player experience.


[b]A huge part of the mood and atmosphere of any setting is typically the music and ambient tracks etc. Can you tell us a bit about that and anything you might have taken inspiration from?
[/b]
[b]Sergey Neiss:[/b] Yeah absolutely. Actually, the first person who started working on the soundtrack was [url=https://soundcloud.com/iskalle][b]Kalle Nilsson, "The Surpriser"[/b][/url]. He is also working on Fallout Cascadia. His initial idea was to make a soundtrack that would be stylistically closer to the works of [url=https://en.wikipedia.org/wiki/Mark_Morgan_(composer)][b]Mark Morgan[/b][/url] from Fallout 1 and Fallout 2. So, a slightly darker vibe that Fallout 4, with more emphasis on the soundscape. And it is a really big part of the Miami soundtrack. But as the mod progressed and more people joined, more stuff was written and we realised that there will be a place for more peaceful and lighthearted elements inspired by [url=http://www.inonzur.com/][b]Inon Zur’s music[/b][/url]. So, not just gloomy synths, but also more instrumental and acoustic elements - we're having strings and pianos, guitars. Those elements will be reserved for more peaceful locations of the map. 

Also, one very interesting thing to mention is that we have to reflect Miami in the soundtrack. When you think of Miami, what distinctive musical traits come to mind? I would say the 80s, synthwave-inspired stuff. So we will have some 80s-inspired music. A lot of people asked us whether we are going to do vaporwave or retrowave music - there are definitely going to be some aspects of that in the final soundtrack, don't you worry. But we still have to produce a soundtrack that is true to the established style, so they're mostly gonna be sprinkled on top to add the needed vibe where necessary. We are also keeping our eye on surf rock - which is a big part of Miami in pop culture. Having acid guitars playing in the background is a cool feature, I'd say. You can also hear the 80's funk guitars in the trailer music. 

So, what we are trying to achieve as a team is to combine the styles of the Fallout soundtracks that came before us, so Mark Morgan and Zur. And to also bring something new to the table, so the distinctive musical style of Miami.

[b]K. Constantine: [/b]Just to add to that a little bit, especially when it comes to the more modern, 80s inspirations. When it comes to tone in general for Fallout Miami. I like to describe it as a cocktail that is two parts 1950s, one part 1960s, with a dash of 80s. So, definitely the synth and vapour elements those would be there as a spice, as colour, but they won’t be the main event of the soundtrack. We are very much making a Fallout game with a Fallout experience, we are definitely not making something that is like a synthwave neon adventure - no, that is there as a colour or spice, but it’s just that. It is just there to add a little bit of Miami flavour, add a little bit of uniqueness.

[b]Sergey Neiss:[/b] Just to add to that: We have certain soundtracks already on our [url=https://www.youtube.com/channel/UCLZZ3oVIzqz6YRmgghe0NJw][b]YouTube channel[/b][/url] - you can definitely check them out. We have a really dedicated team of really awesome and talented composers and sound effects artists working on the sound aspect of the game. So, you can definitely expect good stuff coming.


[center][youtube]WlMgI_APmhA[/youtube] [youtube]l38Dc2FFdA0[/youtube][/center]

[b]Such a large-scale project, obviously, requires a dedicated team and a lot of planning and structure. How do you guys stay organised and manage the workflow from concept art, textures, and sound design through to the actual implementation of levels and quests?[/b]

[b]Sfaira: [/b]Well, we have work divided into departments with leads, who make sure everything goes smoothly. We keep track of the tasks that need to be done or are in progress in our logs. For example, in creating our own assets the process starts with project leads and writers who create everything - tell us what they need - and then they are given to concept artists and further to the 3D department as open tasks for 3D artists to be modelled and then for implementation. 

It is worth mentioning in our workflow and organisation that there are two types of tasks: Some of them require cooperation with the writing team from start to finish - so they have very detailed instructions and the writers are present during the designing process all the time - and they take longer. That might be unexpected because more instructions mean you know what to do but it takes longer because the requirements are higher, so there are more changes needed to meet what the writers want from us artists.

The other type of tasks are the ones that give us bigger artistic freedom - where there’s only general direction where we should go. Most of the time when artists come up with an idea it is accepted fast by like the first or second approach, sometimes those allow us to skip some parts of the process and for example create an asset right away without the concept art stage.

[b]Systoliker:[/b] Yes, and also for me for example, it is mostly that someone comes up and asks “Do you think you or your department can make that work?” then I most of the time will say “Yeah, we’ll try.” After we create it, I’ll talk with Constantine and if he says “Oh, that sounds quite nice” I will start writing some dialogue and quests. Then I will tell Sergey what we have and he may say “We need music for it”. It’s mostly that we talk a lot together and because of that, we have a good workflow with all these things.

[b]Sfaira: [/b]All the departments are connected, so people who work with 3D often come to give feedback on concept art as well, we need the cooperation to be close because everything is connected from start to finish.

[b]K. Constantine:[/b] And just to add a little bit more to the organisational side of the question - The team is quite large, we’ve certainly had over 100 people contribute, and as far as active members it’s kind of close to that number. We've decided on a somewhat decentralised department structure, where there’s constant cooperation between the different departments, but within them generally, it’s the responsibility of that specific department how tasks are completed, how tasks are logged and when meetings are scheduled. We have this process in place because we also want everyone to have fun - so it’s not all autocratic all the time, there’s no dictator telling people “We need to have this done by tomorrow” You certainly need a bit of that if you want to actually to accomplish things and we do sometimes crunch especially when it comes to monthly updates we definitely will have certain assets or concepts finished so we can present them to fans and people who are generally interested in the project. But it’s also definitely something that is organised in a way that allows a large group of hobbyists to work together in an efficient manner to get things done.


[b]You mentioned a loose structure that has over 100 people, but can people still join the team? Is there an application process?[/b]

[b]K. Constantine:[/b] Oh, absolutely! We are always looking for talented people who are interested in contributing. Especially people that have technical skills in 3D modelling, programming and level design. People are encouraged to apply, you can find our application form on all of our social media pages - in fact, it would be nice if you could put a link to that in the text write up for this interview? [i][Editors note: The link can be found at the end of the article.][/i]

[b]Sfaira:[/b] It’s worth mentioning right now we have closed the recruitment for concept art because there were many applications and we already have quite a big team of very talented artists. But it will probably be open again in future as people have different activity and sometimes we need someone for a particular task.

[b]K. Constantine:[/b] Yes, we also weren’t anticipating how large the surge of interest in the project would be after the video - we were definitely expecting to reach at least 1 million views after what the teaser got. We weren’t expecting over 5 [million views]! It’s humbling, it’s kind of blown us away and it’s definitely swelled our team numbers quite a bit. So we have to kind of take stock of what’s been finished, what’s already planned, figure out how many people we need. But like I said, people with technical skills are always welcome Obviously, sometimes real life needs to happen. Some people have to drop off for a while, maybe come back later or maybe can't contribute to the project any longer, it happens. We definitely welcome anyone who's interested to apply. This kind of thing takes a really long time to make, so if someone isn't accepted, they can always polish up their skills and apply at a later date. 

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[b]What is it that you guys would say you have learned during the entire development process? Do you have any plans to branch out into the development of a full game after this project is complete?[/b]

[b]K. Constantine: [/b]Okay so this is a question I can probably talk on for hours, but I’ll try to just hit on the one really big note that’s kind of important for projects like this. So it’s a large number of creative individuals coming together, it’s bound that conflict will happen. People don’t always agree on ideas, theme and so on. They key thing to remember when that happens is you can use that as inspiration - you can create art from adversity - and that’s something that has happened in this project several times and it’s created some really, really beautiful concepts for various things in the lore that I’m quite happy with. I’m sure the fans will enjoy it. And yeah, basically if you get together with people and you have a creative conflict, try to use that to make something even more beautiful.

When it comes to the second part of the question about whether we’re planning maybe taking this forward, going indie and making something a little more substantial than a mod for an existing video game... there have been murmurings within the team, certain individuals have definitely expressed an interest in doing that, and I would say that it’s 100% a possibility.

[b]Sergey Neiss:[/b] I would also like to add that in the past few years there were a lot of really big mod projects for games that were made by Bethesda - like Beyond Skyrim, Fallout Cascadia and a few others. It would definitely be awesome to see how at least one of those teams becomes an actual game dev company later on or maybe there will be some or of a merge between those teams - which would be even more awesome - into a super game dev company that would emerge from that experience. It would definitely be very awesome to see.  

[b]Systoliker:[/b] To that point, after I finish school I want to study game design or programming or anything like that. So yeah, hopefully, it will work because I have much fun working in this team and in programming in general. It’s nice to be in a team because as the lead programmer I already learnt a lot about how to handle stuff - the organisation and how I can share tasks with the other programmers and stuff like that. 

[b]Sfaira: [/b]On a personal note, I really made great progress working as a concept artist here for the team because the amount challenges and subjects I have never drawn before is amazing. It’s really great. So that’s the thing that helps us to develop for further work in the industry, for example.

[b]K. Constantine: [/b]I mean, this project will help us build one hell of a portfolio piece and a hell of a Fallout mod. We’re also building relationships, friendships with others with a common creative spirit so it’s definitely something that we would have an interest in carrying forward, absolutely. 


[b]Lastly - seeing how you guys are very involved in modding and a large project - do you have any practical tips for anyone who wants to take up modding or start or join a massive project like Fallout Miami?[/b]

[b]Systoliker:[/b] So I can start with myself. I started modding because a friend of mine had broken his game I promised I would try to fix it and I did. My advice would be if you have an idea just try to do it. For Creation Kit, for example, there are so many tutorials and stuff like that you can find on the internet. Don’t give up. Try. That would be my advice.

[b]Sfaira[/b]: And also, have courage. For the people who want to join such a big project - Fallout Miami is my first project on such a scale. So a big community and a big organisation. So my advice is to have courage and not be scared because we’re not that strict and demanding like I was afraid it would be at the beginning. It’s amazing, it’s like a great group of friends with a hobby doing something great.

[b]Systoliker:[/b] I would also say, just try to create something really small at the start. Then apply to Fallout Miami [chuckles], because I can say, for myself again, I joined the Beyond Skyrim team last year and I learnt so many new things because there were other people who were in modding for 5 or more years. They were ready to share their experience and help me out so it’s even better to start in big projects because you can learn from other people.

[b]K. Constantine:[/b] So I’ll be a little more general. This also applies to things outside of modding - “think less, do more” - Just figure out what you’re interested in, what you find fun, what you’re good at and start working towards it on a smaller project, get in touch with larger teams. Get in touch with us! We’re going to be around for a little while. But definitely, the easiest and best way to get into anything is to hunker down and get to it. You don’t get anywhere without effort.

[b]Alright, I think that’s some amazing advice. Thank you guys for taking the time out of your day to talk with us. We’re very much looking forward to Fallout Miami and the vacation wasteland![/b]

_________________________________________________________________________________________________________________________________________________________________

A big thank you to Fallout: Miami for taking the time to speak to us! If you're interested in becoming part of Fallout Miami's team, follow the link below.

[center][url=https://goo.gl/forms/AzjUhPtqJVH9EWpW2][img]https://staticdelivery.nexusmods.com/images/2295/31179975-1535030660.png[/img][/url][/center]
If there's an author or mod project you'd like to know more about, send your suggestions to [url=https://www.nexusmods.com/users/64597][b]BigBizkit[/b][/url] or [url=https://www.nexusmods.com/users/31179975][b]Pickysaurus[/b][/url]. 

- Project Spotlight: Fallout New California
[url=https://www.youtube.com/watch?v=nWkKzaplwbY]Fallout New California[/url] is a massive mod project for [url=https://www.nexusmods.com/newvegas]Fallout New Vegas[/url]. After 5 years in the making, the team has announced its release date and - if all goes well - come 23rd October, we will all be able to enjoy a brand new story with 12 endings and over 16,000 lines of dialogue.

Today we are joined by the project lead [url=https://www.nexusmods.com/users/1040788/?tab=user+files]Thaiauxn[/url] to talk about this massive endeavour.


[b]To start off, could you tell us a bit about yourself, and how you got started with modding in the first place?[/b]

I am Brandan Lee, I run Radian Helix Media, a group of visual artists primarily for film, but I'm aiming to get into games full time.

I started making mods back in the 90s, starting with Total Annihilation and Mech Warrior 2's community editing programs. I also made some map packs for StarCraft and other games. Then I got into RPG Maker XP for a while.

I made and edited maps for the mod Battlezone II: Forgotten Enemies as a kid, and that was the first time I saw a mod team make a full campaign for a game. That was all during Highschool or before. But that total conversion told me that a mod like FNC was possible.

Eventually I picked up the GECK for Fallout 3 in 2010, learned a little bit of how it works, then later in 2012 came back and started New California. I’ve been juggling the mod, which more or less took over all my free time the past 4-5 years, and work as a remote VFX artist ever since.


[b]Fallout New California has garnered much attention: [url=https://www.pcgamer.com/fallout-new-california-mod-shows-off-one-last-teaser-trailer-ahead-of-release-date-announcement/]PC Gamer[/url], [url=https://www.polygon.com/2018/6/2/17420428/fallout-new-vegas-mods-new-california-project-brazil-total-conversion]Polygon[/url], and [url=https://www.eurogamer.net/articles/2018-06-02-fallout-new-california-looks-like-the-most-ambitious-fallout-mod-ever]Eurogamer[/url] have written articles on it, and your latest trailer has over 400,000 views on YouTube. For those who are yet unaware, how would you describe New California and can you give us some insights into the story - without spoiling anything, of course? [/b]

New California is an all new campaign built in the New Vegas engine. It takes place 20 years before Fallout New Vegas in 2260, just decades after the events in Fallout 2 while the New California Republic is expanding eastward, before meeting the Legion and before Bitter Springs, right at the end of the Enclave and Brotherhood wars.

[center][youtube]nWkKzaplwbY[/youtube][/center]
You start out an adopted resident of Vault 18, and after some early quests you end up in the wasteland dealing with the aftermath of the NCR's ravenous expansion, corrupt Mob politicians, a Raider Alliance full of those fleeing the NCR pacification wave, and many others. Then the mod ends in New Vegas in one of 12 ways.


[b]New California is set up as a prequel to Fallout New Vegas with brand new locations and a massive, branched story. What was it that inspired you to make a prequel to New Vegas, rather than, let’s say, a sequel or a completely independent story?[/b]

Originally it was a unique and independent story. But after Project Brazil came out, which as basically our demo/prototype, a lot of people wanted a way to tie it into New Vegas, so that is now an option in our main campaign.

FNC ties events from Fallout 1 and 2 into Fallout 3 and New Vegas in a lore friendly way that to me as a fan of the originals and the new games feels really good. It’s just a snapshot of events in one valley called The Pass, but all the loose threads come together right there that send them back to the Bethesda era from the Black Isle era. 

[center][img]https://staticdelivery.nexusmods.com/images/130/64597-1533908177.jpg[/img]
[size=1]Ian, Nick, Carl, Nino, and Andre from [url=https://www.facebook.com/HandShooz.and.HorsGrinAdes/]6 Finger Discount[/url] provided voice roles for the project.[/size][/center]
[b]Other than a new story and adventure, are there any big changes to, let’s say, the core gameplay of the base game? Will we have new gear and toys to play with?[/b]

There’s so much gear and new stuff it’s incalculable. But that wasn’t the focus of FNC. All new gameplay features are story based as opposed to making global gameplay changes. If you want global gameplay changes you can use our [url=https://docs.google.com/document/d/1Iciq_jIMJvZLMjkDQdCP0tDHmezpFme9nUKjDiZ1HGU/edit?usp=sharing][b]recommended mods[/b][/url].

But the way we handle SPECIAL stats and SKILLS is much different. We treat your SPECIAL stats as ubiquitous elements of your personal character, in how you interact with other characters and the world. So your personality as a charming charismatic or a more aggressive strongman, a clever intelligent genius or a total idiot, etc. Those both flavor the responses you get to things you can say, ad open and close doors in conversation, letting you access unique paths you may not have available.

Skills like speech then become about giving a legitimate SPEECH, like to an audience, which you have five opportunities to use in the mod, the success or failure of which determines how the crowd reacts to your leadership. Repair and science and barter then become more about, “yes, I can do this,” or, “no, I need another way to accomplish this.”

That’s unique in almost all games I’ve played and I plan to improve on it again in the future. 


[b]You set out to create Fallout New California 5 years ago. Can you tell us a bit about what motivated you to jump into this grand undertaking?[/b]

I wanted to learn how to make games. I needed something creative that could showcase my talents and abilities that I could do largely on my own with some friends on the internet. I realized after several years of film-making that the crowd of people I was establishing myself in was not healthy, and while it had the facade of progress, there was no genuine opportunity for advancement. They were just using you and planning to keep you stuck while talking up those pseudo-opportunities. So I moved back to my hometown a couple times to avoid taking on too much debt and doing work there; and the only thing I could think of was to start modding again.

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Modding took all the voice talent I knew, all the technical art skills I had amassed, and my storytelling and put it into one place.  It was the best way to make something from nothing but what I had at hand, for free. And since the assets were already in New Vegas we could use that as a much much better starting place than making an engine from scratch or building all the mechanics into Unity or Unreal or Godot.


[b]For such a massive project you, obviously, need a team, voice actors, artists etc. How many people would you say are in your “core” team and what was the “recruiting” process like?[/b]

I consider the core team the ones doing the work in the GECK. So that means me and Rick are the two core team members on FNC doing all the heavy lifting day to day.

Rick handles all version control and our key architecture, where I am the content producer doing the technical and creative art. We then do all our own QA in our respective fields, all our own social media, leadership, and our community management.

We then have a little community of friends and collaborators who work outside the GECK producing music and editing audio, and we collaborate with other large mod projects and the rare donation of a pre-made community asset from Nexus or Turbosquid. We also share a lot with the Frontier and TTW teams, the Niftools community, and my home theater and film community here in Tucson, Arizona: [b][url=https://docs.google.com/document/d/1JxnTK6TtBgyTzRgVlWwt0IKzbEE0mXlmwnK8Ey5SPr8/mobilebasic]Full credit list of Fallout New California contributors[/url].[/b] 

I recruited by inviting people onto the team and forming a community around it.


[b]Five years of development is a long time for a mod project. It reminds me of [url=https://www.nexusmods.com/skyrim/mods/77868/]Enderal - a game based on Skyrim’s engine[/url] that took a staggering 8 years to develop. What would you say were the main struggles, trials, and tribulations during all these years, and what made you guys persevere?[/b]

I spent about 5 days working for Enderal on their english voice acting. I took four of our actors from New California and recorded them for Enderal, and sent them in. [url=https://sureai.net/][b]Sure AI[/b][/url] is legendary. I still keep in touch with Johannes and Nik from time to time on Facebook, they’re awesome.

The biggest struggle was just capturing and retaining people. No one here is getting paid and very little of the mod was paid for, so it’s literally fueled 100% by sweat and determination. People think sweat and determination are “free,” but they cost biological energy. That’s genuine physical and emotional stress.
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There is no feeling worse in the world than working so hard on something you love that doesn’t pay you. But in the end, it is what you make of it. So just staying determined and not tapping out -- that’s the hardest part of everything in life. But all the good things in life come to you when you accept that responsibility and never quit. Everything is locked on the other side of that resistance, so you just keep going and be thankful for the ones who stick it out with you along the way.


[b]How do you organise the workflow and what did you learn about managing such a big project over the years?[/b]

A core [url=https://docs.google.com/document/d/1aBOEpwbK_ikI4gCOkWf1oy2ljlRtB7TYKPcgcB37vY8/edit?disco=AAAAAEZ3bRE][b]design document[/b][/url] and daily communication with Rick and our Team via email or Discord. Rick and I know what we are doing in the document. That is our blueprint.

I wrote the story as a narrative first in a 1-4 paragraph synopsis at the top of every document, then Rick or I broke down every planned stage of the document, then finally spent the rest of the document writing the names of conditions and dialogue topics, then finally writing the [url=https://docs.google.com/document/d/1I2l0QSIEZ2_3k56tL0VLWRa_rWoCyrOepCV4cuomyZY/edit?usp=sharing][b]entire game’s branch dialogue[/b][/url] start to finish.

We then translate all that into the engine by importing the dialogue in the form of those TopicIDs and script together the topics with quest stages, conditions, and variables. Rick assigns all the actual code that the game then uses to fire AI packages, events, and quest handling and fills in creative details as they appear, or bounces them to me to make more content.

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Then I would go through and establish all the level designs as a rough blockout, using greyboxes or temp vanilla assets to build the worldspace.

Over the next 5 years as Rick scripted the main quest, I got it all voiced, I was making 3D art and keeping myself busy doing level art and character stuff, inventing new tasks for myself and roping in anyone willing to help, like Jamilla Humphrey and Jack wong who helped with a lot of our animated resources and vfx, or Pablo Cortina and Martin Purvis who did some writing and musical scores.

Editing all the dialogue was the hardest part for me. It was greuling. 16,825 lines. Mark Hickman’s editing was invaluable, he did probably a good 25-30% of the voice editing, supplemented on a per-character basis by Quinn, Dustin, and Scott. But the rest was me, and I also handled virtually all casting, scheduling, recording, and data handling by myself.

Rick and I could organize the narrative easily, but the rest of the production absolutely needed more team leads to manage the coordination of the art and administration. That was all jazz. We made it up as we went.


[b]In one of our past interviews [url=https://www.nexusmods.com/news/13647]we spoke to TheModernStoryTeller[/url] - a modder turned indie developer. Do you and/or your team have any plans of maybe branching out into game development in the future as well?[/b]

Yep. I have design documents for 3 more games:

Project Morganshir - A Survival Tactical RPG set on the ruins of a massive alien megastructure, somewhere between Rimworld and Don’t Starve.

Project JINN - a Hand to Hand Melee RPG with the narrative dialogue of Fallout and the gameplay of Bungie’s Oni, set in a cyberpunk post-apocalyptic dystopian subterranean city.

Project Shadow Star - a First Person Starship Simulator set in a complex political universe packed with character and lore, with ship to ship combat like if Mothership Zeta were more like Mechwarrior meets Fallout.

[img]https://staticdelivery.nexusmods.com/images/130/64597-1531740679.jpg[/img]

I hope to start the first one right after FNC releases. Unless a studio hires me, then I’ll go work in AAA for a few years, ship a title or two, then start my studio back up and make my games with more of a history shipping games for profit to make these three.

Which is a good 15-20 years of work right there.


[b]Do you have any advice for modders out there who want to accomplish what you have accomplished?[/b]

If you’re going to do this and you’re serious, you need to remember two things: Never ask anyone to do something you would not or cannot do yourself. Because you will probably be the one who ends up doing it. And: remember to take burnout into consideration, because you will get exhausted, you will want to stop, you will hit roadblocks, and life will come to get you. Balance this with your daily exercise and diet, stay in contact with your social life, and make paying work a priority first.

You eventually have to just accept that it will take as long as it will take, and not try to force your team to go faster. It’ll get done when it gets done and there’s nothing you can do to expedite that except do it yourself or cut/redesign content.

The sooner you accept that the better.


[b]Is there anything else you would like to say to the community about Fallout New California, or in general?[/b]

Support your community of indie developers and modders.  The era of publishers is dead. You are the producers now. Pay for things you want to exist. Don’t pay for things you want to abort. Accept the risks and responsibilities therein. Simple as that. Welcome to the 21st Century.

Hope you enjoy New California this October.

_________________________________________________________________________________________________________________________________________________________________

Thanks a lot to Thaiauxn for taking the time to talk to us, and we are all looking forward to Fallout New California! As always: If there's an author or mod project you'd like to know more about, send your suggestions to[b] [url=https://www.nexusmods.com/users/64597]BigBizkit[/url] [/b]or[b] [/b][url=https://www.nexusmods.com/users/31179975][b]Pickysaurus[/b][/url].[b] [/b]

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