A modding partner or not?

Post » Wed Jan 21, 2015 10:00 am

I have a slight problem my imagination is out stripping the pace that I can create mods, as anyone who has made a half decent sized mod knows it takes time to implement an idea and at the rate I'm going some of them will be a year away before I even make a start.

I've had a modding partner before and like many partnerships it went pear shaped for various reasons (even though he was one of the best room clutter makers I know of).

Currently I've got 6 mods planned with one nearly finished -

1) Dalek Menace (nearly finished) with a 4.2mb esp comprising of 2 worldspaces with custom assets of 877 files in 63 folders including 2 completely new custom creatures and a Dalek follower.

2) Custom robot followers, so far 3 on the list (Vincent, K9, R2D2) with only mesh and texture exports but they will all be completely new custom creatures. I might even have a go at 343 Guilty Spark.

3) A plant quest, I plan on another large quest mod the size of Dalek Menace but expanding on from Vault 22. I plan to create another 2 completely new custom creatures, Triffids and Snakes for it. If I learn enough about weapon animations I'll make a Crossbow that fires circular saw blades for this.

4) Ranger Ghost as a companion, if someone else doesn't do one first (please do otherwise I'll compel myself to).

5) A walking dead mod, I plan on making use of my custom rigged skeleton race for a quirky undead mod, again it will be fairly big mod and I plan on having Death as a follower (I'll make him a nice Scythe).

6)Vera Keyes as a follower, not going to say much about this but I'll be throwing in another vault with a nasty vaultec experiment.

I was even tossing up the idea of a Space 1999 themed mod (because the spaceships are kewl) with an Enclave base on the moon.

So I'm wondering is it worth it for me to throw up a position vacant sign, or take my time and produce them all on my own?

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Céline Rémy
 
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