7 or 8 months before any modding tools will be available, and before we are even 100% certain of the model format (I assume this would need new art assets) might be a teensy bit early for announcing a modding project .
Still, good luck, it sounds like an interesting and challenging project
We are currently just working on writing, level design, concept art and whatever else we can right now. It is very early to announce a mod, but were not in any hurry. My main goal in starting this early was to get a head start if you will.
Some CAD work will and has already been done, but for what we can actually predict. We aren't even going to touch most of it until the G.E.C.K. comes out.
Well, I hope something comes of it; talking about making a huge mod is the easiest part. Can't wait to see what you guys deliver.
I admire your team's ambition and hope it works out! Sounds like a neat mod
Actual there will be moders going into the guts of the game the second they get there hands on the game.
some of the larger mod developers are already looking at the Boston maps and trying to guestimate where they can put there own creation, the Script makers will be looking at what the game currently allowes you to do and what they need to bring over, and people will be trying to bring over there existing mods (companions and otherwise) to see what they need to do to make them work, and some quest makers are already penceling in posible quests given the history of Boston.
Also, I think some have hinted at trying to mod in games for the ingame pip boy.
I dig verbal abuse on the internet. Keep it coming, skippy.
To everyone else, I'll be posting status updates on our website, Dark Creations, The Nexus and possibly here too. So keep an eye out wastelanders, were going to make this pig sing!
by pig i mean mod and by sing, well... I'm not too sure. The metaphor played out much better in my head
i've been trying to pretend this won't be an issue, but i'm kinda worried about the file format. I would assume its still nif / gamebryo, but you never know.
I hope Niftools team gets some help, once the mod tools come out, we will see a huge influx of interested people. We need a 3ds max exporter, hopefully with animations, collision and particles.
if we could get particles imported into the game, the possibilities would be endless.
I'm rather partial to the Vault-Tec style of experimentation that was framed in the brief show Ascension.
Ascension seems to parallel Fallout with the 1950s-60s styling, where a group of folks board a secret government project generational space ship to ensure the survival of humanity.
Unknown to the crew and inhabitants of the Ascension program space ship, though they've been aboard the ship since its "launch" in 1963 (over 50 years), they actually never left the ground, and it's all an illusion, an experiment where they're watched from the outside, entirely unaware that they are not actually on a real spaceship.
Similar, I think, could be done in Fallout in building a spaceship vault inside a Vault-Tec vault.
There's 2 factions right there; the watchers, and the watched, and the watchers could have sub factions in favor of revealing the masquerade, and keeping the project running.
It's a concept I rather enjoy due the various levels of deception that can be employed into such a story.
Casey, at the moment our writing team is pretty full, until we get the station fully realized, and then we will be looking for more people. I've seen projects die from too much attention as well as too little so I'm really trying to find the right balance this time around. So if you want to help, sign up and you can start helping eventually if youve got a knack for it.
ix09, good idea, but not what we have planned. The project is already beyond the point of making changes like that. Plus I feel fallout 4 will touch on the crazy vault experiments in that at the beginning of the game we go in before the war and get to experience them firsthand (most likely).
If only they had used the same rules the accession had sued they would not have had such problems.