Back in June, we posted about The Elder Scrolls Fan Union, who were working on a Morrowind mod project to bring community members into the game as NPCs. I recently checked in with members from the site about their progress and received the following email (thanks Ibis), written by BGS forum member redsrock.
If you’re interested in joining the project, head here.
Take it away, Redsrock…
The TESFU Town Mod Project is going rather well. Somewhat naturally slow due to us not having a whole lot of modders on the job, but as they say…slow and steady wins the race. And for what we lack in numbers we more than make up with quality. Ibis at the helm is doing a tremendous job of keeping everything organized, as well as keeping tabs on everyone else’s duties. She is truly a wonderful Director/modder, and the mod definitely wouldn’t be alive without her.
Also worth checking out at Nexus is Martigen’s Mutant Mod that makes creatures and NPCs more unique throughout the wasteland. Check out some of the features below:
Every creature and NPC is unique with its own stats, size, confidence, health, damage and even skin (texture)
Creatures and NPCs suffer improved wounding effects such as visible bleedng and statistic penalties
Creatures and NPCs can loot the corpses of fallen enemies, after which you can find this loot if you kill them
Creatures and NPCs have improved behavioural AI based on class — in any given group some may be aggressive towards you, some may be ambivalent, and others may avoid you outright.
Configurable increased spawns allow you tailor how many creatures and NPCs spawn in the game at any given spawn point
Improved faction system to better reflect inter-faction relations and ensure the player isn’t the center of the universe
New creatures and NPCs to add variety to the wasteland — all hand-crafted with their own stats, abilities, loot, weapons, textures and in some cases scripted AI behaviour.
Martigen’s Mutant Mod is currently in beta and can be discussed here in our forums. While you’re at it, you might also want to check out his Increased Spawns mod to add a little more challenge to your game.
In our continuing series of tips for using The G.E.C.K., Fallout 3’s PC editor, Level Designer Jeff Browne put together the following video, entitled “Bunker Kit & Snap to Reference.”
Below is a quick note on the video from Jeff about the video:
Because of the scope of our games, it’s necessary for our artists to build robust, flexible kits that allow us to re-use a relatively small number of assets in a wide variety of combinations. Thanks to these kits, level designers can create unique Vaults, offices or utility areas without the need for specialized art.
Learning to work with a new kit can be a time-consuming and sometimes frustrating process. Kits are composed of inter-locking pieces and it can take a while to get accustomed to the nuances of working with each one. The Enclave Bunker Kit is relatively small, but working with it can be as difficult as the larger kits. In this video, I explain the kit and how it’s to be used. This tutorial will also teach you how to work quickly with Reference Snapping.
Yesterday our office was closed in celebration of (and to avoid a chaotic travels due to) President Obama’s Inauguration. While around 2 million people watched from the National Mall, MTV Multiplayer’s Stephen Totilo decided to visit what’s left of the Mall playing Fallout 3. A cool idea, but maybe he needed a modder to add a couple million Super Mutants.
I wish I could find a good pic of the Mall after the two million people left. Might look closer to the image from Fallout 3.
One of our forum moderators, Rohugh, brought to my attention an interesting thread for all of you that get into cosplay or dressing up for Halloween. BGS forum member MightyJohn has begun work on a Brotherhood of Steel costume for Halloween this year.
If you click on the links in the thread, you’ll see he’s only posted shots of the helmet, which looks amazing. Should be interesting to see what he’s got put together come October.
For over a year, Thorlak Island Team have been working on a pretty expansive Oblivion project, entitled Thorlak Island: Blood in the Snow. This mod offers a new (snow covered) island to explore, all new NPCs and towns, nine new quests, and more.
The 1.1 title update for PC that was just released today also includes an extra feature — it deploys the Games for Windows LIVE Marketplace app that Fallout 3 will use to release downloadable content for the PC. It will appear as a separate application in your Start Menu under Microsoft Games for Windows LIVE. You can also download the app separately from Microsoft’s Games for Windows site.
Today Eurogamer put up a new interview with Fallout 3 DLC producer Jeff Gardiner. In the interview, he reveals some new details about Operation: Anchorage, the first DLC for Fallout 3, as well as new details on future DLC. Here’s an excerpt:
Eurogamer: Finally, can you tell us anything else about The Pitt and Broken Steel?
Jeff Gardiner: The Pitt is a more ‘Traditional’ Fallout 3 quest – it’s full of morally grey choices, shady NPCs, and features another city ravaged by time, neglect, nuclear waste and moral degradation.
Broken Steel not only extends the game to level 30, it alters the core ending. It allows the player to continue exploring the ashen Wasteland and see the fruits that are born, or that die, from their decisions. It will reprise several main characters, and conclude some of the story threads left dangling.
Head to Eurogamer to read the rest. More news after the break.
Here’s one last round of Hall of Fame mod entries for the year 2008 at Planet Elder Scrolls.
For December, four mods met the criteria necessary to be honored.
Vality’s Bitter Coast Mod: Now in Version 4.0, according to Vality, this mod, “replaces all the ‘leafy’ Bitter Coast trees with my own ‘speedtree’ like trees, a similar technique to what was used in Oblivion.”