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6 comments
As an inexperienced mod developer, I think my challenge will be to plan things well, and to understand what to spend my time on.I think what I am going to do is to create some key assets that would set the tones for each locations, and just block things out so that I can figure out exactly what I need to do from there on. Even though I do have general outlines of what needs to happen for each locations, I suspect there will be a lot of trials and errors coming up, haha.
I really appreciate your stopping by!
hahaha This is really good, and the story seems to lore friendly
Yeah, well, the thing is if I turn off the coils, it's much lower in poly count. I'm a little bit worried about it, because I'm thinking it will used in a large open area with more machines and enemies placed on the upper floor. Curved surfaces tend to use a lot of polygons, and Bethesda did max efforts to reduce geometries in the vanilla game. My assets have more polygons than the vanilla stuff, so I'd have to see what the limit is like by creating test rooms.
Union Station was the predecessor to the North Station today, and while I can't use the above ground area for it, I think an underground station could make a nice hub location for Triggermen to distribute their goods (and that setting kinda aligns with Malone's men at Park Street Station). The new Triggermen boss after Malone is Silvio Carboni :
The FN1903 pistol (which I posted about in the last post) is going to be his weapon of choice.
And more additions to the lesser factions is always good, Trigger Men I feel were kinda neglected by Bethesda (though I imagine they had alot on their plate) thank the verse for Nexus and folks like you making Fallout 4 better haha
Anyway, thanks again for stopping by, denzel! :-)