Fallout 4
Rotary Converter

Image information

Added on

Uploaded by

DiodeLadder

About this image

Notice

This user's image description contains 1 images. Some authors like to showcase more of their work in their image descriptions or use the image description to provide a storyboard for the image provided.

You will need to be logged in before you can see this user's image description.

6 comments

  1. deleted91856168
    deleted91856168
    • premium
    • 1 kudos
    Genuinely very interesting, Fallout 4 does quite a lot of work using narrative themes that deal with power. Having a more vintage but genuinely impressive piece of equipment like this shows you pay attention to the world building you put into your work. Just like the static fermentation tanks you are making for the winery, these totally sell the location. Keep this up and the Triggerman will have as much custom assets as the Brotherhood. Keeping an eye on your work going forward!
    1. DiodeLadder
      DiodeLadder
      • supporter
      • 47 kudos
      Thank you so much, Yahvahzen! :-)

      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!
  2. denzel4444
    denzel4444
    • premium
    • 52 kudos
    6300 Polygons, is that it?

    hahaha This is really good, and the story seems to lore friendly
    Spoiler:  
    Show
    thought I would throw my 2 cents in
    1. DiodeLadder
      DiodeLadder
      • supporter
      • 47 kudos
      LOL, nice GIF! :D

      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.
    2. denzel4444
      denzel4444
      • premium
      • 52 kudos
      Very nice, looking forward to the release. It makes sense then to have the assets in there own cell, to avoid lag in Boston
      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
    3. DiodeLadder
      DiodeLadder
      • supporter
      • 47 kudos
      Yeah, I'm sure Bethesda wanted to do way more than what we saw in the released game, and looking at the boarded up buildings in the game, I think North End, South Boston, Beacon Hill, and Charlestown probably had more contents planned. I think this kind of game is just difficult to do because of the amount of contents needed.

      Anyway, thanks again for stopping by, denzel! :-)