I know exactly who, KeltecRFB. I also know who "borrowed" my concept and scripts without permission /and I don´t speak about Bethesda now ;-) /. But, live and let live.
That sucks, too bad it wasn't a better honor then. I am sure they have some legal claim to it since a lawyer is a co-founder of Zenimaxx. You never can trust a lawyer.However, I know that the RTS feature in FO4 is your concept and the Wasteland Defense concept goes to Elderwind.
I am proud if Beth was inspired with this mod. I have no claims this way and I am fully satisfied with this.I only doubt that WD has any original concept, different than RTS for F3 version had before this guy "borrowed" it. Peace.
zoneofdarkness: I feel really satisfied that my concept shows up as a perspective one to be implemented into official Fallout game. And really doesn´t matter if Beth was inspired by my mod, or if i will be credited or not. At the beginning it was only me and my feeling, I just saw a potential possibility of this game, which I love. The way, I thought, it can be easily /how I was terribly wrong / expanded. My way was not easy. I started from scratch, because I had no knowledge about modding, scripting at the beginning. I had just idea and I was total Greenhorn. Thnx to Beth, I had powerful tool in Geck, thnx to modding community I had great source of informations which pushed me from Greenhorn stage farther quickly. I made this mod for fans and fans were the reason I spent with modding so long time. My Thnx goes to all fans! Now it seems that Idea persists and this credit goes to all of us!
DillPicklesAreBad: Yes, as I wrote, "I feel really satisfied that my concept shows up as a perspective one to be implemented into official Fallout game. And really doesn´t matter if Beth was inspired by my mod." And I am pretty sure I bring this concept in my RTS for F3 at 2009 as the first and this version of my mod had review in PC Gamer at the same year
@dillpickels No, im 100% sure the FO4 base building was more then inspired by arcoolkas RTS mods. They even said that alot of the ideas they got for FO/NV was from FO3 mods. Looking at the FO4 Vid it felt like it was Arcoolka was the one who was project manager on that part.
this was probably already in the works as it is i very much doubt any feature added into fallout 4 that was added by a mod in fo3 or nv inspired bethesda to do the same this game has been in development since fallout 3 was released so... yeah its a nice thought that modders have influenced awesome stuff implemented into a newer fallout but its unlikely granted i could be wrong since bethesda does take notes from the community on what mods and stuff are being used how often. so in a way this mod helped them put in their own settlement builder. as did project nevada for the one button grenae throw. im sorry if this sounds mean im not trying to be mean at all.
Of course we all know base building isn't exactly a unique idea but I believe a lot of what's in Fallout 4 has indeed been inspired by the most popular mods and that's not really a problem. It'll be a problem if Bethesda didn't look at what was popular in the modding community and produced a vanilla game that felt lacking compared to a modded New Vegas.
Anyway great mod arcoolka, it'll be interesting to see what you'll do in Fallout 4 if you plan on modding it.
in a facebook group i belong to some one made post saying that it was not needed and i told them how it was a popular mod for fo3 and foNV and pointed them to your mod the post has got very quit since my post so if any one that have not heard of this mod now has
@arcoolka, Congratz. Btw could you add the ability to rehire/regain settlers who died in combat? While there is another mod that does this for the mod, but it also revamps food and drink and such which I do not want.
This is not cool, are you going to throw s#*! at WD for "borrowing" concept of your mod "without permission" now? It only seems like you are a bit salty because his mod has more subscriptions than yours, but whatever.
Obsidian does well with RP games and that's why NV's mechanic is so good compared to FO4 which actually has a pretty bad RP mechanic. I wish Obsidian would make another FO.
there still no GECK for FO4? I am wonder how they solved navmesh problem inside selfmade buildings or placed structures. or it's just works? in FNV, FO, Skyrim and older - NPC can stuck on placed object with collision. Much worse - it's can cause lag and crash (at least when i make some experiments on Skyrim). about 50 npc in good navmeshed area - no lags and crashes. Just few wrong navmesh polygons on popular for NPC route with object on way and there problems starts.
Not sure about FNV, but in Skyrim only possibility to emulate "dynamic" navmesh - is to disable/enable it in some special way. But it's required changes in cell. Which is obsolete idea of settlement in any random place. My guess - in FO4 they did something like this, i don't see any other reason to have special places to build settlement instead completely random one.
I wish Bethesda could launch a game with all the desired mods included so we can have fun playing them i bet if that games(oblivion,skyrim,fo3,fonv,fo4) come with moded files the gamers will play thay games again. A loy of games played those games without modinh them and they dont know the real fun in these games
this is pretty broken. wouldn't let me exit the building and couldn't build anything. I followed the directions and yeah thanks followed it and it did not help. I know the mod is old but man give me a break.
20 Hrs and not even a bug....... no ctd no stutter not freezing no lagging its clean dude ....thats for sure......im even using this and wastelands defend and its all good smooth moves man smoooth moves ........196 Active Mods
It's been 10 years and I still love this mod, its something that if any, Bethesda took inspiration from. I just wish someone could remaster this old, good ole' mod into less crash and buggy state. All of this new plugin this and that but none of which try to replicate this mod success.
I still remember using this before Fallout 4 existed. Just reinstalled Fallout 4 and thought I'd pop in to say thanks and give you credit for this creation that enriched my Fallout: NV experience so much. Thanks again.
arcoolka the GOOOOOOOOOAAAAAAAT i cant believe this s#*! i didn't think much of this mod while downloading it but DAMN this should be at the top 5 most endorsed mods in this freaking fallout ......bro you KILLED IT....wish i could endorse this a million times ...one ain't enough
Does this work in honest hearts? I got Betsy there but I cant seem to find resources . . . .or draw my gun Willow is on body guard detail at the moment lol.
Also I cant seem to rotate anything I try to build on the xy access. If anyone knows how to get this working please let me know.
2251 comments
We all know who made the original RTS ... ;-)
And I am glad they are monitoring the modding community.
They even said that alot of the ideas they got for FO/NV was from FO3 mods. Looking at the FO4 Vid it felt like it was Arcoolka was the one who was project manager on that part.
here's the thing though - they'll start with something and we can run with it. Imagine how cool the engine will be now.
arcoolka - no more navmesh. if the engine can handle dynamic pathing, then we can build anything without any NPC pathing issues.
Of course we all know base building isn't exactly a unique idea but I believe a lot of what's in Fallout 4 has indeed been inspired by the most popular mods and that's not really a problem. It'll be a problem if Bethesda didn't look at what was popular in the modding community and produced a vanilla game that felt lacking compared to a modded New Vegas.
Anyway great mod arcoolka, it'll be interesting to see what you'll do in Fallout 4 if you plan on modding it.
and pointed them to your mod the post has got very quit since my post so if any one that have not heard of this mod now has
I would only be happy, it would just be a great thing imo for them to consider user-made content during development
I hate that crap.
I am wonder how they solved navmesh problem inside selfmade buildings or placed structures.
or it's just works?
in FNV, FO, Skyrim and older - NPC can stuck on placed object with collision. Much worse - it's can cause lag and crash (at least when i make some experiments on Skyrim). about 50 npc in good navmeshed area - no lags and crashes. Just few wrong navmesh polygons on popular for NPC route with object on way and there problems starts.
Not sure about FNV, but in Skyrim only possibility to emulate "dynamic" navmesh - is to disable/enable it in some special way. But it's required changes in cell. Which is obsolete idea of settlement in any random place. My guess - in FO4 they did something like this, i don't see any other reason to have special places to build settlement instead completely random one.
Yeah. Obisidian did the same with weapon mods, but actually credited the modder.
I give this mod a 3/10.
Thanks again.
Also I cant seem to rotate anything I try to build on the xy access. If anyone knows how to get this working please let me know.