FNNCQ a fallout 3 slavery overhaul Official comment topic
#4
Posted 08 October 2009 - 08:10 PM
csb, on Oct 8 2009, 07:54 PM, said:
It's definitely to early to put this mod in a merged patch. There are a lot of features that will be added in the next weeks.
The base is complete and stable on my machine. Thats the reason why I made a public file to get responses and find troubles that I have overlooked.
evilmicevil said:
Thanks!
#5
Posted 08 October 2009 - 08:26 PM
Also i'm kind of a modder myself so if you need any help with this mod just PM me (although i won't do any voice acting
#8
Posted 08 October 2009 - 08:59 PM
Admiral165, on Oct 8 2009, 08:26 PM, said:
Also i'm kind of a modder myself so if you need any help with this mod just PM me (although i won't do any voice acting
The so called final release will take some time because I constanrly add features and slave types (suggestions are always welcomed). This mod is the basesytem for my quest mods and if I need a new feature in the quest I try to make a general solution and add it to FNNCQ,
The feature set I mentioned in the description is the focus for the so called Version 1.0. A method to stop myself from adding and to release something
FNNCQ is mostly scripting work. What I need most in the moment is testing and feedback. I want this mod as compatible and stable as posssible so it can be used in the future as modders resource. For me it is totaly stable but rhis is only one player and one fallout configuration.
phoenixfang said:
No! You dont need FOSE, DLCs or any other mod for FNNCQ. When FOSE2 is ready I maybe make a special version or an addition. The FNNCQ base module will always work with the core game only. Modules to support other mods and DLCs are planned but not done yet.
#9
Posted 08 October 2009 - 09:29 PM
#10
Posted 08 October 2009 - 09:52 PM
Gunblazer 42, on Oct 8 2009, 09:29 PM, said:
Yes! This is one of the main features. Take a look at my first demo video for this mod where I demonstrate it.




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