Starfield Mods - Interviewing Top Bethesda Mod Authors: FlashyJoeR (Advance Needs 76)
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- Опубликовано: 5 фев 2025
- Thank you again FlashyJoeR for taking time out of your day to answer these questions. If you are interested in the Starfield Mod scene and Starfield Lore, Bethesda or space games you should subscribe, I know I would appreciate it.
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I never do a playthrough without Guns for hire crazy to hear how much he has worked on, never knew he was hollywood.
It is really crazy to learn the amount of time it takes to get these mods out the door. Thanks for taking the time to listen to the process behind the mod!
Forget Vehicles...POWER ARMOR BABY!!!
Lol how about a compromise, Mechs!, and Worsin I have to get an interview in with you and your work with your modders platform mod Sanctum. I bet you guys have a lot going on right now.
Best interview so far 🔥
I appreciate that! I'm looking forward to talking to them again when we get the game and they get inspired to mod.
Yeah Shilo... I can attest to the bends and the effects of pressure on hulls. 🤫
I bet, that is a Submariners nightmare... besides everything else that can go wrong on a sub.
This is one of the best interview, thank you
I really appreciate that, thank you!
I think one of the first mod I need it's beeing able to move freely in space out of the ship
I have thought about that one, I mean we have anti gravity and space suits already. There should be no real problem with going outside your ship, so I wonder if they just haven't shown it yet or they feel they had no reason to add it in.
I don't know but like said the empty space is a different instance than planets so I guess adding 0G everywhere there + open the doors like on lands but in space should be a thing talented modders can do, I trust them, they are too good@@shilohmc
You know, I was listening to this interview at around the 50min mark and it reminded me of a pretty specific pet peeve of mine with animations on fallout 4, at least on consoles:
When the character is moving there are 3 stages, walk, jog and run. The activation of the jog animation happens too much near the center of the stick, so the transition between a walk and a jog is almost instantaneous when youre using a controller, and it just looks silly, like a monty python sketch. I dread to think bethesda could repeat this with starfield.
Yes and turning animation is non-existent, but luckily that direct showed several varied movement animations. I agree, that it really helps the immersion having fluid movement.
These interviews really make me want to start making mods, but I know Id probably break my computer out of frustration.
Also, Id have to buy a decent PC to begin with.
You wouldn't need that crazy of a PC as long as you can play the game on the lowest settings to test it. The CK does not run game play or animations so It really doesn't take that much but it does have its own set of problems. Hopefully it is a smoother in Creation Kit 2.
I say both. You can maintain separate streams on the same channel. Just have a banner or something to delineate between mod lore and vanilla lore.
Thats a good point, like different thumbnails.
@@shilohmc with MOD in big bold letters.
I never run FO4 without Joe's AN 76 / Gun for Hire. Those are basically core/factory settings for my game at this point. Some mods, like SS2 and the Thuggyverse stuff are list builders for me and I keep them exclusive to their own lists, aside from core/ui and fixes, but Survival 76 (and to an extent, GFH) go with anything and make anything better (for me).
Thanks brother! :)
Same for FlashyJoeR aswell, I'd love to get another talk with him, now that Starfield has been out a while...
Ground vehicles are great but with that mods we need also a mod with a ship module to specially handle ground vehicles
Great interview, guys. Really enjoyed that. Thank you for adding the vehicles question. To this and your previous interview, It really is much appreciated! It's great to hear that ground vehicles are a relatively easy mod to add to the game. I'd be very happy with slower rover type vehicles, hopefully with enough room for a couple of companions 🤞🏻
I'm definitely in the camp that want to see dogs in Starfield, on board your ship, with you on habitable planets, Dogmeat was one of the best things about Fallout 4. On a side note: I would love to see companions in Starfield on the same level as Inigo from Skyrim. The quality and quantity of interaction with him and between other companions was truly exceptional. Thanks guys, roll on September 😃
Agreed, it is good to know that it isn't going to be held up by the engine. Also I like that they are concentrating on those 4 companions, because the more they flesh them out, the easier it will be to mod in new companions using the same template.
@shilohmc I can't wait to see the various companion's, to see how in-depth they are and in time to see what companion's the community comes up with. While I appreciate 4 in-depth Constellation companions... I definitely want some morally ambiguous mercs/rogue type characters for my crew 😉
Awesome chat, I can't wait to see what the Creation Kit 2 brings to the modding community.
I fully expect a wave of old and new modders going all out on this game, I'm crossing my fingers this goes as planned.
@@shilohmc I will certainly being having a play again. I developed the 'Minty Lightning' mod for Skyrim back in the day so really looking forward to see what we can do with the ck2 & papyrus (assuming it is still papyrus they use for scripting).
@@RobGregory It should be Papyrus, that is basically Bethesda’s baby and I’m always glad to have Modders in the comments. I will be interested on your take when we get the game.
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My fallout 4 is not complete without a flashy joe mod.
He is always on my mod load out for sure.
I also think that rovers and mechs will probably be the second dlc a la automatron and hearthfire. The "added feature" dlc.
I hope your channel blows up when Starfield releases. Did you ever try getting a review key for the game? I think you'd have a high chance to get one even with such a small community
Hey thanks Raph, I appreciate that. I did try but no such luck. but at least my content isn't review dependent lol
Wow listening to this post starfield release makes me realize just how much shit Bethesda whiffed on SF
Yep, the thing that drives me crazy, is the more modders dive into Xedit they realize a lot of these systems we want were in the game and then abandoned like refueling, traveling between planets, Ship weapons ammo, survival mode and a bunch of other things. Well with time all those systems will be rienstated by modders and hopefully Bethesda learns something about what players want in Starfield.
Flashyjoer is the guy that did advanced needs 76 for fo4, right? Thats my number 1 mod for fo4. Im glad he mentioned looking into survival mechanics for starfield. Also loved to know hes a fan of babylon 5.
I hope modders will be able to pick one of the barren planets and fill it with content. I just wonder how that could be possible with the high level of randomization. How to put a structure on a planet when that planet will look different for each individual player?
Thats one of those things where we need to see the CK to know how to answer. But my guess is, we will be building "set pieces", POIs, that the procedural system will drawn from and add to the planet stitching routines. Like in the Direct, with the abandoned mining complex, as an example - it was a POI. So we might likely build things that this and then have a way to force it to be the POI the proceduralism uses for the planet specified. No way to know right now, of course, but that would be my best guess. And also, Im sure they have methods in the CK that allow us to hand carve a location on a planet, so we can build a custom "city" with its own landing pad, etc, much like in FO4 or Skyrim, where we could add new buildings and NPCs in them. But yes, its a wait and see situation, but Im sure we will have all the tools we need to fully develop planetary quest and location mods. :)
Modders will probably also create new planets and systems for sure
Oof, some of these speculations make me a little bummed having now played the game.
TBC I am enjoying it, but I didn't have high expectations.
Well the no pet thing is a sad point but I am enjoying it and I really do feel the heart in this game. Thank you for watching and leaving a comment!
Hell yeah i'm first! Damn nvm shadow beat me to it.
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I'm honored there is First battles on my RUclips lol
Dude!!!!! SG1!!!! BATTLESTAR GALACTICA!!!!! OH I AM GONNA CHEW YER EARS OFF LATER ON DISCORD.
Starfield is going to be so fun...but I plan on playing NO MODS for at least 6 months. Then I will add on whatever seems like the best mods at that time on Nexus. Then I am going to wait until a year in...add the new mods, etc. I used to add new mods and start new games in Skyrim, Fallout 4, etc...and hardly ever got far in the games. NO MORE OF THAT SHITE!
I agree and every mod author I have talked to is very similar in that approach. You need to enjoy the base game to understand what you want "fixed". Then get to modding but also have a purpose of what you want from that playthrough, otherwise you will just keep adding stuff and halfway through your playthrough it just crashes lol.
I hope they don't put too much of survival game mechanics into Starfield because that is a genre that I hate with a passion. I feel forced to grind endlessly just to stay alive/awake/healthy. Boring!
I don't think you will need to worry about that. Bethesda historically makes "survival mode" a separate difficulty setting that requires you to enable it. By default, their games are very approachable by the widest audience possible and as you note, survival mode on by default, would be offputting to a lot of folks. :)
Is there a chance we get a hospital mod where you can't fully heal an injury unill you visit a hospital
Realistically, this is already in the base game in survival mode where you need to visit doctors to heal broken limbs and the like.
that's awesome@@FlashyJoer
@@darkstar9625To be clear, I was talking about Fallout 4 doing that in survival mode. We've no clue if that is still a feature/function within Starfield, but I imagine if it is not, someone will add it and it wont be difficult to do. :)
@@FlashyJoer oh ok I never played fallout 4 but its good to know it's possible . I'm planning on modding the INTERSTELLAR theme song into the game hope I won't be complicated to pull off
Huh. No subs. Maybe they take a bit.