Ersetzen der Videodateien in SvR [PS2] durch eigene Videodateien

Language: English Deutsch

Download des Tutorials als PDF-Datei:

In dieser Anleitung werde ich beschrieben wie man die Videodateien im Spiel durch eigene Videos ersetzen kann. Ich gehe davon aus, dass ihr zumindest die Musik-Editing-Anleitung von mir gelesen habt und somit die Grundlagen wie ISO-Erstellung, Bedienung von AFSExplorer etc. bekannt sind. Dort findet ihr auch die Links zu den benötigten Programmen.

Bevor wir loslegen solltet ihr erstmal sicherstellen, dass Dateiendungen auf eurem Computer angezeigt werden, d.h. das zum Beispiel die Dateinamen eurer MP3-Songs stets mit ".mp3" und eure Word-Dokumente auf ".doc" enden. Falls das noch nicht der Fall ist, befolgt die Anweisungen unter folgenden Link um dies einzustellen: Datei-Endungen einblenden

Die Videodateien befinden sich im Ordner "MOVIE" des von Xpert erstellten "@(ISO-Name)"-Ordners und sind in folgenden AFS-Dateien enthalten:


Das Problem ist, das die Videodateien in SvR im .sfd-Format vorliegen und es so gut wie kein Programm gibt, mit dem man 100% geeignete sfd-Videos erstellen kann... Sfd ist dabei im Grunde nichts anderes als eine Zusammensetzung von MPG I-System-Video und Adx-Audio, wobei die sfd-Dateien in SvR keine Audiospur haben, sondern nur eine Videospur. Im Grunde heißt das, das man also jede MPG I-Videodatei ins Spiel importieren kann, wobei man nur die Dateiendung ".mpg" in ".sfd" umbenennen muss. Das ist eine der zwei Lösungen die ich gefunden habe - wobei ich gleich vorneweg sagen möchte, dass dies nicht 100% funktioniert und eine unerwünschte Nebenwirkung auftritt.... Doch dazu später. Die andere Möglichkeit Videos zu importieren ist die Importierung von sfd-Videos aus früheren SvR-Spielen. Das klappt noch am besten, der einzige Nachteil ist, dass die Videos im Spiel etwas unscharf sind und verpixelt wirken.

Es gibt also im Grunde 2 Möglichkeiten Videos zu importieren:

1. Möglichkeit (empfohlen)

Ihr exportiert Videos aus früheren SvR-Spielen:
Dazu legt ihr einfach eine SvR-Disc von der ihr Videos exportieren wollt in ein DVD-Laufwerk, durchsucht dann den DVD-Inhalt und kopiert am besten den MOVIE-Ordner der die AFS-Dateien enthält auf eure Festplatte. Diese AFS's könnt ihr dann wie gewohnt mit dem AFSExplorer durchsuchen und die gewünschten sfd-Videodateien einfach per Mausrechtsklick exportieren.

Der Rest läuft dann ähnlich ab wie das Importieren der Adx-Dateien in meiner anderen Anleitung:
Die exportierten sfd-Dateien dann einfach umbenennen (je nachdem welche sfd's ihr ersetzen wollt) und dann einfach mit Hilfe des AFSExplorer in die entsprechende "NVM00X.AFS" importieren. Dann wieder eine neue AFS-Datei regenieren usw. (Steht alles in meiner anderen Anleitung. Der einzige Unterschied besteht darin, dass ihr nicht die GAME.AFS bzw. ENTRANCE.AFS bearbeitet, sondern eine der NVM00X.AFS und ihr keine Adx-Dateien importiert sondern Sfd-Dateien)

2. Möglichkeit

Ihr wollt komplett neue Videos ins Spiel integrieren:
1. Ladet das Video-Encoder-Programm "SUPER" herunter und installiert es
2. Startet SUPER und wählt folgende Einstellungen aus:

3. Fügt jetzt die Videodatei die ihr konvertieren wollt dem unteren Fenster hinzu(per "Drag-und-Drop" oder Rechtsklick!)
4. Auf "Encode" klicken
5. Nennt die Dateiendung (mpg) in "sfd" um, und den Dateinamen in den Namen der zu ersetzenden Videodatei! (z.B "nmv035.sfd")
6. Fertig!

Der Rest läuft dann so ab wie das Importieren der Adx-Dateien in meiner anderen Anleitung:
Die neu erstellten sfd-Dateien einfach mit Hilfe des AFSExplorer in die entsprechende "NVM00X.AFS" importieren. Dann wieder eine neue AFS-Datei regenerieren usw.



25.September 2009

- Persona 4 Analyzer released!


- What does the DarkFox say?
Today’s guest is [url=]DarkFox127[/url], known for his YouTube series on the Creation Kit and as the man behind [url=]Caranthir Tower Reborn[/url] and [url=]Riverside Shack - Buildable Player Home[/url].

[b]Thanks for taking the time to chat with us. For those in the community who don’t know you, could you tell us a little about yourself?[/b]

My name’s Richard aka Darkfox127 and I’ve been creating mods for The Elder Scrolls V: Skyrim since its release back in 2011. Shortly after spending some time in the Creation Kit and grasping the basics, I took to creating tutorial videos on [url=]YouTube[/url] which got me a reputation in the modding community. Many people now describe me as the “go to guy” for learning how to use the Creation Kit, although I’m far from an expert.

In addition to my tutorial videos, I’ve released a variety of mods (mostly player homes) which have been successful over the years including [url=]Caranthir Tower[/url], [url=]Mörskom Estate[/url], [url=]Riverside Shack[/url] and [url=]more[/url]. I’m also a strong believer in sharing resources whenever possible and working with others to make great content. I continue working on projects to this day and regularly stream the development process on both [url=]Twitch[/url] and YouTube.

[b]How did you first get into modding games?[/b]

Believe it or not, my first taste of content creation for video games was many years ago back in the days of Timesplitters 2. It was in a way modding, at least for the limitations of games consoles. I would create new multiplayer maps to play with friends or against bots. I even utilized the mission creation tools using triggered events and wrote my own little stories. I was in fact a console gamer for the better part of 20 years before coming across to the PC just prior to the release of Skyrim.

Other games I began to experiment with included the Far Cry series which had an amazing in-game map editor, again on the console. I would spend hours making multiplayer maps and uploading them online in the hopes that others would join me in playing them. I did on occasion build a large lobby of people to face off against each other which was great fun.

It would be accurate to say that I’ve always had an itch for creating things, even if it was on an old console with limited functionality. This eventually led to me purchasing my first PC which barely had enough power to load the web browser until I eventually saved up the money and bought a gaming rig, along with a copy of Skyrim.

I had barely left Riverwood when I discovered that there were professional-level developer tools available for the game which would allow me to take my creativity to a whole new level and scratch that itch once again. The downside is that due to spending thousands of hours in the Creation Kit, I have still to this day not finished the base game.

[b]Your two most popular mods are Caranthir Tower Reborn and Morskom Estate. The latter of which is a collaboration with Elianora. What was it like working on a project alongside one of the best house mod makers for Skyrim?[/b]

I honestly very rarely work alongside other mod authors, despite having done a couple of projects in the past with one or two. When I started chatting with [url=]Elianora[/url]world space and checked out her mods, I realised that we each had the perfect ingredients to create something which was truly unique, if not a little too crazy.

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At first, I thought that it might be a little chaotic sending files back and forth, but it ended up being fairly straightforward. We spoke almost every day and dropped ideas back and forth constantly. Eli’s ability to create amazing interiors and my knack for scripting and general implementation worked well.

She’s a super friendly person with some great talent and we both helped support each other throughout the development of the mod and we just gelled well. It was a pleasure to work on something which became so popular with a large number of people.

[b]Which parts of the mod did you each create?[/b]

After we both sat down and talked about having a winter home with all these cool immersive features, Elianora ran off and created the base structure out of nowhere. When she sent it back to me, my mind went insane and we both started springing more ideas up to the surface. From that point on, Elianora would go on to clutter the house and I worked on adding all the scripting madness into the mod. We passed the mod back and forth over time and eventually, we had a finished house mod.

It contained all the cluttering goodness of an Elianora home and all the insane features typical of my own house mods. I took on the additional roles of publishing the mod and writing the full walkthrough guide. We both took the time to test out the mod on our own systems and Elianora used her PC for doing the screenshots, given that she always picked out the best ENBs and her game always looks amazing. Although in the end the mod ideally required a mid-range to high-end PC to prevent all the crashes as we hit the limits of the Creation Kit’s capabilities to the point we can’t even mod it anymore, it turned out to be a successful mod regardless and I think I we are both proud of Mörskom Estate.

[b]Caranthir Tower Reborn is a huge player home and quest mod. Can you describe your process for designing and building this mod? [/b]

I’ve been asked this on stream before and it’s actually a tough one. Although I consider myself a very organised person, I never really have much of a plan when it comes to developing a mod. I get an idea, I dump some items in the render window and I see what comes of it. That’s oddly enough the way most of my projects start. Some may not be aware of this, but Caranthir Tower was originally going to be called Asires’s Tower. It started out as a square room filled with junk and a teleport which led to a random world space covered in ice. None of the story really existed and there was no logic to anything I was building. Since the very beginning though, I had this vision of a tower high up in the mountains. When I eventually made the decision to pick the project back up, I renamed it Caranthir Tower after a quick name generator search on Google. I know, not what people would expect but that’s how the name came about. I then started messing around with the largest tileset I could find because large obviously translates into epic.


After many months, I had created a cool wizards tower high up in the mountains and people loved it. It was my first hit in the modding community which I’m extremely proud of, but then came the long road of taking what I had built and slowly turning it into something bigger, better and more ambitious. I decided to take the mod and recreate it from scratch. It eventually came to be known as Caranthir Tower Reborn and this time around it was bigger, better thought out and I pretty much just came up with ideas as I went. Eventually though, I finally stopped adding new features and released the mod.

With all that said, my development process for my mods has improved dramatically over the years. Although I still start with some basic ideas and roll with whatever I have, I take the time to plan out more. Each one of my projects now has a Trello board filled with ideas, not only from myself but from friends and other members of the community. I make sure that everything in the mod has its place and makes sense within the lore. When it comes down to which section to work on and when I find it is best to bounce around different aspects of development to keep things fresh. Sitting there and scripting thousands of lines of Papyrus really can get a little dull after a while, as can Navmeshing entire sections of a mod. So jumping around different tasks really helps to keep things interesting and prevents burnout.

[b]How long did it take to complete?[/b]

A wizard’s work is never complete. Just kidding, although there is some truth to that regarding Caranthir Tower right now. The mod must have taken me the better part of three years on and off. There would be spells where I would be working on other projects or taking a break from modding. To this day, I still have ideas and plans for Caranthir Tower and I’ll continue to work on some of my larger projects for as long as they are fun to mod.

[b]Are there any features you’re especially proud of?
I think the biggest feature and the most tricky to have managed a workaround for was the rising of the tower itself. It turns out that the Creation Engine doesn’t like moving objects via scripting if there are too large. It took me four hours to figure out why my tower wouldn’t move and I eventually came up with a workaround by setting the scale down and changing it midway through the translation of the mesh. I wasn’t going to let the Creation Kit beat me on this one.


Another feature which required a bit of workaround was the portal system for the tower. Getting the player to activate a teleport and select from a number of locations was easy but how would an NPC know how to navigate a message box? The answer is that they can’t. My solution was to place just out of reach doors behind the walls of the tower which NPCs can use to access every section of the structure. If you load up CTR in the CK, you can see the crazy link of portals throughout the cells that the NPCs will use the get around. Fun fact, they all go through the Lobby to get to their destination.

[b]You devote a lot of time to creating video tutorials for Creation Kit on your YouTube channel. What inspired you to share your knowledge this way?[/b]

As mentioned briefly earlier, I’m a strong believer in sharing knowledge and resources within the community. I started out with the Creation Kit watching the official Bethesda tutorials and eventually seeing some videos from other YouTubers like BestInSlot. When I continued to tear apart everything in the Creation Kit to see how things worked and began experimenting myself, I felt that as good as some of the tutorials out there were, I could fill in some of the blanks and offer further advice from my own experiences. I grabbed my old Xbox Original headset which was falling apart and found some free software to start recording my desktop.


I started low down the YouTube food chain, but at least I wasn’t using notepad to explain how to do things. Before I knew it, I had a following of people all watching my tutorials and I just kept sharing what I would learn. I think I’ve always enjoyed helping others out and explaining how to do things in as simple a way possible, so YouTube and the Creation Kit let me scratch another itch.

[b]What are your opinions on the Creation Kit?[/b]

As much as I may have joked and slandered elements of the Creation Kit before, at the end of the day, it’s an amazing tool which gives us access to the amazing worlds that Bethesda create and allows us to create our own stories within the game. Sure the tool has its downfalls and limitations, especially when you take a look at some of the more modern tools available for video game development, but this allows you to tap directly into Bethesda games which is something few developers give you so much control over.

If you’re willing to take the time to learn how to use the Creation Kit, it opens up an entirely new realm of possibilities to explore and working with the CK has given me some transferable skills I’ve been able to take with me in a professional working environment.

[b]How do you see the current state of modding?[/b]

With the release of Skyrim Special Edition and the VR experience, modding for Skyrim has bounced back a little. Now that people are able to convert the majority of mods from legacy across to SE, they can take full advantage of the slightly more up to date graphics and the 64-bit engine. There are still a good amount of people out there modding the game and downloading the new content which continues to be released by modders on a daily basis. Skyrim modding has certainly had stronger days but even the older Elder Scrolls titles are still seeing amazing mod releases and people are still playing those games. They’ve held on for many years and so will Skyrim.

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I feel that Fallout 4 modding has kicked off in a big way too, although I myself was never drawn into the latest title of the series (not counting Fallout 76). Fallout 4 has seen a lot of modders move on from Skyrim which is to be expected but the modding community will always remain strong for The Elder Scrolls franchise. I also don’t believe that the introduction of the Creation Club will have any impact on modding of Bethesda games as they know the importance of mods and they highly value their community. I think for as long as they have the capability, Bethesda will always make room for people to make their own additions to the game through the use of the Creation Kit.

[b]You’ve dabbled in modding Fallout games with Combustible Oil Lamps. Are you planning to create more content for the Fallout series?
Creating the [url=]Combustible Oil Lamps[/url] mod was a short and fun project, however, the game never really pulled me in the same way that previous Fallout games did back during my console years. I may one day give Fallout 4 another shot (pun intended) and see where the experience takes me. I don’t have any immediate plans to mod the game, but it’s not off the table.

[b]What do you think of Fallout 76 and would you be interested in modding it?[/b]

Fallout 76 looks to be a very different experience from what fans of the series have come to expect. I’ve never been very big on MMOs as I’ve never got the time to grind my way through those types of game, as a result, they don’t tend to hold my interest. It’s unlikely that I would grab a copy of Fallout 76, especially given the recent controversy surrounding it.

[b]Do you still play the games you make mods for?
Does diving into the game through the console and testing count? As mentioned previously, I never actually completed Skyrim. I did get through the main story and The College of Winterhold, along with the Dawnguard DLC but I still have not played the Dragonborn DLC. To my defence though, simsim899 and I have been building the ultimate mod list and intend to play through the entire game, eventually.

I tend to start a new game, create the ultimate face, head to Riverwood, see a cool location and dive back into the Creation Kit with a new idea. It’s very difficult for me to play the game without my creativity drawing me back out and into the Creation Kit. If I had a bucket list, completing Skyrim would certainly be on there.

[b]Which mod authors do you take inspiration from?[/b]

As I’m sure many have, I’ve always admired the work of [url=]Chesko[/url]. His understanding of not only the technical aspect of modding but how to best implement features so that they feel like part of the base game is incredible. More recently, the main focus of my projects is to aim for the same standards of implementation and try to introduce features into the game in a very clean way.

Additionally, I would have to shout out Elianora once more as I always find myself looking over screenshots of her mods to figure out how I should lay out some of my clutter in my own mods. Her creativity and ability to clutter interiors is the reason I reached out to her to create Mörskom Estate.I’m sure there are a few other mod authors too which have inspired me in the past and my community Discord always has some amazing posts from the community of their mod creations which always fuels the fire to create.

[b]How can fans of your work best support your modding efforts?
When I started modding I never thought that I would get a following of any kind and it was never a target to do so. However, the more people that started to watch my content and leave me kind comments, the better my creations became. It takes time and resources to create new content, share the development process and provide adequate documentation for my mods and videos, so it’s always appreciated when people are able to help support my work through sites like Patreon.

Of course, I wouldn’t still be sat here if it wasn’t for people just tuning into my live streams, giving me friendly moral support and chatting away on my community [url=]Discord server[/url]. A little coin always greases the wheels, but just joining in with the community and continuing to share content is the best way to support me and other mod authors.

[b]Is there anything else you’d like to say to the Nexus Mods Community?[/b]

I would like to give my thanks to all those who download my mods, give me valuable feedback and even report bugs. It’s a nice feeling knowing that people enjoy your creations and it makes it all the more worth creating mods for Skyrim.

Additionally, I would like to commend the Nexus staff for maintaining such an awesome site for modders across the globe and continuing to push the site and the community to new levels.

[b]What are your plans for the future?

[/b]For the past 6 months, I’ve been working on a new mod called A Cat’s Life which aims to bring cats into the land of Skyrim. It’s been a great project and it’s already approaching completion. The mod will include features such as cat feeding, a needs system, cat beds, collars and much more.

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Caranthir Tower may also have something in the pipeline but depending on how ACL does after release and how I feel in a few months time, it may or may not happen. I do want to continue to mod Skyrim and I’m looking forward to the day when the next Elder Scrolls game rolls out the door. Maybe this time I can actually play the entire game before the Creation Kit releases and pulls me away from playing.

A big thank you to DarkFox127 for answering our questions. If there's an author or mod project you'd like to know more about, send your suggestions to [url=][b]BigBizkit[/b][/url] or [url=][b]Pickysaurus[/b][/url]. 

- Project Spotlight: Fallout - The Frontier
In the last few months, we have spoken to several teams working on huge Fallout mod projects such as [url=]Fallout New California[/url] or [url=]Fallout Miami[/url] and it is truly amazing to see the love our modding community continues to pour into the Fallout games. Today, we are having a chat with [url=]Tgspy[/url], [url=]Odinsword[/url], [url=]Nazothedark[/url], and [url=]Macintroll[/url] from the team from [url=]Fallout: The Frontier[/url] - a massive, super-sized mod project for Fallout New Vegas that will take you on a new adventure, take you out of the warm and sunny settings you are used to, and plunge you right into the cold, hard reality of nuclear winter in the North American frontier.

[b]BigBizkit: Thanks for joining us today. How would you describe The Frontier, its setting, and story in your own words?[/b]

Tgspy (merger and content manager): Describing what has been years of work and thousands of man-hours is difficult, but, in a more joyful and fun way, I’d describe the Frontier as an exploration of just how far we can push New Vegas and its engine. It’s a wintery place filled with dark, gripping stories, fun characters, beautiful landscapes, and much, much more.

Odinsword (side content lead and writer): Two words "Frozen Shitterland", lol. To quote an NPC:

"There is an evil that slithers beneath the frozen grounds. It beckons like a beacon to the black-hearted, to those enslaved by vengeance and vice. I see it pulsing, writhing in the darkness, beyond the mortal veil. Don't stay in the frontier long, friend, else it will ensnare you, too."

Nazothedark (Legion main quest lead and side quest content creator): The Frontier is a story about failure and how good intentions can easily go astray.

Macintroll (level design and art lead): The initial idea for the Frontier included 4 main points:

[*]Create a new and different story for our beloved "courier"
[*]For a change, set this in a cold, snowy and harsh environment, kind of a non-stop nuclear winter.
[*]Set this in a big destroyed city separated by a river
[*]In a place where a conflict between 2 of the major forces we already know is ongoing. (New California Republic & Caesar’s Legion)
So, we decided to create a very different environment for the player. Most of the existing original Fallout games were either taking place in a desert or on the green East Coast (FO3). To make a change and stand out from any other Fallout game or mods, a snowy, cold environment created from the old nuclear blast paired with a new survival experience was the initial goal.

To fit this idea in, we had to find some area where no other Fallout game has been settled before, so we chose the north-west coast, as it's not so far from the Mojave, and near the old North American "frontier" - the idea was decided upon and the name came from it. Soon Portland (OR) appeared to be a well fitting place for our diverse goals.

Fitting the lore and the old Fallout Bible, Portland was a well-fitting place including lore reasons for why the place would be filled with old war technologies, as Portland like in real life is/was a staging place for the US army (notably during Operation: Anchorage). It also features one of the best known, massive Vaults: Vault 6.

[b]The setting for The Frontier is very different than the one for the base game, taking you from a desert wasteland to a snowy region up north. What prompted the decision to move the setting north into a colder climate?[/b]

Tgspy: Simply? It’s really cool (pun intended). On a more serious term, it’s a unique change from the quite typical environments that the games are set in, deserts or green pastures. We picked a snowy environment quite early on in development of the mod as we felt it would be the best way to tell our story.

[center][img][/img] [img][/img][/center]
[b]Can you tell us a bit about the size and scope of The Frontier in comparison to the base game and/or official DLCs?[/b]

Tgspy: In terms of size, The Frontier is best described as a giant DLC. It’s actually larger in terms of actual records (think of records as every single tin can placed in the world or every tree) than all of the official DLCs put together! What was originally a small project with a much smaller and condensed basis is now a giant mod. We’re all incredibly surprised by the sheer size that the Frontier has grown to over the last few years thanks to the incredible talent of our team.

Odinsword: I would say it’s more akin to an expansion pack rather than a modern DLC. It's virtually the same size content wise as a new game.

Nazothedark: I would compare it to the expansions of yesteryear like Brood War or Opposing Force.
So, not as big as the base game but larger than the DLCs.

Macintroll: To be honest, the initial goal was a more modest project than what we are currently aiming for. But as the project drew attention from many of the best FNV modders, some unrivalled and genius scripters, we could include totally new mechanics, never present in this engine or the old Fallout games before.

The main world space itself is a square of 64x64 cells, and all of them are accessible for the player - it's a real open world with no place unreachable. So even if the map itself is smaller than the FNV map, we use more space and we could include more content in it.

Furthermore, we currently have 4 different world spaces that you will be able to explore depending on the main quest or side quests you play. Overall I think we have a huge area to play with, and that is only referring to the exterior parts. There are also many interior cells - some areas are as large as the engine allows, and some places are so big that we have split them into 4 or 5 cells combined. Vault 6 itself is really huge as it's a vault for, like, 1000 people, but you will also visit caves, frozen caves, dungeons, hangars, old abandoned (or not) offices, factories, and a complete metro and sewer system. If all goes well you will almost be able to cross the town without seeing the light of day.

[b]It seems that you have opted for players to be able to explore your content with their existing player character. Why did you choose for The Frontier to be interwoven with New Vegas, rather than having it be a standalone campaign? How does The Frontier fit into the Fallout series in general, and New Vegas’ timeline in particular?[/b]

Tgspy: We chose to make it interwoven in the timeline of New Vegas because, in a lot of ways, it allows us to have a very solid basis for our lore and story. Since we run concurrently in the same time as New Vegas and the courier's story, we can more easily write out our own stories and don’t have to, essentially, work from scratch. There’s a lot of writing that we would have to do to fit the Frontier into its own separate campaign.

In terms of how the Frontier fits into the Fallout series, that’s one that individual players may have to ask themselves. The Frontier doesn’t make any major impact upon the courier's story as the official DLCs do, as we believe that may take out some of the genuine role-playing from the game.

Odinsword: It’s a decade after the battle of Helios One and concurrent with FNV.

Nazothedark: The Frontier takes place before the second battle of Hoover Dam.

[center][img][/img] [img][/img][/center]
[b]What can you tell us about the story at this point?[/b]

Tgspy: Not a lot! Over the years we’ve taken a very straightforward “show, don’t tell” approach to the way we go about telling our story, as we believe that “spoiling” or giving everyone the story ahead of time could ruin the experience for people who want to go into the mod and experience something new and fresh. We like to keep the idea of letting people’s imaginations run wild with exactly what may be in store for the Frontier as they progress. The best way to get a sense of what the Frontier is about is watching our previous trailers, or by reading up on our website.

Odinsword: Thematically the stories within are the living echoes of the Battle of Helios One: how one day one event can steer the fates of so many people.

Nazothedark: There are multiple main quests and both deal with the conflict between the exiles and Northern Legion.

[b]In your “Not Your Kind of People” trailer we learn that two factions from New Vegas, the (exiled) NCR as well as Caesar’s Legion, will play a major role in The Frontier. Will we see any other factions from New Vegas, or maybe even new factions altogether?[/b]

Tgspy: Yes! The Brotherhood of Steel will play a very very small part in the Frontier, which we’ve shown off in trailers already. Aside from the standard array of the NCR and the Legion, there will be many new factions for the player to interact with, namely the Scavs or Scavengers, which are the other major faction in the Frontier, consisting of the local population of the Frontier. There are factions ranging from very small to very large, so there will be plenty of variety.

Odinsword: Some old favourites make a comeback; some maybe not how you would think. Some new factions and groups will make their appearance as well.

Nazothedark: There will be returning factions, as well as plenty of new factions.

[b]What new gameplay elements can we expect to see? Do you have any interesting new mechanics that tie into the new settings?[/b]

Tgspy: The biggest gameplay element we’ve shown off so far is the driveable vehicles. This is one of our big selling points, with incredible scripting and creature animation work. We have a unique gameplay feature that will be included with the Frontier as well, which is our own version of Frostfall for New Vegas, which ties into the incredibly cold environment in the frontier. It will require the player to be on their toes and keep warm, as freezing to death could be quite an inconvenience for players.

Nazothedark: The biggest new feature are the vehicles. NCR players will get tanks while Legion players will get rideable big horners.

Macintroll: Drivable vehicles - cars, tanks and vertibirds are now drivable, customizable and repairable thanks to our animator and creature goddess Jamilla and our lead scripter Devilswish. However, they will be in limited quantity so take care of them, if destroyed you'll lose them permanently. Vehicles can now also be your enemies, so be prepared to fight very dangerous and though enemies.

Hypothermia - we added a new gameplay element fitting the snowy place: coldness. You'll have to gear yourself properly, avoid freezing water and find warming places (fire pits) if you don't want to take frost damage and die from hypothermia.

Zero gravity combat and exploration - a great way to feel immersion in space, because you already know you'll go to space during the game.

New creatures and new mechanics for them - each of our newly implemented creatures have specific skills, combat styles, and you'll have to adapt your gameplay to fight them with success.

[b]What can you tell us about the soundtrack for The Frontier? What mood are you aiming for and what are some inspirational sources that your composer(s) draw from?[/b]

Tgspy: Our soundtrack has a very simple mood behind it. Loneliness and Isolation. Many of our tracks are composed to make the player feel alone in this world, yet at the same time, make them cautious enough to keep their eyes open. The soundtrack is actually a combination of work from [url=]Averam[/url], who worked on a number of his own Fallout 3 Music overhauls, [url=]Michael La Manna[/url], a professional composer who provided quite a few pieces for us, and a number of other small time or hobby composers.

Odinsword: I'd say a big theme is the melancholy of the forgotten soldier, the suffering of the thankless hero. Some requests I have made have been influenced by western ballads like Streets of Laredo or Wayfaring Stranger.

[b]Let’s talk a bit about the team behind The Frontier: How many people are currently working on the project and how do you organise?[/b]

Tgspy: Currently, we have a team of nearly 30 people. Now, due to commitments ranging from life to work to school, not everyone is active. However, we have a large sum of those people actively contributing to the Frontier at any time. Our team organisation is quite a bit different from other larger projects; especially that of the Skyrim projects. Due to the relatively small size of the team, we tend to work a bit more freely, with less actual “reporting” being done, and some people taking multiple jobs. It works well enough for us.

[b]What was the initial inspiration to create such a huge, “supersized” DLC - as you intend for The Frontier to be - and to come together as a team to realise that vision?[/b]

Tgspy: When we first started the Frontier, I don’t quite think there was ever the idea that this project would get to the size it’s at now.

The original idea for the mod was to make another simple quest, inspired in part by the Rockwell series. Over time as interest in the project grew and more and more people joined up to the project, we rapidly expanded the premise of the mod into more DLC scale. This morphing has taken place over the last few years as the team grew and grew, and has reached a point where we are confident in calling this a DLC or larger scale mod.

[b]Can people still join the project? Do you have a recruitment form?[/b]

Tgspy: Yes, we have a recruitment channel in [url=]our discord server[/url]. We currently do not accept writers, and we’re looking for any 3D modellers.

[b]Is there anything else you would like to tell the Nexus Mods community, about The Frontier, the team, or in general?[/b]

Tgspy: Patience is key. We’re working hard to get this project done, but it won’t be done until we truly feel it’s done. We want to share this project with the world, and we believe people will greatly enjoy it.

Odinsword: Neil Gaiman once said something to the effect of: "Reading a story is to see a dream through the eyes of another man." Mods are no different. I hope that what we present inspires you, makes you take whatever dreams you have about the Fallout universe and put them to paper. Someone reading this right now is very likely to create something amazing because they saw this article.

A big thank you to the team from Fallout - The Frontier for answering our questions. If there's an author or mod project you'd like to know more about, send your suggestions to [url=][b]BigBizkit[/b][/url] or [url=][b]Pickysaurus[/b][/url]. 

- Nexus Mods Giveaway #18
It's time for another giveaway!

We are giving out one Steam Gift Card worth £35 (~$46, depending on daily exchange rates) again.

To participate and to not screw up your chances of winning, pay attention to the entry rules below:

In order to make sure that the winner comes from the Nexus Mods community, there are some mandatory steps for ensuring your eligibility.

1. Leave a comment on this article. You can say anything you want. (The site rules still apply!)
2. Log into the contest entry form with your preferred method.
3. Click the second entry action that says "Leave a comment on Nexus Mods"
4. Enter your Nexus Mods username into the text field.

[i](If you didn't leave a comment here before going to the contest entry form, be sure to follow the link back here and do that.)[/i]
No comment or valid username = no Steam Gift Card for you.

[size=3][url=]Click here to enter for your chance to win a £35 Steam Gift Card![/url]
[/size][i][size=1](Entry period ends on Friday, 30th November at 16:59 pm GMT)
[/size][/i][size=1]You can read more about why we do monthly giveaways for our social media [url=]here[/url].[/size]

- Terrific Trees, Great Grass, Fabulous Flora - Vurt
Today we are talking to [url=]vurt[/url], a long-time member of our community and renown mod author most famous for various flora overhauls for different games, ranging from [url=]Skyrim[/url] and [url=]Fallout New Vegas[/url] to [url=]S.T.A.L.K.E.R.[/url] and [url=]Dark Souls[/url].

[b]Thank you, vurt, for agreeing to have a chat with us. To start this off, why don’t you tell us a bit about yourself?[/b]
Well, I live in a small city in Sweden, not too much to do around here, one of those places where it's preferable or even vital to have some very time-consuming hobbies I'd say! 

I'm self-taught when it comes to 3D modelling and graphics (and I'm still learning). I've not worked with graphics/3D professionally apart from a bit of freelance work on some smaller indie titles ([url=]Kenshi[/url] being one of them).

[b]To many modders out there your username has become synonymous with all sorts of flora overhauls for different games. How would you describe your work in your own words?[/b]
Basically, it's just about trying to make a game that I enjoy myself more immersive graphically. It usually starts with me making a tiny modification to graphics for myself. 

It can be just a texture that I find distracting or "off". Sometimes this expands into something larger and I start remodelling trees etc. and then it can be released as a mod if I feel that others might enjoy it, too.

[b]What is it that makes you gravitate towards grass, trees, and flower overhauls?[/b]
When I started no one else was doing these mods really, so if you wanted it there was no way around it other than to create it yourself. I think I've always had a genuine interest for, well, trying to recreate nature in some form. As a kid, I loved doing dioramas that involved nature and when I - for a while - was into drawing and painting my first choice was nature as well. 
[center][img][/img] [img][/img][/center]
[b]You have created some of the most downloaded flora overhauls for various games: Skyrim, Fallout New Vegas, and Dark Souls - to name a few. Are there any significant differences in your approach when creating mods for different games?[/b]
It's pretty similar: extract models and textures from the game and have a look at them for a bit (you can learn a lot by just looking at these resources!). Then recreate them to your taste in Photoshop and model it all in Blender. Profit!

I try to not stray too far from what is already established thematically for the games, but sometimes it's fun to make something else entirely. For Fallout 3 I created an [url=]overhaul with healthy green trees and flora[/url] and it's been very appreciated. 

[b]What would you say is your favourite mod of the ones you have created and why?[/b]
That would probably be [url=]Wasteland Flora Overhaul for Fallout: New Vegas[/url] because I had such a great time making that mod. It was my best learning experience, too. I made tons of tree models for that mod and I had to approach them very differently. Doing the Joshua trees and Yucca plants took a while to figure out. I decided early on that the bark could not just be the usual repeating 2D texture slapped onto a trunk, it just didn't catch what those trees are all about. To this date, I'm still very happy with them, and that is very rare for me. 

The flora there is very different from what we have here in Sweden, so, yeah, very exotic and interesting to me. I had to research a lot and I had to figure out how to make a dead place a bit more interesting, but without going totally over-the-top.

[b]What was it that initially inspired you to create flora overhauls of all things?[/b]
Morrowind started it all. I hadn't played it in many years and went back to it and I decided I wanted some mods. I installed the [url=]Morrowind Graphics Extender[/url] and it really blew my mind. In fact, so much that I stopped playing completely and just started downloading mods (anything that improved graphics) and grabbing and sharing screens because I thought it looked so amazing.  

Though the two things that stuck out like a sore thumb was the short and low-poly trees and there was no groundcover either, like in modern games. Modders just didn't seem to have too much interest in that part. So I started looking for mods that did at least touch on the subject of flora to see how they were done, and what I could do to perhaps improve or expand upon it. I was hoping to be able to contribute to the Morrowind modding community because I was both very inspired by its immense creativity and at the same time also really thankful to the community as a whole for creating all those amazing mods. I really didn't expect my mods to be very popular.

The modder Vality should not go unmentioned either, he was a great inspiration and help to me during the first year or so.
[center][img][/img] [img][/img][/center]
[b]What would you say are the main things you have learned during years of modding for different games?[/b]
References are super important, don't be over-confident, or ashamed to use references. There's a reason why big studios have concept artists. Do your own concept graphics or use google to find images to use as references. In the beginning, I was very lazy with using references, so if something turned out good and natural looking it was pure luck. It's time-consuming and not good practice to not use references. Another important thing is to take breaks when it's just not fun or inspiring anymore. Days, weeks or months until it feels inspiring and fun again, or you might kill off your hobby completely because it becomes associated with stress or just bad feelings overall. I'm still on kind of a long break from modding, apart from doing some small mods like the [url=]Groundcover Overhaul for STALKER: SoC[/url]. 

[b]What are some games you are currently playing?[/b]
Red Dead Redemption 2 and Spiderman on PS4. On PC I play Rimworld (GOTY together with RDR 2 for me!) and STALKER: SoC with the Radiophobia mod. I'm quite terrible at finishing anything though. I recently also bought Shadow of the Colossus, I'm really eager to see how the natural environments are done there - might be inspiring!

[b]Do you have any favourite mods for the games you are playing?[/b]
It's hard to single out specific ones, but I appreciate any modder that does stuff that no one else seems to be doing because it's too boring, too complicated, or it's something you might think will not generate a lot of interest. Much like anyone who is playing Skyrim I can really appreciate a mod like [url=]SkyUI[/url] for example. To me, something like that seems unbearably complex to create. I 'm glad there are modders who do this kind of stuff. I also appreciate modders that don't move on just because a game is getting old and there are newer games to mod that might generate more interest.

[b]What are some of your hobbies outside of gaming and modding?[/b]
For the last few years, my biggest interest has been modular synths. Doing electronic music was what sparked my creativity when I was in my teens. I bought some cheap synths and I already had an Amiga. Later on, I switched to PC, and much later on (late 90s) I went 100% software using PC. Now I'm back to 100% hardware for doing music, no computer even. I find it way more fun than to work with a mouse in software, and it's nice to get away from Windows/PC for a bit.

I also really like being in nature - photographing, chilling out, or going for a long walk. For a mod like [url=]Skyrim Flora Overhaul[/url], it has been pretty essential for inspiration. If someone wants to check out my Instagram (mostly quick modular jams nowadays) it's [url=][/url]
[b]Last but not least: Is there anything else you would like to say to the Nexus Mods community?[/b]
I'd like to say thanks for all the nice comments that I've been receiving throughout the years from users of my mods. They've meant a lot to my confidence and my will to continue to create mods! And why not a thank you to Robin Scott himself for such a great and thought out modding portal! It seems like almost any new and old game gets added to Nexus nowadays, that's great (and now I just reminded myself that I've yet to upload my System Shock 2 and KOTOR mods here).

Take care all, and have fun! 

A big thank you to [url=]vurt[/url] for answering our questions. As always, if there's an author or mod project you'd like to know more about, send your suggestions to [url=][b]BigBizkit[/b][/url] or [url=][b]Pickysaurus[/b][/url]. 

- CROSS-talk with Niero
This week we've caught up with a veteran modder, modeller, and texture artist who has created a dazzling array of high quality and highly customisable content for Fallout 4. [url=]Niero[/url] has recently also tried his hand at Skyrim mods, creating one of the top weapon mods this year [url=]CROSS_Crucible[/url].

[b]Thank you for taking the time out to chat with us. Before we talk modding, can you tell us a little about yourself?[/b]

Hey there, thanks for the interview, I'm a west coast American who takes hobbies very seriously.

[b]How did you first get into video games? 
I was a Starwars book nerd, and that sort of led into it. The first game I have a ton of memories from is Jedi Knight II.

[b]How would you describe the mods you create?
In a word: customization. I like the idea that everyone gets something a little different out of my content. The ability to customize a player character in video games is super important to me when I play games, so its only natural that I forward that to my content. I really get a kick out of seeing screenshots of characters using my content in ways I never thought of.


[b]When you’re not modding, what other hobbies do you enjoy?
I've been into sculpture since as long as I can remember, clay/wire that sort of thing. I only really got seriously into the digital side of sculpting because of Fallout 4. Learning and figuring out new things is my real hobby. Picture that kid that breaks all their own toys, that's me, because I'm more interested in how they work than what they do.

[b]When you think about making a mod, what do you take inspiration from? [/b]

Most of my mods are branched off of previous mods in some abstract internal way. When I make a mod I tend to experiment a lot and those experiments open doors to make stuff I previously thought impossible. A good example: I started the whole [url=]Blades[/url]/[url=]Crucible[/url] project as a way to mess around more with what I learned from the [url=]Cryolance[/url]. As far as inspiration for the raw content goes, it's tough to say. Fallout's weird post-apoc brutal-deco-scifi aesthetic is easy to expand on so there's tons of ideas that can work. Sometimes I like to do stuff just for the challenge, and then make it fit in with lore-gymnastics (like the [url=]Recall Collar[/url]).

[b]All your mods have "CROSS" in the title, what does that mean?[/b]

This goes back to Skyrim. When I play Skyrim I play exclusively with Requiem, and anyone that knows Requiem knows it can be pretty polarizing for a balance overhaul. I would make tons of small tweaks to Requiem with TES5edit/xEdit, and each tweak would get its own ESP; that way I could easily toggle them off and on when new versions of [url=]Requiem[/url] released. And of course, every mini-mod would have the CROSS tag to keep things clean in my load order. Fast forward to Fallout 4 and I still used the tag for my own mods, which I eventually started releasing, and now here we are. The word 'CROSS' itself is just my real name, in all caps for visibility, it's not some absurd acronym.

[b]You’ve been making mods for Fallout 4 since 2015, are there any mods in your collection that you’re particularly proud of?
[url=]CROSS_Crits[/url]. I still do a double take sometimes when testing newer stuff in-game and seeing the aftermath from the new critFX. Its scary in an unintended way.

[center][img][/img] [img][/img][/center]

[b]CROSS_Crucible, one of your newest releases, is your first mod for Skyrim. Will you be working more with Skyrim or was this a one-off?[/b]

It depends on if I start up another Skyrim playthrough (before ES6 at least). I'm sure once I get back into it I'll get a shot of inspiration, and then we'll have another 'CROSS_' Skyrim mod. I do enjoy The Elder Scrolls more than I do Fallout, so it will probably happen eventually. My biggest deterrent to messing with Skyrim is the lack of customization Skyrim offers, I'm totally spoiled by the Fallout 4 crafting system and all the possibilities it provides.

[b]What tools do you use when crafting your mods and why?[/b]

Photoshop for general concepts, Zbrush for the high poly, Substance Painter for textures, Nifskope for special FX, and then xEdit/CreationKit for the ESP. Photoshop/Zbrush/Substance are basically standards of video games art production, and they're all really good, well documented, programs.

[center][img][/img] [img][/img][/center]

[b]What are your thoughts on Fallout 76 and are you interested in modding it?[/b]

The game itself looks neat, folks have been dreaming of a co-op Fallout/Elderscrolls experience since Morrowind, so its great that they're finally doing it. I didn't get much time with the BETA, but the core gameplay loop seems like it will hold people's attention for a very long time. I need a ladder/rating system to stay interested in PvP, so I don't know how much time I'll spend with that aspect of the game. Internally the game seems very similar to Fo4, so any content I make going forward will probably work on both platforms, which is pretty cool.


[b]Do you have an upcoming content you’d like to tell us about?[/b]

We don't have an official name yet, but I'm working with TheKite on a weapon inspired by the New Vegas Helios One quest. The plan is to give it two modes: A more traditional point and shoot laser mode, and a target designation mode that lets you mark an area and call down some orbital firepower. I posted a preview of the orbital strike FX recently.

[b]If you could give one piece of advice to a new modder who wants to make content like yours, what would it be?
You have to want to learn, more so than you want the end result. It's the journey, not the destination, that sort of thing. And if you really do enjoy this kind of thing don't hesitate to spend money on education/tutorials. It's a hobby after all, any hobby worth doing is worth over-doing.

[b]Is there anything else you’d like to say to the Nexus Mods community?[/b]

Please forgive me, Todd.


A big thank you to Niero for answering our questions. If there's an author or mod project you'd like to know more about, send your suggestions to [url=][b]BigBizkit[/b][/url] or [url=][b]Pickysaurus[/b][/url].