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Horses in NV?


GlumpyCat

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I've searched for a mod that adds horses for a long time and all I found were modders recources for the skeleton and a basic 3D- body- mesh. I have no experience with modding and only basic knowledge of programming, so I cannot make something out of it, at least not on my own.

 

Well, what I found on my reseach about the lore was basicly that they went extinct. Sad, I think that they should have been in the game all along, maybe like the Bramin in a heavily mutated stadium but ridable.

How to get them lorefriendly-ish? Maybe there was a Vault that hasn't been found yet and finally opens up only to reveal a huge horsebreeder colony? I am not very familiar with the lore over all but that sounds at least somewhat semi- lorefriendly.

 

If anyone is willing to make this happen, I would gladly help out. I know a lot about horses and I don't have a problem with learning how to do 3D models and textures, maybe even how to script. I have some basic experience with C++, FMSlogo and COMAL so I've got at least some basics about that.

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Sad, I think that they should have been in the game all along, maybe like the Bramin in a heavily mutated stadium but ridable.

Yeah, it's a important component of that western feel.

 

If anyone is willing to make this happen, I would gladly help out. I know a lot about horses and I don't have a problem with learning how to do 3D models and textures, maybe even how to script. I have some basic experience with C++, FMSlogo and COMAL so I've got at least some basics about that.

I think the priority in such a project is finding out if the fallout game engine will recognize an entry point and actor/parent node on a nif (you'll also have to rename the skeleton, replacing all the bip01 with bip02). If it does, it will open up the same capability as a TES Oblivion mount and such a better solution than scripting. However Fallout2AM has stated that she doesn't think it does, and she's pretty sharp in regard to animations as well as other subjects.

 

Failing that we have a lot of scripting solutions. Either way (which ever method is used) I suspect a mutated horse could be rigged to a handy skeleton like the bighorner.

 

i believe people don't do this mod due to limitations in the gamebyro engine. Other wise it would be a worked on my mod, i think.

Rideable Creatures by illyism has been around since 2009. I'v ported three of them, Malcolm the molerat, Betsy the brahmin, and Bubba the bighorner. Here is a vid;

 

 

 

https://www.youtube.com/watch?v=V-T8DAV6tZ0

 

 

 

 

In fallout there a donkey named Pugsley that was killed by raiders suggesting that horses and other beasts of burden would still exist in other locations.http://fallout.gamepedia.com/Donkey

and horses (wild herd) in the fallout comic where chance died.

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I think the priority in such a project is finding out if the fallout game engine will recognize an entry point and actor/parent node on a nif (you'll also have to rename the skeleton, replacing all the bip01 with bip02). If it does, it will open up the same capability as a TES Oblivion mount and such a better solution than scripting. However Fallout2AM has stated that she doesn't think it does, and she's pretty sharp in regard to animations as well as other subjects.

 

Failing that we have a lot of scripting solutions. Either way (which ever method is used) I suspect a mutated horse could be rigged to a handy skeleton like the bighorner.

I really don't understand much about modding but from what I do understand, we would have to recreate the technice from Oblivion in FO, this method would open up a way more elegant option than scripting.

 

If not, we could still use Betsy the brahmin or whatever as a resource for the scripts and Fallout Horse Skeleton by Kuroitsune/ Horse Model by Kuroitsune as a resource for the horse itself, since both mods are free to use. That would be a start, not perfect but it should work.

 

I know that there are some very talented modders for Sims 3 who are great at making meshes for horses and the horse equipmend, maybe I could contact some of them and see if they would like to help out, regarding textures and such.

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If you love your horse, you won't accept to ride in first person. At least, I'll never accept it.

Me neither but how am I supposed to help that itch if I don't have hands? As I mentioned before, I don't know how to mod and have no experience with anything beyoned that sweet turtle or some loops. I want this to happen so bad but I can't do it myself, at least not right now, since I just don't know how.

 

I'd need someone to teach me or someone who is just willing to do this, even if it is a lot of work.

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"Wanting it so bad" won't be enough this time: it's not a matter of quantity of work, but the impossibility of the engine to handle that (in some reliable way, something which is not clunky or easy to be broken). You will probably have more chances to make a npc ride a horse, if this is enough for you

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I really don't understand much about modding but from what I do understand, we would have to recreate the technice from Oblivion in FO, this method would open up a way more elegant option than scripting.

Primarily it's a issue of performance. Using a script to pair a rider and mount is a real cpu hog.

 

I'v been meaning to check out whether fallout correctly interprets a actor/parent node, Fallout2AM and I have have been PMing a bit abut it. But I havn't even installed Oblivion or it's CK yet. I'll try to take a look at it soon.

 

If not, we could still use Betsy the brahmin or whatever as a resource for the scripts

We do have several different scripts that can work. Fallout2AM has one she put together, there is illyism's and another done by Jojash and jazzisparis.

 

and Fallout Horse Skeleton by Kuroitsune/ Horse Model by Kuroitsune as a resource for the horse itself, since both mods are free to use. That would be a start, not perfect but it should work.

I havn't checked out Kuroitsune's work, but it sound like it would do the trick, or alternately just rig the mesh to a bighorner skeleton.

 

So the second hurdle (after finding the correct meshes and rigging them to a skeleton) is the character animations, as they apply to third person. This is going to be true whether we use a script or an actor/parent node to pair the rider and mount. I'm a FPS player, but I can understand wanting a 3rd person view.

 

I'm going to make some assumptions here, Fallout2AM double check me here, as I don't really have any/much knowledge of Oblivion. I assume there are special animations in Oblivion for mounted combat, KFs specific for them right? I mean your lower body has to be astride the mount, and obviously none of the fallout animations would have anything similar to that.

 

So.....what if we have the lower body posed, and disassociated from the skeleton, other than the pelvis. That would allow us to use any of the crouching animations, except the legs would be astride the mount and have minimal movement. As the skeleton's leg bones move, they won't change the mesh's of the legs, which will stay wrapped around the mount. Even rotating the torso around left to right wouldn't shatter the illusion except at extreme torque.

 

Thoughts Fallout2AM? I could rig one up without a mount, just as an example (at least I think it shouldn't be too difficult), if you want a visual demonstration of what I have in mind here.

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