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BadPenney

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Posts posted by BadPenney

  1. Making a custom race is easy. The only part that will require anything other than the GECK is the ability to modify the body texture used for the race to include tatooes. A program like GIMP or Photoshop will do the trick. Then you select the modified texture when setting up the custom race.
  2. You can load more than one .esp in the GECK and see custom objects from a downloaded .esp while you are creating your own mod. But unless you make the .esp that has the custom armor a master of your mod in the same way that Fallout3.esm is, or extract the meshes and textures from the mod that you downloaded and reference them in your mod, then the custom armor will not become part of your mod and you won't see it in the game.
  3. Those are tree LOD objects. LOD, if you are not familiar with the term, are the low resolution objectss that are paired with the high resolution trees, buildings and landforms in the Wasteland. When you are close to the object you should see the high rez version of it, but as you get farther away you get to a point where the high rez object is disabled and the low resolution object is enabled. It is a process that is intended to lessen the computing power necessary to render outdoor scenes. LOD objects have no collision data, so that is why you can walk through them. You should never see them at close range, so they don't need collision data.

     

    If you move trees in the Wasteland then the LOD image will stay in the original location until you update tree LODs. You can find that command listed when you click "World LOD" under the World pulldown menu of the GECK.

     

    If you delete trees that are in your way rather than move them, then generating tree LOD in that way does not get rid of those "phantom trees" that you see, probably because there is no longer a high rez object for them to reconnect with. I move trees down 1000 units instead of deleting them to get the trees out of my way, along with their LODs.

     

    If you have deleted trees then you will need to undelete them in order to regenerate LODs. You should be able to do that with FO3Edit.

     

    Yes, it will be a pain in the bum. That is one reason that you should not delete vanilla objects when you are modding FO3. It is a bad practice, and what you are seeing is not the worst effect that can result.

  4. I believe that it is simple as making a copy of FO3Edit, renaming that copy as "FO3MasterUpdate.exe", running that file and selecting your mod to turn into a master.

     

    You cannot edit an .esp plugin once it has been mastered though, so if you are just curious to see if it works and are not finished with your mod, it is possible to switch it back to .esp. I think that it is easier to make a backup copy of your plugin saved to an archive folder to use for further editing if your mod is not complete, though.

  5. Well, the Groovatron is based on making people do longer actions and stuff, like dancing, jumping, eating, or doing push-ups, that kind of thing. The "moving of the lips part" is very crude, but from what I've seen in the mod, I guess the individual animations could could be somehow binded to certain keys without the need of those nasty menus. Too bad I can barely open an .esm in GECK. :wacko:

    You cannot open an .esm in the GECK to edit it, but you can load one (like Fallout3.esm) to use as a masterfile that your .esp plug-in can use as a starting point.

     

    If you were able to bind mouth movements to keys with the GECK then I would think that you would have to play your keyboard like a piano to make it look like continuous speech. I'm not sure how natural it would look or whether you would be able to manipulate the other facial planes on an NPC's head that give the appearance of emotion. I'd rather let the automatic processes of the CS and GECK do the work.

  6. that thread is the one i was looking at before. says what to do, doesnt tell me how. :(

    The FO3 Training Manual will give you step by step instructions on how to turn an .esp into an .esm masterfile. That thread tells you the other stuff, I think. Anything else?

  7. I haven't seen the Creative Commons Code mentioned much here, but the advice that the OP has received in this thread seems to be consistent with it. It states, in non-legalese translation:

     

    You are free:

    To sample, mash-up, or otherwise creatively transform this work for commercial or noncommercial purposes.

    To perform, display, and distribute copies of this whole work for noncommercial purposes (e.g., file-sharing or noncommercial webcasting).

    Under the following conditions:

    You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).

    You may not use this work to advertise for or promote anything but the work you create from it.

    For any reuse or distribution, you must make clear to others the license terms of this work. The best way to do this is with a link to this web page.

    In no way are any of the following rights affected by the above:

    ◦Your fair dealing or fair use rights, or other applicable copyright exceptions and limitations;

    ◦Rights other persons may have either in the work itself or in how the work is used, such as publicity or privacy rights.

    I think that those are good and fair guidelines (other than the right to use the mod for commercial purposes which is prohibited by Bethesda Softworks), but they are specifically agreed to by authors of work who opt into the Creative Commons Code when uploading. While the Nexus seems to operate in a similar spirit, I don't recall the CCC being specifically mentioned when submitting work for upload here, perhaps because of that commercial inclusion.

     

    You can't go wrong by sending a PM to the author of a mod that you would like to modify and upload. It shows respect and good manners. A month with no reply should be long enough to wait before going ahead, unless they specifically state that permission is not granted for others to use the assets of their mod, as mine does. Even then, I have given permission to people who have contacted me personally to use portions of my mod, and in one case gave permission for someone to translate my entire mod into spanish. So a PM just might get you individual permission even if a blanket modder's resource permission is denied.

  8. I have made videos like the ones that you describe, but I haven't used the Groovatron mod to make them, so I can't advise about that. I used an older than current version of the TES Construction Set to create lip synch files and then scripted all of the interactions between NPCs and player/camera with the GECK. That, along with Fraps and video editing, allowed me to give the illusion of something like spontaneous interactions.

     

    If the Groovatron can do something similar then I would be interested too. But I know that the GECK and the currently available download of TES CS cannot create lipsynch files, so I would be surprised if the Groovatron mod could do it.

  9. I believe that Fallout3.esm should be first in the load order, followed by the DLCs more or less in the order of their release. You have CALIBR in the first slot for some reason, more likely for no reason at all.
  10. What I would really like is someone who has gotten all of these working together, copied all the mod folders, compressed into a zip file, and uploaded it to the internetz for everyone else to download, and get working hassle free.

    I think that anyone who did what you suggest would be banned from the Nexus unless they had permission from all of the different authors of the particular mods that you want.

     

    Not only that, but it would require that someone else work so that you don't have to do what amounts to much less work if you did it all yourself.

     

    Personal initiative is always encouraged.

  11. I think that hair style is included with Hair Pack.

     

    http://www.fallout3nexus.com/downloads/images/1146-2-1229376938.jpg

     

    As for the face, the only one who knows what, if any, mod was used to help create it isn't telling. You could try tweaking with the facegen to get something similar.

     

    Not much help, I know.

  12. I think that it might be a game glitch caused by a mod. Something has prevented the "has companion" flag from going back to 0 when Cherry leaves you. There might be a console command that would reset it. Or maybe going back to Rivet City and killing her would do it.
  13. I like the concept because in some ways Fallout 3 is less holistic than earlier versions of Fallout. In Fallout 2 for instance, if you sold slaves you are branded on the forehead so that you are accepted by slavers, but also take a massive charisma hit and lose acceptance among other groups. In Fallout 3 all you suffer for selling slaves is a little verbal shaming from Three Dog in a broadcast.

     

    However, while it might be possible to do a mod like you describe, I would never recommend something like that as a first mod. It is definitely possible to swim across the English Channel too, but do you want to try for it on your first time out?

     

    It would require a massive amount of work for a slight change in the ambience of the game. If you could get something like this to work, you could probably only get it to work with vanilla companions or ones you create yourself for the mod. To make the mod that you create work with the many various companion mods available would be next to impossible unless you use those other mods as masters of your mod, I think.

     

    My advice to you is the same I give to anyone who admits "MMh, I am no modder, so I dont know, if its possible." And that advice is to start small. Don't be like the couch potato who decides that he is going to compete in next month's Ironman Competition. It is unrealistic and you set yourself up for failure. Same goes for Fallout 3 mods. It might be true that the concept is the real art, but it is the ability to execute the concept that either makes it something that can be shared or turns it into an abandoned project.

     

    A great many experienced modders will not even try to include custom voiced dialogue in their mods because of the amount of work involved. Yet your idea is to do not only that, but also to create scripts that allow vanilla NPCs to recognize a player's companions, rate them for qualities like attractiveness or repulsiveness and voice appropriate dialogue at appropriate times? Then are the companions going to react to being called a hot babe or slaver dog or are they just going to take it in silence? Even without voiced dialogue and only text, it would be very complex. My own personal opinion (admittedly with which others disagree) is that adding non-voiced dialogue to a game with voiced dialogue reduces realism rather than enhances it. I don't even know how you would add text only reactions to bystanders with which you are not involved in dialogue. Maybe message boxes?

     

    If you want to try it anyway, I would recommend trying to create your own companion mod or (with permission) use an existing companion mod or vanilla companion and create one or two NPCs who are designed to react to that specific companion if they are with you. Then you will get an idea of what you are getting into while avoiding a great deal of complexity inherent in your mod concept.

  14. Lights as in the light emitter itself? because I check initially disabled on the emitter but it still comes up on when I load the map

    If by light emitter you mean the globe shaped object that you place in the GECK that becomes a light source in the game, then yes.

     

    Map? Do you mean interior cell? If you mean that you load the cell in the GECK and still see the light in the render window that you marked as initially disabled then that should be expected. If you enter that same cell that you created while checking it in the game and you still see the supposedly disabled light shining, then there is something wrong.

  15. It could be done with one object script on the switch. Make one of your initially disabled lights an enable parent of the other lights and enable that enable parent with a script on the switch, like:

     

    scn LightSwitchScript
    
    short doOnce
    
    Begin OnActivate
    
    if ( doOnce == 0 )
    	activate
    	ALightREF.enable
    	DoorA.unlock							
    	Set doOnce to 1
    elseif ( doOnce == 1 )
    	activate
    	ALightREF.disable
    	Set doOnce to 0
    endif
    
    End

     

    That would allow all of the lights to be toggled on and off and unlock the door as soon as the lights come on and leave the door unlocked.

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