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Everything posted by Callighan
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If that is true, then you're very ambitious. Kudos for making the effort.
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Oh, I've seen the alpha release. Very ambitious. And ambition is good.
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I'm running Blender 2.48a and Nifscripts 2.4.9 and I'd like to know how to import .kf files to blender. It seems that I can import .nif files nicely but there's no option to import .kf files. Is there a direct option that I miss or is there a workaround? Thanks beforehand.
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No. Not yet at least. But there are mods which simulate sex acts without animation.
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Those models are not armour models in the fallout 3 sense. Those models are more or less creature models. So if modders start from those models, it will likely end up as a creature and not armour.
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I'm wondering whether there's parameters in using kfupdater which will guarantee any .kf files exported from blender to work in game. So far, I just cant seem to make animations work the way they should; heads and limbs keep warping off. Any help is welcomed.
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Is there any "paradise island" mod?
Callighan replied to masterulukai's topic in Fallout 3's Discussion
Try the Commonwealth of Modders or COMM for short. -
Well right off the bat I'm thinking that perhaps you should use GTS and find a good, unique worldspace. Perhaps somewhere greener where cultivation is plausible. And I suggest you call it a town and not a city. From your description, you roughly will have at least 15 NPCs with unique schedules: Women: 1 barber 1 shopkeeper 1 guard 3 other women Men 1 carpenter 1 smith 2-3 guards 1 mayor 10-15 Interiors for homes 1 mayoral office 1 library 2 workshops 1 guard hut or post I think those are do-able with vanilla Fallout 3 assets. As for the NPC names, you might use elaborate names or simple names such as Farmer John or Mac the Carpenter.
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Really?I hadn't noticed. :P
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That depends on whether your request is interesting enough for other people to do it. Anyhoo... kudos for your persistence.
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Contrary to the installer's instructions, run Daggerfall by typing fall z.cfg. :) Source
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Well if there's any critique I can give to you is that the dialogue sounds awkward. Any chance of making a Deutsche or Esperanto mod? :P
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Perhaps the "french" in your post sub heading puts a lot of people off (no offense). Anyhow, I viewed your video and was surprised to see it well made. Rather a boring mod without much killing an such (in contrast with the nature of the Fallout world). However, as a student of a foreign language myself, I like the idea a lot. I'm most curious as how complex the conversations are, as a game differs from real world conversations which is more intricate. Looking forward to experiencing your mod. Cheers!
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Here you are: Ragnarok-Arena
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That someone using a mod on the xbox is breaking the law. But really, a mod on the xbox?
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Mothership Zeta Screenshot uploaded by sentinel 101
Callighan replied to Madivans's topic in Fallout 3's Spoilers
Nice looking space assets there. Space mods, here we come. :D -
The moon quest series sounds ambitious. Looking forward to seeing it in action. So how far is the mod progressing?
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The new system is top so far. My only pet peeve with it is that it doesn't automatically change rating comments that are made in the previous system.
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Oh someone knows. I play a few mods that already do; Commonwealth of Modders and Ultimate War Mk III. Maybe you could reverse engineer those.
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This is a good idea. Settle down, plant things. Fight off pests including mutated creatures and raiders, employing wastelanders, getting married, ay ay ay! Perhaps the option to plant psychotropics would be nice.
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Can somone make this house mod please?
Callighan replied to 435craigm's topic in Fallout 3's Mod Ideas
Well, there's the matter of grid placing, door markers and teleports, adding new interiors, navmesh... la di da di da. Seems tough but they're actually simple. Simpler than 3D modeling in my opinion. And who knows, if you did a good job of it, you can upload your mod and have other players ogle at your marvelous work. So to quote Tony there; everybody wins. -
Can somone make this house mod please?
Callighan replied to 435craigm's topic in Fallout 3's Mod Ideas
And it doesn't really need much programming. -
I once ran into a similar problem. My solution was either closing GECK and re-running the whole thing again or revert to an earlier file. Sorry I can't be of more help. I'm thinking your problem is more likely a one-time glitch.
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To answer some of your questions: A) No. B) The GECK allows us to mod almost anything. The key word is almost. All of the the things you said are do-able through the resources and utilities available. Although, there's a high chance you'll run into some things that are hardcoded or technical things that cannot be modified through stable means. An example of this is the fact that its impossible to add new firing or reload animations into the game engine without using script or .nif workarounds.
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Some do. Mostly the hair mods. I've experienced instances where having the hair pack or sarem's hair mod will not trigger certain events in Broken Steel such as the first viewing of the map and explanation by Scribe Rothschild.