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Male Version of Cass's outfit
BanjoOz replied to denmich1997's topic in Fallout New Vegas's Mod Ideas
Sorry to necro this old thread, but does anyone still have this male player (vanilla body) version of Cass' outfit (or another one)? The original links don't work anymore, and I've not found it on Nexus as a mod unless I searched wrong. I've made my own version of a male Cass but I suspect this is much better than my basic attempt and would love to compare/use it. -
It's a cool outfit item, and I noticed someone fixed the female model, but I'm sure there must be some retextures of the White Glove Soceity face mask around? I couldn't find anything as a standalone mod, but I was wondering if there were retextures in any of the bigger mods around. In particular, I was looking for a plain white version of the mask.
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Thanks so much for that! It's a shame some of these little things are so hard to find, so I really appreciate those who have tried (or made!) a lot more mods than I have sharing their knowledge. I suspect often the wheel gets reinvented just because someone doesn't know a fix or mod has already been made! :smile: Again, thanks. (also, that mod looks really cool and I intend to give it a try regardless of the mask I was looking for!)
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Playable versions of single-gender (vanilla) outfits
BanjoOz replied to BanjoOz's topic in Fallout New Vegas's Mod Ideas
You're a legend for that! I very much appreciate you listing all the mods that solve these or at least attempt to. 1) Sadly, that's the one I found too, and it's not *actually* an armoured jumpsuit but an armored vault suit with a Petro Chico custom texture. However, the texture works on the vanilla armoured vault suit (female) despite that mod being for a body replacer type. With any other of these, I'd say "that's close enough" but I still would love to see a proper armored version of the vanilla jumpsuit since unlike all the others on my "wishlist", this one is not just one unique outfit but something that would be a very useful modder's resource given how many different jumpsuits are in the game. 2) Very awesome find, I am psyched to dig that one out and try it ASAP! 3) I really like that Defiant outfit, and IMO using that as the "male" version of Cass' outfit would be fine (reskinned or not); it's close enough thematically IMO and it wouldn't be the only armor that drastically changes between genders (i.e. Sexy Sleepwear). Is Spice of Life just for a male body replacer though? 4) Yup, that's the one I suspect will always remain missing. A complex outfit and very specific, so I can understand nobody rushing to make a female version. 5) That is perfect! No idea how I missed finding that, it deserves more attention (and IMO is the sort of thing that is borderline "unofficial patch" worthy). At least my practice trying to recreate that armor myself taught me a lot about NifSkope. :smile: Again, big thanks for the reply and all the mod links. Definitely some awesome stuff there, and really only leaves a proper armored jumpsuit and vaquero outfit to be made (and as I said, I can understand if the vaquero one never gets done). -
Obviously this one is a lot of work, but it always bugged me that some outfits were *only* wearable for a specific gender. Sure, most of them were designed to be non-playable companion uniques, but some of them are so awesome it feels like such a shame they are locked off from use by the player or even NPCs of the opposite gender. The ones I've most noted (and in order of preference/necessity) are: 1) Armored Jumpsuit Only used by Raul in the vanilla game, but having a female version of this one mesh would make *any* jumpsuit (RobCo, Red Racer, etc.) "armorable", unlocking a lot of potential. Easily top of my wishlist for a "gender-swapped version"! I suspect it might not even take more than someone with some NifSkope skills to copy over the branch from the armored vault suit and tweak it some around the bust and legs... 2) Mysterious Stranger Trencoat I'm actually surprised nobody ever made a female version of this cool outfit, especially with all the "be the Stranger" mods I remember back before even NV got released. This kind of noir/Blade Runner style outfit is sorely missing from Fallout as it stands, sadly. 3) Cass' Outfit A cool jeans 'n' jacket combo that would make a great 'cowboy' for if a male mesh existed. I'd be pretty much happy with something simple even like a retexture of Daniel's outfit with a jacket added, to be honest. 4) Raul's Vaquero Armor An awesome outfit that could be retextured into anything from a Mariachi to the Three Amigos with a little imagination. A shame there's no female mesh of it, making it useless to the player. 5) Boone's 1st Recon Armor Actually, I've pretty much managed to make a messy combo nif of this that kind of looks close enough for female characters, hence why it's lowest on my list, but having the 'Survival' version with the short sleeves as a female mesh would be fantastic, even without the shoulder patches, as there is no short sleeve mesh for NCR troopers if I recall. As I said, I know some of these would be a pretty big undertaking for someone, but although I'm comfortable modding these games, anything mesh related is beyond my abilities, hence why I wanted to post this request. I also see this as something that would not just be a little thing one person wanted, but any of these meshes being converted/made would add a fantastic resource for all FNV players.
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I've been away from Fallout and modding for a long time, and returned this week to start up a new game. However, while grabbing all the old mods I loved, I noticed that there was *still* no world model for the Surgical Mask clothing item, even though there were several mods that re-added it to New Vegas. The mod I used to use for this was for Fallout 3 (here: http://www.nexusmods.com/fallout3/mods/10128) but when I tried using that model with New Vegas, both the GECK and the game itself throw the familiar "red exclamation mark" error. Curious, I examined the mesh in NifSkope and found that removing the collision mesh lets the model load without errors... though obviously, with no collision data, it just floats in mid-air when placed or dropped! Since I have *no* idea what changed between F3 and FNV .nif files (until now, I thought they were cross-compatible!) or how to fix this collision data, if someone who knows what they're doing would be willing to fix the mesh, I'd really appreciate it! I sent a message to the mod author today, but if they're no longer working on it, would someone else be willing to take a look, even if it was just to let me know what I might be able to try to fix this?
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Thanks!!! I haven't tried it yet but it sounds exactly like what I was hoping for and thought there HAD to be a way to accomplish (two activators, one that "changes" into the other). Will give it a shot this weekend. Really, thanks heaps for the help... much appreciated!
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As much as I REALLY appreciate New Vegas giving us "harvestable" plants, I was a little disappointed that they're all pretty much existing mundane ones from now, rather than things like Mutfruit and such. Still, I'd much rather see cabbages and corn over NO crops at all (yes you, Fallout 3!). But seeing that knobbly green fruit growing in the wild would be awesome... I'm actually surprised nobody's tried to mesh it (when they've meshed all sorts of other stuff from the old Fallout games)! Not enough love for Classic Fruit... :(
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- classic fallout
- fruit
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Well spotted... that IS how it's done, it seems (harvestables are scripted so that "PlayGroup" changes the model's "animation stage" from fruited to picked). Sad thing is, this means that in order to make a plant harvestable the way Obsidian did it, I'd need to modify the mesh in a way I have no understanding of (Blender is a nightmare enough just doing "fixed" models for me!). Wonder if there's a "cheat" that could be scripted to use Destruction Data instead (since I do have picked and unpicked separate meshes)?
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Thanks! But how do I "activate" these states in the GECK? It didn't seem like the script for the cacus did anything but "destroy" the object when picked unless I'm misreading it (sorry, I'm very much a beginner when it comes to GECK scripting). Or - probably more apt in my case - how do I assign these states to an existing mesh so that the same script would cause the same effect on it... (when activated, the "fruit" disappears)? I have the model resource, and the "fruit" part of it I want to make "picked" is already a separate element... but I have no idea how to edit it to "vanish" on cue.
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Weapon requests : Webley Revolver and ZH-29 Rifle
BanjoOz replied to Metallicus's topic in Fallout New Vegas's Mod Ideas
I also love the old Webley Revolver! Though I always assumed that the vanilla .32 Pistol (complete with break-action reloading) was pretty much based on the Webley? -
If there are any skilled mesh and texture artists out there, I would LOVE a model of the "mutfruit" from Fallout 1 and Fallout 2. I know F3/FNV has Mutfruit and Crunchy Mutfruit, but I really want the classic round, green, blistered/lumpy thing shown here: .. and with more info here. Thanks to some amazing mods and 3D artists, we have classic fallout weapons for the new games... but no classic fruit! :( If anyone can make a Fruit model - it doesn't even have to be a mod, just a mesh and texture resource is fine! - I'm sure I'm not the only long-time Fallout fan who'd love to use it. Pretty please?
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- classic fallout
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THANK YOU! That's a huge help, and much appreciated! I finally got it working a slightly different way, using stage timers, but will look at polishing it properly with this information. Again, I really appreciate the help!
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How would I go about making a new harvestable plant? Let's say, for example, I wanted to make an activator copy of the daffodil static (already in the game) so it could be "pickable"... what work do I need to do besides the obvious in creating the activator? I can make a new "harvestable" plant in the GECK just fine, but obviously the mesh doesn't change when you "pick" it (re-using edited versions of the existing harvest scripts gives you the harvest tiem and sets the plant to not give you another for a while). Is this a GECK setting that needs to be changed on the activator (like destruction data... in fact, could I use this somehow as a workaround)? Or does this need to be done in nifskope (editing the existing mesh)? Or is the only way to do this with an edited or entirely new mesh? I've poked around and saw that the existing FNV harvestables like maize_healthy01.nif actually have the "fruit" as a separate model part that's named "On/Off", leading me to think that the GECK somehow knows to remove (or make invisible?) that part somehow. What I can't find is what triggers that (unless it's simply being set to "destroyed") or how that part of the nif differs specially (I'm very much a rookie when it comes to nifskope and meshing, sorry!). If anyone can help or even give me some pointers in the right direction, I'd appreciate it!
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I've started playing and modding FO3 after a year or so away, and have hit a stumbling block... something I'm sure is very obvious and easy is driving me nuts trying to solve! I want the following to work: 1) Player selects a dialog choice with an NPC 2) Dialog ends, screen fades to black 3) Player is forced to sleep or wait for two hours (screen is still black) 4) Fade up from black 5) NPC re-engages the player in conversation After trial and error and a lot of searching and reading, I've got everything working except the "fade to black" effect; every single thing I try results in it only fading AFTER the second NPC conversation ends (step 5). Is there a way to "pause" everything until the fade finishes? I assumed I needed to use imod (was using "imod FadeToBlackISFX") and I'm pretty sure I need a timer to get the timings right, but I can't for the life of me figure out how to script this correctly. As a side note: I've been putting the script commands in the dialog option's "result script" so far (and using addscriptpackage to get the NPC to re-engage dialog... can/should I be using a simpler method for that?). It's just driving me crazy that something that seems so darn obvious is giving me such trouble, and that every search on the topic I've done comes up with a solution that doesn't work (in the case of what I want to do, that is). If anyone can help and/or provide a code snippet to show me what I need to do to set this up, it would be very much appreciated!