CogKicker Posted August 23, 2013 Share Posted August 23, 2013 So, for fallout 3, I was wanting to make a simple drivable car, using the Intact Corvega's nif file. I have it saved inside my game's mesh folder, along with the textures. So, I was wanting to turn it into a drivable object, like an activator or something. Could somebody help me do this? Link to comment Share on other sites More sharing options...
pkleiss Posted August 23, 2013 Share Posted August 23, 2013 Many have tried to do this in the past, and while there were some rudimentary successes, in the end, drivable anything failed. AFAIK Fallout 3 just won't support vehicles. The problem isn't creating the car, the problem is getting the player and/or followers to mount it, and stay in it while it moves about. The best effort I've seen was the hover chair. Maybe take a look at that mod to see how it was done. Link to comment Share on other sites More sharing options...
CogKicker Posted August 24, 2013 Author Share Posted August 24, 2013 Is it possible to make it as an outfit like the Jx3 Vertibird mod? Link to comment Share on other sites More sharing options...
Ashven Posted August 24, 2013 Share Posted August 24, 2013 Yes and no. There was a car mod called the Road Warrior. Download it and check it out, and you'll reaiize why it's not so easy to do. There's also the J3x-ified Motorcycle. The Motorcycle is the least buggy in my experience. It's really hard to get the collision right. Link to comment Share on other sites More sharing options...
CogKicker Posted August 28, 2013 Author Share Posted August 28, 2013 How did cars in Bully, another gambryo game, work? Link to comment Share on other sites More sharing options...
CogKicker Posted August 28, 2013 Author Share Posted August 28, 2013 How did cars in Bully, another gambryo game, work? Link to comment Share on other sites More sharing options...
Ashven Posted August 28, 2013 Share Posted August 28, 2013 How did cars in Bully, another gambryo game, work? Rockstar has access to the raw code, meaning they can fully implement such a system in its entirety, without having to dance around game limitations. Bethesda's version of Gamebryo has been extremely custom since the Morrowind days, and I suspect they are too afraid trade secrets might get out should they allow more freedom with it. Basically, if we can't do it with the GECK and FOSE, it's not going to get done. Link to comment Share on other sites More sharing options...
jazzisparis Posted August 29, 2013 Share Posted August 29, 2013 Basically, if we can't do it with the GECK and FOSE, it's not going to get done.It can be done and it was, actually, done with impressive success, though for New Vegas. I am referring, of course, to XRE Cars. The author, using very advanced scripting, has implemented a new physics engine for suspension, transmission and steering, along with different vehicle types and a lot, lot more.Since both games use essentially the same basic physics, I assume a Fallout 3 version is, to the very least, possible. Though I highly doubt ermeso (the author) has any plans to ever port it to Fallout 3. Link to comment Share on other sites More sharing options...
CogKicker Posted August 29, 2013 Author Share Posted August 29, 2013 XRE cars was a mess. Every time I enter a new cell, the game would crash, no suspension, the cars would fly around... I really like the drivable Chimera mod, that looks easier than completely changing the physics. Im thinking about using the Sentry bod as a template. Link to comment Share on other sites More sharing options...
CogKicker Posted August 30, 2013 Author Share Posted August 30, 2013 I kinda got something here. I adjusted car 03 clean in nifskope, and I turned it into a helnent. In game, it looks pretty good. The only thing that needs to be done it just lining it up with the ground. Is there a way I can get this Helment to give the player Robobrain animations upon putting it on, and switching it back upon taking it off? Link to comment Share on other sites More sharing options...
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