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I'm sure this has been asked before.


WhiteCat555

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I was wondering if the horse scripting and data form Skyrim and Oblivion can be converted to work in Fallout 3 and New Vegas.|

If so can someone make Elder Scrolls style horse travel?

I mean, I don't know really anything about scripting I'm just being super hopeful.

Edited by WhiteCat555
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Horses would have been a natural for FONV. Not so much for FO3 though. However for some reason, Beth chose to not include them. And then in the GECK left out those parts needed to actually create and use horses. My guess is it's a copyright thing and they didn't want to pay for the license.

 

As a mod It's been tried, and there was a very good 'proof of concept' type mod uploaded at one time. But the project just didn't pan out like the creator hoped it would due to some technical difficulties with the game engine.

 

Creating a horse is simple enough it's the mechanics of riding and gait and movement of the horse (Animations) plus horse and rider that seems to cause problems - especially having the rider stay with the horse. When the horse starts to move, the rider is left hanging in the air, and if the rider starts moving, it clips through the horse. If the horse turns, the rider doesn't. The obvious solution is to create a new object - horse+rider. But then that opens a whole new can of mod worms. A whole new mass of hundreds of animations ( rider looks left. rider looks right, rider raises right arm etc)

http://www.smileyvault.com/albums/userpics/10172/can-of-worms.gif

 

 

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One question - wouldn't it be possible to simply import the basic animations from Skyrim? The file type for animation skeletons should remain the same.

Unfortunately, that's now runs into legal issues (more than likely there are some technical issue as well): Since they're two seperate games, you can't use assets from one game in another unless that asset was fully created by a modder.

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I was under the impression that it was legal, provided that the game the assets were sourced from is required to play (e.g., the assets are not offered for download with the mod). Kind of like how you're not able to release DLC content in a mod without including those DLCs as masters.

Only legal if the assets are all from the same game and its DLCs. You can't exactly load Skyrim in the load order for FNV.

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I can tell you why there are no horses in FNV.

According to Fallout canon, by the time of F3/FNV, horses are extinct.

 

Papa Khan even tells you this ingame, as he is disappointed the Khans cannot ride horses like the Mongols they are emulating.

 

So, unless you get a modified version of Giddyup Buttercup specifically designed for an adult to ride, there's no way you can ride a horse in Fallout anymore.

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To the poster above - not all mods need be lore-friendly.

 

On the subject of masters - can't you just make the files conditional? It'd need a messy manual installation (copy-paste the .nifs from Skyrim's folder into NV's folder), but I suspect it'd still work even without setting Skyrim.esm as a master.

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Do you think that if it could be done someone would have done it by now? It's been 3 1/2 years since FONV was released. Skyrim was not the first Gambrio engine game to have horses. Oblivion had them, and I actually think the Oblivion implementation of horses was far better than the Skyrim implementation. The Oblivion version of the game engine is also closer to the FO3 & NV engine also. I believe the person that had a concept horse riding mod used the Oblivion models as he began his work before Skyrim was released a year after FONV.

 

It's still possible that an expert modder will be able to implement horses in FONV, but not very likely as they have mostly moved on to newer games. I do still play around with Oblivion, FO3 & FONV some. But I'm not going to be taking on any large scale or long term projects for a game that is several years old. BTW, Horses & animation are out of my league as a modder. :cool:

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