dangman4ever Posted April 19, 2014 Share Posted April 19, 2014 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. Didn't the NCR ride horses in "All Roads" the comic that was made to hype the release of Fallout New Vegas? Yes but it was also mentioned by Chris Avellone that horses did not survive:http://fallout.gamepedia.com/Horse#cite_note-6 The above also explains the possible reasons why horses showed up in Chance's flashback. Well based on his other YouTube videos it's practically looks perfected the reason its not on the Nexus is because he's using files that were taken directly out of oblivion which is apparently against the rules.'s tIt is against the rules. Yeah, totally didn't survive, I guess that's why they directly appeared in the comic... It is against the rules. *Slow clap* Congratulations, you just repeated what he said..... Conformations aside, I too would be interested in a horse mod, HUGE problem is modeling without using meshes from other games, That proof of concept does however look intresting No he said "apparently" which, to me, sounded like he wasn't quiet sure about the legality of it. As for the horse,there were a few other inconsistencies between the comic and the game itself. So the comic itself isn't 100% canon. Either way, I don't really care about the horse mod not being canon or non-canon since it's not coming to FNV. Well in widespread release anyway. Apparently means the person is sure, no? We're talking about horses and not major story elements, It is likely cannon So why try to discourage people? If not, whatever, but don't hassle people over liking the idea, as I said in another thread. no every mod needs to be lore friendly, if you don't like it, just find mods you like rather than hounding those who do enjoy these types of mods. Not necessarily. It means "it appears to them". What appears to someone isn't always correct. i.e seeing a someone wearing gangster/thugging clothing doesn't necessarily always mean that person is a gangster/thug. Where was I trying to discourage this mod from being created on account of it being lore un-friendly? Like I said earlier, I don't care about canon or not. Right now, I'm using numerous outfit mods that would not be considered lore-friendly. Link to comment Share on other sites More sharing options...
WhiteCat555 Posted April 20, 2014 Author Share Posted April 20, 2014 Couldn't he upload the mod and leave out the oblivion files and have users retreve the oblivion files themselves? I've seen other mods arthurs do similar things. Link to comment Share on other sites More sharing options...
dangman4ever Posted April 20, 2014 Share Posted April 20, 2014 (edited) Couldn't he upload the mod and leave out the oblivion files and have users retreve the oblivion files themselves? I've seen other mods arthurs do similar things.Are you sure that you've seen other mod authors do something similar? Though I'd imagine it to be a hassle. It's already hard enough to explain/help people installed completely self-contained mods. See the Willow mod as an example of that. Now to show them how to get assets from a different game altogether and then put inside their FNV install? Yeah I can see the potential headaches that's going to cause the mod author. Edited April 20, 2014 by dangman4ever Link to comment Share on other sites More sharing options...
WhiteCat555 Posted April 20, 2014 Author Share Posted April 20, 2014 Couldn't he upload the mod and leave out the oblivion files and have users retreve the oblivion files themselves? I've seen other mods arthurs do similar things.Are you sure that you've seen other mod authors do something similar? Though I'd imagine it to be a hassle. It's already hard enough to explain/help people installed completely self-contained mods. See the Willow mod as an example of that. Now to show them how to get assets from a different game altogether and then put inside their FNV install? Yeah I can see the potential headaches that's going to cause the mod author. Yes I've seen it before. Theres a mod for Fallout 3 that adds all New Vegas wepons to the Fallout 3 Leveled lists but you have to copy/paste a ton of FONV assets to FO3's folders. Well it's not to complex really. "Hey this mod needs a mesh from X game, since that comes for another game you have to copy/paste the file from the other game to X filepath and make sure it has X name." Seems simple enough to me to me. Link to comment Share on other sites More sharing options...
dangman4ever Posted April 20, 2014 Share Posted April 20, 2014 (edited) Couldn't he upload the mod and leave out the oblivion files and have users retreve the oblivion files themselves? I've seen other mods arthurs do similar things.Are you sure that you've seen other mod authors do something similar? Though I'd imagine it to be a hassle. It's already hard enough to explain/help people installed completely self-contained mods. See the Willow mod as an example of that. Now to show them how to get assets from a different game altogether and then put inside their FNV install? Yeah I can see the potential headaches that's going to cause the mod author. Yes I've seen it before. Theres a mod for Fallout 3 that adds all New Vegas wepons to the Fallout 3 Leveled lists but you have to copy/paste a ton of FONV assets to FO3's folders. Well it's not to complex really. "Hey this mod needs a mesh from X game, since that comes for another game you have to copy/paste the file from the other game to X filepath and make sure it has X name." Seems simple enough to me to me. To you, yes. But to others? No. I read the thread for the Willow companion on occasion and usually I see a ton of posts of people asking how to install the mod. Edited April 20, 2014 by dangman4ever Link to comment Share on other sites More sharing options...
MarchUntoTorment Posted April 21, 2014 Share Posted April 21, 2014 Then simply put on the mod page "THIS IS NOT AN ENTRY-LEVEL MOD, YOU MUST KNOW HOW TO COPY MESHES BETWEEN FOLDERS FOR THIS TO WORK" or something. I'm just curious as to the legality. TTW was taken down from the Nexus despite requiring Fallout 3 as a master, so that's what makes me interested. Link to comment Share on other sites More sharing options...
nivea Posted April 21, 2014 Share Posted April 21, 2014 Do Oblivion creatures come with the correct Fallout shaders, if not then no you can not just put them in game without Blender/Max work. Plus skeletons are different in both games so you would need to do something with that, and then rig the creature to it.Its more complicated then waving a magic wand and it appearing in game perfectly. Someone COULD take a Brahmin/Bighorner model edit it into a horse then rig it to a Bighorner skeleton, then make the scripts and mod to ride it... But again its always harder then it sounds, not somthing I would personally have the time or knowledge to do. No horses are NOT supposed to be in Fallout they are dead and the comic was not supposed to have them in it, but tons of mods are very popular that are not lore friendly. Link to comment Share on other sites More sharing options...
MarchUntoTorment Posted April 21, 2014 Share Posted April 21, 2014 @Nivea: How much do you know about shaders? How do they work? Link to comment Share on other sites More sharing options...
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