ZombieUK Posted November 24, 2009 Share Posted November 24, 2009 Just curious if there is any Fo3 based mods in Oblivion such as a Super Sledge or a Power Armor Conversion. I know its not exactly Cannon nor probably allowed, but would be hilarious and pretty damn good stuff if we saw the Brotherhood of Steel in Oblivion. I probably posted a topic like this before as it comes to mind but anyone seen any Mods of this Calibre? I know I seen Obliv Mods in Fallout such as the Type 3 and Oblivion weapons Mods but any chance of a Laser Rilfe Club or perhaps a Gary Clone tweak? xD Fun stuff when it comes to mind. STILL need to get a copy of Obliv to enjoy really. Cheers. Zombie. Link to comment Share on other sites More sharing options...
gsmanners Posted November 24, 2009 Share Posted November 24, 2009 Seems kind of redundant. If you actually play Oblivion, you'll see just about everything Fallout 3 has to offer in terms of weapons and armor. It just doesn't look quite as good. Fallout 3 was a really big step up in rendering quality, so I can't really see anyone who has both going back to Oblivion for an extended period of time. Annoyances like the barter menu will inevitably force you back to Fallout 3 even if you don't care about render quality. Link to comment Share on other sites More sharing options...
asdasdsuper Posted November 24, 2009 Share Posted November 24, 2009 Agreed. I just reinstalled Oblivion to study for my new skeleton project, and its god awful without enhanced graphic mods. Plus you have the fact that Fallout3 already has gun animations, but oblivion doesn't. You could have that cheap staff firing animation yeah..But its ugly believe me. Link to comment Share on other sites More sharing options...
SickleYield Posted November 24, 2009 Share Posted November 24, 2009 ANY game developed concurrently for multiple platforms is going to look godawful without mods compared to how it looks with them on. Fallout 3 isn't the exception, albeit for design rather than engine reasons most of the time. There's a reason why Fellout has been in the top 100 mod downloads for so long. The biggest reason there aren't "Fallout in Oblivion" mods is that Fallout fans tend to be obsessed with guns and Oblivion's engine doesn't support them. This is because Oblivion is a fantasy game. Fallout 3, on the other hand, does not have the alchemy system or spells or playable nonhuman races that Oblivion has (and of which I, personally, am quite fond) because it is a science fiction game. Link to comment Share on other sites More sharing options...
Ghogiel Posted November 25, 2009 Share Posted November 25, 2009 While I would have liked a more indepth crafting/alchemy Ob knock off system in f3. I would have perfered that they just kept the mountunf system in their. I think if it was, I would have gone a different direction in my F3 modding :) I think technically, there isn't anything stopping a resourcefull modder, making a new head/body race in F3. I'm going to look into trying at some point down the line. Link to comment Share on other sites More sharing options...
csb Posted November 25, 2009 Share Posted November 25, 2009 By default Fallout3 doesn't permit playable races. But with a very simple flag change, the vanilla game/DLC Raiders, Pitt Raiders, ghouls, etc. become playable. This is also true of customized races, as was the case in Oblivion. There aren't many such in Fallout3, but there are some. Link to comment Share on other sites More sharing options...
Ghogiel Posted November 25, 2009 Share Posted November 25, 2009 The difference being. New body meshes. In Oblivion, that was the show stopper. The Race menu under the body data tab has changed. It used to have male and female, sections which you change the textures your race uses. The body meshes were hardcoded. leaving you with 2 bodies in total. Male and female. In Fallout it appears that you can select the body mesh of your custom race to any mesh rigged to the skeleton. Now that in itsself is a total new ball park for modders. In oblivion, we were dying with this one. The lengths modders went to, trying to change Argonian feet and what not. We were simply stuck with texturing the existing normal human bodies. Many modders did ingeious things to get a good result. they were force equiping bodysuits and all sorts. But in the end, I hated it. if the race menu would have looked like the F3 one, it would have worked much better, and seamlessly. Oblivion comunity is obsessed with body mods. Link to comment Share on other sites More sharing options...
SickleYield Posted November 26, 2009 Share Posted November 26, 2009 It's totally possible to create new races for Fallout 3. It's even, as you said, possible to set up different bodies for different races. In fact, I've already done both of those for my own use (I haven't made any new heads, mind you, just retextured the bodies). It's even possible to create custom .egms for FO3 already, although I don't think we can do tris yet. As I understand it, the current obstacles to really creative race modding are twofold. First: Yes, we can assign different bodies to different races - but to use multiples simultaneously, we'd still need a script solution to make sure the right outfit gets onto the right body if the UVs are different. There isn't a big one yet. There have been a couple of kludges to work around this, like what Breeze and I did to make RMF3 and his body mod compatible (we put both 1024x textures onto the same 2048x map and mapped each body to a quadrant). I wasn't able to interest any female body modders I contacted in this method, partly because it only supports four at a time and there are many more female bodies than that. Second: The really fun and exciting race accessories, such as tails and wings, can't be done without a new skeleton. Oblivion has had a couple of really dandy super-skellies made for it, and so had Morrowind before it. There aren't any for FO3 yet, and the default FO3 skelly has no tail bones or anims. I haven't tried exporting a modified skeleton with the 2.5.0 NIF scripts yet. Guess I better bump that up the priority list. ;) Link to comment Share on other sites More sharing options...
Ghogiel Posted November 26, 2009 Share Posted November 26, 2009 Aye aye to that. I didn't so much like that you guys quartered the texture sets. I could have projected Breezes mesh details and textures onto roberts topology. It would look exactly like the breeze bodies, except if you looked at the topology, you'd see it was roberts. that way it solves the UV and textures not matching problem. Check the exnem forum from my test of using ROberts mesh topology to project it onto another mesh. That super beef cake mesh has Roberts UV and topology, it just looks really different. ..museartx com one. If you do a new skellton, don't make it too uber! I'm scared of what an animation replacer would do performabce wise if there were a lot of bones. I think just the essential additions. tail, wings, cape. I guess hair, I saw roberts skeleton rigged up, with boobs and weiner boners... sorry mean bone. a huge step in the next incaration of the gamebyro, I want to see, would be multiple UV channels. I think that might have the application to solve compatability concerning the armor models not fittting to the skin of the new body replacer. The bits of clothing with skin showing could contain mutiple UVs, matching the different bodies UV and textures. then some method of switching them, maybe an interface addtion to texture sets. Which could be scripted some how. Pipedream I know! Link to comment Share on other sites More sharing options...
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