UncleRoe Posted November 3, 2010 Share Posted November 3, 2010 For roleplay purposes i'd like to see a predator race mod again. It seems to show up in every game the nexus has to offer so i am sure it'll appear one day. For companion flexibility I'd like to see the share and care companion mod come back to. You can recruit pretty much anything you can talk to and set essentials/infinite ammo etc to keep the companions in tippy top. If someone can convert the meshes/textures used for mothership zeta that would help to. Kinda hard to play a predator when you can't retreat to your awesome alien ship for a quick bathroom break. Link to comment Share on other sites More sharing options...
XSoldier Posted November 3, 2010 Share Posted November 3, 2010 If someone can convert the meshes/textures used for mothership zeta that would help to. If there are enough Zeta assets in the New Vegas .bsa archive to satisfy, it's fine, otherwise if certain files are not in there, forget it. Link to comment Share on other sites More sharing options...
sonoyuu Posted March 21, 2011 Share Posted March 21, 2011 Maybe I am new to this and missing something... First, As far as I understand it, the only anchor Mothership Zeta uses is at the crashed ship in the DC wasteland. I can't imagine it would be too difficult to anchor it somewhere in Nevada (where it would have been more appropriate anyway). I am not aware of anything that is present in Mothership Zeta that requires "Conversion", though I think the meshes might need some editing. As for the meshes/textures directories, determine the dependencies that are in Fallout 3, and if they are missing in NV, then import them. I used the Fallout 3 Archive Utility found at http://www.fallout3nexus.com/downloads/file.php?id=34 to export all my mesh and texture directories for NV. While I won't go into how to use this awesomely useful utility, I will explain what I did with it. By the way if anyone knows of a similar utility that lets you extract/package textures and meshes in the same file, I would be very grateful for the link. The only point I want to emphasise is that the .bsa files have to have the correct structure when you make your own. For instance: "Extracted directory\Textures\Creatures" or “Extracted directory\Meshes\Creatures" If you are familiar with the utility, you will understand, if not, you should be able to figure it out from reading the instructions, or from opening a few .bsa files. The first time I did this, I tested each mod I wanted to replace the base textures/meshes with by copying its textures and meshes into the directories I extracted. After renaming the old .bsa file, I created a new one of the same name from the revised extracted directories. This has worked for almost all the mods I tested without needing to use archive invalidate. If you want to change the base textures/meshes AND test mods that use use texture replacers such as the various porn mods, do the above, but create new .bsa files named for the mod you want to add such as "Fallout - Prostitution Textures.bsa" and "Fallout - Prostitution Meshes.bsa" Then open your fallout_default.ini file and search for the line that says: bInvalidateOlderFiles= Change the 0 to a 1 then look for the next line: SArchiveList=Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa and change it to say: SArchiveList=Fallout - ArchiveInvalidation.bsa, Fallout - Prostitution Meshes.bsa, Fallout - Prostitution Textures.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa (or what ever your archive invalidate/mod .bsa files are called) This helps with both replacing base textures and keeping mods organized for easy removal. The only problem with this method is it is labour intensive to setup, though a breeze to maintain. There were a very few mods that would not load as .bsa files. These required textures and meshes directories to be created as the .bsa files would cause CTD when the application was run. I have imported a number of FO3 resources by this method so I know it works. I would caution anyone who wants to attach other mods, especially those tied to the DC Wasteland, that the task is not for the faint of heart, and requires huge amounts of time to modify and test mods that you may only be able to use yourself if you don't have the creator's permission to distribute changes I am relatively new to this forum, so I apologize if my observations/comments are out of line, or in the wrong thread. For roleplay purposes i'd like to see a predator race mod again. It seems to show up in every game the nexus has to offer so i am sure it'll appear one day. For companion flexibility I'd like to see the share and care companion mod come back to. You can recruit pretty much anything you can talk to and set essentials/infinite ammo etc to keep the companions in tippy top. If someone can convert the meshes/textures used for mothership zeta that would help to. Kinda hard to play a predator when you can't retreat to your awesome alien ship for a quick bathroom break. Link to comment Share on other sites More sharing options...
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