LonerFO Posted November 30, 2010 Share Posted November 30, 2010 I am quite new to FO modding scene. Have done some recent work with civ5. Some experience with blender/nifskope. Mod Info:Add a new companion, a dog(yes I hate rex as much as the next guy)Add a new perk for the dog, Sniff Out. A bit like ED-E's perk but allows you to take control and sniff out the area. Your sneak will apply to the dogs.Add a new area, A dog run town, only able to enter their alive if companion is with you(He needs to vouch for you). Other wise a pack a dogs will attack you(Would be quite hard to get in/out alive)Add quests for the new area, your dog will have to translate.(Obviously you couldn't talk to the dog but you can kind of guess what he is saying similar to in FO3)Also a quest in order to get the dog, time limited and requires decent survival.More dialogue/available options with dog with higher survival.(It would be the skill that lets you interact more with animals imo, might add a new skill all together) Story:Will type this up later but it's all up there in bits and pieces. Problems:I can't seem to import the .kf files with blender. Can import .nifs just fine without the .kfs but no can do with. Anyone experience this? and oh so sorry if it's been covered/mentioned before.Where do I even begin with adding a companion/script in geck?I've been messing about with rex and boone to get an idea but if someone could help out that would be great. Let me know what you guys think and any help is greatly appreciated. Cheers. Link to comment Share on other sites More sharing options...
TallgeeseIV Posted November 30, 2010 Share Posted November 30, 2010 Sounds cool to me, most of it is definitely doable, the only part that concerns me is the taking control of your dog part. from my understanding, that isn't possible but i've been mistaken plenty of times before so i guess it's your job to prove me wrong, haha. as for importing kf's, i have no experience with blender but if it's anything like 3ds max, you have to import a .nif with the proper skeleton for it firt, then importing the .kf will animate it. not sure if you did that step or not. and i didn't see anything in your description that would require importing the animations? what's that for if you don't mind me asking? Link to comment Share on other sites More sharing options...
LonerFO Posted November 30, 2010 Author Share Posted November 30, 2010 Well to get the dog quest I want him to be hurt(lying down chewing on his paw) and there isn't one where the dog is lying down(that I can find but havent had a chance to check them all out yet). I may have loaded the wrong nif with the wrong kf so I will play around with it and find out. Link to comment Share on other sites More sharing options...
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