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How I can create my own building mod?


henryXD

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Hello, you can send me a tutorial or link on how to build a house? Thank you

 

Perhaps this will get you started:

 

http://geck.bethsoft.com/index.php/Category:Getting_Started#My_First_Vault_Tutorial_Series

 

I have some additional suggestions based on what I have learned from my own mistakes when using the GECK:

 

Firstly, the things you don't see in game-play (like navmesh) are still very important because they affect other things you do see in in game-play in profound and, somethimes, unexpected ways. Avoid using numerical prefixes for anything you create, as the game has potentially unpredictable behaviour towards numerical prefixes (e.g. scripts will not process lines referring to objects with a numerical prefix). Something short and unique (e.g. bigrams and trigrams not found in the English language) make very easy entry into the Object Window Filter - which then brings up anything with those bigrams or trigrams present. I've found that if I run the GECK "As Administrator" (on the context menu when I context-click the shortcut), this allows the GECK to save edits to the Created By and Summary fields in the Data window (where one selects the mod one wishes to edit).

 

Secondly, the GECK occasionally screws up and corrupts a file on save or during an edit. Whether this is due to a bug in the code or a bug in the HPE (human performance engineering i.e. the design of the GUI) is moot, due to lack of documentation. One of the conditions of using poorly documented software (a common problem with open source material) is that one has to find ways to work around the holes in the documentation (and sometimes around the holes in the GUI), and that is just how the cookie crumbles. There's no point worrying about whether it should or should not be that way or who's fault a given error is. The only thing that matters, in this case, is getting it right in the end. Having said this, I think it is well worth downloading FO3Edit and theFO3Edit Manual. These are indispensible tools and I'd advise against believing any generalisations or idealisations such as "you shouldn't use it if you don't know what it is". As any certified training facilitator well knows, some of us learn best by making mistakes - and, in my case, that means me making a backup copy before using FNVEdit (the same thing, but for for Fallout: New Vegas with FNVEdit Manual) to totally stuff up my mod so I can at least figure out what not to do and, at the same time, reduce the risk of losing everything I've done to my mod. Having said this, it is so much easier if you follow the step by step instructions in the manual. I'm recommending this tool because it has saved some of my mods from things I couldn't fix myself - in spite of the fact that I still don't think I fully know what FO3Edit/FNVEdit are - but after my experience with the TESCS and the GECK, I would not be willing to mod without it.

 

Thirdly, when setting up interiors it is so much easier if you take the time to orient your first interior object so that the subsequent interior that flows on from there matches up with the exterior game world bearings. It is also a good idea to start by placing your first interior space object at the origin, or (0, 0, 0) point. Aside from not requiring a "northmarker"; taking these precautions ensure that objects snap together in whole number multiples which are more easily hand-corrected if something goes wrong. Moreover, if you use whole-number angles that are a multiple of a snap-to angle that can divide 360 degrees without a remainder, it is that much easier to keep track of angled layouts. The key to making the snap-to function work (File menu > Preferences menu item) is to set it relative to an object positioned in the worldspace or interior space you are working on. Although the snap-to tool is designed to work with any orientation, it is so much easier to deal with whole numbers and rational fractions when things go slightly amiss - which they do surprisingly often. Also, if you are set up so that your position and orientations are always going to be whole numbers it is instantly apparent when something has gone wrong (instead of discovering a crack in the seams after a whole slew of objects have been subsequently misaligned).

 

Finally, remember that you are building the home mod for a game avatar, rather than a human being. Thanks to the fact that available advances in human interface technology stopped dead about nine years ago, we're all stuck with -at the very best- a trackball-keyboard barrier between ourselves and everything the avatar touches in the game world. Whereas it is easier to arrange things in orderly fashion on a shelf than to find something in a drawer or cupboard in the real world, it is that much easier -in the game world- to access a container inventory than directly select objects from an open shelf. In the real world, climbing through an open window is a simple matter. In the game world, you need to use open internal spaces (e.g. pod architecture) and a posture-affecting piece of furniture, such as a chair that is within reach through the window, to simulate the same action. Whatever you do, it is necessary to think in terms of avatar limitations and ability rather than human ones - if the home mod is going to be convenient for human beings that are hampered by the keyboard and trackball control limitations of an avatar (as opposed to a pair of proper VR gloves, which we are still waiting for, thank you very much - or not).

 

Irrespective of this apparent hiatus in technological development, modding presents quite a few challenges that are probably taken for granted. In light of this, I hope my little rant has been helpful.

 

Good luck...

 

[edit]Changed this precaution ensures to these precautions ensure in paragraph 7 (beginning with the word "thirdly")[/edit]

Edited by RealmEleven
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