magmameister Posted May 1, 2016 Share Posted May 1, 2016 I actually came up with a conceptual Vault idea based upon a Fallout character that I created for roleplaying (I am a roleplayer as well as a gamer XD) and I had the idea of creating the Vault in FO3 to explore since in my concept, it was located within the Capital Wasteland. However, my modding experience is very minimal (just converting an FO3 mod to FNV for personal use) and I'm still trying to get the hang of the GECK so any and all help would be appreciated. The concept itself is named Vault 198 - a combination of the cryo technology from Vault 111 and the FEV experiments of Vault 87, though I also came up with the front that Vault-Tec would have hidden it behind. I'm looking for guidance on how I'd be able to create such a mod or if someone would help me create it (though I'm not betting on the second one!). I would have attached a text file I wrote that gives more details on the concept but the uploader was being a butt. Thanks! Link to comment Share on other sites More sharing options...
uhmattbravo Posted May 1, 2016 Share Posted May 1, 2016 http://geck.bethsoft.com/index.php?title=Category:Getting_Started#My_First_Vault_Tutorial_Series That might help. It taught me navmeshing pretty well. Link to comment Share on other sites More sharing options...
magmameister Posted May 1, 2016 Author Share Posted May 1, 2016 Thanks for your help! I'll have to take a proper look when I'm less tired XD Link to comment Share on other sites More sharing options...
magmameister Posted May 16, 2016 Author Share Posted May 16, 2016 While working on the concept I did realise that I do also need to possibly add several custom meshes/models and the like, though I'm not terribly familiar with how that works or how to make them into the correct format etc. etc. Most notably the cryo pods. I know that there are some in the Mothership Zeta addon but the shape doesn't quite fit with the vault aesthetic I'm going for. Probably something more akin to the FO4 cryo pods would fit better. And with that comes the need to make a room big enough to house everything. While I do have the default vault objects to play about with, none of the rooms are big enough to make cryo pod rooms. Any help would be much appreciated. :3 Link to comment Share on other sites More sharing options...
uhmattbravo Posted May 17, 2016 Share Posted May 17, 2016 (edited) Vault 112 has a pretty big room for the vr pods. I'm not sure, but I'm betting it's made from more than one piece, so in theory, it could be expandable to at least somewhat suit your needs. As for the cryo pods, sadly I'm not skilled enough to lead you too far down the right path, but if you're feeling patient, there's this: http://www.nexusmods.com/fallout3/mods/30/? You'll want to export meshes in .nif format. With the nifscripts for it, it'll have options specifically for fallout. Textures need to be in .dds format. If that's too much work for now, you could always try to find substitutes from in game resources like the enclave stasis pod for example. Edited May 17, 2016 by uhmattbravo Link to comment Share on other sites More sharing options...
magmameister Posted May 17, 2016 Author Share Posted May 17, 2016 Thanks for the help. I'll have to properly look at all the available resources and try and see what I can pool together from that. Right now I'll just focus on getting a mod nailed and when I feel more comfortable with making mods, I'll then start properly looking into textures and using Blender. I think once I've got a definite framework nailed with vanilla assets, then I can always go back and alter it with custom assets. I do have a little bit of experience with NifSkope but that was during a time when I had to make mesh files point to the relative directory while converting a mod from FO3 over to FNV for me and a good friend of mine for personal use. One step at a time rather than trying to overwhelm myself XD Link to comment Share on other sites More sharing options...
uhmattbravo Posted May 18, 2016 Share Posted May 18, 2016 Yeah, learning blender is not the easiest thing to do. (For clarity's sake though, with what i've learned so far, myself, it is worth it.) But early on, it helps to use what's already available so you don't lose the motivation to finish the project you're working on. Just dabble with modeling on the side till you learn how to do what you want to do with it. Link to comment Share on other sites More sharing options...
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