SrJulie Posted August 2, 2011 Author Share Posted August 2, 2011 Also I am wondering if there is a way to use nifscope (which I haven't used before but I am sure I could get a handle on) to create one whopping big spaceship nif like in close encounters - which is all I need to get the mod started - something to represent an exterior version of the ship. Julie Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted August 2, 2011 Share Posted August 2, 2011 (edited) If the parts exist you could create a SCOL (static collection) in geck, but you would still have to build it piece by piece first.In MZ there was an exterior model of the ship, so first step would probably be to see if that is included in the NV files. Try meshes\dlc05\dungeons\mz\mothership Edited August 2, 2011 by Quetzlsacatanango Link to comment Share on other sites More sharing options...
SrJulie Posted August 2, 2011 Author Share Posted August 2, 2011 If the parts exist you could create a SCOL (static collection) in geck, but you would still have to build it piece by piece first.In MZ there was an exterior model of the ship, so first step would probably be to see if that is included in the NV files. Try meshes\dlc05\dungeons\mz\mothership Thanks ever so much. I am learning a lot with just trying to convert the mod and fit it into new vegas lore. I appreciate the lessons. Julie Link to comment Share on other sites More sharing options...
SrJulie Posted August 2, 2011 Author Share Posted August 2, 2011 So here is the difficulty - I did find the motherzhip01.nif file inside fallout new vegas.bsa. I set it to hover over the hoover dam and it appeared in GECK just fine. I marked it persistant reference. But when I go to see it in game it doesn't show up. What am I doing wrong? Thanks in advance for any help. Julie Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted August 2, 2011 Share Posted August 2, 2011 Enable your esp? :) Also, I can't remember since I never do the stinkin' Hoover Dam mission since it ends the game. Does it take place in a separate worldspace? If so you would need to place it there. If you place it in the wasteland it might not show up until you're close due to LOD and all. Link to comment Share on other sites More sharing options...
SrJulie Posted August 2, 2011 Author Share Posted August 2, 2011 Enable your esp? :) Also, I can't remember since I never do the stinkin' Hoover Dam mission since it ends the game. Does it take place in a separate worldspace? If so you would need to place it there. If you place it in the wasteland it might not show up until you're close due to LOD and all. I did indeed enable the esp. As far as where I put it, I simply selected wasteland nv and then went to hooverdamextmid Perhaps I should put it in the wasteland but put it close to the ground. Thanks Julie Link to comment Share on other sites More sharing options...
SrJulie Posted August 4, 2011 Author Share Posted August 4, 2011 (edited) http://i22.photobucket.com/albums/b311/TomoeGozen/mothership-new-vegas.jpg Thanks both for your help. In the end I managed to successfully bring Mothership Zeta into Fallout New Vegas. As you indicated all of the Mothership Zeta parts where there. Not only that, once I made sure the directory structure from the fallout new vegas .bsa file matched that for the extracted file, just as you said, once I took away the extracted files it opened up the MZ files in the Fallout New Vegas .bsa file. The issue of jumping around to different cells was, just as you supposed, due to the size of the mothership because it covered several cells of wilderness. I did manage to get the mother ship.nif file to work, the problem was that you can only see it if you are directly under it. This necessitated putting together a mothership zeta from the separate parts which was not too difficult once I got a handle on how the mz set worked. I ended up having to create two duplicate motherships this way because the game has southern new vegas in a separate part of the wasteland...instanced sort of. so all of the exterior work is done. Thanks so much for your kind assistance and lessons. Julie Edited August 4, 2011 by SrJulie Link to comment Share on other sites More sharing options...
Draco856 Posted August 4, 2011 Share Posted August 4, 2011 Your welcome. I can't wait for this to come out now...if it's not all ready there I think I'll turn it into my fortress, and put it in a canyon full of deathclaws loyal only to me and watch as people try to get inside...Maybe add a few Xenomorphs as well...oh the possibilities... Link to comment Share on other sites More sharing options...
KDStudios Posted August 4, 2011 Share Posted August 4, 2011 SrJulie, Try doing this instead. Port the Fallout 3 esp, to a new vegas esp.That way you don't have to rebuild anything.The ID's will also be in the esp so that you don't even need to assign the paths or anything.I ported my Falloutcraft mod from Fallout 3 to New Vegas using this technique. If you need help porting the mod from F3 to NV, just ask :) Link to comment Share on other sites More sharing options...
SrJulie Posted August 4, 2011 Author Share Posted August 4, 2011 Thanks for the suggestion both of you. As to porting, well as you can see from the picture the exterior is already built with a few modifications to make it fit into the landscape. Part of the reason for my porting it was to avoid conflicts with other mods in the first place and honestly I was looking forward to rebuilding mothership zeta. The next step is to improve the view of New Vegas from the control room...light up the Lucky 38 in the distance and what not. And no army of deathclaws...but certainly an army of ghouls. Link to comment Share on other sites More sharing options...
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