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The Burrows.


devinpatterson

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I know how to make things with blender (except still figuring out rigging.)

Good deal, so what do you think? Come up with any better ideas? Are you leaning toward one solution or another? I think the fake leg boots are unlikely to work, so I think we have to viable choices. Scale back on the differences of the feet and use standard fallout armor/outfits or commit to altering *a lot* of models.

 

 

Escaping from the West Tek they relied on themselves and scavenged. So they would have likely crafted something to use as foot protection........

Oh yeah, I'm sure they could be very creative and ingenious. With high intelligence and prehensile fingers they should be able to rival humans in their development. And with some scavenging they would eventually have the equivalent equipment of wastelanders as well.

 

The canidae anthros originate from a high tech facility run by an intelligence connected to the mainframe. With access to synthetic polymers and precision machinery they probably would make boots that form fit and have holes for the claws. For Armor they would probably rivet on some high density plastic or coated fiberglass.

A little back history in re: to the FSEF facility. It's actually West Tek. The original S'Lanter (humanoid racoons, but of smaller stature) sprang from the only two living pairs to escape termanation as they fled the facility to escape into the wild;

 

"Log Date January 12, 2076

Transcript

With batch 11-011, we have improved the mitotic cycle efficiency by 43%. We have infected 53 raccoons with the new strain. In addition to the now expected size increase, behavioral tests confirmed an increase in intelligence and manual dexterity by 19 points on the Schuler-Kapp index. Unfortunately, several subjects escaped confinement and had to be hunted down and dispatched. Major Barnett ordered the remaining subjects terminated. Two pairs were unaccounted for."

 

For my take on this mod (which you'll have already seen if you read through the previous posts) I wish to include a much larger exodus of animals so that we have more than one variety of antro. This is partly for variety and party to support your other mod/thread and present a location for more player races. But in either case (lore or my altered vision) they fled from West Tek and were without any benefit of the manufacturing or materials of the facility. They were lucky to even escape with their lives (as most of their brethren were exterminated in the attempted escape or shortly there after).

 

Also you may want to use that link for additional material especially in regard to possible races, tech jargon, etc. If we use my altered vision there are a lot of potential lab animals. Mice, racoons, rabbits, chipanzee (I have permission from the boulder dome mod authors to use the chimp/ape models). We can throw additional lab animals like canines (some silver fox experiments?) in as well.

 

I havn't had a chance to go through all of your Antro-FEV Project thread so I don't know what you already have set up for lore, in addition were pretty much bound by the resources we have for various animal faces. But the point I'm making is that we can be flexible if we need more races from the West Tek facility.

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Personally I'm leaning towards, editing the armors and adding shoes as a separate armor.

 

My take lore wise was that, seeing as Big MT was researching heavily in genetics. It would only be natural that one of them considered using FEV to attempt to recreate the evolution of man theory. And the natural candidate for that would be our best friend the Canine. In the lore I've written so far they are from Davis Annex of Canidae Research. I picked Davis County for two reasons, the main reason was that it is where several canine species overlap in territory. Also since Big MT was intended to be part of Van Burren, and this is right on the border of New Canaan, it would make a good reference.

 

Lore wise as stated in Honest Hearts, the Canaanites keep raiders away from the long 15. And it has been stated that they have ghouls and super-mutants as full and respected citizens. So with a trade partner, protection, and farmlands they would have probably spread out to the ruins of Centerville as it is a great trading location.

 

P.S. Compiling the armor files in preparation to remove the shoes from them. Should I skip child armor? Realized, if we are editing bases that was an hour wasted. Because we would need the armor from the mod files.

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Personally I'm leaning towards, editing the armors and adding shoes as a separate armor.

If we're editing the models directly we won't need to add any shoes, just actual meshes of animal feet (and make sure they have the skin shader so the skin/fur colors are matched). But if you want to add some "creative" footwear as opposed to them going on paws, I think I could probably whip up a few examples/demos, based on existing wastelander footwear.

 

If we're going that way, we also need to decide on whether they are a separate armor (made at a workbench) or a model change swapped out via script. There are advantages and disadvantages to both approaches. I'll try to write up a little list of pros and cons when I have more time (but I'll try to make it soon).

 

 

P.S. Compiling the armor files in preparation to remove the shoes from them.

Sorry brother, I have no idea what that means

 

Realized, if we are editing bases that was an hour wasted. Because we would need the armor from the mod files.

Sorry run that by me again?

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P.S. Compiling the armor files in preparation to remove the shoes from them.

Sorry brother, I have no idea what that means

Holding off on the first part I'll try to clarify what I meant with the second part.

 

I'm under the impression we are using Type 3 female body and Breezes male body as a jumping off point. In which point they have adjusted the mods to fit their models. I was opening the game files and converting them to .obj. However, if we use a body mod as a starting point that makes the effort pointless. Because it wouldn't use base game models anyway. (one reason I picked T3 for the example is that I know the maker of that gave permission for anyone to use it however. Pretty sure Breezes is like that, but need to double check.)

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I'm under the impression we are using Type 3 female body and Breezes male body as a jumping off point. In which point they have adjusted the mods to fit their models. I was opening the game files and converting them to .obj.

Is converting them to obj a 3ds Max thing (I use blender so I wouldn't know. Only recently started working on some 3ds max tutorials)?

 

However, if we use a body mod as a starting point that makes the effort pointless. Because it wouldn't use base game models anyway. (one reason I picked T3 for the example is that I know the maker of that gave permission for anyone to use it however. Pretty sure Breezes is like that, but need to double check.)

Yeah we can start with any base I suppose. I'll go look at them.

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I havn't really worked with any body replacers in my personal game, but I have done some requests for type 3. Do you know if there are a lot of outfits already converted for them and Breeze's or is that an additional workload of no small consequence?

Type 3 has all the outfits in the game reworked to fit it. And Breezes is pretty much the only male one, from what I've seen it has converted armor for everything but Dead Money.

 

Also I was converting them into .obj because I knew that Blender takes that format. Does Blender work with Nif?

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Also I was converting them into .obj because I knew that Blender takes that format. Does Blender work with Nif?

Oh yeah it works directly with nifs assuming you have nifscripts installed. I always use it, far less troublesome in the long run. If you don't want to go through the trouble of installing it, there are various portable installations available that are plug and play for blender 2.49. I use this one.

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