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How would I add FeV subjects to new Vegas?


ZaineRichards

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Hello there, I recently just started modding new Vegas with the Geck. So far I've added a few NPC's to the wasteland. I wanted my next mod to add some Fev subjects in as well, I've seen videos on youtube where they have been modded in but I'm not sure how to add them because they aren't a default species in the geck. I really want to add a few groups of 5 or 6 to a few places around the map. Any help or advice would be appreciated, thankyou. Edited by ZaineRichards
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what strains are you wanting to add?

I wasn't aware there was more than one, this is the one I'm referring to: https://staticdelivery.nexusmods.com/mods/120/images/20558-2-1409224580.jpg

 

https://m.youtube.com/watch?v=FdGDgqt3HyY

This video has an Fev subject at 5:58, it's exactly what I want to do but put a few in a couple specific locations around the map.

Edited by ZaineRichards
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in the geck go to actors/ abomnations/ Fevsubject.

 

I had forgotten that was their designation in the game LOL, I was thinking about all the mutations that came out of FEV.

 

rummage through the GECK, there's all kinds of things stashed in the game and DLC files from previous fall out games and cut content that you can find.

 

Some of creatures and statics might lack textures but thats not a big deal if you can do them yourself, adapt an existing texture or find some one to make you a texture. Good luck with your mod, don't get discouraged if it doesn't work out quite the way you want it to. thats just the nature of the beast, I mean engine LOL

Edited by JoKelly
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Thankyou for the help, I was able to find them in the actor files and place them into the game. The only thing I had trouble with is that it only placed the default Fev Subject from a drag and drop as opposed to the custom one I wanted to use instead. I just edited the preset and it worked out alright so far. I see what you're saying with everything being in there, ran across a couple untextured mirelurk's lol. One question I have now, is how would I go about adding some color differentiation between them? Like the picture I linked, when creating creatures there aren't as many customization options in Geck compared to the human npc option. Really appreciate the help though, can't thank you enough.

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retexturing is the only way I know of to change the colors. to do that your going to need something like GIMP or photoshop and FOMM.

 

you could probably just map out the sections you want to change in GIMP or photoshop and alter the hue or do a color replace.

 

first thing though, you need to use the BSA browser tool in FOMM, it will ask you which BSA so go into your data folder, look for the Fall out mesh folder first, open it, expand the file tree and look for creatures, find the NIF file for the FEV subject, click on extract select the place you want the file to be placed then close the mesh folder. then open the NIF in NIF scope, click on the skin or clothing you want to change the color, there will be a window "Block Details" to one side or the other in NIFSCOPe that will have a long list of things like BSX flag, NINOde that kind of thing, in that window there will be one section that appears highlighted after you click on what you want to change.

 

below that hightlight will be or should be two things labeled BSShader. click on the second one to expand the list and you'll see Texture and a purple flower looking thing. click on the small arrow beside Texture and expand that and you will see a list of texture files, usually two. It will say something like Texture/creature/ and then the name of the DDS texture file the is used on that part of the model.

 

write down the names of the Parent folder and the files, then open the Fall out texture1 (Im pretty sure thats the one with the creature files) expand the tree and then expand the parent folder listed in the file path, find both the files, one will be the regular texure DDs the other will be the normal map. Extract those two files.

 

with that down load alter the colors that you want, save as a DDs file, place it and the Normal map in a custom folder in the games DATA/Textures/ Folder, open up the nif again, click on the skin or what you have, make your way back to the BSShader textures, right click on the First texture it will ask you to choose, send it to your custom folder with the new texture and bam color changed FEV subject. if your not actually changing the model or the lay out of the texture you don't really need to change the Normal map file path to the N.DDS file in your new folder. but I always do just to be on the safe side.

 

hopefully that made some sense to you.

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Thankyou for your reply, that sounds awfully intimidating, the only program im familiar with that you mentioned was NIFSCOPe, ive only had about 3 hours of experiences with the GECK at this time, i'm a novice at this point. After looking on the nexus I found a mod for fallout 3 that has fev subjects in. http://www.nexusmods.com/fallout3/mods/20558/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D20558&pUp=1 I looked through the files and see that there are a couple retextured versions, could I incorperate this to new vegas somehow to save some time?

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yes you can, I've done it once a long while back but at the moment its slipping my mind on how I did it. LOL let me look through my notes to see if I can find the process. you could easily just name the new nif the same as the original and place it in the data/mesh/abomnation and the game would use that nif over the one in the BSA.

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So it would be as easy as moving over the textures & meshes into its according file? Would the game just spawn the textures at random anytime I drag and drop an Fev subject from the geck files? Or would I have to create individual NPC's names and link them to the that a specific texture. There are 8 different retextures for the Abominable mutants from that mod. I really appreciate the help.
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