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Making my first mod and need help - Immersive Damage Animations - Give tips to a newbie modder?


PsychorGames

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Hello! I'm making my first mod, and I'd love it if members of the Nexus community would give me a step-by-step process on how to assemble and publish this mod.

 

The Mod:

I'd like human enemies in New Vegas to react more intensely to damage. I'm not content with seeing them shrug off a bullet to the head like a mosquito bite. With this mod, I'd like to import new damage animations into the game, and to obviously play the animations on actors who have been attacked. I will make the animations myself in Blender. I simply need help from you guys in order to understand and use the GECK.

 

The Details:

  • Animations will be different depending on the area of the body that is struck. The enemy will clutch their arm if shot there, the enemy will stumble if shot in the leg, etc.
  • [if this is possible] The enemy will play a longer hurting animation if the attack on their body does enough damage. I will make a set of animations that take longer that will play when great damage has been done to the actor.
  • [if this is possible] I think it would be super cool if the enemy had an entirely different reaction to melee attacks. Possibly an animation where they are in a boxing pose, taking a few steps back, to denote that you and the bad guy are fighting in a cool hand-to-hand duel. Again, I'll make the animation myself.

What do I need to do in order to achieve this vision? I can create the animations myself, I simply need to know what tools to use and how to import and export New Vegas character rigs to and from the GECK. I'll need to know what values I need to adjust in the GECK, and if I need to use scripts or not. If you are kind enough to help me out, I thank you in advance. Thanks!

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This is the right place.

 

Suggest you start by taking a look at the wiki article "Getting started creating mods in GECK". It has a "high level overview" of what is involved in creating mods, and links to tutorials on various aspects (including "tools"). Then you can ask more specific questions either here or in the "New Vegas GECK and Modders" sub-forum.

 

-Dubious-

Edited by dubiousintent
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Thanks for the help! I used that tutorial and followed every step in installing blender and the other programs, and managed to import skeleton.nif in blender, and also import animations onto the skeleton.nif and managed to edit them a bit. All I did was edit the position of the arms in some key frames, just to see if it would work correctly.

 

Exporting was tricky. I exported the kfs but they didn't work in the game because I accidentally exported them as Oblivion kfs so when I performed the animation, my characyer was frozen and couldn't do anything. So I exported the animation as Fallout 3 kfs; the animation still doesn't work, but I'm no longer frozen forever when I call the animation. The animation simply doesn't play.

 

What could I be doing wrong? Let me clarify that I'm simply putting the edited kf files into Data\Meshes\_Male\IdleAnim\WhateverAnimation. I'm not making an esp or esm. Is there something I must tweak in NifSkope or whatever? Thanks for the help!

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