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Please, I need help! [Total Conversion]


Kaiouti

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Hey so I'm going to create a whole new world stopping and starting at my leisure,

I need to know how to revamp the character creation screen to something simpler,

something that is streamlined and functional. Something that will show all factors and

slidable variables to create the character, I need it to work with mods that expand the hairstyles and

face and such..I will be using as many mods as it takes to get the aesthetic I'm looking for....

also I need to know how to make a custom map that is totally different to new vegas,

I would need to know how to change the starting point of the player character (unique to each faction, details below)

How does one going about doing this? Also along with my idea for the new character

creation screen I need the player to be able to choose which faction he is aligned with,

possibly with a slider and showing who else would be enemies and allies for such choice.

Also, once I create my new flat map I want to know how to sculpt it, any hints?

 

I would appreciate any help given, also I'm not sure just how big I want this mod/total conversion to be but if anyone

is interested in helping me in any way that could be cool (but it will be for free :tongue: )

 

PS this is my first foray into modding, I am hoping to learn as much as I can because I want to do this project as

a tester to see whether I would like to make games of my own.

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...

PS this is my first foray into modding, I am hoping to learn as much as I can because I want to do this project as

a tester to see whether I would like to make games of my own.

Ouch. Not to dampen your ambitions or enthusiasm, but talking about diving into the deep end without knowing how to swim. There are a lot of tools you have to get familiar with first to be able to create even minor mods. Then you have lots of different aspects to a game world that each have their own challenges. It takes a LOT of time (measured in years) to create a worldspace and then populate it, much less rebuild mechanics like "character generation" (which is not something that can be broken out of the game engine) even once you have mastered the tools. Please see the wiki "Getting started creating mods using GECK" article to get an idea of the scope of what you are attempting. Then scale back your initial efforts to building small, simple mods that gradually get more ambitious Each small project should be a "building block" towards getting you ready for your big project.

 

-Dubious-

 

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...

PS this is my first foray into modding, I am hoping to learn as much as I can because I want to do this project as

a tester to see whether I would like to make games of my own.

Ouch. Not to dampen your ambitions or enthusiasm, but talking about diving into the deep end without knowing how to swim. There are a lot of tools you have to get familiar with first to be able to create even minor mods. Then you have lots of different aspects to a game world that each have their own challenges. It takes a LOT of time (measured in years) to create a worldspace and then populate it, much less rebuild mechanics like "character generation" (which is not something that can be broken out of the game engine) even once you have mastered the tools. Please see the wiki "Getting started creating mods using GECK" article to get an idea of the scope of what you are attempting. Then scale back your initial efforts to building small, simple mods that gradually get more ambitious Each small project should be a "building block" towards getting you ready for your big project.

 

-Dubious-

 

 

 

 

Okay thank you very much Dubious. I wasn't sure how heavy it would be.

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If you want to make your own custom start, you just need to hack into the various VCGxx quests (VCG01, VCG02, etc). It's fairly easy to send your player to someplace other than Doc Mitchell's house. Just use the moveto function for your player. For example, let's say you've created a custom start cell and you've created a heading marker with the reference ID MyStartMarker, you just use the line "player.moveto MyStartMarker" in your starting script. Also, take a look at all of the different stages in the VCGxx quests. You will have to do some of the same things in your start script in order for the game to be functional.

 

There is also a trigger just outside of Doc Mitchell's house. If you want your player to ever journey back to the New Vegas worldspace, you'll need to perform the same functions that are in that trigger (the various radio stations like Black Mountain and Mr. New Vegas won't be enabled if you don't, for example) and you'll also need to disable that trigger. The trigger isn't a persistent reference, so you'll need to set it to persistent in your mod before you can reference it with a disable command.

 

As for making your own character editor, that's going to be tough. There are functions in the GECK to change the player's sex and race, but if you don't call ShowRaceMenu at some point I don't know any other way edit the player's facial features. ShowRaceMenu also allows you to change hairstyles. There's a more restrictive ShowBarberMenu that only allows you to change hairstyles without allowing you to change other features. I'll leave it up to you to figure out how you want to do all of that. it is possible to use a custom race with a custom appearance and force the player into that. A lot of players don't like playing a character that someone else designed though.

 

When I did a custom start for my own use, a moved the player to a custom cell that I created and had them speak to a custom NPC. I used ShowRaceMenu and a custom vigor tester. The NPC then spawned off the custom traits function (can't remember the name of it off the top of my head) and the skill tag function (also can't remember the name of it). If you look through the VCGxx quests you'll find those functions. You will also need to add a pipboy and at various stages you'll need to enable different player options. You don't want your player to be able to go into 3rd person until they've been through ShowRaceMenu (or whatever custom equivalent you want to make) and you don't want them to bring up the pipboy display until you've actually given them a pipboy, for example.

 

Once the player chose their start option, I just used another moveto to send the player to the xmarker I had created for that option.

 

As for making a custom worldspace, this gets you into a whole new realm of misery. I posted some stuff in this thread that may be of some help to you:

 

https://forums.nexusmods.com/index.php?/topic/5593942-cant-create-a-new-worldspace/

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