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Creating a New World Space


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Hi! I'm interested in creating a large, new, detailed worldspace with custom meshes but don't know where to start. I've looked for tutorials and haven't been able to find any that specifically help me with this. If anyone can point me to a guide, that would be greatly appreciated

Edited by dup3w4sh1ngt0n
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Hi dup

 

If you work usually with the ck, you use, or create something in that menu's on the left side of the screen, but in case of a worldspace, you need to go first, to the "world/worldspaces" menu in the upper screen. A window will pop up with all the existing worldspaces in, like the commonwealth as example.

 

Search under the list of existing worldspaces a free place and click there with right click on it. With that you can start to build your own worldspace.

 

To your secound question, watch this video:

https://www.youtube.com/watch?v=2a_2cMLDRcI

 

Yeah, this video is about clothings, but when you understand how to do that, you will be aible to import anything similar into the ck.

 

Edit: And for the case you like to have an example for worldspaces and custom meshes (in this case clothings and a custom skeleton for the vault), you can look into my mod: https://www.nexusmods.com/fallout4/mods/19445

Edited by taryl80
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As someone who has a worldspace mod project on the backburner (so I kinda know what I'm talking about), please realize that if you have never made a mod, starting with a worldspace mod is setting yourself up for failure. You don't have the required knowledge to make that and you are likely also clueless about how much work this will be. You will likely work on this for 1 or 2 years before you are at a stage where you can release an alpha version.

 

Start smaller. Like, much, much smaller. If you want to build places for the player to explore, try making a mod that only adds some interior cells. Like moreXplore or Inside Jobs.

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As someone who has a worldspace mod project on the backburner (so I kinda know what I'm talking about), please realize that if you have never made a mod, starting with a worldspace mod is setting yourself up for failure. You don't have the required knowledge to make that and you are likely also clueless about how much work this will be. You will likely work on this for 1 or 2 years before you are at a stage where you can release an alpha version.

 

Start smaller. Like, much, much smaller. If you want to build places for the player to explore, try making a mod that only adds some interior cells. Like moreXplore or Inside Jobs.

Good for you. I'm a proficient 3D modeler as far as architecture goes and I know 3dsMax fairly well. aside from event scripting, creating and navmeshing models shouldn't be difficult. I just need to know where to start. 1-2 years is a crazy exaggeration. get over yourself

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Hi dup

 

If you work usually with the ck, you use, or create something in that menu's on the left side of the screen, but in case of a worldspace, you need to go first, to the "world/worldspaces" menu in the upper screen. A window will pop up with all the existing worldspaces in, like the commonwealth as example.

 

Search under the list of existing worldspaces a free place and click there with right click on it. With that you can start to build your own worldspace.

 

To your secound question, watch this video:

https://www.youtube.com/watch?v=2a_2cMLDRcI

 

Yeah, this video is about clothings, but when you understand how to do that, you will be aible to import anything similar into the ck.

 

Edit: And for the case you like to have an example for worldspaces and custom meshes (in this case clothings and a custom skeleton for the vault), you can look into my mod: https://www.nexusmods.com/fallout4/mods/19445

Thank you so much for the help! I will definitely look into it when I have more time! :))

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Good for you. I'm a proficient 3D modeler as far as architecture goes and I know 3dsMax fairly well. aside from event scripting, creating and navmeshing models shouldn't be difficult. I just need to know where to start. 1-2 years is a crazy exaggeration. get over yourself

 

 

Creating models is a minor part of creating a worldspace mod. You might not even need any new models given that we have plenty of assets to play with already.

 

You typically start by learning your tools. As for the Creation Kit, that means building your first cell and generally learning how to operate this monster of an application. I'd suggest starting with the interior cell tutorial on the Creation Kit wiki. It's for Skyrim but the differences are miniscule for your use case.

 

Most of the things involved in creating a worldspace aren't difficult by themselves. There's just extremely many of them and if you lose track you'll have bugs aplenty later. You'll need to properly atomize all of the tasks involved and you might not even have a complete list yet. That's why it will take long. 1-2 years is not exaggerated at all if you're on your own and don't develop full time (i.e. you have a life aside from modding). In fact, most authors who have gone through this will confirm that it's extremely time consuming to build even tiny worldspaces. And that's for someone who already knows his toolkit.

 

I don't mean to patronize or try to stop you but there have been literally dozens of worldspace mod projects that never finished because the author didn't imagine it being that much work. Most died off after a few weeks and never left the "we need ideas" stage.

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there have been literally dozens of worldspace mod projects that never finished because the author didn't imagine it being that much work. Most died off after a few weeks and never left the "we need ideas" stage.

 

Just curious, anyone know examples of abandoned worldspace projects that meet the following criteria:

 

1) Exterior world space > 80% developed (including LOD's, weather, navmesh, etc.)

 

2) Author(s) gave up on the project because the task of implementing a story, quests, interior world spaces, factions, NPC's, AI packages, and voiced dialogue was too much work.

 

3) Author(s) would be willing to hand off the project or collaborate if someone else can implement all the items in item #2 above to make the world feel alive and playable.

 

Getting the impression from FO76 that we're going to be stuck with FO4 and FNV as platforms to create new Fallout quest content for the foreseeable future.

 

I remember seeing previews for various FO4 worldspace mods that looked cool, but can't remember what they were or what happened to them.

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I know that 4 big mods are on the horizon and might come out one day.

 

1 Project from what I know have give up (Fallout: Capital Wasteland), but I don't think they would give there work away (and I still hope that they taking it up one day, but then with a story to the time of Fallout 4).

Edited by taryl80
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Hey, well I had one going with another user, and PM'd one of the pro modding dudes about helping add quests but can't remember who (but thanks to you for considering it way back when!).

 

We have a worldspace with its main locations mapped out, sure you can travel to/from it but it doesn't seem connected to the main game/worldspace in some way, so various things crash, leaving me unable to work on it. I can't remember what I tried, maybe something so simple as map markers in the new worldspace.

 

If anyone wants to help get the worldspace functional in terms of it playing nicely with the rest of the game, get in touch. If anyone particularly enjoys filling out worldspaces with objects and scenery, get in touch. If anyone likes making quests & characters, get in touch. It's an unfinished but by no means cancelled mod project. It can range from simply a worldspace with a new settlement, to a fully blown quest filled thingamebob. I don't mind which, I just want the map markers to work right now ... :tongue: The main idea was a new worldspace with a simple story and some new settlements (as I'm a settlement modder mostly). Unfortunately, the other guy who had made some cool mods like Forgotten Cove Island did some great work getting the worldspace setup but couldn't continue modding. I'm still around though... lol

 

Depending on the type of ppl able to help add to it, it could be a pretty good mod, even if it's a simplistic worldspace one in comparison to others. But I absolutely agree it could be considered ambitious or over-ambitious. I dropped by to make a thread about the worldspace issue so sorry if I've taken the OP's thread off topic, I'll start a new one perhaps. But yeah, I guess I'm in a similar boat... someone else did the basics of a new worldspace but I'm kinda stuck with it not working much, lol, so this particular mod has not really progressed but by all means it could, if other people want to put their stamp on it.

 

22914-1-1490092340.jpg

Edited by m0ds1984
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You can use FO4Edit for deleting anything, like Map Makers, but don't forget to make a backup of your file/s before. On the other hand, maybe you haven't all the necessary files on your harddisk. I think that can also be a problem, if more as 1 guy work on a worldspace.

Edited by taryl80
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