mystikhybrid Posted November 23, 2008 Share Posted November 23, 2008 if it doesnt support it there is still the possibility to do it like madmax in morrowind with his horse mod... script some furniture to move by keyboard entry...add to each move an animation of turning and spinning wheels and voila a bike... dunno if animated furniture is possible tho... vash1985 explained why Oblivion assets cannot be used in Fallout 3 which is the same reason why Morrowind assets cannot be used in Oblivion. LHammonds Hi LLHanmonds! Madmax's Pegas Horse Ranch is not an asset of Bethesda, afaik its a Mod made from scratch..I was also thinking this as a second option. Yes the code and methods are ancient, but could it work?http://www.tesnexus.com/downloads/file.php?id=3881 Getting a player to click on and mount a horse would be easy. Getting it to move like a horse or motorcycle though...My only concern is modifying the movement controls, scripting acceleration etc... wheres that magician Saiden... Link to comment Share on other sites More sharing options...
mystikhybrid Posted November 23, 2008 Share Posted November 23, 2008 bethesda has stated there will be no vehicles in Fo3. ever. that means we will not see any as DLC. Got a link to that official statement? Link to comment Share on other sites More sharing options...
vashts1985 Posted November 23, 2008 Share Posted November 23, 2008 i dont, sorry. i know it was in one of the many interviews with pete hines that someone asked about possible transportation Link to comment Share on other sites More sharing options...
ComicKaze Posted November 23, 2008 Share Posted November 23, 2008 a dirt bike would be really cool.And if you had to refeul at a feul station in the wasteland too it would be cool xD It would make all those Rad Rocket stations actually useful Link to comment Share on other sites More sharing options...
ironsightsffs Posted November 23, 2008 Share Posted November 23, 2008 FYI - You cannot legally "port" anything that shipped with Oblivion or the DLCs for use in Fallout 3. If anything from Oblivion is found in a Fallout 3 mod uploaded to the Nexus, it will be deleted. If the community could create a mod that is able to use a person's local Oblivion content (dependancies?) that is already installed without actually posting Oblivion assets on the web, this would be acceptable, yes? Can anyone comment on technical feasibility? There are no problems to modding Fallout 3, there are only challenges. Link to comment Share on other sites More sharing options...
Vagrant0 Posted November 24, 2008 Share Posted November 24, 2008 FYI - You cannot legally "port" anything that shipped with Oblivion or the DLCs for use in Fallout 3. If anything from Oblivion is found in a Fallout 3 mod uploaded to the Nexus, it will be deleted. If the community could create a mod that is able to use a person's local Oblivion content (dependancies?) that is already installed without actually posting Oblivion assets on the web, this would be acceptable, yes? Can anyone comment on technical feasibility? There are no problems to modding Fallout 3, there are only challenges.Regardless, the horse system used in Oblivion is hard coded, and made specifically for that game. Even if you could port and convert all the models and scripts, you would still not have a working mount system. I have not bought FO 3 because a CS has not been released yet, so cannot voice anything about how such a system may be supported within Fallout 3. However, if such a system were to be created, it would probably be done by either using scripting to move a chair or something, or by making use of something which is supported by the game code. In both cases, nothing can be done to this end without a CS, and if it is done, it will probably be done within a DLC mod which will force everyone to buy it. If the DLC mods are of this nature, I will not buy this game even if a CS is released because I do not agree with the reasons why the CS was withheld. Link to comment Share on other sites More sharing options...
xavierdhjane Posted November 24, 2008 Share Posted November 24, 2008 Actually Bethesda did not strip out all of the Oblivion version of the Mounting code the procedures for Mounting and dismounting still exist as does the object definition for the EntryPoint node -> the definition for the ActorpArent node is gone as is the definition for recognizing the Bip02 node but I have not scoured the entire exe and decoded everything as yet so I may indeed find that these missing pieces are just changed IE we no longer need an ActorParent node because its easily possible to just attach the player to the mounts sceneroot and animate the players root node as usual. Other things still exist within the code like is actor riding a horse -> get last ridden horse and such BUT all of this can be explained by the fact that Beth is most likely just expanding this engine for use in TES5 and they did not want to completely strip out all of the Mounting code or they just wanted to keep ahold of this option for future expansions. there are alot of Oblivion things left inside of the .exe that do not exist within FO3 like the definitions for the DodgeForward, DodgeBackward, DodgeLeft and DodgeRight animation sequences -> but adding those sequences to the game they will not play you can not even get them to play with a direct playcall. so I am still leaning toward mounts as being non-functioning but I may yet find a way to tap into the left over code. I don't want to be rude. But entry points are all hypothetically inadequate Saiden. You're actually looking to see if YOU yourself can write all that code back into the FO3 mount lines? Because simply copying the code from Oblivion won't work here. And writing code like Oblivion's mount procedures into Fallout 3 is unprecendeted in modding history and will most likely not work. Fallout 3 will have expansions. We know this. Every Bethesda title has had an expansion or addon or sequel if it was successful. And so far, sales have dictated Bethesda should stay the course and focus on this release. However, I want to make something inexplicably evident. The Dodge codes are left out and will not be fixed by a patch. The Dodge codes will not be fixed by an expansion either. The engine is rebuilt with incomplete code, intentionally. (You are not supposed to be able to spin block and attack someone with a chaingun ;) ) Make no mistake, Bethesda does not want you mounting something and riding anything in a 5 hour main quest game making it even shorter. The map is also smaller than Oblivion's map. Your speed is reduced to prevent you from beating the main quest so easily. But that didn't stop anyone because Bethesda cut this game and boxed it before it was ready. I used to live right next door to their office. Those guys have very slow and boring jobs. They specifically intended for you to play this game the way it was made. Now all of that being said, you can't write 100+ lines of call and command after what they did with it without a CS and an SDK. Link to comment Share on other sites More sharing options...
SaidenStorm Posted November 25, 2008 Share Posted November 25, 2008 Actually Bethesda did not strip out all of the Oblivion version of the Mounting code the procedures for Mounting and dismounting still exist as does the object definition for the EntryPoint node -> the definition for the ActorpArent node is gone as is the definition for recognizing the Bip02 node but I have not scoured the entire exe and decoded everything as yet so I may indeed find that these missing pieces are just changed IE we no longer need an ActorParent node because its easily possible to just attach the player to the mounts sceneroot and animate the players root node as usual. Other things still exist within the code like is actor riding a horse -> get last ridden horse and such BUT all of this can be explained by the fact that Beth is most likely just expanding this engine for use in TES5 and they did not want to completely strip out all of the Mounting code or they just wanted to keep ahold of this option for future expansions. there are alot of Oblivion things left inside of the .exe that do not exist within FO3 like the definitions for the DodgeForward, DodgeBackward, DodgeLeft and DodgeRight animation sequences -> but adding those sequences to the game they will not play you can not even get them to play with a direct playcall. so I am still leaning toward mounts as being non-functioning but I may yet find a way to tap into the left over code. I don't want to be rude. But entry points are all hypothetically inadequate Saiden. You're actually looking to see if YOU yourself can write all that code back into the FO3 mount lines? Because simply copying the code from Oblivion won't work here. And writing code like Oblivion's mount procedures into Fallout 3 is unprecendeted in modding history and will most likely not work. Fallout 3 will have expansions. We know this. Every Bethesda title has had an expansion or addon or sequel if it was successful. And so far, sales have dictated Bethesda should stay the course and focus on this release. However, I want to make something inexplicably evident. The Dodge codes are left out and will not be fixed by a patch. The Dodge codes will not be fixed by an expansion either. The engine is rebuilt with incomplete code, intentionally. (You are not supposed to be able to spin block and attack someone with a chaingun ;) ) Make no mistake, Bethesda does not want you mounting something and riding anything in a 5 hour main quest game making it even shorter. The map is also smaller than Oblivion's map. Your speed is reduced to prevent you from beating the main quest so easily. But that didn't stop anyone because Bethesda cut this game and boxed it before it was ready. I used to live right next door to their office. Those guys have very slow and boring jobs. They specifically intended for you to play this game the way it was made. Now all of that being said, you can't write 100+ lines of call and command after what they did with it without a CS and an SDK. I am easily capable of personally writing mounting code and hijacking it back into the game myself ! It would ofcourse NOT be based on Oblivions code as there is no realistic way to even garner compete code from an exe anyways, I would just write my own code based on my experience with the game engine whats left in the engine and whats missing -> not exactly freaking rocket science... My desire to do something like that is very small I was only eluding to the fact that about 90% of the Oblivion Mounting code still exists within the FO3 engine and of the parts missing they very well could be missing simply because Beth changed how things worked -> but I was and still am leaning towards the code being incomplete -> Either way I WILL make a mount mod the exact same way I made one for Oblivion I will most likely do a Motorcycle and the Vertibird and maybe even thrown in a couple dragons this time just to piss off the people who think mounts do not belong in this game ! :) As far as the Dodging WTF are you talking about I was only referring to the fact that the animation sequences are STILL defined within the exe but adding these animations into the proper folders (something I have ALREADY DONE they will not play and you can not playcall them -> a playcall does not return an error like tring to playcall a non-existant animation sequence it just does not play them). -> now If I wanted to add Dodging back into the game I could easily do this as well by just using the PlayAnim XXX where XXX is a SpecialIdle and settting up the proper conditions for the animations to play. Link to comment Share on other sites More sharing options...
mystikhybrid Posted November 25, 2008 Share Posted November 25, 2008 maybe even thrown in a couple dragons this time just to piss off the people who think mounts do not belong in this game ! :) "ROFL" is very overused, but I am literally right now. 3 CHEERS FOR THE Upcoming CS!! Woot! *opens up Photoshop+Nifscope, and Starts pondering ideas* Link to comment Share on other sites More sharing options...
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