Kargan3033 Posted November 22, 2012 Share Posted November 22, 2012 (edited) Hello everyone I hope you all are well. I have no experance in game modding save for some Doom 2 moding(God I'm old) Anyways I have FO-NV Ultimate Edition that has not been updated or anything and has no other mods installed. I also have GEEK NV but I have not even installed it yet, been busy playing FO-NV. Anyways I wish to make a TC for FO-NV, basicly the TC I wish to make is one set in modren time at the on set of a world wide economic/social colapse. Primarly it will be set in a big city with some outlaying suburban areas as well as rural areas, I intent to set it so that the player will be starting at home when the SHTF and he is doing what he can to survive the end of the world as we know it. I will be adding major and minor quests and replacing all NPC players/models with modren days ones. I know I can't do it alone so if anyone wants to get in on the action let me know in a PM or if you have any questions feel free to ask in this thread or by a PM. Also any advice from the " Old Hands * at FO-NV modding is not only welcomed but very badly needed. Also I would like to know where I can get modren day Items such as build texters, modren day weapons/armor that are fully modable(scopes, recoil compensators and other modren day weapons add ons/mods) as well as modren day skins/models, nude and non nude of all human races as well as normal animal skins/models, the same with vhicles(non driveable ones) Thank you all for your time and replies. Edited November 22, 2012 by Kargan3033 Link to comment Share on other sites More sharing options...
Xaranth Posted November 22, 2012 Share Posted November 22, 2012 Anyways I wish to make a TC for FO-NV, basicly the TC I wish to make is one set in modren time at the on set of a world wide economic/social colapse. Primarly it will be set in a big city with some outlaying suburban areas as well as rural areas, I intent to set it so that the player will be starting at home when the SHTF and he is doing what he can to survive the end of the world as we know it. I will be adding major and minor quests and replacing all NPC players/models with modren days ones. Mein Gott. Ambitious much? :) If you can do it, more power to you. Were I you, though, I'd start with something smaller. Build the house first. Player Housing mods are some of the most common because no one really likes what's available in the vanilla game. See how much work the house is, then decide if you really want to go on with your full plan. There might be better tools for what you want to do than FalloutNV and its modding tools. But good luck! -X Link to comment Share on other sites More sharing options...
Kargan3033 Posted November 22, 2012 Author Share Posted November 22, 2012 (edited) Thanks for the advice my friend, I have been pretty well an all or nothing kind of guy, any advice on how to build a house? Anyways I wish to make a TC for FO-NV, basicly the TC I wish to make is one set in modren time at the on set of a world wide economic/social colapse. Primarly it will be set in a big city with some outlaying suburban areas as well as rural areas, I intent to set it so that the player will be starting at home when the SHTF and he is doing what he can to survive the end of the world as we know it. I will be adding major and minor quests and replacing all NPC players/models with modren days ones. Mein Gott. Ambitious much? :) If you can do it, more power to you. Were I you, though, I'd start with something smaller. Build the house first. Player Housing mods are some of the most common because no one really likes what's available in the vanilla game. See how much work the house is, then decide if you really want to go on with your full plan. There might be better tools for what you want to do than FalloutNV and its modding tools. But good luck! -X Edited November 22, 2012 by Kargan3033 Link to comment Share on other sites More sharing options...
Xaranth Posted November 22, 2012 Share Posted November 22, 2012 (edited) Thanks for the advice my friend, I have been pretty well an all or nothing kind of guy, any advice on how to build a house? Your most important tools are pencil and paper. :) I would start by picking out the features you want, then sketch a floor plan, then start here, adapting the steps as you go until you feel you have a handle on things. I'll go through the steps I used in DARC: PH briefly. 1) Q: Why am I building this? A: The available housing/bases in the Vanilla game is disorganized, messy, and just not comfortable for my style of play. 2) Q: What does a well set-up courier need in a house? A: A bedroom, a bath, a kitchen, an armoury, a garden, and a medical station. 3) Sketch a building plan. Allocate rooms. Construct the actual layout in the GECK. 4) Start GECK work. What containers/amenities are needed? Where are they? Where do they belong in the house? 5) Decide how 'immersive' you want to be. Me, I wanted DARC: PH to slot right in, so you could almost believe it was part of the original game. How does that affect what you can do? Where you can locate it? What sort of 'headcanon' is behind the whole thing? Example: A structure like a vault or a bunker than can be easily accessed, would be inhabited. I don't want my player's house inhabited. So why isn't it inhabited? In my case, I had the entrance concealed, and to get at the entrance, the player has to follow some clues found in the antechamber, or have certain values for perception and sneak. 6) Finish GECK work. Lighting, Activators, Scripting, maybe Quests. 7) Test. Realize you forgot X, Y, Z. Test again, realize that Y broke D. Test again... 8) Navmesh. Realize that navmeshing is the most evil task ever designed, worse than retrofitting copper plumbing in situ. Scratch more ambitious plans when you realize how much navmeshing is required. 9) Test. 10) Test again. 11) Test again. 12) Test again. 13) Decide you're mostly done. Publish. 14) Start a long-term test where you play an entire game with the house. Realize within four hours that you have a full page worth of glitches, bugs, and generally bollixed-up things to fix. 15) Play for about twelve hours, and realize you'd really rather be modding than playing. 16) Continue your game test. -X EDIT: Reviewing, I realize that I slipped from helpful to sarcastic around step eight. Which does not make any of the succeeding steps untrue. Edited November 22, 2012 by Xaranth Link to comment Share on other sites More sharing options...
Kargan3033 Posted November 22, 2012 Author Share Posted November 22, 2012 Thank you for the advice my friend and I did not find your post all that sarcastic and I did not take your sarcasim personaly. Basicly what I'm going to start with is an abandond shack out in the middle of no where and take it from there. Thanks for the advice my friend, I have been pretty well an all or nothing kind of guy, any advice on how to build a house? Your most important tools are pencil and paper. :) I would start by picking out the features you want, then sketch a floor plan, then start here, adapting the steps as you go until you feel you have a handle on things. I'll go through the steps I used in DARC: PH briefly. 1) Q: Why am I building this? A: The available housing/bases in the Vanilla game is disorganized, messy, and just not comfortable for my style of play. 2) Q: What does a well set-up courier need in a house? A: A bedroom, a bath, a kitchen, an armoury, a garden, and a medical station. 3) Sketch a building plan. Allocate rooms. Construct the actual layout in the GECK. 4) Start GECK work. What containers/amenities are needed? Where are they? Where do they belong in the house? 5) Decide how 'immersive' you want to be. Me, I wanted DARC: PH to slot right in, so you could almost believe it was part of the original game. How does that affect what you can do? Where you can locate it? What sort of 'headcanon' is behind the whole thing? Example: A structure like a vault or a bunker than can be easily accessed, would be inhabited. I don't want my player's house inhabited. So why isn't it inhabited? In my case, I had the entrance concealed, and to get at the entrance, the player has to follow some clues found in the antechamber, or have certain values for perception and sneak. 6) Finish GECK work. Lighting, Activators, Scripting, maybe Quests. 7) Test. Realize you forgot X, Y, Z. Test again, realize that Y broke D. Test again... 8) Navmesh. Realize that navmeshing is the most evil task ever designed, worse than retrofitting copper plumbing in situ. Scratch more ambitious plans when you realize how much navmeshing is required. 9) Test. 10) Test again. 11) Test again. 12) Test again. 13) Decide you're mostly done. Publish. 14) Start a long-term test where you play an entire game with the house. Realize within four hours that you have a full page worth of glitches, bugs, and generally bollixed-up things to fix. 15) Play for about twelve hours, and realize you'd really rather be modding than playing. 16) Continue your game test. -X EDIT: Reviewing, I realize that I slipped from helpful to sarcastic around step eight. Which does not make any of the succeeding steps untrue. Link to comment Share on other sites More sharing options...
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