Simply The GECK
Hip-hip-hooray. Fallout 3's official mod tool is out, and I'm celebrating by badly quoting Tina Turner songs. I'm far too stupid to use the construction kit myself, but I'm dead excited to see what Fallout 3's community (both those who love and those who want to see Bethesda strung up by the nipples for it) [...]
Author: Alec Meer Category: RockPaperShotgun bethesda fallout-3 free geck Publish Date: Fri, 12 Dec 2008 09:50:02 +0000
Hip-hip-hooray. Fallout 3's official mod tool is out, and I'm celebrating by badly quoting Tina Turner songs. I'm far too stupid to use the construction kit myself, but I'm dead excited to see what Fallout 3's community (both those who love and those who want to see Bethesda strung up by the nipples for it) comes up with. Oblivion was massively enhanced by its mods, but Fallout 3's wilder, weirder world means there's room for all manner of madness.
I'd like to be able to open doors with something I made with my engineering, or using my strength or other skill instead of missing out on stuff (like in Andale) because everything's behind a locked door and I didn't train lockpicking because its minigame is even more tedious than the hacking one.
tandino wrote:
I'd quite like to make some 3d models to be incorporated into Fallout 3. We should work on an awesome hats mod. Deer stalkers, headcrabs etc.
hehe
this sounds like an awesome plan. what do you use to make your models? i use 3ds max 7 (got a newer version but exporters work properly on 7) and also you any good with sorting out collision detection? i read up on how to do it earlier and reckon i can pull it off but dunno how it will turn out
and you got any knowledge with nifscope? again i reckon i could manage with it but not 100% confident and lastly same with getting it into the game as an actual wearable peice of clothing, may have to poke around on the fallout 3 forums for a bit of outside help with some of those bits
FatherJack wrote:I'd like to be able to open doors with something I made with my engineering, or using my strength or other skill instead of missing out on stuff (like in Andale) because everything's behind a locked door and I didn't train lockpicking because its minigame is even more tedious than the hacking one.
also this would be very possible, if i get the hang of making normal things like weapons i could give it a go, make a battering ram or somekind of explosive that sets doors to unlocked when used.
alternativly open the console click on the door and type unlock
shot2bits wrote:
hehe
this sounds like an awesome plan. what do you use to make your models? i use 3ds max 7 (got a newer version but exporters work properly on 7) and also you any good with sorting out collision detection? i read up on how to do it earlier and reckon i can pull it off but dunno how it will turn out
and you got any knowledge with nifscope? again i reckon i could manage with it but not 100% confident and lastly same with getting it into the game as an actual wearable peice of clothing, may have to poke around on the fallout 3 forums for a bit of outside help with some of those bits
I use 3DS Max 2008 at the moment, but I've used all since version 4 at some point. I did a lot of collision detection things for UnrealEd in max, but I doubt the methods are similar to GECK.
I had a dabble with the Oblivion construction set too, but not as far as making things externally to be used in game, only using the Oblivion content it came with. I think I've had a play with nifscope, but not to any level where I could use it confidently to import into Fallout 3. We can always learn though.
tandino wrote:
I use 3DS Max 2008 at the moment, but I've used all since version 4 at some point. I did a lot of collision detection things for UnrealEd in max, but I doubt the methods are similar to GECK.
I had a dabble with the Oblivion construction set too, but not as far as making things externally to be used in game, only using the Oblivion content it came with. I think I've had a play with nifscope, but not to any level where I could use it confidently to import into Fallout 3. We can always learn though.
the collision detection is quite simple i think, it should be exactly the same as it was for oblivion and i think that pretty much consists of making a simple mesh around your model and adding the collision detection to that and exporting it all for nifscope.
and then i think all we need nifscope for is to open the texture/material menu and apply it and hope it looks right, i think you can alter texture placement with nifscope but im not 100% sure as i havnt used it in ages then either save or export it from that cant remember which.