(New Modder) Modding Already Ingame Areas?

Post » Fri May 04, 2012 5:58 am

Hi there, I'm a lover of Fallout 3, and someone who kind of 'upgrades' it. By what I mean I take a lot of armor replacers and weapon replacers and upgrade enemies and factions and re-work the environment of Fallout 3. The original wasn't bad at all, but I have played the original version since it came out ^^;;
I got the G.E.C.K. for a seperate reason, but now going into Point Lookout... I really... REALLY want to put some NPC's inside of the Navy Recruitment building. Would I be making a copy of the cell, or just reworking the original and saving it as an esp? I have only had very light experience into the G.E.C.K., last time I was actually in it was probably a year or two ago and I was only screwing around heheh...
Is it hard to make a Merchant mod? I'd like one inside, along with just at least 2 other NPC's. One that has a small walk path, and one in the back of the room that sits at the desk and also has a small walk path. (The merchant would be stationary). Is it hard for Merchants and text dialogue? Is it hard to make items (Stimpacks, Dirty Water, etc.) keep spawning in containers?

Sorry if I asked too many questions :/


On a side note, is it possible to take a modded item from an esp and make it a replacer? I have some nice Recon Armor I'd like to replace with the original Recon Armor (Like the ones the BoS initiates wear), I also have the base ID's for the items.
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Chavala
 
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Post » Thu May 03, 2012 6:00 pm

Still no response guys? I just need a little help. If this is major stuff you can just say that
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Emilie M
 
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Post » Thu May 03, 2012 6:25 pm


I got the G.E.C.K. for a seperate reason, but now going into Point Lookout... I really... REALLY want to put some NPC's inside of the Navy Recruitment building. Would I be making a copy of the cell, or just reworking the original and saving it as an esp?

Rework the cell, if you duplicate it then it would be a different cell and, not show up as the Nave recruitment building. You would also have to attach your new cell to the world for players to enter it.

Is it hard to make a Merchant mod? I'd like one inside, along with just at least 2 other NPC's. One that has a small walk path, and one in the back of the room that sits at the desk and also has a small walk path. (The merchant would be stationary). Is it hard for Merchants and text dialogue?

Not really. You'll need to look at some of the merchants, find one you like, duplicate them and, edit there form to sell the items you want. Same goes for your other NPC's, You'll have to look at how there patrols, AI packages work and, probably make some custom ones for yourself to get them to behave the way you would like.

Is it hard to make items (Stimpacks, Dirty Water, etc.) keep spawning in containers?

Not at all, You just need to set the container to respawn.

On a side note, is it possible to take a modded item from an esp and make it a replacer? I have some nice Recon Armor I'd like to replace with the original Recon Armor (Like the ones the BoS initiates wear), I also have the base ID's for the items.

This can be a bit complicated, (Not for technical reasons but, because of modding etiquette.)

You'll need to get permissions for the original mod author to use and, upload the mod to sites like the nexus. Once permissions are granted, you'll need to ether rebuild the armor, weapons from scratch (Using the models and textures from the other mod) or, open your new .esp and, the original mod, (Your mod being the active .esp!) duplicate the armor, weapon, rename it and, save your mod. Remember if the item uses a texture set you'll also have to do the above for that too.

Hope this helps

cev
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JeSsy ArEllano
 
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Post » Thu May 03, 2012 11:50 pm

Rework the cell, if you duplicate it then it would be a different cell and, not show up as the Nave recruitment building. You would also have to attach your new cell to the world for players to enter it.



Not really. You'll need to look at some of the merchants, find one you like, duplicate them and, edit there form to sell the items you want. Same goes for your other NPC's, You'll have to look at how there patrols, AI packages work and, probably make some custom ones for yourself to get them to behave the way you would like.



Not at all, You just need to set the container to respawn.



This can be a bit complicated, (Not for technical reasons but, because of modding etiquette.)

You'll need to get permissions for the original mod author to use and, upload the mod to sites like the nexus. Once permissions are granted, you'll need to ether rebuild the armor, weapons from scratch (Using the models and textures from the other mod) or, open your new .esp and, the original mod, (Your mod being the active .esp!) duplicate the armor, weapon, rename it and, save your mod. Remember if the item uses a texture set you'll also have to do the above for that too.

Hope this helps

cev


I am the biggest idiot ever, yeah I forgot (Don't ask me how I forgot) patrol codes and such, and it could be easy to rework the safe in the building as the Merchants item box? Or would it be easier to do it a different way.
Thanks, good to see someone can back me up.
Also, I wasn't going to make the mods public, just for me, no selfishness intended
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Cameron Garrod
 
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