Need some Advice and Directions

Post » Mon Jan 31, 2011 9:44 pm

Hey Guys!

So I have spent the last four months working on a companion mod. I've spent a lot of that time learning how to use some parts of the GECK and what's what here and there and now that it's done I'm thinking about what to do next. I will be working on a second companion, but it won't be so intense since I did most of the work with the first one. What I really want to do now is make a house mod for myself for maximized interactions between the companions I've made and also because I have yet to find just the right house mod because, of course, for me, it has to have great companion accommodations plus whatever else makes a house great.

What I really am hoping you guys can tell me is what tuts I need. Is the basic vault one the place to start?

Also, is it reasonable to start with a structure that exists in the game and make it my own? I'd really like to find an existing structure in the game (there are a couple I really like) and take it over.

Any pointers you'd like to share? I'm a little intimidated by working in the physical space of the game. I had no fear diving right in doing the companion mod, but am a little less fearless about this.

Thanks so much.

:) llama
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hannah sillery
 
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Post » Mon Jan 31, 2011 9:50 pm

Hey Guys!

So I have spent the last four months working on a companion mod. I've spent a lot of that time learning how to use some parts of the GECK and what's what here and there and now that it's done I'm thinking about what to do next. I will be working on a second companion, but it won't be so intense since I did most of the work with the first one. What I really want to do now is make a house mod for myself for maximized interactions between the companions I've made and also because I have yet to find just the right house mod because, of course, for me, it has to have great companion accommodations plus whatever else makes a house great.


Ah another house mod. I really hope your's sticks out.

What I really am hoping you guys can tell me is what tuts I need. Is the basic vault one the place to start?


Well, of course. It shows how to make interior cells, which (I assume) is the biggest part of the mod.

Also, is it reasonable to start with a structure that exists in the game and make it my own? I'd really like to find an existing structure in the game (there are a couple I really like) and take it over.


For what you see outside, yes. Of course, depending if this house is supposed to be unique on the outside, you may want to get an original model later.


Any pointers you'd like to share? I'm a little intimidated by working in the physical space of the game. I had no fear diving right in doing the companion mod, but am a little less fearless about this.


In my opinion, it's much easier to make somthing physical in the game rather than scripting. But, that's me. Honestly, it's not too difficult but does take practice and patience. Good luck! I'll be looking for a thread later about this.
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Jennifer Munroe
 
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Post » Mon Jan 31, 2011 12:37 pm

Ah another house mod. I really hope your's sticks out.


Thanks, and ya, I wasn't thinking I'd release it. Could there BE more house mods? And really, the reason I've never found one I really, really love, I think, is because everyone has their own ideas about what would be ideal.
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Darren
 
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Post » Mon Jan 31, 2011 8:42 pm

Also, is it reasonable to start with a structure that exists in the game and make it my own? I'd really like to find an existing structure in the game (there are a couple I really like) and take it over.

Any pointers you'd like to share? I'm a little intimidated by working in the physical space of the game. I had no fear diving right in doing the companion mod, but am a little less fearless about this.

Don't do what I did early on and blindly take over an existing area (i chose the sniper shack.. well, actually the whole mountain) only to find out later that it was the only place in the game to get the victory rifle. Always better to add your own buildings or custom doorways to an area you like... safer for compatability reasons as well.

Worldspace pointer? Ok sure.. don't delete anything that Bethesda already has in place. You can move it, hide it underground or inside of another object, even script physical and alpha changes to it.. but don't nuke it. Additions to what's already there are handled very well by the game, but something missing from a known place is a certain CTD.
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CSar L
 
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Post » Mon Jan 31, 2011 2:20 pm

Don't do what I did early on and blindly take over an existing area (i chose the sniper shack.. well, actually the whole mountain) only to find out later that it was the only place in the game to get the victory rifle. Always better to add your own buildings or custom doorways to an area you like... safer for compatability reasons as well.

Worldspace pointer? Ok sure.. don't delete anything that Bethesda already has in place. You can move it, hide it underground or inside of another object, even script physical and alpha changes to it.. but don't nuke it. Additions to what's already there are handled very well by the game, but something missing from a known place is a certain CTD.



Thanks Bonedog. I always think it's kinda funny that you can hide things "underground" and that when I'm walking around in Moira's or wherever there's stuff stashed below my character's feet.
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kasia
 
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Post » Mon Jan 31, 2011 8:01 pm

Hello. :)

I have spent the bulk of my mod-development time building interior and exterior cells, and enjoy it enormously. The most important thing for me in this aspect of using the GECK is the Object Palette. It makes level design so much easier to do, that I would highly recommend it. You can find lots of information about it and sample object palette's to use http://http://geck.gamesas.com/index.php/gamesas_Tutorial_Clutter#Cluttering_with_the_Object_Palette.

There is also a YouTube tutorial link in there that I found Very helpful.

Luck!

Miax
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Rudy Paint fingers
 
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Post » Mon Jan 31, 2011 10:41 pm

Hello. :)

I have spent the bulk of my mod-development time building interior and exterior cells, and enjoy it enormously. The most important thing for me in this aspect of using the GECK is the Object Palette. It makes level design so much easier to do, that I would highly recommend it. You can find lots of information about it and sample object palette's to use http://http://geck.gamesas.com/index.php/gamesas_Tutorial_Clutter#Cluttering_with_the_Object_Palette.

There is also a YouTube tutorial link in there that I found Very helpful.

Luck!

Miax



Miax, thank you so much! But, the link is broken :( Woe is me. Your tuts were so important to me with my first mod, I figure anything you recommend has to be gold.

:) llama
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Rob Smith
 
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Post » Mon Jan 31, 2011 3:32 pm

Miax, thank you so much! But, the link is broken :( Woe is me. Your tuts were so important to me with my first mod, I figure anything you recommend has to be gold.

:) llama


Thats because I screwed up the link - Oops!

http://geck.gamesas.com/index.php/gamesas_Tutorial_Clutter#Cluttering_with_the_Object_Palette

Thanks for the kind words. :) I don't give them that good a grade, bottlecaps perhaps. ;)

Cheers!

Miax
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Far'ed K.G.h.m
 
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Post » Mon Jan 31, 2011 4:49 pm

Miax,

Thanks so much.

:) llama
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Josh Trembly
 
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