Really Amateur Modder, Could Use Some Help

Post » Fri May 13, 2011 6:16 pm

This is probably really simple, but I'm really just starting to mod Fallout 3. This is for a personal project that I'm not releasing, so please don't whine to me about stealing other people's work. Pretty much, I want to use the weapon and apparel models from FOOK, but I don't want the rest of FOOK's effects. How can I do this?

Also, if you decide to help me, prepare for some really dumb questions from me.

Thanks in advance.
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Leanne Molloy
 
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Post » Fri May 13, 2011 10:07 am

All you really need to do is edit the FOOK objects you want and note their models. Then go into your mod and create new objects that use these models. Then you can have your own objects in your own mod to do with as you please. Of course, you will need the FOOK meshes and textures folder to access these models and textures, but you could copy the relevant files into your own custom folder structure as well and point the object models/textures to this new folder structure. In this way you could remove the FOOK folders and not loose the model/texture files.
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Alexandra Ryan
 
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Post » Fri May 13, 2011 9:29 am

All you really need to do is edit the FOOK objects you want and note their models. Then go into your mod and create new objects that use these models. Then you can have your own objects in your own mod to do with as you please. Of course, you will need the FOOK meshes and textures folder to access these models and textures, but you could copy the relevant files into your own custom folder structure as well and point the object models/textures to this new folder structure. In this way you could remove the FOOK folders and not loose the model/texture files.


How exactly would I set that up? Pretty much all I've done before is edit some simple data in the GECK, so I've never done anything like this before.

Also, FOOK changes many of the vanilla weapons' sounds- because I'd be using sounds from FOOK for FOOK's weapons, would the vanilla sounds still be changed?
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Angelina Mayo
 
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Post » Fri May 13, 2011 11:40 am

Every visible object in the game will have a button called 'model' on its base form on the Geck. Click it and note the file and path name. Then load the Geck with your own mod and create a new object of the same type as the FOOK one. Just set all the fields on the objects base form to the same values as you saw on the FOOK object.

Alternatively, you can create a new blank mod, then load it as the active file along with FOOK and just edit all the FOOK objects and save them with a new ID. This will place a copy of the FOOK object into your mod with a new name. Then close the Geck and open it again with only your mod. Now all the copies you made will be ion your mod, but with a different ID than the FOOK versions. Sometimes this will make thing a bit tricky, like if there is a script attached to an armor object for example. When you change the name, the new object in your mod will be looking for the old name of the script, so you'll get a warning and the script field will be blank in your new armor object. So you will have to reattach the script (that has a new name) to your armor (that also has a new name).

Alternatively, you can do this with a utility called FO3Edit and 'copy as override' the selected records from one mod into another. But all of this requires lots of learning on your part. To be honest, if you haven't gone through the 'My First Vault' tutorial on the Geck main page, you should so you can get a good basic understanding of how everything works. I doubt anyone is willing to hand hold you through all of the steps you need to learn as everyone has their own projects they are working on an the time required to teach someone all the basics is pretty big. I know for myself, I must have spent 40 hours on my own learning stuff before I actually had a shimmer of an idea of what I was doing. I mean no disrespect. :)
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Jessica Thomson
 
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Post » Fri May 13, 2011 8:21 pm

Alternatively, you can create a new blank mod, then load it as the active file along with FOOK and just edit all the FOOK objects and save them with a new ID. This will place a copy of the FOOK object into your mod with a new name. Then close the Geck and open it again with only your mod. Now all the copies you made will be ion your mod, but with a different ID than the FOOK versions. Sometimes this will make thing a bit tricky, like if there is a script attached to an armor object for example. When you change the name, the new object in your mod will be looking for the old name of the script, so you'll get a warning and the script field will be blank in your new armor object. So you will have to reattach the script (that has a new name) to your armor (that also has a new name).


I have done the "My First Vault" Tutorial, and I don't expect anyone to hold my hand, I just need a little help =P.

To my point, if I were to do what you have above, would I need to do anything else? For example, would I need to put FOOK's meshes, textures, etc. in a different place so they will work without FOOK activated?

And thanks for the help, I know how annoying instructing someone totally new at something can be.
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Toby Green
 
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Post » Fri May 13, 2011 2:09 pm

If its just for your use and you are not going to upload it anywhere, then you can leave the meshes and textures where they are and still access them from your mod. You don't need a mod loaded in the game in order to use the meshes/texture files from that mod in another mod as these are stand alone files. If you uploaded your mod like this, then other people would get big red exclamation points in their game unless they had FOOK installed on their system.
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Sabrina Steige
 
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