With fallout new vegas on the horizon....

Post » Sat Feb 19, 2011 5:32 am

The Flying Dutchman mod is a FO3 mod primarily, but that isn't to say the ships won't be ported over to NV and that a vertibird won't fly high-rollers out to sea (SF bay area anyone??) for a vacation cruise in Ka-chinga towers, and play a little craps in CJs.

There are a lot of things about the new geck I'm excited about, the casino games none the least.
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BlackaneseB
 
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Post » Sat Feb 19, 2011 2:51 am

I hadn't thought of that, that the New Vegas DLC would most likely be coming out on Steam rather than GFWL. If that is the case, anyone that's complaining about Steam needs to have their head examined.

It's not a DLC, it's a whole new game :D yeah, thats another thing im wondering about, how the two G.E.C.K.S will compare, and what new features will the new vegas version have/old features it won't!
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Laura Ellaby
 
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Post » Sat Feb 19, 2011 9:55 am

Well, New Vegas and it's DLCs will likely be the last Fallout game for a number of years, until Fallout 4. The way I see it is, now people have 2 Fallout games and 2 different settings to mod while they wait instead of 1. There's still plenty that can be done with Fallout 3, as it's a different game and a different setting and certain mods will be better suited to the Capital Wasteland than the Mojave Wasteland.
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carly mcdonough
 
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Post » Sat Feb 19, 2011 7:25 am

I don't know if this has been asked before, but is it allowed to use models, textures and stuff from Fallout 3 to create mods in Fallout: NV?

I know that it's not legal to just pack all the model files into a package and republish them as a NV-mod, but what if the mod has the requirement to have Fallout 3 installed. By adding a note to the installation instructions like "To use this mod, several Fallout 3 files are required. Please copy xx into your Fallout: New Vegas DATA directory." you can be sure that the user who want's to play the mod has allready bought FO3.

This way the mod author would not republish any FO3 files, but could use the resources of the game like sounds, models or textures.
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Angela
 
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Post » Sat Feb 19, 2011 1:08 am

This way the mod author would not republish any FO3 files, but could use the resources of the game like sounds, models or textures.
It's legal but Bethesda aren't keen on it- see Morroblivion for an example. Some of the resources are only licensed for use in FO3, and whilst they can't legally stop you converting them, anything which could be seen as condoning or supporting that conversion has to be squished to prevent licensors from claiming Beth are breaching the license. So like Morroblivion you probably won't see it on big sites like Nexus that are effectively 'the site' for FO3 modding.
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Daniel Lozano
 
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Post » Sat Feb 19, 2011 5:06 am

I'm making the change to New Vegas. Hopefully I will be able to convert my mod to New Vegas format. I spoke with Elminster about this and he is hopeful, but said we have to wait and see how many differences there are in the NewVegas master / format and how many models made the trip from Fo3 to NV.

My hope is that the file formats will be close-enough that we can convert one to the other for assets that transferred to New Vegas (that are in both games). Unlike Oblivion we know that thousands of the Fallout3 assets got ported to NewVegas, and it is unlikely they would have bothered with changing the FormIDs on all of those. This means we have the option of porting mods to NV that use assets found in Both games legally. Clearly anything that is specific to Fallout3 or to the DC theme would not have made it into NV, but with luck the bulk of all the common assets and kits sets did. Even if I can get 66% or more of the models to make the conversion, I'll be happy and can replace the rest with NV assets. If the worst-case comes true and everything is changed-out such that a conversion is impossible (which I find very unlikely), then I may finish the work for Fallout 3 and release it as an Fo3 mod. We'll have to see how lucky we get with the assets and formats.

Either way, the GECK's new features and fixes will be very compelling. I don't think the Fo3 modding scene will die, but I do think it will slow down considerably given how close FNV and Fo3 are. It's different than the change from Oblivion to Fo3, there was few commonalities between the two. With the change to FNV however, from a game-engine and modding perspective seems incredibly small, and shouldn't present a challenge to us making the move.

We'll still be using the GECK that will have most of the same features we already know plus new stuff, and I think the ramp-up time for us making the switch to NV will be very small. I imagine alot of us will bounce around both, making mods for NV but helping out an discussing in both forums as the topic permits or requires - I'm think there will be plenty of cross-game threads when talking about changes/differences between the engines.

Miax
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Arnold Wet
 
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Post » Sat Feb 19, 2011 8:22 am

FOSE will be one of the serious issues that determines how well the FO:NV modding scene will be.

What I'm wondering is whether the FO:NV GECK will finally give modders the ability to add new animations, for example for holding and using weapons that require different handholds. That was one of the biggest weaknesses, in my opinion, with the FO3 GECK. It would be one of the things I would request if I knew where the developers of FO:NV would hear it.


J.E. Sawyer said that they haven't changed that, sadly.
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Laura Hicks
 
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Post » Sat Feb 19, 2011 8:22 am

FOSE will be one of the serious issues that determines how well the FO:NV modding scene will be.


I don't think it is great to think this way. The game was not created with FOSE. You can do well without FOSE.

I occasionally see posts in the GECK forum from people saying that FOSE is the only way to do something in-game when I know it's not because I've done what they are saying cannot be done, and I've seen Beth devs do powerful things in scripts too.

I've come to think that people using FOSE has, to an extent, made them unfamiliar with what the guts of the game can be made to do without it. I think that when you have the easy functions there for you in FOSE, you don't have to push what the game can do, so you might not learn as much.

There's some things that really are FOSE-only, admittedly. Like, I know that FOSE can intercept keystrokes, which mimics you being able to code special controls into the executable. Even sho, it seems to me that it is not so often that someone does something in FOSE that cannot be pushed through the regular scripting in some way.

What I'm wondering is whether the FO:NV GECK will finally give modders the ability to add new animations, for example for holding and using weapons that require different handholds. That was one of the biggest weaknesses, in my opinion, with the FO3 GECK. It would be one of the things I would request if I knew where the developers of FO:NV would hear it.


hmmm people can add animations now can't they? They just have to be an animator... like say SaidenStorm . He's got new animations in there. Animations aren't a simple department, that is for sure. But I could be misunderstanding what you are saying.
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Mel E
 
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Post » Fri Feb 18, 2011 6:08 pm

hmmm people can add animations now can't they? They just have to be an animator... like say SaidenStorm . He's got new animations in there. Animations aren't a simple department, that is for sure. But I could be misunderstanding what you are saying.
You can't add more weapon types- 1handpistol, 2handrifle and so on, with their own Idle animations, own Aim animations, own Movement animations. Because weapon type is stored as what is presumably a 5 bit flag, so there's no room for any more types unless you completely reworked the weapon forms to redistribute where all the flags were saved.
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jessica Villacis
 
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Post » Fri Feb 18, 2011 8:24 pm

You can't add more weapon types- 1handpistol, 2handrifle and so on, with their own Idle animations, own Aim animations, own Movement animations. Because weapon type is stored as what is presumably a 5 bit flag, so there's no room for any more types unless you completely reworked the weapon forms to redistribute where all the flags were saved.


I wonder if this limitation is pissing them (game devs) off too. It sounds like they may not be able to add as many weapon reload/etc types as they want, if they used up all the space for them.

In my own stuff if I've used up ALL of the available space for something, it usually means I was forced to stop short of where I wanted to.
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Alex Vincent
 
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Post » Sat Feb 19, 2011 4:14 am

Well I would think if the game devs were getting angry with their limits, they can just have their programmers re do it much faster then any one or two modders can, that's the problem, THEY CAN rewrite an entire weapons type platform in 1 tenth of the time we can.
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cosmo valerga
 
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Post » Fri Feb 18, 2011 10:22 pm

There is a key difference between Morrowind > Oblivion and Oblivion > Fallout 3 in comparison with Fallout 3 > Fallout New Vegas: FO3 and FONV are far more similar in engine structure than either of the two previous examples. The world content is definitely different, so that may help preserve the FO3 scene, but FONV just simply has more options. We already know of a built-in weapon mod system (although we haven't seen if that's inherent to weapon forms or if it's script-based a la WMK), and we also have alt ammo types. We also get a more intuitive convo creation app that's bolt-on.

I think FOSE will definitely be doable with FONV. Recall that the Steam developers helped the FOSE team adapt the loader to work with Steam versions of gamesas games.
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Jynx Anthropic
 
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Post » Sat Feb 19, 2011 1:11 am

Madcat makes very valid points. he's right.
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Invasion's
 
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Post » Sat Feb 19, 2011 10:05 am

thats good to hear though, also STEAM ISN'T THAT BAD, really guys, I use it, I've never had a single problem with it EVER. If anything its easier cuz i can play them on all my computers without carrying discs around. also, it's better then that [censored] games for windows live we used earlier.

I hadn't thought of that, that the New Vegas DLC would most likely be coming out on Steam rather than GFWL. If that is the case, anyone that's complaining about Steam needs to have their head examined.


I can not stand Steam and it will never touch my computer's again !!! -> I will not be buying or Modding FONV until a solution for needing Steam installed is created.

FOSE will be one of the serious issues that determines how well the FO:NV modding scene will be.

What I'm wondering is whether the FO:NV GECK will finally give modders the ability to add new animations, for example for holding and using weapons that require different handholds. That was one of the biggest weaknesses, in my opinion, with the FO3 GECK. It would be one of the things I would request if I knew where the developers of FO:NV would hear it.


There are TONS of empty Animation Slots though I think what your referring to is teh ability to define new weapon types, would be nice but I doubt its going to happen.

I don't think it is great to think this way. The game was not created with FOSE. You can do well without FOSE.

I occasionally see posts in the GECK forum from people saying that FOSE is the only way to do something in-game when I know it's not because I've done what they are saying cannot be done, and I've seen Beth devs do powerful things in scripts too.

I've come to think that people using FOSE has, to an extent, made them unfamiliar with what the guts of the game can be made to do without it. I think that when you have the easy functions there for you in FOSE, you don't have to push what the game can do, so you might not learn as much.

There's some things that really are FOSE-only, admittedly. Like, I know that FOSE can intercept keystrokes, which mimics you being able to code special controls into the executable. Even sho, it seems to me that it is not so often that someone does something in FOSE that cannot be pushed through the regular scripting in some way.



hmmm people can add animations now can't they? They just have to be an animator... like say SaidenStorm . He's got new animations in there. Animations aren't a simple department, that is for sure. But I could be misunderstanding what you are saying.


You can't add more weapon types- 1handpistol, 2handrifle and so on, with their own Idle animations, own Aim animations, own Movement animations. Because weapon type is stored as what is presumably a 5 bit flag, so there's no room for any more types unless you completely reworked the weapon forms to redistribute where all the flags were saved.


http://www.youtube.com/watch?v=4qMwradWw3Y http://www.youtube.com/watch?v=pP1jgr4PKyU http://www.youtube.com/watch?v=C44dK2UiQTg http://www.youtube.com/watch?v=zxmI9w2TKoI

From Sawyers comments on the FONV forums it seems that the game engine might be able to read the FO3 .nif and .kf file format without any need for conversion -> which will make conversions for people like me who insist on createing at least 80-90% of everything I touch Original, most everything else is going to be hit or miss as even if the assets is included in both games if they altered it in any way then the FO3 version can not be used and anything based on those assets are off limits -> which I would imagine will have updated/altered quite alot more of the assets then people are thinking even if they do both exist in both games -> http://www.youtube.com/watch?v=TDW1cEitYd8 for instance seem similar but I would think they altered just enough for me to not be allowed to port over the FG meshes I used for the link.
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Kelvin
 
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Post » Fri Feb 18, 2011 9:29 pm

I've come to think that people using FOSE has, to an extent, made them unfamiliar with what the guts of the game can be made to do without it. I think that when you have the easy functions there for you in FOSE, you don't have to push what the game can do, so you might not learn as much.


It depends entirely on what you are trying to accomplish. FWE's menu system wouldnt be able to manipulate gamsetting without FOSE, none of the hotkeys would work, etc.... anyway, I don't intend to derail the conversation, but having to implement something like FWE in NV without FOSE would be an unfathomable nightmare.
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Mario Alcantar
 
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Post » Fri Feb 18, 2011 6:05 pm

It depends entirely on what you are trying to accomplish. FWE's menu system wouldnt be able to manipulate gamsetting without FOSE, none of the hotkeys would work, etc.... anyway, I don't intend to derail the conversation, but having to implement something like FWE in NV without FOSE would be an unfathomable nightmare.


Hotkey like Functionality works just fine on an item with OnEquip/OnUnequip blocks -> actually it works better because that method does not require the use of an always on GameMode quest constantly eating processing cycles every frame.

Though I do use FOSE/OBSE I use it for the functions that just do not exist in any form faked or otherwise, I think his point was mostly that people are lazy and or uneducated (about what the normal game functions truly offer) and instantly go for the FOSE solution even when the Normal Game functions solution is a superior option. Be it convenience or otherwise people have taken to the misconception that the ONLY usable option is the FOSE/OBSE option and its just not true.

Not having an FONV-SE might limit some people but only because they limit themselves by not giving the original game functions any respect or time, their loss.
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Hannah Barnard
 
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Post » Sat Feb 19, 2011 5:38 am

It depends entirely on what you are trying to accomplish. FWE's menu system wouldnt be able to manipulate gamsetting without FOSE, none of the hotkeys would work, etc.... anyway, I don't intend to derail the conversation, but having to implement something like FWE in NV without FOSE would be an unfathomable nightmare.


It still does not sound bad to me.

Off the top of my head, gamesettings changes sound like they'd require the user to use a separate .esp to adjust them - if I understand what you mean by those. So that means - - no gamesettings from your FWE menu - but that's particular to the menu, if you see what I'm getting at. It can still be accomplished, just not there.

Hotkeys are what they are - - as a modder you don't get to use those without FOSE and, if you are not using FOSE, you have to design around not expecting to have them. I've made a couple of functions which in a FOSE setting would have been done using a hotkey. For my functions, I required the player to equip a certain weapon to signal my system to do stuff (pip boy as a remote communication device), and, I've hijacked the ONDROP block of a miscellaneous item as well to do stuff (readable books which use showtutorialmenu to display text).
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Dawn Porter
 
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Post » Fri Feb 18, 2011 8:11 pm


http://www.youtube.com/watch?v=4qMwradWw3Y http://www.youtube.com/watch?v=pP1jgr4PKyU http://www.youtube.com/watch?v=C44dK2UiQTg http://www.youtube.com/watch?v=zxmI9w2TKoI

From Sawyers comments on the FONV forums it seems that the game engine might be able to read the FO3 .nif and .kf file format without any need for conversion -> which will make conversions for people like me who insist on createing at least 80-90% of everything I touch Original, most everything else is going to be hit or miss as even if the assets is included in both games if they altered it in any way then the FO3 version can not be used and anything based on those assets are off limits -> which I would imagine will have updated/altered quite alot more of the assets then people are thinking even if they do both exist in both games -> http://www.youtube.com/watch?v=TDW1cEitYd8 for instance seem similar but I would think they altered just enough for me to not be allowed to port over the FG meshes I used for the link.


This is sweet, I hadn't realized that you added bows/arrows to Fo3! There was a giant thread in the New Vegas forums about it, and here it's already done. :) I'm gonna save these links, good stuff.

I was very gratified by Frank K's response to MadCat221's post about the NIFs, its a HUGE deal for all my original models/textures as I'm sure it is for you.

Now to complete the dream, here's hoping they add the bulk of the Fo3 model asset database!

Miax
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Isaac Saetern
 
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Post » Sat Feb 19, 2011 4:48 am

There will be a seperate Nexus site for New Vegas. I had the pleasure of playing New Vegas for a short stint at Bethesda's HQ in London yesterday and I'm hoping to get a write up out tomorrow before I leave for California and Vegas for a much looked forward to road trip :)
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Sarah Edmunds
 
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Post » Fri Feb 18, 2011 7:33 pm

Not to derail the conversation away from scripting and, the usage of FOSE but, I thought I would toss my two caps in about FNV and, my plans for the future.

I'm going to immediately start an new mod for New Vagus, "NVInteriors Project". However, DCInteriors is not dead by any means, there are still so many things I want to do. I want to finish Dupont Circle, Fairfax ruins and, much more. Yes, my FO3 project will be on the back burner at first, but, I'll be bouncing back and, forth between the games as time and, inspiration allows.

Given what I've learned working on DCInteriors, I feel what I can do in a new region will be even better. I now know some of the shortcomings I have with the way I designed the mod. My plans are to use a master slave relationship, The master containing all of my new custom assets. The slaves will still be built modularly to insure the maximum flexibility for the user.

I for one will be continually working on both games.

So, many building so, little time. :drool:

cev
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Leah
 
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Post » Sat Feb 19, 2011 7:29 am

My plans are to use a master slave relationship, The master containing all of my new custom assets.

Hmmm... Master/Slave?
Ok... it's time for my two cents about this topic. If Caesar's Legion need help in enslaving 'innocent' NPCs. I am ready to port something like FNNCQ to Vegas. I already optimized most of my scripts which leads directly to a new version of my slavery mod for FO3. So preparing for New Vegas brings a big update for the FO3 version of my 'main' mod.
If Iguanas are still missing I am pretty sure I port this one too. There isn't much to add to them (except squirrels but they are simply to dangerous according the lore ;) ) so I think I make here only updates for FO3 if needed for compatibility.
'See you...' is also a porting candidate for NV. But I still update the FO3 version of 'Time for Bed' and plan to add new player interactions for FO3. As with the other two it depends if it is needed.
In the moment FNNCQ2 for FO3 has my most attention.

To sum it up. I plan to mod for both games. The first weeks after release I am sure I am mostly playing.
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Ymani Hood
 
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Post » Sat Feb 19, 2011 4:40 am

*nevermind*
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Tracy Byworth
 
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Post » Sat Feb 19, 2011 9:31 am

Hmmm... Master/Slave?


A master .esm containing assets new forms. The slaves, .esp's/.esm's containing cells using and, relying on the master. Maybe it's my own term but, it's the best way to describe my intent, this way I can use the assets from the master in any update without duplicating the forms with a new name.

I've got so many redundant forms Texture sets that use the same .nif or, .dds in my current build.

I hope that is more clear so yes a master file containing assets, slaves that rely on the master for said assets.

It's good to hear I'm not the only one planning on working on both games.

cev
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Rowena
 
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Post » Sat Feb 19, 2011 2:44 am


It's good to hear I'm not the only one planning on working on both games.


I would have been very surprised if you had been, especially with both games sharing the same basic engine.
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Jason White
 
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Post » Sat Feb 19, 2011 6:43 am

@CevSteel
I know. No need to explain. It was meant as a little joke because FNNCQ is a slavery overhaul. Maybe I should have used a smiley.
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latrina
 
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