• Fallout Series Thread V14: When i entered this thread i was hoping there would be more gambling
    18,863 replies, posted
[QUOTE=Lexinator;41153133]Can someone explain when these two versions were released to me One is slower than the other curious as to why. [media]http://www.youtube.com/watch?v=gX89Y7AgoXw[/media] [media]http://www.youtube.com/watch?v=sE73giFnLBs[/media][/QUOTE] Most likely a different recording, maybe a live one.
[QUOTE=Tom083;41152663]Hey guys, I'm trying to make a custom animation for Fallout New Vegas but I'm having some troubles, does anyone know how to get animations into the game and can help me, or is there somewhere else I should ask for help? I was going to ask on the nexus but I was just going to see if any if you guys knew before I did.[/QUOTE] What kind of animation are you trying to put in? Basically, you're gonna be stuck using Blender no matter what because it's the only remotely (and yet still half-assedly) supported importer/exporter the NifTools team currently does anything for. If you're trying to make a weapons animation, there's a PDF file on Nexus you can download with some tips on how to create a new animation but as someone else already stated you will have to replace an existing animation. There are a few unused slots but not too many. Also keep in mind that whatever you make your animation for, you will have to deal with the two other categories of animations as well - handgrip/stance for the weapon category you're doing the reload for, and the attack animation. So if you make a reload animation for a pistol grip style automatic rifle but replace a rifle animation, have fun with your non-pistol grip hand grip for the weapon. It's the shittiest, worst animation system ever designed and one more reason why Bethesda's animation department needs to be flattened and completely re-hired.
[QUOTE=Ganerumo;41152937]Are you trying to add a brand new animation or replace an older one ? because actually [B]adding a new animation in the game is impossible[/B]. It has to replace another one.[/QUOTE] Oh shit I didn't know this, thanks. [editline]23rd June 2013[/editline] [QUOTE=Naky;41154028]What kind of animation are you trying to put in? Basically, you're gonna be stuck using Blender no matter what because it's the only remotely (and yet still half-assedly) supported importer/exporter the NifTools team currently does anything for. If you're trying to make a weapons animation, there's a PDF file on Nexus you can download with some tips on how to create a new animation but as someone else already stated you will have to replace an existing animation. There are a few unused slots but not too many. Also keep in mind that whatever you make your animation for, you will have to deal with the two other categories of animations as well - handgrip/stance for the weapon category you're doing the reload for, and the attack animation. So if you make a reload animation for a pistol grip style automatic rifle but replace a rifle animation, have fun with your non-pistol grip hand grip for the weapon. It's the shittiest, worst animation system ever designed and one more reason why Bethesda's animation department needs to be flattened and completely re-hired.[/QUOTE] I was mainly just trying to see IF I could get animations in the game, then from there I would decide what to do. [QUOTE=Naky;41154028]There are a few unused slots but not too many.[/QUOTE] Wait, but what about all these custom poses I see on the fallout nexus and so many images where people pose their characters, aren't they the same as making custom idle animations? Because that's mainly what I was trying to make, idle animations.
My suggestion is that if you're actually serious about this then to play around with the importer/exporter a bit and playing with the stock animations. One thing I've been trying to convince a couple of capable people I know who were tangibly interested in doing what you're doing is making a new rifle reload animation that makes stripper clip, bolt action weapons possible. All the animations already exist, it's simply a matter of chopping them up and creating the new animation calls to allow the bolt action to work with the attack animation calls. I wouldn't say it's simple as my animation knowledge is about 11 years out of date (3ds max 3/Lightwave 6 is what I trained on) and I acknowledge that Blender is a huge piece of shit but it might be a smidge easier than trying to do one up from scratch too. edit: Pose mods are different IIRC. I'm not exactly sure how those who make them do them up, but I do know that they're static. Basically, the pose is created and there's no animation at all. It just moves the body into the skeletal position they set. I also believe that they call on those pose files through the console. Again, I've never had the need/use for pose mods so I haven't really looked into them much.
[QUOTE=Naky;41154392]My suggestion is that if you're actually serious about this then to play around with the importer/exporter a bit and playing with the stock animations. One thing I've been trying to convince a couple of capable people I know who were tangibly interested in doing what you're doing is making a new rifle reload animation that makes stripper clip, bolt action weapons possible. All the animations already exist, it's simply a matter of chopping them up and creating the new animation calls to allow the bolt action to work with the attack animation calls. I wouldn't say it's simple as my animation knowledge is about 11 years out of date (3ds max 3/Lightwave 6 is what I trained on) and I acknowledge that Blender is a huge piece of shit but it might be a smidge easier than trying to do one up from scratch too. edit: Pose mods are different IIRC. I'm not exactly sure how those who make them do them up, but I do know that they're static. Basically, the pose is created and there's no animation at all. It just moves the body into the skeletal position they set. I also believe that they call on those pose files through the console. Again, I've never had the need/use for pose mods so I haven't really looked into them much.[/QUOTE] I was mainly aiming to make a mod that added a lot more idle animations for the player and NPCs, a mod already done it on the nexus but it only added 4 per gender, I wanted to add a lot more. I was just using this as a test animation: [media]http://www.youtube.com/watch?v=iPTWxcdSvJk[/media]
I'm pretty sure creating new idle animations are easy so long as you store them under LOOSE. Store them anywhere else and they start overriding existing animations. I've been adding in a few of the unused animations in the BSA archives this way and they've been working smoothly so far - they even have anim objects, although there's no sounds associated with them, unless there's a way to fix that.
Those mods add idle animations through indigestibles and scripts and such. You have to go through this huge loop hole to get animations to play.
This video alone inspired me to install FO3 again, and save Butch in the vault and have him as a follower later on. [media=http://www.youtube.com/watch?v=S0ximxe4XtU[/media] [editline]23rd June 2013[/editline] Ugh, I don't remember how to do this
[QUOTE=Deez_Nutz;41155616]This video alone inspired me to install FO3 again, and save Butch in the vault and have him as a follower later on. [media=http://www.youtube.com/watch?v=S0ximxe4XtU[/media] [editline]23rd June 2013[/editline] Ugh, I don't remember how to do this[/QUOTE] You gotta help him in "Escape" then do "Trouble on the Homefront" and have neutral Karma to recruit him.
[QUOTE=Blooper Reel;41154671]I'm pretty sure creating new idle animations are easy so long as you store them under LOOSE. Store them anywhere else and they start overriding existing animations. I've been adding in a few of the unused animations in the BSA archives this way and they've been working smoothly so far - they even have anim objects, although there's no sounds associated with them, unless there's a way to fix that.[/QUOTE] [QUOTE=cdr248;41155568]Those mods add idle animations through indigestibles and scripts and such. You have to go through this huge loop hole to get animations to play.[/QUOTE] Thanks guys, I'll have to look into this some more I guess. I was doing everything right when getting my animations into FONV as far as I know, I even made my animation replace the idle ones as a test but they still didn't work. Damn, I really wish it wasn't this hard, decent animation support could go a long way for the modding in this game. Where can I learn about these methods you speak of? Sorry I took so long to reply, a lot of stuff was happening in the past hour.
[QUOTE=Tom083;41155866]Thanks guys, I'll have to look into this some more I guess. I was doing everything right when getting my animations into FONV as far as I know, I even made my animation replace the idle ones as a test but they still didn't work. Damn, I really wish it wasn't this hard, decent animation support could go a long way for the modding in this game. Where can I learn about these methods you speak of? Sorry I took so long to reply, a lot of stuff was happening in the past hour.[/QUOTE] This is for custom reloads but it should help you understand what the loophole is and how it is achieved. [url]http://www.svartberg.com/tutorials/fallout3_customreload/customreload.html[/url]
[QUOTE=cdr248;41156164]This is for custom reloads but it should help you understand what the loophole is and how it is achieved. [url]http://www.svartberg.com/tutorials/fallout3_customreload/customreload.html[/url][/QUOTE] Correct me if I'm wrong, but the script acts as a makeshift 'replacement' for the standard reload animations for that particular weapon by forcing the animation to play on the start of the event, in this case the reload? This is great! Given the right use of code this could be applied to other things, right? Damn, was following the tutorial and the script I pasted into the script window won't save, it doesn't do anything. I'll try tomorrow.
[QUOTE=Mike Tyson;41153284]i think that almost everyone prefers the F3 music[/QUOTE] If I absolutely had to choose I would go with Three Dog's playlist as well. But I much prefer rock over both games' music libraries, to the point of modding in some metal. Heh.[QUOTE=Sir Whoopsalot;41153383]Bit of both. Mighty Mighty man, for instance, is one of my most hated songs in FO3 while NV's Mad about the boy almost makes me want to tear out my eardrums.[/QUOTE] Replacing songs in NV is piss easy. Go to Steam\steamapps\common\fallout new vegas\Data\Sound\songs\radionv, find the songs that make you want to punch babies, and copy their filename. Then delete them. Find a song you like, rename it to what the hated song was named. Copypaste that file back into the RNV music folder, launch NV. Done. I had Metallica and Zeppelin blaring within 30 minutes of the game releasing this way, you can surely find something you like to replace the songs you hate as well.
But that's gonna make it sound like Mr. New Vegas has developed Alzheimer's or something.
Better than Mr New Vegas playing music you think is terrible. If you want to avoid the alzheimers issue there's plenty of RNV music extension mods that come with scripts to disable the specific song intros. The mods also let you add in more songs overall, which is nice.
[QUOTE=Tom083;41156257]Correct me if I'm wrong, but the script acts as a makeshift 'replacement' for the standard reload animations for that particular weapon by forcing the animation to play on the start of the event, in this case the reload? This is great! Given the right use of code this could be applied to other things, right? Damn, was following the tutorial and the script I pasted into the script window won't save, it doesn't do anything. I'll try tomorrow.[/QUOTE] The reason why it doesn't save is because there is an error with the code. The NV Geck doesn't show this error, but the FO3 Geck does. [editline]24th June 2013[/editline] Getting [url=http://newvegas.nexusmods.com/mods/41642/?]this[/url] is recommended so that it displays the errors again.
[QUOTE=cdr248;41165107]The reason why it doesn't save is because there is an error with the code. The NV Geck doesn't show this error, but the FO3 Geck does. [editline]24th June 2013[/editline] Getting [url=http://newvegas.nexusmods.com/mods/41642/?]this[/url] is recommended so that it displays the errors again.[/QUOTE] Heh, I guess I installed an old version of GECK Power up, that explains why it did nothing, Thanks!
[QUOTE=TestECull;41164635]If I absolutely had to choose I would go with Three Dog's playlist as well. But I much prefer rock over both games' music libraries, to the point of modding in some metal. Heh.[/QUOTE] I like the two FP radio mods been considering porting them to FO3
[QUOTE=lavacano;41169938]I like the two FP radio mods been considering porting them to FO3[/QUOTE] I use one of three, depending on which wasteland I want to mod and what my mood is. 1: RACE(Currently the one turned on) 2: GNR - More where that Came from 3: RNV Extended
I dont listen to anything beucase ~imersion~
just found all locations in FO3 (i had to god mode to get vault 87 cuz holy fucking radiation spikes batman that shit's impossible otherwise) and got dogmeat as a partner now i can play the game!
[QUOTE=cdr248;41172512]I dont listen to anything beucase ~imersion~[/QUOTE] I don't listen to anything because I am an avid user of 5x damage mods and being able to hear a giant mutant bear or a raider with a sledgehammer running up to you from behind is very, very important. Actually, being able to hear a mutant bear running up to you is universally important, now that I think about it.
Except for the giant battle music start where it blares maracas in your face.
If there is one thing I hate about Fallout games, it's how often they crash or freeze Are there any mods that help to combat crashing and freezing?
Fallout Stutter Remover. 4gb Enabler and Fake Fullscreen.
[QUOTE=Jetpack Bear;41174420]If there is one thing I hate about Fallout games, it's how often they crash or freeze Are there any mods that help to combat crashing and freezing?[/QUOTE] CASM. Saves your game. Don't bother trying to stop the crashing, there is only dissapointment down that road. Just try to avoid conflicting mods, move to windows 7 if you can (It seems to crash less on 7 for whatever reason) and pray. On the bright side, Fallout 3 and New Vegas launch pretty fast.
Any mods that fix the close range accuracy in third person? The bullet originates from the gun instead of the crosshair and can really screw me over sometimes. I've been looking around on the nexus but I can't seem to find anything.
[QUOTE=Jetpack Bear;41174420]If there is one thing I hate about Fallout games, it's how often they crash or freeze Are there any mods that help to combat crashing and freezing?[/QUOTE] i found [url=http://forums.steampowered.com/forums/showthread.php?t=1328904]this[/url] fix to be the best help i had. no mods necessary, just some .ini file editing.
So I remapped escape to Numpad 5, but it still won't register, even after restarting. Any help?
[QUOTE=Moustacheman;41175892]So I remapped escape to Numpad 5, but it still won't register, even after restarting. Any help?[/QUOTE] This is gonna sound dumb, but are you sure you don't have a 360 controller plugged in?
Sorry, you need to Log In to post a reply to this thread.