Fallout New Vegas Tutorial
Fallout: New Vegas GECK Tutorial. Fallout: New Vegas has several different types, including items that do things and more general noninteractive clutter, but you add all of them by simply drag.
One thing you'll have noticed while wandering through the lonely New Vegas wastelands is that the post-apocalyptic world isn't the most progressive place. Never mind rebuilding civilisation – most of these survivor-types are too lazy to even move the corpses out of the bathtub when they take a soak.Luckily, you're here to help. You might not be able to teach these tattered scavengers to rebuild their world for themselves, but you can lead by example by using the GECK – the Garden of Eden Creation Kit.It's precisely what you'd expect the app Bethesda used created the original game to be, which is to say fearsomely, terrifyingly complicated.
To build a full quest, complete with dialogue, missions and more, would be one hell of an undertaking, whether you have modding experience or not. However, there are less ambitious projects that are just as rewarding. How about a swish pad of your own where you can stash your gear? That's very easy to get the hang of, and over the next twelve steps, I'll show you exactly how to build it.I'll even show you how to make the place look nice and messy, so that the neighbours don't complain that you're letting the side down by not wanting to sit in a hole, listening to bloody Big Iron for the millionth time.
Get the GeckIf you already have a copy from Fallout 3, you'll need to update it to version 1.5 to open New Vegas's updated file formats. If not, simply download a clean copy from fallout.bethsoft.com/ eng/downloads/geck.html. Install it into your New Vegas directory – if you put it anywhere else, you'll get a message about a missing DLL on startup – and load it. Go to File Data and double-click FalloutNV.esm to import New Vegas. Prepare the groundBefore doing anything else, click Save.
Fallout lets you have multiple mods activated at once, which temporarily overwrite the content of the main game. These have the extension.esm. Watch that you don't make any conflicting changes if you plan to experiment with mods, and start a new 'clean' game before testing your creation. It's a bad idea to add/remove unfinished content from your main game if you're still playing.
Terrain typesThere are two types of location in New Vegas – the exterior wasteland, which is built up out of cells and regions, and interiors, such as the insides of houses and Vaults, the construction of which is more like playing with Lego. We'll be making an interior, and the easiest way to start is to duplicate one that's already there. This takes care of all the atmospheric and other twiddly settings, which we can edit later. Making spaceLook at the Cell View window. In the World Space option, select Interiors, and choose a house like 1EHostetlerHome. Right-click on it, and choose Duplicate Cell to make your own copy. Next, select this copy and press F2 to rename it – to something like PCGamerHouse.
To name it in-game, right-click on the entry, select Edit, check the Interior Data tab. On the Objects list, press Shift and End followed by Del to delete the contents. Snap to gridClick the Snap to Grid button – a red circle on a mesh – from the top bar, then right-click on the 3D window to determine how tight the grid of this positioning aid should be.
For rooms, you want 128 units to start with, shrinking down smaller as you move onto individual items. In the Movement tab, set 'Snap To Grid' to be 128. That done, click OK.
It's time to go get some post-apocalyptic Lego pieces to play with. Room with no viewIn the Object window, navigate your way to World Objects Static Dungeons HotelHighEnd to find pieces of scenery that are designed to work together. Right-click and select Preview to see what they look like, and most important, where the holes are. Drag HtlHRmMidStairsDown02 into the 3D window.
It'll be pitch black, so press A to switch off light-mapping. Now you can see what you're doing. Drag and dropTo move the piece around, simply drag and drop, holding X, Y or Z to lock movement on that particular axis.
To move the camera providing your viewpoint, hold down the spacebar and drag. To switch viewpoints, press C, or hit T for a top-down view. To move the object itself, hold down the left mouse button and drag. It's faster to do this with snap-to-grid deactivated, then switching snap-to-grid back on when you're ready to use it. Apocalypse kitNot all pieces will connect together cleanly, but by sticking with this room set, we're making things easier for ourselves. Put in Corner pieces to build the room up top, linking them with Wall pieces, and filling out the middle with the Mid01 (floor and ceiling) tiles.
Down below, add an Exit, and block it off with a freestanding Wall. Use the bar along the wall to let you line things up, being careful not to overlap floor tiles, which would look ghastly.
The furnishingsAdding decoration is much easier. Fallout: New Vegas has several different types, including items that do things and more general noninteractive clutter, but you add all of them by simply drag and dropping. Move them into position, spin them around to be off-axis and more natural looking. Just watch out for the wall decoration clipping through them.
Taste is strictly optional. Look for 'decals' to crack up the walls and add that post-apocalyptic charm. Atomic lightIn the Geck editor, everything appears nicely lit, but only because we turned off lightmapping. In-game, it'll be almost pitch black. Time to fix this by adding some lights. Lights actually consist of two pieces: the light source and the light effect itself. The source is an object like a lamp, dropped into the world like any other prop.
Find one you like and add it. Search for LightFill to add one of the preset effects, and drag it in front of the lamp. The doorTo connect your new house up to the outside world, you need two things: a door inside it, leading out, and a door somewhere in the Wasteland that will bring you to this place. Check the Door section of the World Objects list to find one that fits a gap and slide it into place in your Interior. Next, open up a Wasteland map and find a door you won't be using any time soon.
Here I've used Doc Mitchell's bathroom door. Sorry about that, Doc. Pay a visitDouble-click the door and select 'Teleport', followed by the Cell (room/area) you want it to link too, then the specific reference.
The return path is set for you. And that's it: now you have your own in-game pad. Start a new game, and after Doc finishes chat, open the door and step in. Alternatively, press the tilde and type 'coc pcgamerhouse' to warp home. (You may need to add a COCMarkerHeading object if you end up outside the map.)If you're looking for other ways to spruce your game up without creating it yourself first or perhaps a little inspiration, check out our list of.
By QuetzlsacatanangoI have gotten a lot of questions related to this lately, so sorry to all my e-pals who asked and I never replied.This is how I do armor mods. I don't know jack about weapons, besides pointy end goes toward bad guy. These instructions are for blender, I don't know anything else. These instructions are also really only for using existing meshes in your armor. Not for creating anything from scratch. I am the Christopher Tolkein of meshes, what can I say? I can't make anything new.
These instructions are applicable to either Fallout3 or New Vegas, I'm sure the process is similar for Oblivion as well, though I have never tried it. Additionally, this is basically the same process for converting armor to different base bodies if that is your goal.It should be read as basic info, to do relatively simple things (if I know how to do it, it's basic:))1) Import the body you want your armor to fit (type3, breeze, etc). And all the meatcaps.2) Import the armor that has the piece(s) you want. Delete everything of the old body, the meatcaps from this body, and all the bits of armor you don't want. Repeat step 2 until you have all the bits of armor you want.3) Unhide everything.
This should leave you with a body and an armor that probably doesn't fit.4) Hide the meatcaps on your body.5) Tricky part - Massage the armor as necessary so that it fits the new body. It will be relatively easy if it's a mesh from FO3, a bit harder if it's from Oblivion or some other game. Remember that the part of the body that you cant see doesn't matter, you can delete those vertices if they clip through.6) Once everything is fitting ad looks how you want it in game, unhide your meatcaps.7) Select all meshes8) Import the fallout 3 skeleton and click the 'import skelton only + parent selected meshes' button. By default, it is in the Fallout - Meshes.BSA, so you will have to extract it with FOMM.
It should be located in meshes/characters/male.9) Select skeleton only and export. Here are the export settings I use successfully:10) Open in nifskope, select the body portion and change the shader to shaderskin. Make sure shader flags shadowmap and sfwindowenvironmentmapping are checked. To find the shader info, expand the nitrishape/nitristrip, and highilght BSSHaderPPLightingProperty In the block details, you will see shadertype and shaderflags.11) Under spells, select 'update all tangent spaces', otherwise you may see weird rings and whatnot on the skin.12) Save.13) Right click on your nif and view in geck. If it showed up both in nifskope and geck it will most likely work in game, which is the next step. You can create a new esp that adds it to game, replace an existing armor with it, etc.
You will most likely want to put the armor through various contortions and see what clips, and have to go back to blender a few times to fix what you see.14) Share your new creation on Nexus.Main keystrokes needed for Step 5:hold down middle mouse button and drag to move viewright click - selectmouse wheel - zoomtab - change modes (edit mode, object mode)g - grabr - rotates - scalec - center on cursorh - hideIn edit mode, look for an icon that looks like a bullseye. This is proportional edit, and it is your friend. Mouse wheel adjusts the edit radius. It took me about a year to discover proportional edit.Most of the time you are good to stop here. But what if you don't want it to look just like regular armors?
Here's how to go about a retexture:1) Open mesh in nifskope2) Highlight the part you want to change. This will also highlight the nitristrip/shape. Expand that and expand BSShaderPPLightingProperty.
Fallout New Vegas Mods
Highlight BSShaderTextureSet. In the block details, expand 'Textures'. You will see a purple flower, and most likely the path to the textures the mesh is already using.
First will the be diffuse map, which is the one you want. Go to that directory in explorer (or extract it from the BSA) and save it in a new place.3) Edit it in photoshop, or gimp, or paint.net PS and Gimp need a dds plugin to read dds files.
Paint.net reads them natively.4) Save your new texture IN A NEW PATH/FILENAME5) Change that path in your nif to the new texture you just made.6) Save the nif. There is also a way to make new texture sets in GECK, but I think it's kind of crappy because no one else can use it unless they use your esp.FAQQ - 'I get an error on export, vertex does not belong to a body part.' A - In the lower left you will see a vertex group menu. Body parts will start with 'BP'. Choose the one that is appropriate for the offending vertex, and click 'assign'.Q - 'I get an error on export, vertex is unweighted.' A - Right next to vertex groups is Materials.
Just click 'assign'.Q - Going into the game every time to test is a PITA. Is there a better way?A - Select the skeleton and press ctrl-tab. Then use your g and r keys on various bones to grab and/or rotate them. This is a quick way to check for obvious issues. If you see clipping here you will almost certainly see it in game.
Make sure you don't save any of those movements. You just want to check.Q - I moved some vertices (especially on the z axis) and now I get unsolvable boobage/cooter clipping or male equivalent.A - In object mode, select the part of the armor, then select the body, and go to object - scripts - bone weight copy. Try quality 3, update selected, and click OK. This is actually a good thing to do on anything that should strictly stick to the body.Q - I can't even install blender/nif scripts/etc to get startedA -I always just try to install blender first (32bit only, nifscripts don't work in 64bit blender). The installer tells you what is missing, and I go install those things as they come up. They take you right to the download page in most cases.